Port more stuff

This commit is contained in:
Sebastian Hartte
2020-07-24 18:39:39 +02:00
parent 9fcfbf31be
commit 5bf05f6cb1
16 changed files with 184 additions and 125 deletions
@@ -0,0 +1,161 @@
/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render;
import java.util.Random;
import net.minecraft.client.render.VertexFormats;
import net.minecraft.client.util.math.MatrixStack;
import com.mojang.blaze3d.systems.RenderSystem;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.render.BufferBuilder;
import net.minecraft.util.math.Quaternion;
import net.minecraft.client.render.Tessellator;
public class SpatialSkyRender {
private static final SpatialSkyRender INSTANCE = new SpatialSkyRender();
private final Random random = new Random();
private final int dspList;
private long cycle = 0;
public SpatialSkyRender() {
this.dspList = GL11.glGenLists(1);
}
public static SpatialSkyRender getInstance() {
return INSTANCE;
}
private static final Quaternion[] SKYBOX_SIDE_ROTATIONS = { Quaternion.IDENTITY, new Quaternion(90.0F, 0.0F, 0.0F, true),
new Quaternion(-90.0F, 0.0F, 0.0F, true), new Quaternion(180.0F, 0.0F, 0.0F, true),
new Quaternion(0.0F, 0.0F, 90.0F, true), new Quaternion(0.0F, 0.0F, -90.0F, true), };
public void render(MatrixStack matrixStack) {
final long now = System.currentTimeMillis();
if (now - this.cycle > 2000) {
this.cycle = now;
GL11.glNewList(this.dspList, GL11.GL_COMPILE);
this.renderTwinkles();
GL11.glEndList();
}
float fade = now - this.cycle;
fade /= 1000;
fade = 0.15f * (1.0f - Math.abs((fade - 1.0f) * (fade - 1.0f)));
RenderSystem.disableFog();
RenderSystem.disableAlphaTest();
RenderSystem.disableBlend();
RenderSystem.depthMask(false);
RenderSystem.color4f(0.0f, 0.0f, 0.0f, 1.0f);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder VertexBuffer = tessellator.getBuffer();
// This renders a skybox around the player at a far, fixed distance from them.
// The skybox is pitch black and untextured
for (Quaternion rotation : SKYBOX_SIDE_ROTATIONS) {
matrixStack.push();
matrixStack.multiply(rotation);
RenderSystem.disableTexture();
VertexBuffer.begin(GL11.GL_QUADS, VertexFormats.POSITION);
VertexBuffer.vertex(-100.0D, -100.0D, -100.0D).next();
VertexBuffer.vertex(-100.0D, -100.0D, 100.0D).next();
VertexBuffer.vertex(100.0D, -100.0D, 100.0D).next();
VertexBuffer.vertex(100.0D, -100.0D, -100.0D).next();
tessellator.draw();
RenderSystem.enableTexture();
matrixStack.pop();
}
RenderSystem.depthMask(true);
if (fade > 0.0f) {
RenderSystem.disableFog();
RenderSystem.disableAlphaTest();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
RenderSystem.depthMask(false);
RenderSystem.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
RenderSystem.color4f(fade, fade, fade, 1.0f);
GL11.glCallList(this.dspList);
}
RenderSystem.depthMask(true);
RenderSystem.enableBlend();
RenderSystem.enableAlphaTest();
RenderSystem.enableTexture();
RenderSystem.enableFog();
RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
}
private void renderTwinkles() {
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder vb = tessellator.getBuffer();
vb.begin(GL11.GL_QUADS, VertexFormats.POSITION);
for (int i = 0; i < 50; ++i) {
double iX = this.random.nextFloat() * 2.0F - 1.0F;
double iY = this.random.nextFloat() * 2.0F - 1.0F;
double iZ = this.random.nextFloat() * 2.0F - 1.0F;
final double d3 = 0.05F + this.random.nextFloat() * 0.1F;
double dist = iX * iX + iY * iY + iZ * iZ;
if (dist < 1.0D && dist > 0.01D) {
dist = 1.0D / Math.sqrt(dist);
iX *= dist;
iY *= dist;
iZ *= dist;
final double x = iX * 100.0D;
final double y = iY * 100.0D;
final double z = iZ * 100.0D;
final double d8 = Math.atan2(iX, iZ);
final double d9 = Math.sin(d8);
final double d10 = Math.cos(d8);
final double d11 = Math.atan2(Math.sqrt(iX * iX + iZ * iZ), iY);
final double d12 = Math.sin(d11);
final double d13 = Math.cos(d11);
final double d14 = this.random.nextDouble() * Math.PI * 2.0D;
final double d15 = Math.sin(d14);
final double d16 = Math.cos(d14);
for (int j = 0; j < 4; ++j) {
final double d17 = 0.0D;
final double d18 = ((j & 2) - 1) * d3;
final double d19 = ((j + 1 & 2) - 1) * d3;
final double d20 = d18 * d16 - d19 * d15;
final double d21 = d19 * d16 + d18 * d15;
final double d22 = d20 * d12 + d17 * d13;
final double d23 = d17 * d12 - d20 * d13;
final double d24 = d23 * d9 - d21 * d10;
final double d25 = d21 * d9 + d23 * d10;
vb.vertex(x + d24, y + d22, z + d25).next();
}
}
}
tessellator.draw();
}
}