Redo rendering of the molecular assembler and it's animation

This commit is contained in:
Sebastian Hartte
2020-06-18 17:14:53 +02:00
parent 10ab5d0d5a
commit 98d6740bb2
21 changed files with 338 additions and 561 deletions
@@ -0,0 +1,154 @@
/*
* 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.tile.crafting;
import appeng.client.render.effects.CraftingFx;
import appeng.core.AppEng;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.RenderState;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.model.IBakedModel;
import net.minecraft.client.renderer.model.ItemCameraTransforms;
import net.minecraft.client.renderer.texture.AtlasTexture;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.item.BlockItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.model.data.EmptyModelData;
import net.minecraftforge.fml.common.ObfuscationReflectionHelper;
import org.lwjgl.opengl.GL11;
import java.util.Random;
/**
* Renders the item currently being crafted by the molecular assembler, as well as
* the light strip when it's powered.
*/
@OnlyIn(Dist.CLIENT)
public class MolecularAssemblerRenderer extends TileEntityRenderer<TileMolecularAssembler> {
public static final ResourceLocation LIGHTS_MODEL = new ResourceLocation(AppEng.MOD_ID, "block/molecular_assembler_lights");
private static final RenderType MC_161917_RENDERTYPE_FIX = createRenderType();
private final Random particleRandom = new Random();
public MolecularAssemblerRenderer(TileEntityRendererDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
}
@Override
public void render(TileMolecularAssembler molecularAssembler, float partialTicks, MatrixStack ms, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) {
AssemblerAnimationStatus status = molecularAssembler.getAnimationStatus();
if (status != null) {
if (!Minecraft.getInstance().isGamePaused()) {
if (status.isExpired()) {
molecularAssembler.setAnimationStatus(null);
}
status.setAccumulatedTicks(status.getAccumulatedTicks() + partialTicks);
status.setTicksUntilParticles(status.getTicksUntilParticles() - partialTicks);
}
renderStatus(molecularAssembler, ms, bufferIn, combinedLightIn, status);
}
if (molecularAssembler.isPowered()) {
renderPowerLight(ms, bufferIn, combinedLightIn, combinedOverlayIn);
}
}
private void renderPowerLight(MatrixStack ms, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) {
// Render the translucent light overlay here instead of in the block, because thanks to the following MC
// bug, our particles would otherwise not be visible (because the glass pane would also render as translucent,
// even the fully transparent part)
// https://bugs.mojang.com/browse/MC-161917
Minecraft minecraft = Minecraft.getInstance();
IBakedModel lightsModel = minecraft.getModelManager().getModel(LIGHTS_MODEL);
IVertexBuilder buffer = bufferIn.getBuffer(MC_161917_RENDERTYPE_FIX);
minecraft.getBlockRendererDispatcher().getBlockModelRenderer().renderModel(
ms.getLast(), buffer, null, lightsModel, 1, 1, 1, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE
);
}
private void renderStatus(TileMolecularAssembler molecularAssembler, MatrixStack ms, IRenderTypeBuffer bufferIn, int combinedLightIn, AssemblerAnimationStatus status) {
double centerX = molecularAssembler.getPos().getX() + 0.5f;
double centerY = molecularAssembler.getPos().getY() + 0.5f;
double centerZ = molecularAssembler.getPos().getZ() + 0.5f;
// Spawn crafting FX that fly towards the block's center
Minecraft minecraft = Minecraft.getInstance();
if (status.getTicksUntilParticles() <= 0) {
status.setTicksUntilParticles(4);
if (AppEng.proxy.shouldAddParticles(particleRandom)) {
for (int x = 0; x < (int) Math.ceil(status.getSpeed() / 5.0); x++) {
minecraft.particles.addParticle(
CraftingFx.TYPE,
centerX, centerY, centerZ,
0, 0, 0
);
}
}
}
ItemStack is = status.getIs();
ItemRenderer itemRenderer = minecraft.getItemRenderer();
ms.push();
ms.translate(0.5, 0.5, 0.5); // Translate to center of block
if (!(is.getItem().getItem() instanceof BlockItem)) {
ms.translate(0, -0.3f, 0);
} else {
ms.translate(0, -0.2f, 0);
}
itemRenderer.renderItem(is, ItemCameraTransforms.TransformType.GROUND, combinedLightIn, OverlayTexture.NO_OVERLAY,
ms, bufferIn);
ms.pop();
}
/**
* See above for when this can be removed.
* It creates a RenderType that is equivalent to {@link RenderType#getTranslucent()}, but enables
* alpha testing. This prevents the fully transparents parts of the rendered block model from
* occluding our particles.
*/
private static RenderType createRenderType() {
RenderState.TransparencyState TRANSLUCENT_TRANSPARENCY = ObfuscationReflectionHelper.getPrivateValue(RenderState.class, null, "field_228515_g_");
RenderState.TextureState mipmapBlockAtlasTexture = new RenderState.TextureState(AtlasTexture.LOCATION_BLOCKS_TEXTURE, false, true);
RenderState.LightmapState disableLightmap = new RenderState.LightmapState(false);
RenderType.State glState = RenderType.State.getBuilder().texture(mipmapBlockAtlasTexture).transparency(TRANSLUCENT_TRANSPARENCY).alpha(new RenderState.AlphaState(0.05F)).lightmap(disableLightmap).build(true);
return RenderType.makeType("ae2_translucent_alphatest", DefaultVertexFormats.POSITION_COLOR_TEX_LIGHTMAP, GL11.GL_QUADS, 256, glState);
}
}