Some models and render stuff compiles

This commit is contained in:
covers1624
2020-06-02 11:59:29 +09:30
parent 7483314190
commit d32dbfd3c8
14 changed files with 207 additions and 230 deletions
@@ -21,21 +21,22 @@ package appeng.client.render;
import java.util.Random;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
import net.minecraft.client.world.ClientWorld;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.world.ClientWorld;
import net.minecraftforge.client.IRenderHandler;
public class SpatialSkyRender extends IRenderHandler
//TODO https://github.com/MinecraftForge/MinecraftForge/pull/6537
public class SpatialSkyRender implements IRenderHandler
{
private static final SpatialSkyRender INSTANCE = new SpatialSkyRender();
@@ -46,25 +47,26 @@ public class SpatialSkyRender extends IRenderHandler
public SpatialSkyRender()
{
this.dspList = GLAllocation.generateDisplayLists( 1 );
this.dspList = GL11.glGenLists( 1 );
}
public static IRenderHandler getInstance()
{
return INSTANCE;
}
//FIXME, Do not use this until the above PR is merged.
// public static IRenderHandler getInstance()
// {
// return INSTANCE;
// }
@Override
public void render(final float partialTicks, final ClientWorld world, final Minecraft mc )
public void render( final int ticks, final float partialTicks, final ClientWorld world, final Minecraft mc )
{
final long now = System.currentTimeMillis();
if( now - this.cycle > 2000 )
{
this.cycle = now;
GlStateManager.glNewList( this.dspList, GL11.GL_COMPILE );
GL11.glNewList( this.dspList, GL11.GL_COMPILE );
this.renderTwinkles();
GlStateManager.glEndList();
GL11.glEndList();
}
float fade = now - this.cycle;
@@ -72,7 +74,7 @@ public class SpatialSkyRender extends IRenderHandler
fade = 0.15f * ( 1.0f - Math.abs( ( fade - 1.0f ) * ( fade - 1.0f ) ) );
GlStateManager.disableFog();
GlStateManager.disableAlpha();
GlStateManager.disableAlphaTest();
RenderSystem.disableBlend();
GlStateManager.depthMask( false );
RenderSystem.color4f( 0.0f, 0.0f, 0.0f, 1.0f );
@@ -87,30 +89,30 @@ public class SpatialSkyRender extends IRenderHandler
if( i == 1 )
{
GlStateManager.rotate( 90.0F, 1.0F, 0.0F, 0.0F );
GlStateManager.rotatef( 90.0F, 1.0F, 0.0F, 0.0F );
}
if( i == 2 )
{
GlStateManager.rotate( -90.0F, 1.0F, 0.0F, 0.0F );
GlStateManager.rotatef( -90.0F, 1.0F, 0.0F, 0.0F );
}
if( i == 3 )
{
GlStateManager.rotate( 180.0F, 1.0F, 0.0F, 0.0F );
GlStateManager.rotatef( 180.0F, 1.0F, 0.0F, 0.0F );
}
if( i == 4 )
{
GlStateManager.rotate( 90.0F, 0.0F, 0.0F, 1.0F );
GlStateManager.rotatef( 90.0F, 0.0F, 0.0F, 1.0F );
}
if( i == 5 )
{
GlStateManager.rotate( -90.0F, 0.0F, 0.0F, 1.0F );
GlStateManager.rotatef( -90.0F, 0.0F, 0.0F, 1.0F );
}
GlStateManager.disableTexture2D();
GlStateManager.disableTexture();
VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION );
VertexBuffer.pos( -100.0D, -100.0D, -100.0D ).endVertex();
VertexBuffer.pos( -100.0D, -100.0D, 100.0D ).endVertex();
@@ -126,21 +128,21 @@ public class SpatialSkyRender extends IRenderHandler
if( fade > 0.0f )
{
GlStateManager.disableFog();
GlStateManager.disableAlpha();
GlStateManager.disableAlphaTest();
RenderSystem.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.disableTexture();
GlStateManager.depthMask( false );
OpenGlHelper.glBlendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0 );
GlStateManager.blendFuncSeparate( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0 );
RenderHelper.disableStandardItemLighting();
RenderSystem.color4f( fade, fade, fade, 1.0f );
GlStateManager.callList( this.dspList );
GL11.glCallList( this.dspList );
}
GlStateManager.depthMask( true );
RenderSystem.enableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableAlphaTest();
RenderSystem.enableTexture();
GlStateManager.enableFog();