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
@@ -19,15 +19,11 @@
package appeng.client.render;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderItem;
import net.minecraft.item.ItemStack;
import com.mojang.blaze3d.matrix.MatrixStack;
import net.minecraft.client.renderer.Vector3f;
import net.minecraft.util.Direction;
import appeng.api.storage.data.IAEItemStack;
import appeng.util.IWideReadableNumberConverter;
import appeng.util.ReadableNumberConverter;
@@ -44,9 +40,9 @@ public class TesrRenderHelper
* Move the current coordinate system to the center of the given block face, assuming that the origin is currently
* at the center of a block.
*/
public static void moveToFace( Direction face )
public static void moveToFace( MatrixStack mStack, Direction face )
{
GlStateManager.translate( face.getXOffset() * 0.50, face.getYOffset() * 0.50, face.getZOffset() * 0.50 );
mStack.translate( face.getXOffset() * 0.50, face.getYOffset() * 0.50, face.getZOffset() * 0.50 );
}
/**
@@ -54,39 +50,39 @@ public class TesrRenderHelper
* the given face as if it was
* a 2D canvas.
*/
public static void rotateToFace( Direction face, byte spin )
public static void rotateToFace( MatrixStack mStack, Direction face, byte spin )
{
switch( face )
{
case UP:
GlStateManager.scale( 1.0f, -1.0f, 1.0f );
GlStateManager.rotate( 90.0f, 1.0f, 0.0f, 0.0f );
GlStateManager.rotate( spin * 90.0F, 0, 0, 1 );
mStack.scale( 1.0f, -1.0f, 1.0f );
mStack.rotate( Vector3f.XP.rotationDegrees( 90.0F ) );
mStack.rotate( Vector3f.ZP.rotationDegrees( spin * 90.0F ) );
break;
case DOWN:
GlStateManager.scale( 1.0f, -1.0f, 1.0f );
GlStateManager.rotate( -90.0f, 1.0f, 0.0f, 0.0f );
GlStateManager.rotate( spin * -90.0F, 0, 0, 1 );
mStack.scale( 1.0f, -1.0f, 1.0f );
mStack.rotate( Vector3f.XP.rotationDegrees( -90.0F ) );
mStack.rotate( Vector3f.ZP.rotationDegrees( spin * -90.0F ) );
break;
case EAST:
GlStateManager.scale( -1.0f, -1.0f, -1.0f );
GlStateManager.rotate( -90.0f, 0.0f, 1.0f, 0.0f );
mStack.scale( -1.0f, -1.0f, -1.0f );
mStack.rotate( Vector3f.YP.rotationDegrees( -90.0F ) );
break;
case WEST:
GlStateManager.scale( -1.0f, -1.0f, -1.0f );
GlStateManager.rotate( 90.0f, 0.0f, 1.0f, 0.0f );
mStack.scale( -1.0f, -1.0f, -1.0f );
mStack.rotate( Vector3f.YP.rotationDegrees( 90.0F ) );
break;
case NORTH:
GlStateManager.scale( -1.0f, -1.0f, -1.0f );
mStack.scale( -1.0f, -1.0f, -1.0f );
break;
case SOUTH:
GlStateManager.scale( -1.0f, -1.0f, -1.0f );
GlStateManager.rotate( 180.0f, 0.0f, 1.0f, 0.0f );
mStack.scale( -1.0f, -1.0f, -1.0f );
mStack.rotate( Vector3f.YP.rotationDegrees( 180.0F ) );
break;
default:
@@ -94,53 +90,53 @@ public class TesrRenderHelper
}
}
/**
* Render an item in 2D.
*/
public static void renderItem2d( ItemStack itemStack, float scale )
{
if( !itemStack.isEmpty() )
{
OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, 240.f, 240.0f );
GlStateManager.pushMatrix();
// The Z-scaling by 0.0001 causes the model to be visually "flattened"
// This cannot replace a proper projection, but it's cheap and gives the desired
// effect at least from head-on
GlStateManager.scale( scale / 32.0f, scale / 32.0f, 0.0001f );
// Position the item icon at the top middle of the panel
GlStateManager.translate( -8, -11, 0 );
RenderItem renderItem = Minecraft.getInstance().getRenderItem();
renderItem.renderItemAndEffectIntoGUI( itemStack, 0, 0 );
GlStateManager.popMatrix();
}
}
/**
* Render an item in 2D and the given text below it.
*
* @param spacing Specifies how far apart the item and the item stack amount are rendered.
*/
public static void renderItem2dWithAmount( IAEItemStack itemStack, float itemScale, float spacing )
{
final ItemStack renderStack = itemStack.asItemStackRepresentation();
TesrRenderHelper.renderItem2d( renderStack, itemScale );
final long stackSize = itemStack.getStackSize();
final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm( stackSize );
// Render the item count
final FontRenderer fr = Minecraft.getInstance().fontRenderer;
final int width = fr.getStringWidth( renderedStackSize );
GlStateManager.translate( 0.0f, spacing, 0 );
GlStateManager.scale( 1.0f / 62.0f, 1.0f / 62.0f, 1.0f / 62.0f );
GlStateManager.translate( -0.5f * width, 0.0f, 0.5f );
fr.drawString( renderedStackSize, 0, 0, 0 );
}
//TODO, A different approach will have to be used for this from TESRs, -covers, i have ideas.
// /**
// * Render an item in 2D.
// */
// public static void renderItem2d( ItemStack itemStack, float scale )
// {
// if( !itemStack.isEmpty() )
// {
// RenderSystem.glMultiTexCoord2f( GL13.GL_TEXTURE22, 240.f, 240.0f );
//
// RenderSystem.pushMatrix();
//
// // The Z-scaling by 0.0001 causes the model to be visually "flattened"
// // This cannot replace a proper projection, but it's cheap and gives the desired
// // effect at least from head-on
// RenderSystem.scaled( scale / 32.0f, scale / 32.0f, 0.0001f );
// // Position the item icon at the top middle of the panel
// RenderSystem.translated( -8, -11, 0 );
//
// ItemRenderer renderItem = Minecraft.getInstance().getItemRenderer();
// renderItem.renderItemAndEffectIntoGUI( itemStack, 0, 0 );
//
// RenderSystem.popMatrix();
// }
// }
//
// /**
// * Render an item in 2D and the given text below it.
// *
// * @param spacing Specifies how far apart the item and the item stack amount are rendered.
// */
// public static void renderItem2dWithAmount( IAEItemStack itemStack, float itemScale, float spacing )
// {
// final ItemStack renderStack = itemStack.asItemStackRepresentation();
//
// TesrRenderHelper.renderItem2d( renderStack, itemScale );
//
// final long stackSize = itemStack.getStackSize();
// final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm( stackSize );
//
// // Render the item count
// final FontRenderer fr = Minecraft.getInstance().fontRenderer;
// final int width = fr.getStringWidth( renderedStackSize );
// RenderSystem.translated( 0.0f, spacing, 0 );
// RenderSystem.scaled( 1.0f / 62.0f, 1.0f / 62.0f, 1.0f / 62.0f );
// RenderSystem.translated( -0.5f * width, 0.0f, 0.5f );
// fr.drawString( renderedStackSize, 0, 0, 0 );
//
// }
}