/* * 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 . */ package appeng.client.render; import appeng.api.storage.data.IAEItemStack; import com.mojang.blaze3d.matrix.MatrixStack; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.renderer.IRenderTypeBuffer; import net.minecraft.client.renderer.Vector3f; import net.minecraft.client.renderer.model.ItemCameraTransforms; import net.minecraft.client.renderer.texture.OverlayTexture; import net.minecraft.item.ItemStack; import net.minecraft.util.Direction; import appeng.util.IWideReadableNumberConverter; import appeng.util.ReadableNumberConverter; /** * Helper methods for rendering TESRs. */ public class TesrRenderHelper { private static final IWideReadableNumberConverter NUMBER_CONVERTER = ReadableNumberConverter.INSTANCE; /** * Rotate the current coordinate system so it is on the face of the given block side. This can be used to render on * the given face as if it was * a 2D canvas. */ public static void rotateToFace( MatrixStack mStack, Direction face, byte spin ) { switch( face ) { case UP: mStack.rotate( Vector3f.XP.rotationDegrees( 90.0F ) ); mStack.rotate( Vector3f.ZP.rotationDegrees( spin * 90.0F ) ); break; case DOWN: mStack.rotate( Vector3f.XP.rotationDegrees( -90.0F ) ); mStack.rotate( Vector3f.ZP.rotationDegrees( spin * -90.0F ) ); break; case EAST: mStack.rotate( Vector3f.YP.rotationDegrees( 90.0F ) ); break; case WEST: mStack.rotate( Vector3f.YP.rotationDegrees( -90.0F ) ); break; case NORTH: mStack.rotate( Vector3f.YP.rotationDegrees( 180.0F ) ); break; case SOUTH: break; default: break; } } //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(MatrixStack matrixStack, IRenderTypeBuffer buffers, ItemStack itemStack, float scale, int combinedLightIn, int combinedOverlayIn) { if( !itemStack.isEmpty() ) { matrixStack.push(); // Push it out of the block face a bit to avoid z-fighting matrixStack.translate(0, 0, 0.01f); // The Z-scaling by 0.0002 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 matrixStack.scale( scale, scale, 0.0002f ); Minecraft.getInstance().getItemRenderer().renderItem(itemStack, ItemCameraTransforms.TransformType.GUI, combinedLightIn, OverlayTexture.NO_OVERLAY, matrixStack, buffers); matrixStack.pop(); } } /** * Render an item in 2D and the given text below it. * @param matrixStack * @param buffers * @param spacing Specifies how far apart the item and the item stack amount are rendered. * @param combinedLightIn * @param combinedOverlayIn */ public static void renderItem2dWithAmount(MatrixStack matrixStack, IRenderTypeBuffer buffers, IAEItemStack itemStack, float itemScale, float spacing, int combinedLightIn, int combinedOverlayIn) { final ItemStack renderStack = itemStack.asItemStackRepresentation(); TesrRenderHelper.renderItem2d( matrixStack, buffers, renderStack, itemScale, combinedLightIn, combinedOverlayIn ); 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 ); matrixStack.push(); matrixStack.translate( 0.0f, spacing, 0.02f ); matrixStack.scale( 1.0f / 62.0f, - 1.0f / 62.0f, 1.0f / 62.0f ); matrixStack.scale(0.5f, 0.5f, 0); matrixStack.translate( -0.5f * width, 0.0f, 0.5f ); fr.renderString(renderedStackSize, 0, 0, -1, false, matrixStack.getLast().getMatrix(), buffers, false, 0, 15728880); matrixStack.pop(); } }