Files
Applied-Energistics-2/src/main/java/appeng/client/render/TesrRenderHelper.java
T
Sebastian Hartte b2afa0398c More Rendering fixes
2020-06-08 18:36:03 +02:00

139 lines
4.6 KiB
Java

/*
* 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 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();
}
}