163 lines
6.2 KiB
Java
163 lines
6.2 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.client.render;
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import java.util.Random;
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import com.mojang.blaze3d.systems.RenderSystem;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.render.BufferBuilder;
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import net.minecraft.client.render.Tessellator;
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import net.minecraft.client.render.VertexFormats;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.util.math.Quaternion;
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public class SpatialSkyRender {
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private static final SpatialSkyRender INSTANCE = new SpatialSkyRender();
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private final Random random = new Random();
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private final int dspList;
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private long cycle = 0;
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public SpatialSkyRender() {
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this.dspList = GL11.glGenLists(1);
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}
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public static SpatialSkyRender getInstance() {
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return INSTANCE;
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}
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private static final Quaternion[] SKYBOX_SIDE_ROTATIONS = { Quaternion.IDENTITY,
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new Quaternion(90.0F, 0.0F, 0.0F, true), new Quaternion(-90.0F, 0.0F, 0.0F, true),
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new Quaternion(180.0F, 0.0F, 0.0F, true), new Quaternion(0.0F, 0.0F, 90.0F, true),
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new Quaternion(0.0F, 0.0F, -90.0F, true), };
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public void render(MatrixStack matrixStack) {
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final long now = System.currentTimeMillis();
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if (now - this.cycle > 2000) {
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this.cycle = now;
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GL11.glNewList(this.dspList, GL11.GL_COMPILE);
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this.renderTwinkles();
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GL11.glEndList();
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}
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float fade = now - this.cycle;
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fade /= 1000;
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fade = 0.15f * (1.0f - Math.abs((fade - 1.0f) * (fade - 1.0f)));
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RenderSystem.disableFog();
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RenderSystem.disableAlphaTest();
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RenderSystem.disableBlend();
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RenderSystem.depthMask(false);
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RenderSystem.color4f(0.0f, 0.0f, 0.0f, 1.0f);
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final Tessellator tessellator = Tessellator.getInstance();
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final BufferBuilder VertexBuffer = tessellator.getBuffer();
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// This renders a skybox around the player at a far, fixed distance from them.
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// The skybox is pitch black and untextured
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for (Quaternion rotation : SKYBOX_SIDE_ROTATIONS) {
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matrixStack.push();
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matrixStack.multiply(rotation);
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RenderSystem.disableTexture();
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VertexBuffer.begin(GL11.GL_QUADS, VertexFormats.POSITION);
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VertexBuffer.vertex(-100.0D, -100.0D, -100.0D).next();
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VertexBuffer.vertex(-100.0D, -100.0D, 100.0D).next();
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VertexBuffer.vertex(100.0D, -100.0D, 100.0D).next();
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VertexBuffer.vertex(100.0D, -100.0D, -100.0D).next();
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tessellator.draw();
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RenderSystem.enableTexture();
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matrixStack.pop();
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}
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RenderSystem.depthMask(true);
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if (fade > 0.0f) {
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RenderSystem.disableFog();
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RenderSystem.disableAlphaTest();
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RenderSystem.enableBlend();
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RenderSystem.disableTexture();
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RenderSystem.depthMask(false);
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RenderSystem.blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
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RenderSystem.color4f(fade, fade, fade, 1.0f);
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GL11.glCallList(this.dspList);
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}
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RenderSystem.depthMask(true);
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RenderSystem.enableBlend();
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RenderSystem.enableAlphaTest();
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RenderSystem.enableTexture();
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RenderSystem.enableFog();
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RenderSystem.color4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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private void renderTwinkles() {
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final Tessellator tessellator = Tessellator.getInstance();
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final BufferBuilder vb = tessellator.getBuffer();
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vb.begin(GL11.GL_QUADS, VertexFormats.POSITION);
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for (int i = 0; i < 50; ++i) {
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double iX = this.random.nextFloat() * 2.0F - 1.0F;
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double iY = this.random.nextFloat() * 2.0F - 1.0F;
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double iZ = this.random.nextFloat() * 2.0F - 1.0F;
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final double d3 = 0.05F + this.random.nextFloat() * 0.1F;
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double dist = iX * iX + iY * iY + iZ * iZ;
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if (dist < 1.0D && dist > 0.01D) {
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dist = 1.0D / Math.sqrt(dist);
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iX *= dist;
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iY *= dist;
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iZ *= dist;
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final double x = iX * 100.0D;
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final double y = iY * 100.0D;
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final double z = iZ * 100.0D;
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final double d8 = Math.atan2(iX, iZ);
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final double d9 = Math.sin(d8);
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final double d10 = Math.cos(d8);
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final double d11 = Math.atan2(Math.sqrt(iX * iX + iZ * iZ), iY);
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final double d12 = Math.sin(d11);
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final double d13 = Math.cos(d11);
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final double d14 = this.random.nextDouble() * Math.PI * 2.0D;
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final double d15 = Math.sin(d14);
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final double d16 = Math.cos(d14);
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for (int j = 0; j < 4; ++j) {
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final double d17 = 0.0D;
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final double d18 = ((j & 2) - 1) * d3;
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final double d19 = ((j + 1 & 2) - 1) * d3;
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final double d20 = d18 * d16 - d19 * d15;
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final double d21 = d19 * d16 + d18 * d15;
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final double d22 = d20 * d12 + d17 * d13;
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final double d23 = d17 * d12 - d20 * d13;
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final double d24 = d23 * d9 - d21 * d10;
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final double d25 = d21 * d9 + d23 * d10;
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vb.vertex(x + d24, y + d22, z + d25).next();
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}
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}
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}
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tessellator.draw();
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}
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}
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