136 lines
5.1 KiB
Java
136 lines
5.1 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 com.mojang.blaze3d.matrix.MatrixStack;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.gui.FontRenderer;
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import net.minecraft.client.renderer.IRenderTypeBuffer;
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import net.minecraft.client.renderer.Vector3f;
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import net.minecraft.client.renderer.model.ItemCameraTransforms;
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import net.minecraft.client.renderer.texture.OverlayTexture;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.Direction;
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import appeng.api.storage.data.IAEItemStack;
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import appeng.util.IWideReadableNumberConverter;
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import appeng.util.ReadableNumberConverter;
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/**
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* Helper methods for rendering TESRs.
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*/
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public class TesrRenderHelper {
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private static final IWideReadableNumberConverter NUMBER_CONVERTER = ReadableNumberConverter.INSTANCE;
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/**
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* Rotate the current coordinate system so it is on the face of the given block
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* side. This can be used to render on the given face as if it was a 2D canvas.
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*/
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public static void rotateToFace(MatrixStack mStack, Direction face, byte spin) {
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switch (face) {
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case UP:
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mStack.rotate(Vector3f.XP.rotationDegrees(270));
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mStack.rotate(Vector3f.ZP.rotationDegrees(- spin * 90.0F));
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break;
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case DOWN:
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mStack.rotate(Vector3f.XP.rotationDegrees(90.0F));
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mStack.rotate(Vector3f.ZP.rotationDegrees(spin * -90.0F));
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break;
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case EAST:
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mStack.rotate(Vector3f.YP.rotationDegrees(90.0F));
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break;
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case WEST:
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mStack.rotate(Vector3f.YP.rotationDegrees(-90.0F));
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break;
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case NORTH:
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mStack.rotate(Vector3f.YP.rotationDegrees(180.0F));
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break;
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case SOUTH:
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break;
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default:
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break;
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}
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}
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// TODO, A different approach will have to be used for this from TESRs, -covers,
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// i have ideas.
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/**
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* Render an item in 2D.
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*/
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public static void renderItem2d(MatrixStack matrixStack, IRenderTypeBuffer buffers, ItemStack itemStack,
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float scale, int combinedLightIn, int combinedOverlayIn) {
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if (!itemStack.isEmpty()) {
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matrixStack.push();
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// Push it out of the block face a bit to avoid z-fighting
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matrixStack.translate(0, 0, 0.01f);
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// The Z-scaling by 0.0002 causes the model to be visually "flattened"
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// This cannot replace a proper projection, but it's cheap and gives the desired
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// effect at least from head-on
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matrixStack.scale(scale, scale, 0.0002f);
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Minecraft.getInstance().getItemRenderer().renderItem(itemStack, ItemCameraTransforms.TransformType.GUI,
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combinedLightIn, OverlayTexture.NO_OVERLAY, matrixStack, buffers);
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matrixStack.pop();
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}
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}
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/**
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* Render an item in 2D and the given text below it.
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*
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* @param matrixStack
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* @param buffers
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* @param spacing Specifies how far apart the item and the item stack
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* amount are rendered.
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* @param combinedLightIn
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* @param combinedOverlayIn
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*/
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public static void renderItem2dWithAmount(MatrixStack matrixStack, IRenderTypeBuffer buffers,
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IAEItemStack itemStack, float itemScale, float spacing, int combinedLightIn, int combinedOverlayIn) {
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final ItemStack renderStack = itemStack.asItemStackRepresentation();
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TesrRenderHelper.renderItem2d(matrixStack, buffers, renderStack, itemScale, combinedLightIn, combinedOverlayIn);
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final long stackSize = itemStack.getStackSize();
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final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm(stackSize);
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// Render the item count
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final FontRenderer fr = Minecraft.getInstance().fontRenderer;
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final int width = fr.getStringWidth(renderedStackSize);
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matrixStack.push();
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matrixStack.translate(0.0f, spacing, 0.02f);
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matrixStack.scale(1.0f / 62.0f, -1.0f / 62.0f, 1.0f / 62.0f);
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matrixStack.scale(0.5f, 0.5f, 0);
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matrixStack.translate(-0.5f * width, 0.0f, 0.5f);
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fr.renderString(renderedStackSize, 0, 0, -1, false, matrixStack.getLast().getMatrix(), buffers, false, 0,
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15728880);
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matrixStack.pop();
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}
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}
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