Files
Wizardry/src/main/java/electroblob/wizardry/client/renderer/RenderArcaneWorkbench.java
T
2018-03-09 11:56:31 +01:00

104 lines
3.9 KiB
Java

package electroblob.wizardry.client.renderer;
import org.lwjgl.opengl.GL11;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.tileentity.ContainerArcaneWorkbench;
import electroblob.wizardry.tileentity.TileEntityArcaneWorkbench;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms.TransformType;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
public class RenderArcaneWorkbench extends TileEntitySpecialRenderer<TileEntityArcaneWorkbench> {
private static final ResourceLocation runeTexture = new ResourceLocation(Wizardry.MODID,
"textures/entity/rune.png");
public RenderArcaneWorkbench(){
}
@Override
public void render(TileEntityArcaneWorkbench tileentity, double x, double y, double z,
float partialTicks, int destroyStage, float alpha){
GlStateManager.pushMatrix();
// This line makes stuff render in the same place relative to the world wherever the player is.
GlStateManager.translate((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
GlStateManager.rotate(180, 0F, 0F, 1F);
GlStateManager.pushMatrix();
double angle = 0.0d;
if(x < -0.5){
angle = Math.toDegrees(Math.atan((z + 0.5) / (x + 0.5))) + 180;
}else{
angle = Math.toDegrees(Math.atan((z + 0.5) / (x + 0.5)));
}
this.renderEffect(tileentity);
this.renderWand(tileentity, angle);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
private void renderEffect(TileEntityArcaneWorkbench tileentity){
ItemStack itemstack = tileentity.getStackInSlot(ContainerArcaneWorkbench.WAND_SLOT);
if(!itemstack.isEmpty()){
GlStateManager.pushMatrix();
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird
// brightness bug.
GlStateManager.rotate(tileentity.timer, 0.0f, 1.0f, 0.0f);
GlStateManager.translate(0.0f, 0.65f, 0.0f);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
bindTexture(runeTexture);
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
buffer.pos(-0.5f, 0, -0.5f).tex(0, 0).endVertex();
buffer.pos(0.5f, 0, -0.5f).tex(1, 0).endVertex();
buffer.pos(0.5f, 0, 0.5f).tex(1, 1).endVertex();
buffer.pos(-0.5f, 0, 0.5f).tex(0, 1).endVertex();
tessellator.draw();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.popMatrix();
}
}
/**
* Renders the wand on the workbench as 3D on the model. Currently doesn't do much on 'fast' graphics!
*
* @param tileentity The instance of the workbench tile entity
*/
private void renderWand(TileEntityArcaneWorkbench tileentity, double viewAngle){
ItemStack stack = tileentity.getStackInSlot(ContainerArcaneWorkbench.WAND_SLOT);
if(!stack.isEmpty()){
GlStateManager.pushMatrix();
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(180, 0, 1, 0);
// View angle is negated because of the 180 flip.
GlStateManager.rotate((float)(-viewAngle - 90f), 0, 0, 1);
// Does the floaty thing
GlStateManager.translate(0.0F, 0.0F, (float)tileentity.yOffset / 5000.0F - 0.55f);
GlStateManager.scale(0.75F, 0.75F, 0.75F);
// This is what the item frame uses so it's definitely what we want.
Minecraft.getMinecraft().getRenderItem().renderItem(stack, TransformType.FIXED);
GlStateManager.popMatrix();
}
}
}