Fixing Sanguine armour, adding some fancy rendering, doing other random bug fixes

This commit is contained in:
WayofTime 2014-08-10 14:38:51 -04:00
parent 4f9fad22c5
commit 14f9e3c61b
66 changed files with 2425 additions and 911 deletions

View file

@ -0,0 +1,115 @@
package WayofTime.alchemicalWizardry.common.renderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.TextureManager;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import cpw.mods.fml.client.FMLClientHandler;
public class BeamRenderer
{
private static final ResourceLocation field_110629_a = new ResourceLocation("textures/entity/beacon_beam.png");
protected static TileEntityRendererDispatcher field_147501_a;
protected static void bindTexture(ResourceLocation p_147499_1_)
{
TextureManager texturemanager = BeamRenderer.field_147501_a.field_147553_e;
if (texturemanager != null)
{
texturemanager.bindTexture(p_147499_1_);
}
}
public static void render()
{
double d0 = 0;
double d1 = 0;
double d2 = 0;
float distance = 5; //Total distance
GL11.glPushMatrix();
float f1 = 1.0f;
Tessellator tessellator = Tessellator.instance;
BeamRenderer.bindTexture(field_110629_a);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_CULL_FACE);
float f2 = 0;
float f3 = -f2 * 0.2F - (float)MathHelper.floor_float(-f2 * 0.1F);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDepthMask(false);
tessellator.startDrawingQuads();
tessellator.setColorRGBA(255, 0, 0, 50);
//tessellator.setColorOpaque(255, 255, 255);
double inside = 0.45d-0.5d;
double outside = 1.0d-0.45d-0.5d;
double d18 = inside;
double d19 = inside;
double d20 = outside;
double d21 = inside;
double d22 = inside;
double d23 = outside;
double d24 = outside;
double d25 = outside;
double d26 = (double)(distance * f1);// + 0.2;
double d27 = 0.0D;
double d28 = 1.0D;
double d29 = (double)(-1.0F + f3);
double d30 = (double)(distance * f1) + d29;
GL11.glTranslated(d0+0.5, d1+0.5, d2+0.5);
GL11.glRotatef(45F, 0F, 1F, 0F); //Rotate on planar axis
GL11.glRotatef(30F, 0F, 0F, 1F); //Rotate vertical axis
//GL11.glRotatef(tileAltar.getWorldObj().getWorldTime()*2f, 1F, 0F, 0F); //Rotate cylindrically
double offset = 0;
tessellator.setBrightness(240);
float s = 1F / 16F;
// GL11.glTranslatef(0F, s, s);
// GL11.glScalef(1F, s * 14F, s * 14F);
tessellator.addVertexWithUV(d26, d18, d19, d28, d30);
tessellator.addVertexWithUV(offset, d18, d19, d28, d29);
tessellator.addVertexWithUV(offset, d20, d21, d27, d29);
tessellator.addVertexWithUV(d26, d20, d21, d27, d30);
tessellator.addVertexWithUV(d26, d24, d25, d28, d30);
tessellator.addVertexWithUV(offset, d24, d25, d28, d29);
tessellator.addVertexWithUV(offset, d22, d23, d27, d29);
tessellator.addVertexWithUV(d26, d22, d23, d27, d30);
tessellator.addVertexWithUV(d26, d20, d21, d28, d30);
tessellator.addVertexWithUV(offset, d20, d21, d28, d29);
tessellator.addVertexWithUV(offset, d24, d25, d27, d29);
tessellator.addVertexWithUV(d26, d24, d25, d27, d30);
tessellator.addVertexWithUV(d26, d22, d23, d28, d30);
tessellator.addVertexWithUV(offset, d22, d23, d28, d29);
tessellator.addVertexWithUV(offset, d18, d19, d27, d29);
tessellator.addVertexWithUV(d26, d18, d19, d27, d30);
//ShaderHelper.useShaderWithProps(ShaderHelper.beam, "time", (int) tileAltar.getWorldObj().getTotalWorldTime());
tessellator.draw();
//ShaderHelper.releaseShader();
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
GL11.glPopMatrix();
}
}