Implement a functioning Blood Tank (#969)
Added a search bar to the Upgrade Tomes Creative Tab Updated some Altar fluid code (remove deprecated stuff) Moved Rendering classes into appropriate package Fix the localization errors on the Demon Crystals A few cleanups here and there
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40 changed files with 929 additions and 249 deletions
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package WayofTime.bloodmagic.client.render.block;
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import WayofTime.bloodmagic.tile.TileBloodTank;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.VertexBuffer;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraftforge.fluids.Fluid;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import org.lwjgl.opengl.GL11;
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@SideOnly(Side.CLIENT)
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public class RenderBloodTank extends TileEntitySpecialRenderer<TileBloodTank>
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{
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private static final Minecraft mc = Minecraft.getMinecraft();
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@Override
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public void renderTileEntityAt(TileBloodTank bloodTank, double x, double y, double z, float partialTicks, int destroyStage)
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{
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if (bloodTank == null)
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return;
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Fluid renderFluid = bloodTank.getClientRenderFluid();
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if (bloodTank.getRenderHeight() == 0 || renderFluid == null)
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return;
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GlStateManager.pushMatrix();
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bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
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renderFluid(bloodTank.getRenderHeight(), renderFluid, x, y, z);
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GlStateManager.popMatrix();
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}
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public void renderFluid(float scale, Fluid renderFluid, double x, double y, double z)
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{
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GlStateManager.translate(x, y, z);
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RenderHelper.disableStandardItemLighting();
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GlStateManager.disableRescaleNormal();
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GlStateManager.disableBlend();
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Tessellator tessellator = Tessellator.getInstance();
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VertexBuffer buffer = tessellator.getBuffer();
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TextureAtlasSprite fluid = Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(renderFluid.getStill().toString());
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fluid = fluid == null ? mc.getTextureMapBlocks().getMissingSprite() : fluid;
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
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final int rgbaColor = renderFluid.getColor();
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final int rColor = rgbaColor >> 16 & 0xFF;
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final int gColor = rgbaColor >> 8 & 0xFF;
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final int bColor = rgbaColor & 0xFF;
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final int aColor = rgbaColor >> 24 & 0xFF;
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GlStateManager.enableBlend();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GlStateManager.color(rColor, gColor, bColor, aColor);
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float u1 = fluid.getMinU();
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float v1 = fluid.getMinV();
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float u2 = fluid.getMaxU();
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float v2 = fluid.getMaxV();
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if (scale > 0)
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{
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float edge = 0.9375F;
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float otherEdge = 0.0625F;
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float offset = 0.002F;
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// Top
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buffer.pos(0, scale - offset, 0).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, scale - offset, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1, scale - offset, 1).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1, scale - offset, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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// Bottom
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buffer.pos(1, offset, 0).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1, offset, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, offset, 1).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, offset, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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if (scale > otherEdge)
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{
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if (scale > edge)
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scale = edge;
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v2 -= (fluid.getMaxV() - fluid.getMinV()) * (1 - scale);
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//NORTH
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buffer.pos(1, scale, offset).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1, 0, offset).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, 0, offset).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, scale, offset).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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//EAST
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buffer.pos(offset, 0, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(offset, scale, 1).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(offset, scale, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(offset, 0, 0).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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//SOUTH
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buffer.pos(1, 0, 1 - offset).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1, scale, 1 - offset).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, scale, 1 - offset).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(0, 0, 1 - offset).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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//WEST
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buffer.pos(1 - offset, scale, 1).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1 - offset, 0, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1 - offset, 0, 0).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
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buffer.pos(1 - offset, scale, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
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}
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}
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tessellator.draw();
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RenderHelper.enableStandardItemLighting();
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}
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}
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