Implement the new model for the Blood Tank

- Texture needs some tinkering. Will bother @InsomniaKitten about it
- Minor cleanup and improvements
This commit is contained in:
Nicholas Ignoffo 2016-12-11 23:54:03 -08:00
parent aac2623440
commit b7e2730bcc
8 changed files with 438 additions and 108 deletions

View file

@ -39,8 +39,10 @@ public class RenderBloodTank extends TileEntitySpecialRenderer<TileBloodTank>
GlStateManager.popMatrix();
}
public void renderFluid(float scale, Fluid renderFluid, double x, double y, double z)
public void renderFluid(float maxHeight, Fluid renderFluid, double x, double y, double z)
{
maxHeight = maxHeight * 0.575F;
GlStateManager.translate(x, y, z);
RenderHelper.disableStandardItemLighting();
@ -69,56 +71,40 @@ public class RenderBloodTank extends TileEntitySpecialRenderer<TileBloodTank>
float u2 = fluid.getMaxU();
float v2 = fluid.getMaxV();
if (scale > 0)
{
float edge = 0.9375F;
float otherEdge = 0.0625F;
float offset = 0.002F;
if (maxHeight > 0) {
float texWidth = u2 - u1;
// Top
buffer.pos(0, scale - offset, 0).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, scale - offset, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1, scale - offset, 1).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1, scale - offset, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
// TOP
buffer.pos(0.25, maxHeight + 0.05, 0.25).tex(u1 + 0.75 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, maxHeight + 0.05, 0.75).tex(u1 + 0.75 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, maxHeight + 0.05, 0.75).tex(u1 + 0.25 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, maxHeight + 0.05, 0.25).tex(u1 + 0.25 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
// Bottom
buffer.pos(1, offset, 0).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1, offset, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, offset, 1).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, offset, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
// NORTH
buffer.pos(0.75, maxHeight + 0.05, 0.25).tex(u1 + 0.75 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, 0, 0.25).tex(u1 + 0.75 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, 0, 0.25).tex(u1 + 0.25 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, maxHeight + 0.05, 0.25).tex(u1 + 0.25 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
if (scale > otherEdge)
{
if (scale > edge)
scale = edge;
// EAST
buffer.pos(0.25, 0, 0.75).tex(u1 + 0.75 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, maxHeight + 0.05, 0.75).tex(u1 + 0.75 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, maxHeight + 0.05, 0.25).tex(u1 + 0.25 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, 0, 0.25).tex(u1 + 0.25 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
v2 -= (fluid.getMaxV() - fluid.getMinV()) * (1 - scale);
// SOUTH
buffer.pos(0.75, 0, 0.75).tex(u1 + 0.75 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, maxHeight + 0.05, 0.75).tex(u1 + 0.75 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, maxHeight + 0.05, 0.75).tex(u1 + 0.25 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.25, 0, 0.75).tex(u1 + 0.25 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
//NORTH
buffer.pos(1, scale, offset).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1, 0, offset).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, 0, offset).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, scale, offset).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
//EAST
buffer.pos(offset, 0, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(offset, scale, 1).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(offset, scale, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(offset, 0, 0).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
//SOUTH
buffer.pos(1, 0, 1 - offset).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1, scale, 1 - offset).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, scale, 1 - offset).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0, 0, 1 - offset).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
//WEST
buffer.pos(1 - offset, scale, 1).tex(u1, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1 - offset, 0, 1).tex(u1, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1 - offset, 0, 0).tex(u2, v2).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(1 - offset, scale, 0).tex(u2, v1).color(rColor, gColor, bColor, aColor).endVertex();
}
// WEST
buffer.pos(0.75, maxHeight + 0.05, 0.75).tex(u1 + 0.75 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, 0, 0.75).tex(u1 + 0.75 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, 0, 0.25).tex(u1 + 0.25 * texWidth, v1).color(rColor, gColor, bColor, aColor).endVertex();
buffer.pos(0.75, maxHeight + 0.05, 0.25).tex(u1 + 0.25 * texWidth, v1 + (maxHeight + 0.05) * texWidth).color(rColor, gColor, bColor, aColor).endVertex();
}
tessellator.draw();
RenderHelper.enableStandardItemLighting();