package WayofTime.alchemicalWizardry.common.renderer; import WayofTime.alchemicalWizardry.api.ColourAndCoords; 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; public class BeamRenderer { private static final ResourceLocation field_110629_a = new ResourceLocation("textures/entity/beacon_beam.png"); public int xInit; public int yInit; public int zInit; public int xFinal; public int yFinal; public int zFinal; public int colourRed; public int colourGreen; public int colourBlue; public int colourIntensity; public double size; public void setInitialPosition(int x, int y, int z) { this.xInit = x; this.yInit = y; this.zInit = z; } public void setColourAndFinalPosition(ColourAndCoords col) { this.colourRed = col.colourRed; this.colourGreen = col.colourGreen; this.colourBlue = col.colourBlue; this.colourIntensity = col.colourIntensity; this.xFinal = col.xCoord; this.yFinal = col.yCoord; this.zFinal = col.zCoord; } public void setSize(double size) { this.size = size; } protected static void bindTexture(ResourceLocation p_147499_1_) { TextureManager texturemanager = TileEntityRendererDispatcher.instance.field_147553_e; if (texturemanager != null) { texturemanager.bindTexture(p_147499_1_); } } public void render(double d0, double d1, double d2) { int xDiff = this.xFinal - this.xInit; int yDiff = this.yFinal - this.yInit; int zDiff = this.zFinal - this.zInit; float planarAngle = (float) (Math.atan2(-zDiff, xDiff) * 180d / Math.PI); //Radians float verticalAngle = (float) (Math.atan2(yDiff, Math.sqrt(xDiff * xDiff + zDiff + zDiff)) * 180d / Math.PI); float distance = (float) Math.sqrt(xDiff * xDiff + yDiff * yDiff + zDiff * zDiff); //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(colourRed, colourGreen, colourBlue, colourIntensity); double inside = -(this.size / 2d); double outside = 1.0d - (0.50d - this.size / 2d) - 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(planarAngle, 0F, 1F, 0F); //Rotate on planar axis GL11.glRotatef(verticalAngle, 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; 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); tessellator.draw(); 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(); } }