package WayofTime.bloodmagic.api.alchemyCrafting; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.EnumFacing; import net.minecraft.util.ResourceLocation; import WayofTime.bloodmagic.tile.TileAlchemyArray; public class AlchemyCircleRenderer { public float offsetFromFace = -0.9f; public final ResourceLocation arrayResource; public AlchemyCircleRenderer() { this(new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/SightSigil.png")); } public AlchemyCircleRenderer(ResourceLocation arrayResource) { this.arrayResource = arrayResource; } public float getRotation(float craftTime) { float offset = 2; if (craftTime >= offset) { float modifier = (float) Math.pow(craftTime - offset, 1.5); return modifier * 1f; } return 0; } public float getSecondaryRotation(float craftTime) { float offset = 50; if (craftTime >= offset) { float modifier = (float) Math.pow(craftTime - offset, 1.7); return modifier * 0.5f; } return 0; } public float getSizeModifier(float craftTime) { if (craftTime >= 150 && craftTime <= 250) { return (200 - craftTime) / 50f; } return 1.0f; } public float getVerticalOffset(float craftTime) { if (craftTime >= 5) { if (craftTime <= 40) { return (float) ((-0.4) * Math.pow((craftTime - 5) / 35f, 3)); } else { return -0.4f; } } return 0; } public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) { if (!(tile instanceof TileAlchemyArray)) { return; } TileAlchemyArray tileArray = (TileAlchemyArray) tile; Tessellator tessellator = Tessellator.getInstance(); VertexBuffer wr = tessellator.getBuffer(); GlStateManager.pushMatrix(); // float rot = (float)(this.worldObj.provider.getWorldTime() % (360 / // this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f; float rot = getRotation(craftTime); float secondaryRot = getSecondaryRotation(craftTime); float size = 1.0F * getSizeModifier(craftTime); // Bind the texture to the circle Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource); GlStateManager.disableCull(); GlStateManager.enableBlend(); GlStateManager.blendFunc(770, 1); GlStateManager.translate(x, y, z); // Specify which face this "circle" is located on EnumFacing sideHit = EnumFacing.UP; EnumFacing rotation = tileArray.getRotation(); GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace); switch (sideHit) { case DOWN: GlStateManager.translate(0, 0, 1); GlStateManager.rotate(-90.0f, 1, 0, 0); break; case EAST: GlStateManager.rotate(-90.0f, 0, 1, 0); GlStateManager.translate(0, 0, -1); break; case NORTH: break; case SOUTH: GlStateManager.rotate(180.0f, 0, 1, 0); GlStateManager.translate(-1, 0, -1); break; case UP: GlStateManager.translate(0, 1, 0); GlStateManager.rotate(90.0f, 1, 0, 0); break; case WEST: GlStateManager.translate(0, 0, 1); GlStateManager.rotate(90.0f, 0, 1, 0); break; } GlStateManager.pushMatrix(); GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime)); GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1); GlStateManager.pushMatrix(); GlStateManager.rotate(rot, 0, 0, 1); GlStateManager.rotate(secondaryRot, 1, 0, 0); GlStateManager.rotate(secondaryRot * 0.45812f, 0, 0, 1); double var31 = 0.0D; double var33 = 1.0D; double var35 = 0; double var37 = 1; GlStateManager.color(1f, 1f, 1f, 1f); wr.begin(7, DefaultVertexFormats.POSITION_TEX); // wr.setBrightness(200); wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex(); wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex(); wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex(); wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); // GlStateManager.depthMask(true); GlStateManager.disableBlend(); GlStateManager.enableCull(); // GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.popMatrix(); GlStateManager.popMatrix(); } }