DimDoors/StevenDimDoors/mod_pocketDim/world/CustomSkyProvider.java

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package StevenDimDoors.mod_pocketDim.world;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.WorldClient;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.Vec3;
import net.minecraftforge.client.IRenderHandler;
public class CustomSkyProvider extends IRenderHandler
{
int starGLCallList;
int glSkyList;
int glSkyList2;
public ResourceLocation getMoonRenderPath()
{
return null;
}
public ResourceLocation getSunRenderPath()
{
return null;
}
@Override
public void render(float par1, WorldClient world, Minecraft mc)
{
starGLCallList = GLAllocation.generateDisplayLists(3);
glSkyList = this.starGLCallList + 1;
glSkyList2 = this.starGLCallList + 2;
GL11.glDisable(GL11.GL_FOG);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
RenderHelper.disableStandardItemLighting();
GL11.glDepthMask(false);
mc.renderEngine.bindTexture(new ResourceLocation("/misc/tunnel.png"));
if (mc.theWorld.provider.isSurfaceWorld())
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, par1);
float f1 = (float)vec3.xCoord;
float f2 = (float)vec3.yCoord;
float f3 = (float)vec3.zCoord;
float f4;
if (mc.gameSettings.anaglyph)
{
float f5 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F;
float f6 = (f1 * 30.0F + f2 * 70.0F) / 100.0F;
f4 = (f1 * 30.0F + f3 * 70.0F) / 100.0F;
f1 = f5;
f2 = f6;
f3 = f4;
}
GL11.glColor3f(f1, f2, f3);
Tessellator tessellator1 = Tessellator.instance;
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_FOG);
GL11.glColor3f(f1, f2, f3);
GL11.glCallList(this.glSkyList);
GL11.glDisable(GL11.GL_FOG);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
RenderHelper.disableStandardItemLighting();
float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(par1), par1);
float f7;
float f8;
float f9;
float f10;
if (afloat != null)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glPushMatrix();
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(MathHelper.sin(world.getCelestialAngleRadians(par1)) < 0.0F ? 180.0F : 0.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F);
f4 = afloat[0];
f7 = afloat[1];
f8 = afloat[2];
float f11;
if (mc.gameSettings.anaglyph)
{
f9 = (f4 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F;
f10 = (f4 * 30.0F + f7 * 70.0F) / 100.0F;
f11 = (f4 * 30.0F + f8 * 70.0F) / 100.0F;
f4 = f9;
f7 = f10;
f8 = f11;
}
tessellator1.startDrawing(6);
tessellator1.setColorRGBA_F(f4, f7, f8, afloat[3]);
tessellator1.addVertex(0.0D, 100.0D, 0.0D);
byte b0 = 16;
tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F);
for (int j = 0; j <= b0; ++j)
{
f11 = j * (float)Math.PI * 2.0F / b0;
float f12 = MathHelper.sin(f11);
float f13 = MathHelper.cos(f11);
tessellator1.addVertex(f12 * 120.0F, f13 * 120.0F, -f13 * 40.0F * afloat[3]);
}
tessellator1.draw();
GL11.glPopMatrix();
GL11.glShadeModel(GL11.GL_FLAT);
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL11.glPushMatrix();
f4 = 1.0F - world.getRainStrength(par1);
f7 = 0.0F;
f8 = 0.0F;
f9 = 0.0F;
GL11.glColor4f(1.0F, 1.0F, 1.0F, f4);
GL11.glTranslatef(f7, f8, f9);
GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(world.getCelestialAngle(par1) * 360.0F, 1.0F, 0.0F, 0.0F);
f10 = 30.0F;
mc.renderEngine.bindTexture(this.getSunRenderPath());
tessellator1.startDrawingQuads();
tessellator1.addVertexWithUV((-f10), 100.0D, (-f10), 0.0D, 0.0D);
tessellator1.addVertexWithUV(f10, 100.0D, (-f10), 1.0D, 0.0D);
tessellator1.addVertexWithUV(f10, 100.0D, f10, 1.0D, 1.0D);
tessellator1.addVertexWithUV((-f10), 100.0D, f10, 0.0D, 1.0D);
tessellator1.draw();
f10 = 20.0F;
mc.renderEngine.bindTexture(this.getMoonRenderPath());
int k = world.getMoonPhase();
int l = k % 4;
int i1 = k / 4 % 2;
float f14 = l + 0 ;
float f15 = i1 + 0;
float f16 = l + 1 ;
float f17 = i1 + 1;
tessellator1.startDrawingQuads();
tessellator1.addVertexWithUV((-f10), -100.0D, f10, f16, f17);
tessellator1.addVertexWithUV(f10, -100.0D, f10, f14, f17);
tessellator1.addVertexWithUV(f10, -100.0D, (-f10), f14, f15);
tessellator1.addVertexWithUV((-f10), -100.0D, (-f10), f16, f15);
tessellator1.draw();
GL11.glDisable(GL11.GL_TEXTURE_2D);
float f18 = world.getStarBrightness(par1) * f4;
if (f18 > 0.0F)
{
GL11.glColor4f(f18, f18, f18, f18);
GL11.glCallList(this.starGLCallList);
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_FOG);
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor3f(0.0F, 0.0F, 0.0F);
double d0 = mc.thePlayer.getPosition(par1).yCoord - world.getHorizon();
if (d0 < 0.0D)
{
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, 12.0F, 0.0F);
GL11.glCallList(this.glSkyList2);
GL11.glPopMatrix();
f8 = 1.0F;
f9 = -((float)(d0 + 65.0D));
f10 = -f8;
tessellator1.startDrawingQuads();
tessellator1.setColorRGBA_I(0, 255);
tessellator1.addVertex((-f8), f9, f8);
tessellator1.addVertex(f8, f9, f8);
tessellator1.addVertex(f8, f10, f8);
tessellator1.addVertex((-f8), f10, f8);
tessellator1.addVertex((-f8), f10, (-f8));
tessellator1.addVertex(f8, f10, (-f8));
tessellator1.addVertex(f8, f9, (-f8));
tessellator1.addVertex((-f8), f9, (-f8));
tessellator1.addVertex(f8, f10, (-f8));
tessellator1.addVertex(f8, f10, f8);
tessellator1.addVertex(f8, f9, f8);
tessellator1.addVertex(f8, f9, (-f8));
tessellator1.addVertex((-f8), f9, (-f8));
tessellator1.addVertex((-f8), f9, f8);
tessellator1.addVertex((-f8), f10, f8);
tessellator1.addVertex((-f8), f10, (-f8));
tessellator1.addVertex((-f8), f10, (-f8));
tessellator1.addVertex((-f8), f10, f8);
tessellator1.addVertex(f8, f10, f8);
tessellator1.addVertex(f8, f10, (-f8));
tessellator1.draw();
}
if (world.provider.isSkyColored())
{
GL11.glColor3f(f1 * 0.2F + 0.04F, f2 * 0.2F + 0.04F, f3 * 0.6F + 0.1F);
}
else
{
GL11.glColor3f(f1, f2, f3);
}
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, -((float)(d0 - 16.0D)), 0.0F);
GL11.glCallList(this.glSkyList2);
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDepthMask(true);
}
}
}