Fix dimensional trapdoor render

* Fix horizontal entrance render
 * Simplify and optimize code
 * Deobfuscate remaining variables
This commit is contained in:
Runemoro 2018-04-06 01:29:23 -04:00
parent 225b5954c0
commit cb0cadce5b

View file

@ -38,35 +38,38 @@ public final class DimensionalWallRenderer {
for (int pass = 0; pass < 16; pass++) {
GlStateManager.pushMatrix();
float var15 = 16 - pass;
float var16 = 0.2625F;
float var17 = 1.0F / (var15 + .80F);
float translationScale = 16 - pass;
float scale = 0.2625F;
float colorMultiplier = 1.0F / (translationScale + .80F);
Minecraft.getMinecraft().getTextureManager().bindTexture(warpPath);
GlStateManager.enableBlend();
if (pass == 0) {
var17 = 0.1F;
var15 = 25.0F;
var16 = 0.125F;
colorMultiplier = 0.1F;
translationScale = 25.0F;
scale = 0.125F;
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
if (pass == 1) {
var16 = 0.5F;
scale = 0.5F;
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_ONE);
}
GlStateManager.translate(Minecraft.getSystemTime() % 200000L / 200000.0F, 0, 0.0F);
GlStateManager.translate(0, Minecraft.getSystemTime() % 200000L / 200000.0F, 0.0F);
GlStateManager.translate(0, 0, Minecraft.getSystemTime() % 200000L / 200000.0F);
double offset = Minecraft.getSystemTime() % 200000L / 200000.0F;
GlStateManager.translate(offset, offset, offset);
GlStateManager.texGen(GlStateManager.TexGen.S, GL11.GL_OBJECT_LINEAR);
GlStateManager.texGen(GlStateManager.TexGen.T, GL11.GL_OBJECT_LINEAR);
GlStateManager.texGen(GlStateManager.TexGen.R, GL11.GL_OBJECT_LINEAR);
GlStateManager.texGen(GlStateManager.TexGen.Q, GL11.GL_OBJECT_LINEAR);
if (orientation == EnumFacing.UP || orientation == EnumFacing.DOWN) {
GlStateManager.texGen(GlStateManager.TexGen.Q, GL11.GL_EYE_LINEAR);
} else {
GlStateManager.texGen(GlStateManager.TexGen.Q, GL11.GL_OBJECT_LINEAR);
}
switch (orientation) {
case SOUTH:
@ -113,8 +116,8 @@ public final class DimensionalWallRenderer {
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, Minecraft.getSystemTime() % 200000L / 200000.0F * var15, 0.0F);
GlStateManager.scale(var16, var16, var16);
GlStateManager.translate(0.0F, offset * translationScale, 0.0F);
GlStateManager.scale(scale, scale, scale);
GlStateManager.translate(0.5F, 0.5F, 0.5F);
GlStateManager.rotate((pass * pass * 4321 + pass * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.translate(0.5F, 0.5F, 0.5F);
@ -124,7 +127,7 @@ public final class DimensionalWallRenderer {
worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
RGBA color = colors[pass];
GlStateManager.color(color.getRed() * var17, color.getGreen() * var17, color.getBlue() * var17, color.getAlpha());
GlStateManager.color(color.getRed() * colorMultiplier, color.getGreen() * colorMultiplier, color.getBlue() * colorMultiplier, color.getAlpha());
switch (orientation) {
case NORTH: