optimizing door render code

This commit is contained in:
StevenRS11 2013-10-18 15:12:52 -04:00
parent 2f7b713f5e
commit cbfb64622e

View file

@ -22,8 +22,6 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
{
FloatBuffer field_76908_a = GLAllocation.createDirectFloatBuffer(16);
public RenderDimDoor()
{
if (properties == null)
@ -35,23 +33,25 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
/**
* Renders the dimdoor.
*/
public void renderDimDoorTileEntity(TileEntityDimDoor tile, double x, double y, double z, float par8)
public void renderDimDoorTileEntity(TileEntityDimDoor tile, double x,
double y, double z, float par8)
{
try
{
mod_pocketDim.dimensionalDoor.updateAttachedTile(tile.worldObj, tile.xCoord, tile.yCoord, tile.zCoord);
mod_pocketDim.dimensionalDoor.updateAttachedTile(tile.worldObj,
tile.xCoord, tile.yCoord, tile.zCoord);
}
catch(Exception e)
catch (Exception e)
{
e.printStackTrace();
}
// float playerX = (float)this.tileEntityRenderer.playerX;
// float playerY = (float)this.tileEntityRenderer.playerY;
// float playerZ = (float)this.tileEntityRenderer.playerZ;
//float distance = (float) tile.getDistanceFrom(playerX, playerY, playerZ);
// float distance = (float) tile.getDistanceFrom(playerX, playerY,
// playerZ);
GL11.glDisable(GL11.GL_LIGHTING);
Random rand = new Random(31100L);
float var13 = 0.75F;
@ -59,9 +59,9 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
for (int count = 0; count < 16; ++count)
{
GL11.glPushMatrix();
float var15 = (float)(16 - count);
float var15 = (float) (16 - count);
float var16 = 0.2625F;
float var17 = 1.0F / (var15 + 1.0F);
float var17 = 1.0F / (var15 + .80F);
if (count == 0)
{
@ -81,75 +81,88 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
var16 = .5F;
}
/**
float startY = (float)(+(y + (double)var13));
float ratioY = startY + ActiveRenderInfo.objectY;
float ratioY2 = startY + var15 + ActiveRenderInfo.objectY;
float yConverted = ratioY / ratioY2;
float startZ = (float)(+(z + (double)var13));
float ratioZ = startZ + ActiveRenderInfo.objectZ;
float ratioZ2 = startZ + var15 + ActiveRenderInfo.objectZ;
float zConverted = ratioZ / ratioZ2;
float startX = (float)(+(x + (double)var13));
float ratioX = startX + ActiveRenderInfo.objectX;
float ratioX2 = startX + var15 + ActiveRenderInfo.objectX;
float xConverted = ratioX / ratioX2;
yConverted += (float)(y + (double)var13);
xConverted += (float)(x + (double)var13);
zConverted += (float)(z + (double)var13);
* float startY = (float)(+(y + (double)var13)); float ratioY =
* startY + ActiveRenderInfo.objectY; float ratioY2 = startY + var15
* + ActiveRenderInfo.objectY; float yConverted = ratioY / ratioY2;
*
* float startZ = (float)(+(z + (double)var13)); float ratioZ =
* startZ + ActiveRenderInfo.objectZ; float ratioZ2 = startZ + var15
* + ActiveRenderInfo.objectZ; float zConverted = ratioZ / ratioZ2;
*
* float startX = (float)(+(x + (double)var13)); float ratioX =
* startX + ActiveRenderInfo.objectX; float ratioX2 = startX + var15
* + ActiveRenderInfo.objectX; float xConverted = ratioX / ratioX2;
*
* yConverted += (float)(y + (double)var13); xConverted += (float)(x
* + (double)var13); zConverted += (float)(z + (double)var13);
**/
GL11.glTranslatef( (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F,0, 0.0F);
GL11.glTranslatef(0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F, 0.0F);
GL11.glTranslatef(
(float) (Minecraft.getSystemTime() % 200000L) / 200000.0F,
0, 0.0F);
GL11.glTranslatef(0,
(float) (Minecraft.getSystemTime() % 200000L) / 200000.0F,
0.0F);
GL11.glTranslatef(0,0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F);
GL11.glTranslatef(0, 0,
(float) (Minecraft.getSystemTime() % 200000L) / 200000.0F);
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
switch ((tile.orientation%4)+4)
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
switch ((tile.orientation % 4) + 4)
{
case 4:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.15F));
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.15F));
break;
case 5:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.15F));
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.15F));
break;
case 6:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, -0.15F));
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, -0.15F));
break;
case 7:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, -0.15F));
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, -0.15F));
break;
}
GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
@ -158,17 +171,17 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glTranslatef(0.0F, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F*var15, 0.0F);
GL11.glTranslatef(0.0F,
(float) (Minecraft.getSystemTime() % 200000L) / 200000.0F
* var15, 0.0F);
GL11.glScalef(var16, var16, var16);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
GL11.glRotatef((float)(count * count * 4321 + count * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef((float) (count * count * 4321 + count * 9) * 2.0F,
0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
GL11.glBegin(GL11.GL_QUADS);
float var21 = rand.nextFloat() * 0.5F + 0.1F;
float var22 = rand.nextFloat() * 0.4F + 0.4F;
float var23 = rand.nextFloat() * 0.6F + 0.5F;
@ -177,81 +190,72 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
{
var23 = 1.0F;
var22 = 1.0F;
//yConverted = 1.0F;
// yConverted = 1.0F;
}
GL11.glColor4d(var21 * var17, var22 * var17, var23 * var17, 1.0F);
if(tile.openOrClosed)
if (tile.openOrClosed)
{
switch (tile.orientation)
{
case 0:
GL11.glVertex3d(x+.01F, y-1 , z);
GL11.glVertex3d(x+.01, y-1, z+1.0D);
GL11.glVertex3d(x+.01 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.01 , y+1 , z);
GL11.glVertex3d(x + .01F, y - 1, z);
GL11.glVertex3d(x + .01, y - 1, z + 1.0D);
GL11.glVertex3d(x + .01, y + 1, z + 1.0D);
GL11.glVertex3d(x + .01, y + 1, z);
break;
case 1:
GL11.glVertex3d(x , y+1 , z+.01);
GL11.glVertex3d(x+1 , y+1 , z+.01);
GL11.glVertex3d(x+1, y-1, z+.01);
GL11.glVertex3d(x, y-1, z+.01);
GL11.glVertex3d(x, y + 1, z + .01);
GL11.glVertex3d(x + 1, y + 1, z + .01);
GL11.glVertex3d(x + 1, y - 1, z + .01);
GL11.glVertex3d(x, y - 1, z + .01);
break;
case 2: //
GL11.glVertex3d(x+.99 , y+1 , z);
GL11.glVertex3d(x+.99 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.99, y-1, z+1.0D);
GL11.glVertex3d(x+.99, y-1, z);
GL11.glVertex3d(x + .99, y + 1, z);
GL11.glVertex3d(x + .99, y + 1, z + 1.0D);
GL11.glVertex3d(x + .99, y - 1, z + 1.0D);
GL11.glVertex3d(x + .99, y - 1, z);
break;
case 3:
GL11.glVertex3d(x, y-1, z+.99);
GL11.glVertex3d(x+1, y-1, z+.99);
GL11.glVertex3d(x+1 , y+1 , z+.99);
GL11.glVertex3d(x , y+1 , z+.99);
GL11.glVertex3d(x, y - 1, z + .99);
GL11.glVertex3d(x + 1, y - 1, z + .99);
GL11.glVertex3d(x + 1, y + 1, z + .99);
GL11.glVertex3d(x, y + 1, z + .99);
break;
case 4://
// GL11.glTranslatef();
GL11.glVertex3d(x+.15F, y-1 , z);
GL11.glVertex3d(x+.15, y-1, z+1.0D);
GL11.glVertex3d(x+.15 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.15 , y+1 , z);
GL11.glVertex3d(x + .15F, y - 1, z);
GL11.glVertex3d(x + .15, y - 1, z + 1.0D);
GL11.glVertex3d(x + .15, y + 1, z + 1.0D);
GL11.glVertex3d(x + .15, y + 1, z);
break;
case 5:
GL11.glVertex3d(x , y+1 , z+.15);
GL11.glVertex3d(x+1 , y+1 , z+.15);
GL11.glVertex3d(x+1, y-1, z+.15);
GL11.glVertex3d(x, y-1, z+.15);
GL11.glVertex3d(x, y + 1, z + .15);
GL11.glVertex3d(x + 1, y + 1, z + .15);
GL11.glVertex3d(x + 1, y - 1, z + .15);
GL11.glVertex3d(x, y - 1, z + .15);
break;
case 6: //
GL11.glVertex3d(x+.85 , y+1 , z);
GL11.glVertex3d(x+.85 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.85, y-1, z+1.0D);
GL11.glVertex3d(x+.85, y-1, z);
GL11.glVertex3d(x + .85, y + 1, z);
GL11.glVertex3d(x + .85, y + 1, z + 1.0D);
GL11.glVertex3d(x + .85, y - 1, z + 1.0D);
GL11.glVertex3d(x + .85, y - 1, z);
break;
case 7:
GL11.glVertex3d(x, y-1, z+.85);
GL11.glVertex3d(x+1, y-1, z+.85);
GL11.glVertex3d(x+1 , y+1 , z+.85);
GL11.glVertex3d(x , y+1 , z+.85);
GL11.glVertex3d(x, y - 1, z + .85);
GL11.glVertex3d(x + 1, y - 1, z + .85);
GL11.glVertex3d(x + 1, y + 1, z + .85);
GL11.glVertex3d(x, y + 1, z + .85);
break;
default:
break;
}
}
GL11.glEnd();
GL11.glPopMatrix();
@ -266,7 +270,8 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
GL11.glEnable(GL11.GL_LIGHTING);
}
private FloatBuffer getFloatBuffer(float par1, float par2, float par3, float par4)
private FloatBuffer getFloatBuffer(float par1, float par2, float par3,
float par4)
{
this.field_76908_a.clear();
this.field_76908_a.put(par1).put(par2).put(par3).put(par4);
@ -274,11 +279,13 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
return this.field_76908_a;
}
public void renderTileEntityAt(TileEntity par1TileEntity, double par2, double par4, double par6, float par8)
public void renderTileEntityAt(TileEntity par1TileEntity, double par2,
double par4, double par6, float par8)
{
if (properties.DoorRenderingEnabled)
{
this.renderDimDoorTileEntity((TileEntityDimDoor)par1TileEntity, par2, par4, par6, par8);
this.renderDimDoorTileEntity((TileEntityDimDoor) par1TileEntity,
par2, par4, par6, par8);
}
}
}