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