Some minor improvements to the Engine Renderer

Note: it still needs to be rewritten to use a single texture sheet.
This commit is contained in:
CovertJaguar 2013-05-01 18:14:34 -07:00
parent d2e7279498
commit 52ffd07bb3

View file

@ -1,12 +1,10 @@
/**
* Copyright (c) SpaceToad, 2011
* http://www.mod-buildcraft.com
* Copyright (c) SpaceToad, 2011 http://www.mod-buildcraft.com
*
* BuildCraft is distributed under the terms of the Minecraft Mod Public
* License 1.0, or MMPL. Please check the contents of the license located in
* BuildCraft is distributed under the terms of the Minecraft Mod Public License
* 1.0, or MMPL. Please check the contents of the license located in
* http://www.mod-buildcraft.com/MMPL-1.0.txt
*/
package buildcraft.energy.render;
import net.minecraft.client.model.ModelBase;
@ -25,17 +23,27 @@ import buildcraft.core.IInventoryRenderer;
import buildcraft.energy.Engine;
import buildcraft.energy.Engine.EnergyStage;
import buildcraft.energy.IEngineProvider;
import static net.minecraftforge.common.ForgeDirection.*;
public class RenderEngine extends TileEntitySpecialRenderer implements IInventoryRenderer {
private ModelBase model = new ModelBase() {
};
private ModelRenderer box;
private ModelRenderer trunk;
private ModelRenderer movingBox;
private ModelRenderer chamber;
private String baseTexture;
private static final float[] angleMap = new float[6];
static {
angleMap[EAST.ordinal()] = (float) -Math.PI / 2;
angleMap[WEST.ordinal()] = (float) Math.PI / 2;
angleMap[UP.ordinal()] = 0;
angleMap[DOWN.ordinal()] = (float) Math.PI;
angleMap[SOUTH.ordinal()] = (float) Math.PI / 2;
angleMap[NORTH.ordinal()] = (float) -Math.PI / 2;
}
public RenderEngine() {
@ -88,11 +96,16 @@ public class RenderEngine extends TileEntitySpecialRenderer implements IInventor
private void render(EnergyStage energy, float progress, ForgeDirection orientation, String baseTexture, double x, double y, double z) {
if (BuildCraftCore.render == RenderMode.NoDynamic)
if (BuildCraftCore.render == RenderMode.NoDynamic) {
return;
}
GL11.glPushMatrix();
GL11.glDisable(2896 /* GL_LIGHTING */);
GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glColor3f(1, 1, 1);
GL11.glTranslatef((float) x, (float) y, (float) z);
@ -104,35 +117,21 @@ public class RenderEngine extends TileEntitySpecialRenderer implements IInventor
step = progress * 2F * 7.99F;
}
float[] angle = { 0, 0, 0 };
float[] translate = { 0, 0, 0 };
float translatefact = step / 16;
float[] angle = {0, 0, 0};
float[] translate = {orientation.offsetX, orientation.offsetY, orientation.offsetZ};
switch (orientation) {
case EAST:
angle[2] = (float) -Math.PI / 2;
translate[0] = 1;
break;
case WEST:
angle[2] = (float) Math.PI / 2;
translate[0] = -1;
break;
case UP:
translate[1] = 1;
break;
case DOWN:
angle[2] = (float) Math.PI;
translate[1] = -1;
break;
case SOUTH:
angle[0] = (float) Math.PI / 2;
translate[2] = 1;
break;
case NORTH:
angle[0] = (float) -Math.PI / 2;
translate[2] = -1;
break;
default:
case EAST:
case WEST:
case DOWN:
angle[2] = angleMap[orientation.ordinal()];
break;
case SOUTH:
case NORTH:
angle[0] = angleMap[orientation.ordinal()];
break;
}
box.rotateAngleX = angle[0];
@ -177,25 +176,25 @@ public class RenderEngine extends TileEntitySpecialRenderer implements IInventor
String texture = "";
switch (energy) {
case Blue:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_blue.png";
break;
case Green:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_green.png";
break;
case Yellow:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_yellow.png";
break;
default:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_red.png";
break;
case Blue:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_blue.png";
break;
case Green:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_green.png";
break;
case Yellow:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_yellow.png";
break;
default:
texture = DefaultProps.TEXTURE_PATH_BLOCKS + "/trunk_red.png";
break;
}
bindTextureByName(texture);
trunk.render(factor);
GL11.glEnable(2896 /* GL_LIGHTING */);
GL11.glPopAttrib();
GL11.glPopMatrix();
}
}