Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/TesrRenderHelper.java

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/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import appeng.api.storage.data.IAEItemStack;
import appeng.util.IWideReadableNumberConverter;
import appeng.util.ReadableNumberConverter;
/**
* Helper methods for rendering TESRs.
*/
public class TesrRenderHelper
{
private static final IWideReadableNumberConverter NUMBER_CONVERTER = ReadableNumberConverter.INSTANCE;
/**
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* Move the current coordinate system to the center of the given block face, assuming that the origin is currently
* at the center of a block.
*/
public static void moveToFace( EnumFacing face )
{
GL11.glTranslated( face.getFrontOffsetX() * 0.50, face.getFrontOffsetY() * 0.50, face.getFrontOffsetZ() * 0.50 );
}
/**
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* Rotate the current coordinate system so it is on the face of the given block side. This can be used to render on
* the given face as if it was
* a 2D canvas.
*/
public static void rotateToFace( EnumFacing face, byte spin )
{
switch( face )
{
case UP:
GL11.glScalef( 1.0f, -1.0f, 1.0f );
GL11.glRotatef( 90.0f, 1.0f, 0.0f, 0.0f );
GL11.glRotatef( spin * 90.0F, 0, 0, 1 );
break;
case DOWN:
GL11.glScalef( 1.0f, -1.0f, 1.0f );
GL11.glRotatef( -90.0f, 1.0f, 0.0f, 0.0f );
GL11.glRotatef( spin * -90.0F, 0, 0, 1 );
break;
case EAST:
GL11.glScalef( -1.0f, -1.0f, -1.0f );
GL11.glRotatef( -90.0f, 0.0f, 1.0f, 0.0f );
break;
case WEST:
GL11.glScalef( -1.0f, -1.0f, -1.0f );
GL11.glRotatef( 90.0f, 0.0f, 1.0f, 0.0f );
break;
case NORTH:
GL11.glScalef( -1.0f, -1.0f, -1.0f );
break;
case SOUTH:
GL11.glScalef( -1.0f, -1.0f, -1.0f );
GL11.glRotatef( 180.0f, 0.0f, 1.0f, 0.0f );
break;
default:
break;
}
}
/**
* Render an item in 2D.
*/
public static void renderItem2d( ItemStack itemStack, float scale )
{
if( itemStack != null )
{
OpenGlHelper.setLightmapTextureCoords( OpenGlHelper.lightmapTexUnit, 240.f, 240.0f );
GlStateManager.pushMatrix();
// The Z-scaling by 0.0001 causes the model to be visually "flattened"
// This cannot replace a proper projection, but it's cheap and gives the desired
// effect at least from head-on
GlStateManager.scale( scale / 32.0f, scale / 32.0f, 0.0001f );
// Position the item icon at the top middle of the panel
GlStateManager.translate( -8, -11, 0 );
RenderItem renderItem = Minecraft.getMinecraft().getRenderItem();
renderItem.renderItemAndEffectIntoGUI( itemStack, 0, 0 );
GlStateManager.popMatrix();
}
}
/**
* Render an item in 2D and the given text below it.
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*
* @param spacing Specifies how far apart the item and the item stack amount are rendered.
*/
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public static void renderItem2dWithAmount( IAEItemStack itemStack, float itemScale, float spacing )
{
TesrRenderHelper.renderItem2d( itemStack.getItemStack(), itemScale );
final long stackSize = itemStack.getStackSize();
final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm( stackSize );
// Render the item count
final FontRenderer fr = Minecraft.getMinecraft().fontRendererObj;
final int width = fr.getStringWidth( renderedStackSize );
GL11.glTranslatef( 0.0f, spacing, 0 );
GL11.glScalef( 1.0f / 62.0f, 1.0f / 62.0f, 1.0f / 62.0f );
GL11.glTranslatef( -0.5f * width, 0.0f, 0.5f );
fr.drawString( renderedStackSize, 0, 0, 0 );
}
}