/* * 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 . */ package appeng.client.render; import java.util.Random; import org.lwjgl.opengl.GL11; import net.minecraft.client.Minecraft; import net.minecraft.client.multiplayer.WorldClient; import net.minecraft.client.renderer.GLAllocation; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraftforge.client.IRenderHandler; public class SpatialSkyRender extends IRenderHandler { private static final SpatialSkyRender INSTANCE = new SpatialSkyRender(); private final Random random = new Random(); private final int dspList; private long cycle = 0; public SpatialSkyRender() { this.dspList = GLAllocation.generateDisplayLists( 1 ); } public static IRenderHandler getInstance() { return INSTANCE; } @Override public void render( final float partialTicks, final WorldClient world, final Minecraft mc ) { final long now = System.currentTimeMillis(); if( now - this.cycle > 2000 ) { this.cycle = now; GlStateManager.glNewList( this.dspList, GL11.GL_COMPILE ); this.renderTwinkles(); GlStateManager.glEndList(); } float fade = now - this.cycle; fade /= 1000; fade = 0.15f * ( 1.0f - Math.abs( ( fade - 1.0f ) * ( fade - 1.0f ) ) ); GlStateManager.disableFog(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); GlStateManager.depthMask( false ); GlStateManager.color( 0.0f, 0.0f, 0.0f, 1.0f ); final Tessellator tessellator = Tessellator.getInstance(); final VertexBuffer VertexBuffer = tessellator.getBuffer(); // This renders a skybox around the player at a far, fixed distance from them. // The skybox is pitch black and untextured for( int i = 0; i < 6; ++i ) { GlStateManager.pushMatrix(); if( i == 1 ) { GlStateManager.rotate( 90.0F, 1.0F, 0.0F, 0.0F ); } if( i == 2 ) { GlStateManager.rotate( -90.0F, 1.0F, 0.0F, 0.0F ); } if( i == 3 ) { GlStateManager.rotate( 180.0F, 1.0F, 0.0F, 0.0F ); } if( i == 4 ) { GlStateManager.rotate( 90.0F, 0.0F, 0.0F, 1.0F ); } if( i == 5 ) { GlStateManager.rotate( -90.0F, 0.0F, 0.0F, 1.0F ); } GlStateManager.disableTexture2D(); VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION ); VertexBuffer.pos( -100.0D, -100.0D, -100.0D ).endVertex(); VertexBuffer.pos( -100.0D, -100.0D, 100.0D ).endVertex(); VertexBuffer.pos( 100.0D, -100.0D, 100.0D ).endVertex(); VertexBuffer.pos( 100.0D, -100.0D, -100.0D ).endVertex(); tessellator.draw(); GlStateManager.enableTexture2D(); GlStateManager.popMatrix(); } GlStateManager.depthMask( true ); if( fade > 0.0f ) { GlStateManager.disableFog(); GlStateManager.disableAlpha(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.depthMask( false ); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0); RenderHelper.disableStandardItemLighting(); GlStateManager.color( fade, fade, fade, 1.0f ); GlStateManager.callList( this.dspList ); } GlStateManager.depthMask( true ); GlStateManager.enableBlend(); GlStateManager.enableAlpha(); GlStateManager.enableTexture2D(); GlStateManager.enableFog(); GlStateManager.color( 1.0f, 1.0f, 1.0f, 1.0f ); } private void renderTwinkles() { final Tessellator tessellator = Tessellator.getInstance(); final VertexBuffer VertexBuffer = tessellator.getBuffer(); VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION ); for( int i = 0; i < 50; ++i ) { double iX = this.random.nextFloat() * 2.0F - 1.0F; double iY = this.random.nextFloat() * 2.0F - 1.0F; double iZ = this.random.nextFloat() * 2.0F - 1.0F; final double d3 = 0.05F + this.random.nextFloat() * 0.1F; double dist = iX * iX + iY * iY + iZ * iZ; if( dist < 1.0D && dist > 0.01D ) { dist = 1.0D / Math.sqrt( dist ); iX *= dist; iY *= dist; iZ *= dist; final double x = iX * 100.0D; final double y = iY * 100.0D; final double z = iZ * 100.0D; final double d8 = Math.atan2( iX, iZ ); final double d9 = Math.sin( d8 ); final double d10 = Math.cos( d8 ); final double d11 = Math.atan2( Math.sqrt( iX * iX + iZ * iZ ), iY ); final double d12 = Math.sin( d11 ); final double d13 = Math.cos( d11 ); final double d14 = this.random.nextDouble() * Math.PI * 2.0D; final double d15 = Math.sin( d14 ); final double d16 = Math.cos( d14 ); for( int j = 0; j < 4; ++j ) { final double d17 = 0.0D; final double d18 = ( ( j & 2 ) - 1 ) * d3; final double d19 = ( ( j + 1 & 2 ) - 1 ) * d3; final double d20 = d18 * d16 - d19 * d15; final double d21 = d19 * d16 + d18 * d15; final double d22 = d20 * d12 + d17 * d13; final double d23 = d17 * d12 - d20 * d13; final double d24 = d23 * d9 - d21 * d10; final double d25 = d21 * d9 + d23 * d10; VertexBuffer.pos( x + d24, y + d22, z + d25 ).endVertex(); } } } tessellator.draw(); } }