Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/SpatialSkyRender.java
2016-10-11 21:22:55 +02:00

202 lines
5.9 KiB
Java

/*
* 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 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();
}
}