Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/SpatialSkyRender.java
2015-02-03 12:04:13 +01:00

191 lines
5.5 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.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraftforge.client.IRenderHandler;
public class SpatialSkyRender extends IRenderHandler
{
private static final SpatialSkyRender INSTANCE = new SpatialSkyRender();
private final Random random = new Random();
private long cycle = 0;
private final int dspList;
public SpatialSkyRender() {
this.dspList = GLAllocation.generateDisplayLists( 1 );
}
@Override
public void render(float partialTicks, WorldClient world, Minecraft mc)
{
long now = System.currentTimeMillis();
if ( now - this.cycle > 2000 )
{
this.cycle = now;
GL11.glNewList( this.dspList, GL11.GL_COMPILE );
this.renderTwinkles();
GL11.glEndList();
}
float fade = now - this.cycle;
fade /= 1000;
fade = 0.15f * (1.0f - Math.abs( (fade - 1.0f) * (fade - 1.0f) ));
GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
GL11.glDisable(GL11.GL_FOG);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(false);
GL11.glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
Tessellator tessellator = Tessellator.instance;
for (int i = 0; i < 6; ++i)
{
GL11.glPushMatrix();
if (i == 1)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
}
if (i == 2)
{
GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
}
if (i == 3)
{
GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
}
if (i == 4)
{
GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F);
}
if (i == 5)
{
GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
}
tessellator.startDrawingQuads();
tessellator.setColorOpaque_I(0);
tessellator.addVertexWithUV(-100.0D, -100.0D, -100.0D, 0.0D, 0.0D);
tessellator.addVertexWithUV(-100.0D, -100.0D, 100.0D, 0.0D, 16.0D);
tessellator.addVertexWithUV(100.0D, -100.0D, 100.0D, 16.0D, 16.0D);
tessellator.addVertexWithUV(100.0D, -100.0D, -100.0D, 16.0D, 0.0D);
tessellator.draw();
GL11.glPopMatrix();
}
GL11.glDepthMask(true);
if ( fade > 0.0f )
{
GL11.glDisable( GL11.GL_FOG );
GL11.glDisable( GL11.GL_ALPHA_TEST );
GL11.glEnable( GL11.GL_BLEND );
GL11.glDepthMask( false );
GL11.glEnable( GL11.GL_FOG );
GL11.glDisable( GL11.GL_FOG );
GL11.glDisable( GL11.GL_ALPHA_TEST );
GL11.glDisable( GL11.GL_TEXTURE_2D );
OpenGlHelper.glBlendFunc( 770, 771, 1, 0 );
RenderHelper.disableStandardItemLighting();
GL11.glDepthMask( false );
GL11.glColor4f( fade, fade, fade, 1.0f );
GL11.glCallList( this.dspList );
}
GL11.glPopAttrib();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
private void renderTwinkles()
{
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
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;
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;
double x = iX * 100.0D;
double y = iY * 100.0D;
double z = iZ * 100.0D;
double d8 = Math.atan2( iX, iZ );
double d9 = Math.sin( d8 );
double d10 = Math.cos( d8 );
double d11 = Math.atan2( Math.sqrt( iX * iX + iZ * iZ ), iY );
double d12 = Math.sin( d11 );
double d13 = Math.cos( d11 );
double d14 = this.random.nextDouble() * Math.PI * 2.0D;
double d15 = Math.sin( d14 );
double d16 = Math.cos( d14 );
for (int j = 0; j < 4; ++j)
{
double d17 = 0.0D;
double d18 = ((j & 2) - 1) * d3;
double d19 = ((j + 1 & 2) - 1) * d3;
double d20 = d18 * d16 - d19 * d15;
double d21 = d19 * d16 + d18 * d15;
double d22 = d20 * d12 + d17 * d13;
double d23 = d17 * d12 - d20 * d13;
double d24 = d23 * d9 - d21 * d10;
double d25 = d21 * d9 + d23 * d10;
tessellator.addVertex( x + d24, y + d22, z + d25 );
}
}
}
tessellator.draw();
}
public static IRenderHandler getInstance()
{
return INSTANCE;
}
}