/* * This file is part of Industrial Wires. * Copyright (C) 2016-2017 malte0811 * * Industrial Wires is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Industrial Wires 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Industrial Wires. If not, see . */ package malte0811.industrialWires.client.render; import malte0811.industrialWires.blocks.TileEntityJacobsLadder; import malte0811.industrialWires.blocks.TileEntityJacobsLadder.LadderSize; import malte0811.industrialWires.util.Beziers; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.util.math.Vec3d; import org.lwjgl.opengl.GL11; public class TileRenderJacobsLadder extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntityJacobsLadder tile, double x, double y, double z, float partialTicks, int destroyStage) { super.renderTileEntityAt(tile, x, y, z, partialTicks, destroyStage); if (!tile.isDummy() && tile.timeTillActive == 0 && tile.controls[0] != null) { GlStateManager.pushMatrix(); GlStateManager.translate(x + .5, y + tile.size.heightOffset, z + .5); GlStateManager.rotate(tile.facing.getHorizontalAngle(), 0, 1, 0); GlStateManager.translate(-tile.size.bottomDistance / 2, 0, 0); GlStateManager.disableTexture2D(); GlStateManager.disableLighting(); GlStateManager.shadeModel(GL11.GL_SMOOTH); float oldBX = OpenGlHelper.lastBrightnessX; float oldBY = OpenGlHelper.lastBrightnessY; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 238, 238); GlStateManager.color(1, .85F, 1, 1); Vec3d[] controls = new Vec3d[tile.size.arcPoints]; for (int i = 0; i < tile.size.arcPoints; i++) { Vec3d speed = tile.controlMovement[i]; controls[i] = tile.controls[i].addVector(speed.xCoord * partialTicks, speed.yCoord * partialTicks, speed.zCoord * partialTicks); } drawBezier(controls, tile.salt, tile.size); //DEBUG CODE /*for (Vec3d[] c:tile.controlControls) { drawBezier(c, .05, steps); } Vec3d topA = tile.controlMovement[0].scale(tile.size.tickToTop); Vec3d topB = tile.controlMovement[tile.controlMovement.length-1].scale(tile.size.tickToTop).add(new Vec3d(tile.size.bottomDistance, 0, 0)); Tessellator tes = Tessellator.getInstance(); VertexBuffer vertBuffer = tes.getBuffer(); vertBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); drawQuad(Vec3d.ZERO, topA, new Vec3d(.005, 0, 0), vertBuffer); drawQuad(new Vec3d(tile.size.bottomDistance, 0, 0), topB, new Vec3d(.005, 0, 0), vertBuffer); tes.draw();*/ //END OF DEBUG CODE OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, oldBX, oldBY); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.popMatrix(); } } private void drawBezier(Vec3d[] controls, double salt, LadderSize size) { int steps = size.renderPoints; double diameter = size.renderDiameter; Vec3d radY = new Vec3d(0, diameter / 2, 0); Vec3d radZ = new Vec3d(0, 0, diameter / 2); Tessellator tes = Tessellator.getInstance(); VertexBuffer vertBuffer = tes.getBuffer(); float[][] colors = new float[steps + 1][]; vertBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); Vec3d last = Beziers.getPoint(0, controls); colors[0] = getColor(0, salt, size); for (int i = 1; i <= steps; i++) { double d = i / (double) steps; colors[i] = getColor(d, salt, size); Vec3d pos = Beziers.getPoint(d, controls); drawQuad(last, pos, radY, colors[i - 1], colors[i], vertBuffer); drawQuad(last, pos, radZ, colors[i - 1], colors[i], vertBuffer); last = pos; } tes.draw(); } private final float[] saltColor = {1, 190 / 255F, 50 / 255F}; private final float[] airColor = {1, .85F, 1}; private float[] getColor(double t, double salt, LadderSize size) { salt = Math.min(salt, 1); int factor = 20; double smallMin = Math.exp(-.5); double normalMin = Math.exp(-.25 * factor); double hugeMin = Math.exp(-.75 * factor); double saltyness = 0; double t2 = t - .5; switch (size) { case SMALL: saltyness = salt * (1 - .9 * (Math.exp(-Math.abs(t2)) - smallMin)); break; case NORMAL: saltyness = salt * (1 - .9 * (Math.exp(-factor * t2 * t2) - normalMin)); break; case HUGE: saltyness = salt * (1 - .9 * (Math.exp(-Math.abs(factor * t2 * t2 * t2)) - hugeMin)); break; } return interpolate(saltyness, saltColor, 1 - saltyness, airColor); } private float[] interpolate(double a, float[] cA, double b, float[] cB) { float[] ret = new float[cA.length]; for (int i = 0; i < ret.length; i++) { ret[i] = (float) (a * cA[i] + b * cB[i]); } return ret; } private void drawQuad(Vec3d v0, Vec3d v1, Vec3d rad, float[] color0, float[] color1, VertexBuffer vertexBuffer) { color(color1, vertexBuffer.pos(v1.xCoord - rad.xCoord, v1.yCoord - rad.yCoord, v1.zCoord - rad.zCoord)).endVertex(); color(color0, vertexBuffer.pos(v0.xCoord - rad.xCoord, v0.yCoord - rad.yCoord, v0.zCoord - rad.zCoord)).endVertex(); color(color0, vertexBuffer.pos(v0.xCoord + rad.xCoord, v0.yCoord + rad.yCoord, v0.zCoord + rad.zCoord)).endVertex(); color(color1, vertexBuffer.pos(v1.xCoord + rad.xCoord, v1.yCoord + rad.yCoord, v1.zCoord + rad.zCoord)).endVertex(); color(color1, vertexBuffer.pos(v1.xCoord + rad.xCoord, v1.yCoord + rad.yCoord, v1.zCoord + rad.zCoord)).endVertex(); color(color0, vertexBuffer.pos(v0.xCoord + rad.xCoord, v0.yCoord + rad.yCoord, v0.zCoord + rad.zCoord)).endVertex(); color(color0, vertexBuffer.pos(v0.xCoord - rad.xCoord, v0.yCoord - rad.yCoord, v0.zCoord - rad.zCoord)).endVertex(); color(color1, vertexBuffer.pos(v1.xCoord - rad.xCoord, v1.yCoord - rad.yCoord, v1.zCoord - rad.zCoord)).endVertex(); } private VertexBuffer color(float[] color, VertexBuffer vb) { vb.color(color[0], color[1], color[2], 1); return vb; } }