IndustrialWires/src/main/java/malte0811/industrialWires/client/render/TileRenderJacobsLadder.java
malte0811 c3d871aa37 Build 7
fixed the Jacob's Ladders breaking when trying to rotate them
fixed sharp rendering edges inside "salted" arcs
2017-03-06 16:47:16 +01:00

153 lines
6.7 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>.
*/
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.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.math.Vec3d;
import net.minecraftforge.client.model.ModelLoader;
import org.lwjgl.opengl.GL11;
public class TileRenderJacobsLadder extends TileEntitySpecialRenderer<TileEntityJacobsLadder> {
@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;
}
}