package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.main.ResourceManager; import com.hbm.tileentity.machine.TileEntityForceField; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.Vec3; public class RenderMachineForceField extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5D, y, z + 0.5D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glRotatef(180, 0F, 1F, 0F); bindTexture(ResourceManager.forcefield_base_tex); ResourceManager.radar_body.renderAll(); TileEntityForceField ff = (TileEntityForceField)te; GL11.glTranslated(0, 0.5D, 0); //double rot = (System.currentTimeMillis() / 10D) % 360; int segments = (int)(16 + ff.radius * 0.125); bindTexture(ResourceManager.forcefield_top_tex); if(ff.isOn && ff.health > 0 && ff.power > 0 && ff.cooldown == 0) { generateSphere(segments, segments * 2, ff.radius, ff.color); double rot = (System.currentTimeMillis() / 10D) % 360; GL11.glRotated(-rot, 0F, 1F, 0F); } GL11.glTranslated(0, 0.5, 0); ResourceManager.forcefield_top.renderAll(); GL11.glTranslated(0, -0.5, 0); GL11.glPopMatrix(); } private void generateSphere(int l, int s, float rad, int hex) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); float sRot = 360F / s; float lRot = (float)Math.PI / l; for(int k = 0; k < s; k++) { GL11.glRotatef(sRot, 0F, 1F, 0F); Vec3 vec = Vec3.createVectorHelper(0, rad, 0); for(int i = 0; i < l; i++) { Tessellator tessellator = Tessellator.instance; /*if((i < 2 || i > l - 2) && k % 10 == 0) { tessellator.startDrawing(3); tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F); tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord); tessellator.addVertex(0, 0, 0); tessellator.draw(); }*/ tessellator.startDrawing(3); //tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F); tessellator.setColorOpaque_I(hex); tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord); vec.rotateAroundX(lRot); tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord); tessellator.draw(); } } GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glPopMatrix(); generateSphere2(l, s, rad, hex); } private void generateSphere2(int l, int s, float rad, int hex) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); float sRot = (float)Math.PI * 2F / (float)(s); float lRot = (float)Math.PI / l; Vec3 vec2 = Vec3.createVectorHelper(0, rad, 0); for(int k = 0; k < l; k++) { vec2.rotateAroundZ(lRot); for(int i = 0; i < s; i++) { Tessellator tessellator = Tessellator.instance; tessellator.startDrawing(3); //tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F); tessellator.setColorOpaque_I(hex); tessellator.addVertex(vec2.xCoord, vec2.yCoord, vec2.zCoord); vec2.rotateAroundY(sRot); tessellator.addVertex(vec2.xCoord, vec2.yCoord, vec2.zCoord); tessellator.draw(); } } GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glPopMatrix(); } }