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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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119 lines
4.0 KiB
Java
119 lines
4.0 KiB
Java
package com.hbm.render.block;
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import org.lwjgl.opengl.GL11;
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import com.hbm.blocks.machine.Spotlight;
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import com.hbm.blocks.machine.SpotlightModular;
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import com.hbm.render.util.ObjUtil;
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import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
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import net.minecraft.block.Block;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.util.IIcon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.common.util.ForgeDirection;
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public class RenderLight implements ISimpleBlockRenderingHandler {
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@Override
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public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
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if (!(block instanceof Spotlight)) return;
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Spotlight spot = (Spotlight) block;
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GL11.glPushMatrix();
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Tessellator tessellator = Tessellator.instance;
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IIcon iicon = block.getIcon(0, 0);
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tessellator.setColorOpaque_F(1, 1, 1);
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if(renderer.hasOverrideBlockTexture()) {
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iicon = renderer.overrideBlockTexture;
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}
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GL11.glRotated(-90, 0, 1, 0);
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GL11.glScaled(1.5D, 1.5D, 1.5D);
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tessellator.startDrawingQuads();
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ObjUtil.renderPartWithIcon(spot.getModel(), spot.getPartName(0), iicon, tessellator, 0, false);
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tessellator.draw();
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GL11.glPopMatrix();
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}
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@Override
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public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
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if (!(block instanceof Spotlight)) return true;
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Spotlight spot = (Spotlight) block;
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Tessellator tessellator = Tessellator.instance;
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ForgeDirection dir = spot.getDirection(world, x, y, z);
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tessellator.setBrightness(block.getMixedBrightnessForBlock(world, x, y, z));
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tessellator.setColorOpaque_F(1, 1, 1);
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float ox = 0.5F - dir.offsetX * 0.5F, oy = 0.5F - dir.offsetY * 0.5F, oz = 0.5F - dir.offsetZ * 0.5F;
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float rot = ObjUtil.getYaw(dir);
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float pitch = ObjUtil.getPitch(dir);
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float roll = 0;
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int connectionCount = 0;
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if (spot instanceof SpotlightModular) {
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ForgeDirection connectionDirection = null;
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SpotlightModular modular = (SpotlightModular) spot;
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// Searching through only adjacent blocks is simple, iterate through all directions ignoring the root and its opposite
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// Once we have found any valid connection, we'll only connect in that one axis
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for (ForgeDirection availableDir : ForgeDirection.VALID_DIRECTIONS) {
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if (availableDir == dir || availableDir == dir.getOpposite()) continue;
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if (modular.canConnectTo(world, x + availableDir.offsetX, y + availableDir.offsetY, z + availableDir.offsetZ)) {
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connectionCount++;
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connectionDirection = availableDir;
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break;
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}
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}
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if (connectionDirection != null) {
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// Check if we're sandwiched between two lights
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if (modular.canConnectTo(world, x - connectionDirection.offsetX, y - connectionDirection.offsetY, z - connectionDirection.offsetZ)) {
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connectionCount++;
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}
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roll = getRotation(connectionDirection, dir);
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}
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}
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tessellator.addTranslation(x + ox, y + oy, z + oz);
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ObjUtil.renderPartWithIcon(spot.getModel(), spot.getPartName(connectionCount), block.getIcon(0, 0), tessellator, rot, pitch, roll, false);
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tessellator.addTranslation(-x - ox, -y - oy, -z - oz);
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return true;
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}
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@Override
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public boolean shouldRender3DInInventory(int modelId) {
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return true;
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}
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@Override
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public int getRenderId() {
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return Spotlight.renderID;
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}
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// This is very ad-hoc, which isn't ideal
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private float getRotation(ForgeDirection dir, ForgeDirection axis) {
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float flipX = axis == ForgeDirection.DOWN || axis == ForgeDirection.NORTH || axis == ForgeDirection.WEST ? -0.5F : 0.5F;
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float addX = axis == ForgeDirection.NORTH || axis == ForgeDirection.SOUTH ? -0.5F : 0;
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boolean flipNS = axis == ForgeDirection.WEST;
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switch (dir) {
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case NORTH: return flipNS ? (float)Math.PI : 0;
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case SOUTH: return !flipNS ? (float)Math.PI : 0;
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case EAST: return (float)Math.PI * (flipX + addX);
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case WEST: return (float)Math.PI * (-flipX + addX);
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case UP: return (float)Math.PI * -0.5F;
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case DOWN: return (float)Math.PI * 0.5F;
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default: return 0;
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}
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}
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}
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