114 lines
3.4 KiB
Java

package com.hbm.render.tileentity;
import org.lwjgl.opengl.GL11;
import com.hbm.main.ResourceManager;
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 RenderForceField 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.radar_body_tex);
ResourceManager.radar_body.renderAll();
GL11.glTranslated(0, 0.5D, 0);
double rot = (System.currentTimeMillis() / 10D) % 360;
generateSphere(8, 16, 10F, 0x0088FF);
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();
}
}