mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
129 lines
4.0 KiB
Java
129 lines
4.0 KiB
Java
package com.hbm.render.tileentity;
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import org.lwjgl.opengl.GL11;
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import com.hbm.main.ResourceManager;
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import com.hbm.tileentity.machine.TileEntityForceField;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.Vec3;
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public class RenderMachineForceField extends TileEntitySpecialRenderer {
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@Override
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public void renderTileEntityAt(TileEntity te, double x, double y, double z, float f) {
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GL11.glPushMatrix();
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GL11.glTranslated(x + 0.5D, y, z + 0.5D);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glRotatef(180, 0F, 1F, 0F);
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bindTexture(ResourceManager.forcefield_base_tex);
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ResourceManager.radar_body.renderAll();
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TileEntityForceField ff = (TileEntityForceField)te;
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GL11.glTranslated(0, 0.5D, 0);
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//double rot = (System.currentTimeMillis() / 10D) % 360;
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int segments = (int)(16 + ff.radius * 0.125);
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bindTexture(ResourceManager.forcefield_top_tex);
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if(ff.isOn && ff.health > 0 && ff.power > 0 && ff.cooldown == 0) {
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generateSphere(segments, segments * 2, ff.radius, ff.color);
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double rot = (System.currentTimeMillis() / 10D) % 360;
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GL11.glRotated(-rot, 0F, 1F, 0F);
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}
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GL11.glTranslated(0, 0.5, 0);
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ResourceManager.forcefield_top.renderAll();
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GL11.glTranslated(0, -0.5, 0);
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GL11.glPopMatrix();
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}
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private void generateSphere(int l, int s, float rad, int hex) {
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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float sRot = 360F / s;
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float lRot = (float)Math.PI / l;
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for(int k = 0; k < s; k++) {
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GL11.glRotatef(sRot, 0F, 1F, 0F);
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Vec3 vec = Vec3.createVectorHelper(0, rad, 0);
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for(int i = 0; i < l; i++) {
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Tessellator tessellator = Tessellator.instance;
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/*if((i < 2 || i > l - 2) && k % 10 == 0) {
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tessellator.startDrawing(3);
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tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F);
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tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord);
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tessellator.addVertex(0, 0, 0);
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tessellator.draw();
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}*/
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tessellator.startDrawing(3);
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//tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F);
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tessellator.setColorOpaque_I(hex);
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tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord);
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vec.rotateAroundX(lRot);
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tessellator.addVertex(vec.xCoord, vec.yCoord, vec.zCoord);
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tessellator.draw();
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}
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}
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glPopMatrix();
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generateSphere2(l, s, rad, hex);
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}
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private void generateSphere2(int l, int s, float rad, int hex) {
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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float sRot = (float)Math.PI * 2F / (float)(s);
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float lRot = (float)Math.PI / l;
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Vec3 vec2 = Vec3.createVectorHelper(0, rad, 0);
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for(int k = 0; k < l; k++) {
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vec2.rotateAroundZ(lRot);
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for(int i = 0; i < s; i++) {
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Tessellator tessellator = Tessellator.instance;
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tessellator.startDrawing(3);
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//tessellator.setColorRGBA_F(0F, 1F, 0F, 1.0F);
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tessellator.setColorOpaque_I(hex);
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tessellator.addVertex(vec2.xCoord, vec2.yCoord, vec2.zCoord);
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vec2.rotateAroundY(sRot);
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tessellator.addVertex(vec2.xCoord, vec2.yCoord, vec2.zCoord);
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tessellator.draw();
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}
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}
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glPopMatrix();
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}
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}
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