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authorMary <33456283+FourIsTheNumber@users.noreply.github.com>2024-07-31 13:13:20 -0400
committerGitHub <noreply@github.com>2024-08-01 00:13:20 +0700
commit99b0281dcf4ba451a363f811fdc6b671a239dc71 (patch)
tree7391763433587d53031b3e86dba37aa473eb332c /src/main/java/gregtech/common/render
parentb4ee66356b06d0fcc75654506ed67aa57755393b (diff)
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Laser Engraver Multi (#2771)
* Laser engraver boilerplate and structure * Made a rough, untextured laser renderer * Laser renderer is kind of functional * Laser renderer follows curve * Laser turns on/off when recipe is running * Sampsa laser * Color changing boilerplate * Registered all gt lenses * Fixed default renderer to white * NBT reading functional * Stole SE code to try and get TE working. It does not * Laser renderer finally functioning with more than 1 laser! * Moved tick count to TileLaser so lasers don't tick each other * Implemented laser source hatch * Structure update + spotless * Switched to the GT_Values tier list * Update tooltip and message player about rendering toggle * Allow fluid input/output * Attempting to give proper name to laser plate * Fixed laser plate name * New laser plate texture * New casing just dropped * Allow UMV glass to use any laser source * Switched laser to a simple line renderer instead of a model * Fixed hatch texture I missed earlier * Spotless * Controller textures * render: New laser renderer - Use GL quad rendering instead of line rendering to fix scaling - Set lightmap coords (Emit bloom glow with shaders) - Set opacity to 1.0 - Slight cleanup * Got rid of the old laser model * Tweaked some numbers on the renderer * Spotless * cleanup * I give up on rotation, I've spent too much time trying to get this to work * Got block item working I think * Fixed tooltip for laser and multicanner * Support bartworks lenses * Finishing touches * Removed unneeded assignment * Allow UXV lasers to do all recipes * Forgot to call super for nbt data... * Replace magic numbers * oops, spotless * Another magic voltage number * Rotations and mirror flips Now with spotless * fixed west/east * ok but actually fixed now, mixed up west/east with north/south * Updated laser source snapping to account for rotation being allowed * Cleanup rotation axis and remove unecessary nbt * Re-added nbt but actually load it properly now * Fix NEI displaying lots of hatches --------- Co-authored-by: LekKit <50500857+LekKit@users.noreply.github.com> Co-authored-by: BucketBrigade <apple12a1@hotmail.com> Co-authored-by: Martin Robertz <dream-master@gmx.net>
Diffstat (limited to 'src/main/java/gregtech/common/render')
-rw-r--r--src/main/java/gregtech/common/render/GT_LaserRenderer.java90
1 files changed, 90 insertions, 0 deletions
diff --git a/src/main/java/gregtech/common/render/GT_LaserRenderer.java b/src/main/java/gregtech/common/render/GT_LaserRenderer.java
new file mode 100644
index 0000000000..1c54a5d58b
--- /dev/null
+++ b/src/main/java/gregtech/common/render/GT_LaserRenderer.java
@@ -0,0 +1,90 @@
+package gregtech.common.render;
+
+import net.minecraft.client.renderer.OpenGlHelper;
+import net.minecraft.client.renderer.Tessellator;
+import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
+import net.minecraft.tileentity.TileEntity;
+
+import org.lwjgl.opengl.GL11;
+
+import cpw.mods.fml.client.registry.ClientRegistry;
+import gregtech.common.tileentities.render.TileLaser;
+
+public class GT_LaserRenderer extends TileEntitySpecialRenderer {
+
+ private double zOffset = 0.0;
+ private double xOffset = 0.0;
+
+ // Relative to block size
+ final private double lineRadius = 0.03;
+
+ final private float lineOpacity = 0.7F;
+
+ final private float laserSpeed = 0.8F;
+
+ public GT_LaserRenderer() {
+ ClientRegistry.bindTileEntitySpecialRenderer(TileLaser.class, this);
+ }
+
+ private void maths(float counter) {
+ float tc = (0.05F * counter);
+ zOffset = 0.5 + 0.45 * Math.sin(2 * Math.PI * tc);
+ xOffset = 0.5 + 0.45 * Math.sin(0.5 * Math.PI * tc);
+ }
+
+ private void renderFakeLine(TileLaser laser, double x1, double y1, double z1, double x2, double y2, double z2) {
+ Tessellator tessellator = Tessellator.instance;
+ tessellator.startDrawingQuads();
+ tessellator.setColorRGBA_F(laser.getRed(), laser.getGreen(), laser.getBlue(), lineOpacity);
+ tessellator.addVertex(x1 - lineRadius, y1, z1);
+ tessellator.addVertex(x1 + lineRadius, y1, z1);
+ tessellator.addVertex(x2 + lineRadius, y2, z2);
+ tessellator.addVertex(x2 - lineRadius, y2, z2);
+
+ tessellator.addVertex(x1, y1, z1 - lineRadius);
+ tessellator.addVertex(x1, y1, z1 + lineRadius);
+ tessellator.addVertex(x2, y2, z2 + lineRadius);
+ tessellator.addVertex(x2, y2, z2 - lineRadius);
+ tessellator.draw();
+ }
+
+ @Override
+ public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float timeSinceLastTick) {
+ final TileLaser ltile = (TileLaser) tile;
+
+ if (ltile.getShouldRender()) {
+ // Push GL state
+ GL11.glPushMatrix();
+ GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
+
+ GL11.glDisable(GL11.GL_LIGHTING);
+ GL11.glDisable(GL11.GL_CULL_FACE);
+ GL11.glDisable(GL11.GL_TEXTURE_2D);
+ GL11.glEnable(GL11.GL_BLEND);
+
+ // Full brightness on this thing (Emits glow with shaders)
+ OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.f, 240.f);
+
+ GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
+ GL11.glRotated(ltile.rotationAngle, ltile.rotAxisX, ltile.rotAxisY, ltile.rotAxisZ);
+ GL11.glTranslated(-x - 0.5, -y - 0.5, -z - 0.5);
+
+ if (ltile.realism) {
+ renderFakeLine(ltile, x + xOffset, y + 4.0, z + zOffset, x + xOffset, y + 0.5, z + zOffset);
+ } else {
+ renderFakeLine(ltile, x + 0.5, y + 4.0, z + 0.5, x + xOffset, y + 0.5, z + zOffset);
+ }
+
+ // Pop GL state
+ GL11.glPopAttrib();
+ GL11.glPopMatrix();
+
+ // Movement calculations
+ maths(ltile.counter);
+ ltile.counter += laserSpeed;
+ if (ltile.counter >= 80) {
+ ltile.counter = 0;
+ }
+ }
+ }
+}