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Diffstat (limited to 'src/main/java/client/renderer/TESR_SETether.java')
-rw-r--r--src/main/java/client/renderer/TESR_SETether.java78
1 files changed, 78 insertions, 0 deletions
diff --git a/src/main/java/client/renderer/TESR_SETether.java b/src/main/java/client/renderer/TESR_SETether.java
new file mode 100644
index 0000000000..890d25fdb2
--- /dev/null
+++ b/src/main/java/client/renderer/TESR_SETether.java
@@ -0,0 +1,78 @@
+package client.renderer;
+
+import common.tileentities.TE_SpaceElevatorCapacitor;
+import common.tileentities.TE_SpaceElevatorTether;
+import kekztech.KekzCore;
+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 net.minecraft.util.ResourceLocation;
+import org.lwjgl.opengl.GL11;
+
+public class TESR_SETether extends TileEntitySpecialRenderer {
+
+ private static final ResourceLocation tetherBeamTexture = new ResourceLocation(KekzCore.MODID, "textures/effects/Tether_beam.png");
+
+ @Override
+ public void renderTileEntityAt(TileEntity te, double x, double y, double z, float partialTick) {
+ float beamLengthScale = 1.0F; // [0.0F, 1.0F] -> linear scale from 0 to 256
+ GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
+
+ // Get Tessellator instance
+ final Tessellator tessellator = Tessellator.instance;
+ // Bind beam texture and set texture params
+ super.bindTexture(tetherBeamTexture);
+ GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
+ GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
+ // Set render flags for inner beam
+ GL11.glDisable(GL11.GL_LIGHTING);
+ GL11.glDisable(GL11.GL_CULL_FACE);
+ GL11.glDisable(GL11.GL_BLEND);
+ GL11.glDepthMask(true);
+ OpenGlHelper.glBlendFunc(770, 1, 1, 0);
+ // Prepare Tessellator
+ tessellator.startDrawingQuads();
+ tessellator.setColorRGBA(255, 255, 255, 32);
+ // Variables stuff II
+ final double halfBeamWidth = 0.38D;
+ final double d_rot1 = 0.5D + Math.cos(2.356194490192345D) * halfBeamWidth; // rotates the beam...
+ final double d_rot2 = 0.5D + Math.sin(2.356194490192345D) * halfBeamWidth;
+ final double d_rot3 = 0.5D + Math.cos((Math.PI / 4D)) * halfBeamWidth;
+ final double d_rot4 = 0.5D + Math.sin((Math.PI / 4D)) * halfBeamWidth;
+ final double d_rot5 = 0.5D + Math.cos(3.9269908169872414D) * halfBeamWidth;
+ final double d_rot6 = 0.5D + Math.sin(3.9269908169872414D) * halfBeamWidth;
+ final double d_rot7 = 0.5D + Math.cos(5.497787143782138D) * halfBeamWidth;
+ final double d_rot8 = 0.5D + Math.sin(5.497787143782138D) * halfBeamWidth; // ...until here
+ final double height = 256.0F * beamLengthScale;
+ final double uv_x1 = 0.0D;
+ final double uv_x2 = 1.0D;
+ final double uv_y1 = -1.0D; // This makes the beam stream upwards if you add a time sensitive number to it
+ final double uv_y2 = (double)(256.0F * beamLengthScale) * (0.5D / halfBeamWidth) + uv_y1;
+ // Construct mesh with texture
+ tessellator.addVertexWithUV(x + d_rot1, y + height, z + d_rot2, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot1, y, z + d_rot2, uv_x2, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot3, y, z + d_rot4, uv_x1, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot3, y + height, z + d_rot4, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot7, y + height, z + d_rot8, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot7, y, z + d_rot8, uv_x2, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot5, y, z + d_rot6, uv_x1, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot5, y + height, z + d_rot6, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot3, y + height, z + d_rot4, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot3, y, z + d_rot4, uv_x2, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot7, y, z + d_rot8, uv_x1, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot7, y + height, z + d_rot8, uv_x1, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot5, y + height, z + d_rot6, uv_x2, uv_y2);
+ tessellator.addVertexWithUV(x + d_rot5, y, z + d_rot6, uv_x2, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot1, y, z + d_rot2, uv_x1, uv_y1);
+ tessellator.addVertexWithUV(x + d_rot1, y + height, z + d_rot2, uv_x1, uv_y2);
+ // Draw!
+ tessellator.draw();
+
+ // Reset render flags
+ GL11.glEnable(GL11.GL_LIGHTING);
+ GL11.glEnable(GL11.GL_TEXTURE_2D);
+ GL11.glDepthMask(true);
+ }
+
+}