package client.renderer; 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); } }