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.TileEntityLaser; public class 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 LaserRenderer() { ClientRegistry.bindTileEntitySpecialRenderer(TileEntityLaser.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(TileEntityLaser 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 TileEntityLaser ltile = (TileEntityLaser) 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; } } } }