package tectech.thing.block; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.IIcon; import net.minecraft.util.Vec3; import net.minecraft.world.IBlockAccess; import org.lwjgl.opengl.GL11; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import tectech.TecTech; /** * Created by danie_000 on 19.12.2016. */ public final class RenderQuantumStuff implements ISimpleBlockRenderingHandler { private static final Tessellator tes = Tessellator.instance; @Override public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) { GL11.glTranslatef(-0.5F, -0.5F, -0.5F); GL11.glPushMatrix(); // Get icons from custom register (useful for renderers and fluids) IIcon side = BlockQuantumStuff.stuff; tes.startDrawingQuads(); tes.setNormal(0.0F, -1.0F, 0.0F); renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, -1.0F); renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 0.0F, 1.0F); renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); tes.startDrawingQuads(); tes.setNormal(-1.0F, 0.0F, 0.0F); renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); tes.startDrawingQuads(); tes.setNormal(1.0F, 0.0F, 0.0F); renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); tes.startDrawingQuads(); tes.setNormal(0.0F, 1.0F, 0.0F); renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, side); tes.draw(); GL11.glTranslatef(0.5F, 0.5F, 0.5F); GL11.glPopMatrix(); } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { // renderer.renderStandardBlock(block, x, y, z); GL11.glPushMatrix(); tes.setNormal(0F, 1F, 0F); tes.setBrightness(15728880); IIcon side = BlockQuantumStuff.stuff; for (int i = 0; i < 6; i++) { float f = 1 - TecTech.RANDOM.nextFloat() / 4f, g = f - TecTech.RANDOM.nextFloat() / 4f, r = g - TecTech.RANDOM.nextFloat() / 4f - 0.25f; tes.setColorOpaque_F(r, g, f); float rotX = TecTech.RANDOM.nextFloat() * 2 * (float) Math.PI, rotY = TecTech.RANDOM.nextFloat() * 2 * (float) Math.PI, rotZ = TecTech.RANDOM.nextFloat() * 2 * (float) Math.PI; tesAbuse(x, y, z, -1.425f, -1.425f, .1f, rotX, rotY, rotZ, side.getMinU(), side.getMaxV()); tesAbuse(x, y, z, -1.425f, 1.425f, .1f, rotX, rotY, rotZ, side.getMinU(), side.getMinV()); tesAbuse(x, y, z, 1.425f, 1.425f, .1f, rotX, rotY, rotZ, side.getMaxU(), side.getMinV()); tesAbuse(x, y, z, 1.425f, -1.425f, .1f, rotX, rotY, rotZ, side.getMaxU(), side.getMaxV()); tesAbuse(x, y, z, 1.425f, -1.425f, -.1f, rotX, rotY, rotZ, side.getMaxU(), side.getMaxV()); tesAbuse(x, y, z, 1.425f, 1.425f, -.1f, rotX, rotY, rotZ, side.getMaxU(), side.getMinV()); tesAbuse(x, y, z, -1.425f, 1.425f, -.1f, rotX, rotY, rotZ, side.getMinU(), side.getMinV()); tesAbuse(x, y, z, -1.425f, -1.425f, -.1f, rotX, rotY, rotZ, side.getMinU(), side.getMaxV()); } GL11.glPopMatrix(); return true; } private void tesAbuse(int x, int y, int z, float sx, float sy, float sz, float rotX, float rotY, float rotZ, float sideU, float sideV) { Vec3 pos = Vec3.createVectorHelper(sx, sy, sz); pos.rotateAroundX(rotX); pos.rotateAroundY(rotY); pos.rotateAroundZ(rotZ); tes.addVertexWithUV(pos.xCoord + x + .5f, pos.yCoord + y + .5f, pos.zCoord + z + .5f, sideU, sideV); } @Override public boolean shouldRender3DInInventory(int modelId) { return true; } @Override public int getRenderId() { return BlockQuantumStuff.renderID; } }