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package client.renderer;
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;
import kekztech.KekzCore;
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);
}
}
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