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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;
}
}
}
}
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