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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;
}
}
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