use of WayofTime.bloodmagic.iface.INodeRenderer in project BloodMagic by WayofTime.
the class RenderItemRoutingNode method render.
@Override
public void render(TileRoutingNode tileNode, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
if (mc.player.getHeldItemMainhand().getItem() instanceof INodeRenderer || ConfigHandler.client.alwaysRenderRoutingLines) {
List<BlockPos> connectionList = tileNode.getConnected();
for (BlockPos wantedPos : connectionList) {
BlockPos offsetPos = wantedPos.subtract(tileNode.getPos());
// The beam renders towards the east by default.
int xd = offsetPos.getX();
int yd = offsetPos.getY();
int zd = offsetPos.getZ();
double distance = Math.sqrt(xd * xd + yd * yd + zd * zd);
double subLength = MathHelper.sqrt(xd * xd + zd * zd);
float rotYaw = -((float) (Math.atan2(zd, xd) * 180.0D / Math.PI));
float rotPitch = ((float) (Math.atan2(yd, subLength) * 180.0D / Math.PI));
GlStateManager.pushMatrix();
float f1 = 1.0f;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
this.bindTexture(beamTexture);
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);
GlStateManager.disableLighting();
GlStateManager.disableCull();
float f2 = 0;
float f3 = -f2 * 0.2F - (float) MathHelper.floor(-f2 * 0.1F);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
double width = 0.06;
float test = (tileNode.getWorld().getTotalWorldTime() + partialTicks) / 5f;
double d18 = -width / 2;
double d19 = -width / 2;
double d20 = width / 2;
double d21 = -width / 2;
double d22 = -width / 2;
double d23 = width / 2;
double d24 = width / 2;
double d25 = width / 2;
double d26 = distance * f1;
double d27 = 0.0D;
double d28 = 1.0D;
double d29 = (double) (f3) + test;
double d30 = distance * f1 + d29;
GlStateManager.translate(x + 0.5, y + 0.5, z + 0.5);
GlStateManager.rotate(rotYaw, 0, 1, 0);
GlStateManager.rotate(rotPitch, 0, 0, 1);
// tessellator.setBrightness(240);
// float s = 1F / 16F;
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// tessellator.setColorRGBA(255, 255, 255, 100);
wr.pos(d26, d18, d19).tex(d28, d30).endVertex();
wr.pos(0, d18, d19).tex(d28, d29).endVertex();
wr.pos(0, d20, d21).tex(d27, d29).endVertex();
wr.pos(d26, d20, d21).tex(d27, d30).endVertex();
wr.pos(d26, d24, d25).tex(d28, d30).endVertex();
wr.pos(0, d24, d25).tex(d28, d29).endVertex();
wr.pos(0, d22, d23).tex(d27, d29).endVertex();
wr.pos(d26, d22, d23).tex(d27, d30).endVertex();
wr.pos(d26, d20, d21).tex(d28, d30).endVertex();
wr.pos(0, d20, d21).tex(d28, d29).endVertex();
wr.pos(0, d24, d25).tex(d27, d29).endVertex();
wr.pos(d26, d24, d25).tex(d27, d30).endVertex();
wr.pos(d26, d22, d23).tex(d28, d30).endVertex();
wr.pos(0, d22, d23).tex(d28, d29).endVertex();
wr.pos(0, d18, d19).tex(d27, d29).endVertex();
wr.pos(d26, d18, d19).tex(d27, d30).endVertex();
ShaderHelper.useShader(ShaderHelper.psiBar, (int) tileNode.getWorld().getTotalWorldTime());
tessellator.draw();
ShaderHelper.releaseShader();
GlStateManager.enableLighting();
GlStateManager.enableTexture2D();
GlStateManager.popMatrix();
}
}
}
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