use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class StaticAlchemyCircleRenderer method renderAt.
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
float rot = getRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 1, 0);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class TurretAlchemyCircleRenderer method renderAt.
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
// Not working
float f = 0;
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
AlchemyArrayEffect effect = tileArray.arrayEffect;
double pitch = 0;
double yaw = 0;
int arrowTimer = -1;
if (effect instanceof AlchemyArrayEffectArrowTurret) {
AlchemyArrayEffectArrowTurret turretEffect = (AlchemyArrayEffectArrowTurret) effect;
pitch = (turretEffect.getPitch() - turretEffect.getLastPitch()) * f + turretEffect.getLastPitch();
yaw = (turretEffect.getYaw() - turretEffect.getLastYaw()) * f + turretEffect.getLastYaw();
arrowTimer = turretEffect.arrowTimer;
}
double arrowAnimation = arrowTimer + f;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
float rot = getRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
// GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
GlStateManager.pushMatrix();
double topHeightOffset = getTopHeightOffset(craftTime, arrowAnimation);
double middleHeightOffset = getMiddleHeightOffset(craftTime, arrowAnimation);
double bottomHeightOffset = getBottomHeightOffset(craftTime, arrowAnimation);
BlockPos pos = tileArray.getPos();
World world = tileArray.getWorld();
GlStateManager.rotate((float) (yaw + 360 * getStartupPitchYawRatio(craftTime)), 0, 0, 1);
GlStateManager.rotate((float) ((pitch + 90) * getStartupPitchYawRatio(craftTime)), 1, 0, 0);
GlStateManager.pushMatrix();
Minecraft.getMinecraft().renderEngine.bindTexture(bottomArrayResource);
GlStateManager.rotate(-rot, 0, 0, 1);
GlStateManager.translate(0, 0, -bottomHeightOffset);
renderStandardCircle(tessellator, wr, size / 2);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
Minecraft.getMinecraft().renderEngine.bindTexture(middleArrayResource);
GlStateManager.rotate(0, 0, 0, 1);
GlStateManager.translate(0, 0, -middleHeightOffset);
renderStandardCircle(tessellator, wr, size);
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.rotate(rot, 0, 0, 1);
GlStateManager.translate(0, 0, -topHeightOffset);
renderStandardCircle(tessellator, wr, size);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class AttractorAlchemyCircleRenderer method renderAt.
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
float rot = getRotation(craftTime);
float secondaryRot = getSecondaryRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 0, 1);
GlStateManager.rotate(secondaryRot, 1, 0, 0);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class DualAlchemyCircleRenderer method renderAt.
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
// float rot = (float)(this.worldObj.provider.getWorldTime() % (360 /
// this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f;
float rot = getRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 0, 1);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// Bind the second texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(secondaryArrayResource);
GlStateManager.pushMatrix();
GlStateManager.rotate(-rot, 0, 0, 1);
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class SingleAlchemyCircleRenderer method renderAt.
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
// float rot = (float)(this.worldObj.provider.getWorldTime() % (360 /
// this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f;
float rot = getRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 0, 1);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
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