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Example 1 with BottlingProcess

use of blusunrize.immersiveengineering.common.blocks.metal.TileEntityBottlingMachine.BottlingProcess in project ImmersiveEngineering by BluSunrize.

the class TileRenderBottlingMachine method renderTileEntityAt.

@Override
public void renderTileEntityAt(TileEntityBottlingMachine te, double x, double y, double z, float partialTicks, int destroyStage) {
    if (!te.formed || te.isDummy() || !te.getWorld().isBlockLoaded(te.getPos(), false))
        return;
    //Grab model + correct eextended state
    final BlockRendererDispatcher blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
    BlockPos blockPos = te.getPos();
    IBlockState state = getWorld().getBlockState(blockPos);
    if (state.getBlock() != IEContent.blockMetalMultiblock)
        return;
    state = state.getBlock().getActualState(state, getWorld(), blockPos);
    state = state.withProperty(IEProperties.DYNAMICRENDER, true);
    IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);
    //Initialize Tesselator and VertexBuffer
    Tessellator tessellator = Tessellator.getInstance();
    VertexBuffer worldRenderer = tessellator.getBuffer();
    //Outer GL Wrapping, initial translation
    GlStateManager.pushMatrix();
    GlStateManager.translate(x + .5, y + .5, z + .5);
    if (te.mirrored)
        GlStateManager.scale(te.facing.getFrontOffsetX() == 0 ? -1 : 1, 1, te.facing.getFrontOffsetZ() == 0 ? -1 : 1);
    //Item Displacement
    float[][] itemDisplays = new float[te.bottlingProcessQueue.size()][];
    //Animations
    float lift = 0;
    for (int i = 0; i < itemDisplays.length; i++) {
        BottlingProcess process = te.bottlingProcessQueue.get(i);
        if (process == null || process.processTick == process.maxProcessTick)
            continue;
        //+partialTicks
        float processTimer = ((float) process.processTick) / process.maxProcessTick * 120;
        //-1;
        float itemX = -1.5f;
        // -.34375f;
        float itemY = -.15625f;
        //-.9375f;
        float itemZ = 1;
        //ClientUtils.mc().thePlayer.ticksExisted%100; //0f;
        float itemFill = 0;
        if (//slide
        processTimer <= 35) {
            itemX += processTimer / 35f * 1.5;
        } else if (//slide
        processTimer <= 85) {
            itemX = 0;
            if (processTimer <= 55)
                lift = (processTimer - 35) / 20f * .125f;
            else if (processTimer <= 65) {
                lift = .125f;
                itemFill = (processTimer - 55) / 10f;
            } else {
                lift = (85 - processTimer) / 20f * .125f;
                itemFill = 1;
            }
            itemY += lift;
            lift += .0625;
        } else {
            itemX = (processTimer - 85) / 35f * 1.5f;
            itemFill = 1;
        }
        itemDisplays[i] = new float[] { processTimer, itemX, itemY, itemZ, itemFill };
    }
    ClientUtils.bindAtlas();
    GlStateManager.pushMatrix();
    GlStateManager.translate(0, lift, 0);
    renderModelPart(blockRenderer, tessellator, worldRenderer, te.getWorld(), state, model, blockPos, "lift");
    GlStateManager.translate(0, -lift, 0);
    RenderHelper.enableStandardItemLighting();
    GlStateManager.popMatrix();
    switch(te.facing) {
        case NORTH:
            break;
        case SOUTH:
            GlStateManager.rotate(180, 0, 1, 0);
            break;
        case WEST:
            GlStateManager.rotate(90, 0, 1, 0);
            break;
        case EAST:
            GlStateManager.rotate(-90, 0, 1, 0);
            break;
    }
    float scale = .0625f;
    FluidStack fs = te.tanks[0].getFluid();
    if (fs != null) {
        GlStateManager.pushMatrix();
        float level = fs.amount / (float) te.tanks[0].getCapacity();
        GlStateManager.translate(-.21875, .376, 1.21875);
        GlStateManager.scale(scale, scale, scale);
        float h = level * 9;
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        GlStateManager.translate(-7, 0, 7);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 1, 0, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7);
        GlStateManager.translate(0, 0, -h);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7);
        GlStateManager.scale(1 / scale, 1 / scale, 1 / scale);
        GlStateManager.translate(0, -1, -1);
        GlStateManager.popMatrix();
    }
    //DRAW ITEMS HERE
    for (int i = 0; i < itemDisplays.length; i++) if (itemDisplays[i] != null) {
        BottlingProcess process = te.bottlingProcessQueue.get(i);
        if (process == null)
            continue;
        ItemStack display = itemDisplays[i][4] == 0 || process.items[1] == null ? process.items[0] : process.items[1];
        scale = .4375f;
        GlStateManager.translate(itemDisplays[i][1], itemDisplays[i][2], itemDisplays[i][3]);
        GlStateManager.scale(scale, scale, scale);
        if (itemDisplays[i][4] == 0)
            ClientUtils.mc().getRenderItem().renderItem(process.items[0], ItemCameraTransforms.TransformType.FIXED);
        else if (itemDisplays[i][4] == 1)
            ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED);
        else {
            float h0 = -.5f;
            float h1 = h0 + itemDisplays[i][4];
            VertexBuffer worldrenderer = tessellator.getBuffer();
            GL11.glEnable(GL11.GL_STENCIL_TEST);
            GlStateManager.colorMask(false, false, false, false);
            GlStateManager.depthMask(false);
            GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF);
            GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP);
            GL11.glStencilMask(0xFF);
            GlStateManager.clear(GL11.GL_STENCIL_BUFFER_BIT);
            GlStateManager.rotate(90.0F - ClientUtils.mc().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F);
            GlStateManager.disableTexture2D();
            worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
            ClientUtils.renderBox(worldrenderer, -.5, h0, -.5, .5, h1, .5);
            tessellator.draw();
            GlStateManager.enableTexture2D();
            GlStateManager.rotate(-(90.0F - ClientUtils.mc().getRenderManager().playerViewY), 0.0F, 1.0F, 0.0F);
            GlStateManager.colorMask(true, true, true, true);
            GlStateManager.depthMask(true);
            GL11.glStencilMask(0x00);
            GL11.glStencilFunc(GL11.GL_EQUAL, 0, 0xFF);
            ClientUtils.mc().getRenderItem().renderItem(process.items[0], ItemCameraTransforms.TransformType.FIXED);
            GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
            ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED);
            GL11.glDisable(GL11.GL_STENCIL_TEST);
        }
        GlStateManager.scale(1 / scale, 1 / scale, 1 / scale);
        GlStateManager.translate(-itemDisplays[i][1], -itemDisplays[i][2], -itemDisplays[i][3]);
    }
    GlStateManager.popMatrix();
}
Also used : IBlockState(net.minecraft.block.state.IBlockState) BottlingProcess(blusunrize.immersiveengineering.common.blocks.metal.TileEntityBottlingMachine.BottlingProcess) FluidStack(net.minecraftforge.fluids.FluidStack) BlockPos(net.minecraft.util.math.BlockPos) IBakedModel(net.minecraft.client.renderer.block.model.IBakedModel) ItemStack(net.minecraft.item.ItemStack)

Example 2 with BottlingProcess

use of blusunrize.immersiveengineering.common.blocks.metal.TileEntityBottlingMachine.BottlingProcess in project ImmersiveEngineering by BluSunrize.

the class TileRenderBottlingMachine method render.

@Override
public void render(TileEntityBottlingMachine te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
    if (!te.formed || te.isDummy() || !te.getWorld().isBlockLoaded(te.getPos(), false))
        return;
    // Grab model + correct eextended state
    final BlockRendererDispatcher blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
    BlockPos blockPos = te.getPos();
    IBlockState state = getWorld().getBlockState(blockPos);
    if (state.getBlock() != IEContent.blockMetalMultiblock)
        return;
    state = state.getBlock().getActualState(state, getWorld(), blockPos);
    state = state.withProperty(IEProperties.DYNAMICRENDER, true);
    IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);
    // Initialize Tesselator and BufferBuilder
    Tessellator tessellator = Tessellator.getInstance();
    BufferBuilder worldRenderer = tessellator.getBuffer();
    // Outer GL Wrapping, initial translation
    GlStateManager.pushMatrix();
    GlStateManager.translate(x + .5, y + .5, z + .5);
    if (te.mirrored)
        GlStateManager.scale(te.facing.getXOffset() == 0 ? -1 : 1, 1, te.facing.getZOffset() == 0 ? -1 : 1);
    // Item Displacement
    float[][] itemDisplays = new float[te.bottlingProcessQueue.size()][];
    // Animations
    float lift = 0;
    for (int i = 0; i < itemDisplays.length; i++) {
        BottlingProcess process = te.bottlingProcessQueue.get(i);
        if (process == null || process.processTick == process.maxProcessTick)
            continue;
        // +partialTicks
        float processTimer = ((float) process.processTick) / process.maxProcessTick * 120;
        // -1;
        float itemX = -1.5f;
        // -.34375f;
        float itemY = -.15625f;
        // -.9375f;
        float itemZ = 1;
        // ClientUtils.mc().player.ticksExisted%100; //0f;
        float itemFill = 0;
        if (// slide
        processTimer <= 35) {
            itemX += processTimer / 35f * 1.5;
        } else if (// slide
        processTimer <= 85) {
            itemX = 0;
            if (processTimer <= 55)
                lift = (processTimer - 35) / 20f * .125f;
            else if (processTimer <= 65) {
                lift = .125f;
                itemFill = (processTimer - 55) / 10f;
            } else {
                lift = (85 - processTimer) / 20f * .125f;
                itemFill = 1;
            }
            itemY += lift;
            lift += .0625;
        } else {
            itemX = (processTimer - 85) / 35f * 1.5f;
            itemFill = 1;
        }
        itemDisplays[i] = new float[] { processTimer, itemX, itemY, itemZ, itemFill };
    }
    ClientUtils.bindAtlas();
    GlStateManager.pushMatrix();
    GlStateManager.translate(0, lift, 0);
    renderModelPart(blockRenderer, tessellator, worldRenderer, te.getWorld(), state, model, blockPos, "lift");
    GlStateManager.translate(0, -lift, 0);
    RenderHelper.enableStandardItemLighting();
    GlStateManager.popMatrix();
    switch(te.facing) {
        case NORTH:
            break;
        case SOUTH:
            GlStateManager.rotate(180, 0, 1, 0);
            break;
        case WEST:
            GlStateManager.rotate(90, 0, 1, 0);
            break;
        case EAST:
            GlStateManager.rotate(-90, 0, 1, 0);
            break;
    }
    float scale = .0625f;
    FluidStack fs = te.tanks[0].getFluid();
    if (fs != null) {
        GlStateManager.pushMatrix();
        float level = fs.amount / (float) te.tanks[0].getCapacity();
        GlStateManager.translate(-.21875, .376, 1.21875);
        GlStateManager.scale(scale, scale, scale);
        float h = level * 9;
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        GlStateManager.translate(-7, 0, 7);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 0, 1, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, h);
        GlStateManager.rotate(90, 1, 0, 0);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7);
        GlStateManager.translate(0, 0, -h);
        ClientUtils.drawRepeatedFluidSprite(fs, 0, 0, 7, 7);
        GlStateManager.scale(1 / scale, 1 / scale, 1 / scale);
        GlStateManager.translate(0, -1, -1);
        GlStateManager.popMatrix();
    }
    // DRAW ITEMS HERE
    for (int i = 0; i < itemDisplays.length; i++) if (itemDisplays[i] != null) {
        BottlingProcess process = te.bottlingProcessQueue.get(i);
        if (process == null)
            continue;
        ItemStack display = itemDisplays[i][4] == 0 || process.items.get(1).isEmpty() ? process.items.get(0) : process.items.get(1);
        scale = .4375f;
        GlStateManager.translate(itemDisplays[i][1], itemDisplays[i][2], itemDisplays[i][3]);
        GlStateManager.scale(scale, scale, scale);
        if (itemDisplays[i][4] == 0)
            ClientUtils.mc().getRenderItem().renderItem(process.items.get(0), ItemCameraTransforms.TransformType.FIXED);
        else if (itemDisplays[i][4] == 1 || !ClientProxy.stencilBufferEnabled)
            ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED);
        else {
            float h0 = -.5f;
            float h1 = h0 + itemDisplays[i][4];
            BufferBuilder worldrenderer = tessellator.getBuffer();
            // TODO move to GlStateManager if that ever gets the stencil functions
            GL11.glEnable(GL11.GL_STENCIL_TEST);
            GlStateManager.colorMask(false, false, false, false);
            GlStateManager.depthMask(false);
            GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF);
            GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP);
            GL11.glStencilMask(0xFF);
            GlStateManager.clear(GL11.GL_STENCIL_BUFFER_BIT);
            GlStateManager.rotate(90.0F - ClientUtils.mc().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F);
            GlStateManager.disableTexture2D();
            worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
            ClientUtils.renderBox(worldrenderer, -.5, h0, -.5, .5, h1, .5);
            tessellator.draw();
            GlStateManager.enableTexture2D();
            GlStateManager.rotate(-(90.0F - ClientUtils.mc().getRenderManager().playerViewY), 0.0F, 1.0F, 0.0F);
            GlStateManager.colorMask(true, true, true, true);
            GlStateManager.depthMask(true);
            GL11.glStencilMask(0x00);
            GL11.glStencilFunc(GL11.GL_EQUAL, 0, 0xFF);
            ClientUtils.mc().getRenderItem().renderItem(process.items.get(0), ItemCameraTransforms.TransformType.FIXED);
            GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
            ClientUtils.mc().getRenderItem().renderItem(display, ItemCameraTransforms.TransformType.FIXED);
            GL11.glDisable(GL11.GL_STENCIL_TEST);
        }
        GlStateManager.scale(1 / scale, 1 / scale, 1 / scale);
        GlStateManager.translate(-itemDisplays[i][1], -itemDisplays[i][2], -itemDisplays[i][3]);
    }
    GlStateManager.popMatrix();
}
Also used : IBlockState(net.minecraft.block.state.IBlockState) BottlingProcess(blusunrize.immersiveengineering.common.blocks.metal.TileEntityBottlingMachine.BottlingProcess) FluidStack(net.minecraftforge.fluids.FluidStack) BlockPos(net.minecraft.util.math.BlockPos) IBakedModel(net.minecraft.client.renderer.block.model.IBakedModel) ItemStack(net.minecraft.item.ItemStack)

Aggregations

BottlingProcess (blusunrize.immersiveengineering.common.blocks.metal.TileEntityBottlingMachine.BottlingProcess)2 IBlockState (net.minecraft.block.state.IBlockState)2 IBakedModel (net.minecraft.client.renderer.block.model.IBakedModel)2 ItemStack (net.minecraft.item.ItemStack)2 BlockPos (net.minecraft.util.math.BlockPos)2 FluidStack (net.minecraftforge.fluids.FluidStack)2