package codechicken.lib.render; import static net.minecraftforge.client.IItemRenderer.ItemRenderType.ENTITY; import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.BLOCK_3D; import codechicken.lib.render.uv.UV; import codechicken.lib.render.uv.UVTransformation; import org.lwjgl.opengl.GL11; import codechicken.lib.vec.Cuboid6; import codechicken.lib.vec.Rectangle4i; import codechicken.lib.vec.Transformation; import codechicken.lib.vec.Rotation; import codechicken.lib.vec.Vector3; import net.minecraft.util.IIcon; import net.minecraft.block.Block; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraftforge.client.IItemRenderer; import net.minecraftforge.client.MinecraftForgeClient; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidStack; public class RenderUtils { static Vector3[] vectors = new Vector3[8]; static RenderItem uniformRenderItem = new RenderItem() { public boolean shouldBob() { return false; } }; static EntityItem entityItem; static { for(int i = 0; i < vectors.length; i++) vectors[i] = new Vector3(); uniformRenderItem.setRenderManager(RenderManager.instance); entityItem = new EntityItem(null); entityItem.hoverStart = 0; } public static void renderFluidQuad(Vector3 point1, Vector3 point2, Vector3 point3, Vector3 point4, IIcon icon, double res) { renderFluidQuad(point2, vectors[0].set(point4).subtract(point1), vectors[1].set(point1).subtract(point2), icon, res); } /** * Draws a tessellated quadrilateral bottom to top, left to right * @param base The bottom left corner of the quad * @param wide The bottom of the quad * @param high The left side of the quad * @param res Units per icon */ public static void renderFluidQuad(Vector3 base, Vector3 wide, Vector3 high, IIcon icon, double res) { Tessellator t = Tessellator.instance; double u1 = icon.getMinU(); double du = icon.getMaxU()-icon.getMinU(); double v2 = icon.getMaxV(); double dv = icon.getMaxV()-icon.getMinV(); double wlen = wide.mag(); double hlen = high.mag(); double x = 0; while(x < wlen) { double rx = wlen - x; if(rx > res) rx = res; double y = 0; while(y < hlen) { double ry = hlen-y; if(ry > res) ry = res; Vector3 dx1 = vectors[2].set(wide).multiply(x/wlen); Vector3 dx2 = vectors[3].set(wide).multiply((x+rx)/wlen); Vector3 dy1 = vectors[4].set(high).multiply(y/hlen); Vector3 dy2 = vectors[5].set(high).multiply((y+ry)/hlen); t.addVertexWithUV(base.x+dx1.x+dy2.x, base.y+dx1.y+dy2.y, base.z+dx1.z+dy2.z, u1, v2-ry/res*dv); t.addVertexWithUV(base.x+dx1.x+dy1.x, base.y+dx1.y+dy1.y, base.z+dx1.z+dy1.z, u1, v2); t.addVertexWithUV(base.x+dx2.x+dy1.x, base.y+dx2.y+dy1.y, base.z+dx2.z+dy1.z, u1+rx/res*du, v2); t.addVertexWithUV(base.x+dx2.x+dy2.x, base.y+dx2.y+dy2.y, base.z+dx2.z+dy2.z, u1+rx/res*du, v2-ry/res*dv); y+=ry; } x+=rx; } } public static void translateToWorldCoords(Entity entity, float frame) { double interpPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * frame; double interpPosY = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * frame; double interpPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * frame; GL11.glTranslated(-interpPosX, -interpPosY, -interpPosZ); } public static void drawCuboidOutline(Cuboid6 c) { Tessellator var2 = Tessellator.instance; var2.startDrawing(3); var2.addVertex(c.min.x, c.min.y, c.min.z); var2.addVertex(c.max.x, c.min.y, c.min.z); var2.addVertex(c.max.x, c.min.y, c.max.z); var2.addVertex(c.min.x, c.min.y, c.max.z); var2.addVertex(c.min.x, c.min.y, c.min.z); var2.draw(); var2.startDrawing(3); var2.addVertex(c.min.x, c.max.y, c.min.z); var2.addVertex(c.max.x, c.max.y, c.min.z); var2.addVertex(c.max.x, c.max.y, c.max.z); var2.addVertex(c.min.x, c.max.y, c.max.z); var2.addVertex(c.min.x, c.max.y, c.min.z); var2.draw(); var2.startDrawing(1); var2.addVertex(c.min.x, c.min.y, c.min.z); var2.addVertex(c.min.x, c.max.y, c.min.z); var2.addVertex(c.max.x, c.min.y, c.min.z); var2.addVertex(c.max.x, c.max.y, c.min.z); var2.addVertex(c.max.x, c.min.y, c.max.z); var2.addVertex(c.max.x, c.max.y, c.max.z); var2.addVertex(c.min.x, c.min.y, c.max.z); var2.addVertex(c.min.x, c.max.y, c.max.z); var2.draw(); } public static void renderFluidCuboid(Cuboid6 bound, IIcon tex, double res) { renderFluidQuad(//bottom new Vector3(bound.min.x, bound.min.y, bound.min.z), new Vector3(bound.max.x, bound.min.y, bound.min.z), new Vector3(bound.max.x, bound.min.y, bound.max.z), new Vector3(bound.min.x, bound.min.y, bound.max.z), tex, res); renderFluidQuad(//top new Vector3(bound.min.x, bound.max.y, bound.min.z), new Vector3(bound.min.x, bound.max.y, bound.max.z), new Vector3(bound.max.x, bound.max.y, bound.max.z), new Vector3(bound.max.x, bound.max.y, bound.min.z), tex, res); renderFluidQuad(//-x new Vector3(bound.min.x, bound.max.y, bound.min.z), new Vector3(bound.min.x, bound.min.y, bound.min.z), new Vector3(bound.min.x, bound.min.y, bound.max.z), new Vector3(bound.min.x, bound.max.y, bound.max.z), tex, res); renderFluidQuad(//+x new Vector3(bound.max.x, bound.max.y, bound.max.z), new Vector3(bound.max.x, bound.min.y, bound.max.z), new Vector3(bound.max.x, bound.min.y, bound.min.z), new Vector3(bound.max.x, bound.max.y, bound.min.z), tex, res); renderFluidQuad(//-z new Vector3(bound.max.x, bound.max.y, bound.min.z), new Vector3(bound.max.x, bound.min.y, bound.min.z), new Vector3(bound.min.x, bound.min.y, bound.min.z), new Vector3(bound.min.x, bound.max.y, bound.min.z), tex, res); renderFluidQuad(//+z new Vector3(bound.min.x, bound.max.y, bound.max.z), new Vector3(bound.min.x, bound.min.y, bound.max.z), new Vector3(bound.max.x, bound.min.y, bound.max.z), new Vector3(bound.max.x, bound.max.y, bound.max.z), tex, res); } public static void renderBlockOverlaySide(int x, int y, int z, int side, double tx1, double tx2, double ty1, double ty2) { double[] points = new double[]{x - 0.009, x + 1.009, y - 0.009, y + 1.009, z - 0.009, z + 1.009}; Tessellator tessellator = Tessellator.instance; switch(side) { case 0: tessellator.addVertexWithUV(points[0], points[2], points[4], tx1, ty1); tessellator.addVertexWithUV(points[1], points[2], points[4], tx2, ty1); tessellator.addVertexWithUV(points[1], points[2], points[5], tx2, ty2); tessellator.addVertexWithUV(points[0], points[2], points[5], tx1, ty2); break; case 1: tessellator.addVertexWithUV(points[1], points[3], points[4], tx2, ty1); tessellator.addVertexWithUV(points[0], points[3], points[4], tx1, ty1); tessellator.addVertexWithUV(points[0], points[3], points[5], tx1, ty2); tessellator.addVertexWithUV(points[1], points[3], points[5], tx2, ty2); break; case 2: tessellator.addVertexWithUV(points[0], points[3], points[4], tx2, ty1); tessellator.addVertexWithUV(points[1], points[3], points[4], tx1, ty1); tessellator.addVertexWithUV(points[1], points[2], points[4], tx1, ty2); tessellator.addVertexWithUV(points[0], points[2], points[4], tx2, ty2); break; case 3: tessellator.addVertexWithUV(points[1], points[3], points[5], tx2, ty1); tessellator.addVertexWithUV(points[0], points[3], points[5], tx1, ty1); tessellator.addVertexWithUV(points[0], points[2], points[5], tx1, ty2); tessellator.addVertexWithUV(points[1], points[2], points[5], tx2, ty2); break; case 4: tessellator.addVertexWithUV(points[0], points[3], points[5], tx2, ty1); tessellator.addVertexWithUV(points[0], points[3], points[4], tx1, ty1); tessellator.addVertexWithUV(points[0], points[2], points[4], tx1, ty2); tessellator.addVertexWithUV(points[0], points[2], points[5], tx2, ty2); break; case 5: tessellator.addVertexWithUV(points[1], points[3], points[4], tx2, ty1); tessellator.addVertexWithUV(points[1], points[3], points[5], tx1, ty1); tessellator.addVertexWithUV(points[1], points[2], points[5], tx1, ty2); tessellator.addVertexWithUV(points[1], points[2], points[4], tx2, ty2); break; } } public static boolean shouldRenderFluid(FluidStack stack) { return stack.amount > 0 && stack.getFluid() != null; } /** * @param stack The fluid stack to render * @return The icon of the fluid */ public static IIcon prepareFluidRender(FluidStack stack, int alpha) { GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Fluid fluid = stack.getFluid(); CCRenderState.setColour(fluid.getColor(stack)<<8|alpha); TextureUtils.bindAtlas(fluid.getSpriteNumber()); return TextureUtils.safeIcon(fluid.getIcon(stack)); } /** * Re-enables lighting and disables blending. */ public static void postFluidRender() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); } public static double fluidDensityToAlpha(double density) { return Math.pow(density, 0.4); } /** * Renders a fluid within a bounding box. * If the fluid is a liquid it will render as a normal tank with height equal to density/bound.height. * If the fluid is a gas, it will render the full box with an alpha equal to density. * Warning, bound will be mutated if the fluid is a liquid * @param stack The fluid to render. * @param bound The box within which the fluid is contained. * @param density The volume of fluid / the capacity of the tank. For gases this determines the alpha, for liquids this determines the height. * @param res The resolution to render at. */ public static void renderFluidCuboid(FluidStack stack, Cuboid6 bound, double density, double res) { if(!shouldRenderFluid(stack)) return; int alpha = 255; if(stack.getFluid().isGaseous()) alpha = (int) (fluidDensityToAlpha(density)*255); else bound.max.y = bound.min.y+(bound.max.y-bound.min.y)*density; IIcon tex = prepareFluidRender(stack, alpha); CCRenderState.startDrawing(); renderFluidCuboid(bound, tex, res); CCRenderState.draw(); postFluidRender(); } public static void renderFluidGauge(FluidStack stack, Rectangle4i rect, double density, double res) { if(!shouldRenderFluid(stack)) return; int alpha = 255; if(stack.getFluid().isGaseous()) alpha = (int) (fluidDensityToAlpha(density)*255); else { int height = (int) (rect.h*density); rect.y +=rect.h-height; rect.h = height; } IIcon tex = prepareFluidRender(stack, alpha); CCRenderState.startDrawing(); renderFluidQuad( new Vector3(rect.x, rect.y+rect.h, 0), new Vector3(rect.w,0, 0), new Vector3(0, -rect.h, 0), tex, res); CCRenderState.draw(); postFluidRender(); } /** * Renders items and blocks in the world at 0,0,0 with transformations that size them appropriately */ public static void renderItemUniform(ItemStack item) { renderItemUniform(item, 0); } /** * Renders items and blocks in the world at 0,0,0 with transformations that size them appropriately * @param spin The spin angle of the item around the y axis in degrees */ public static void renderItemUniform(ItemStack item, double spin) { IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(item, ENTITY); boolean is3D = customRenderer != null && customRenderer.shouldUseRenderHelper(ENTITY, item, BLOCK_3D); boolean larger = false; if (item.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.getBlockFromItem(item.getItem()).getRenderType())) { int renderType = Block.getBlockFromItem(item.getItem()).getRenderType(); larger = !(renderType == 1 || renderType == 19 || renderType == 12 || renderType == 2); } else if(is3D) { larger = true; } double d = 2; double d1 = 1/d; if(larger) GL11.glScaled(d, d, d); GL11.glColor4f(1, 1, 1, 1); entityItem.setEntityItemStack(item); uniformRenderItem.doRender(entityItem, 0, larger ? 0.09 : 0.06, 0, 0, (float)(spin*9/Math.PI)); if(larger) GL11.glScaled(d1, d1, d1); } }