Add new chunk overlay mode for gregtech ore regions (#211)

* Add new chunk overlay mode for gregtech ore regions
* Change GregTech existence check to GregTech 5 only
* Add GT-like region shift on negative coords
This commit is contained in:
Oleg Ivanov authored and GitHub committed 2022-02-07 12:18:02 -08:00
1 parent f006a93dd5
commit f588543b64
2 files changed
+94 -33

No files matched your search

@@ -36,7 +36,7 @@ public class WorldOverlayRenderer implements IKeyStateTracker {
if (KeyManager.keyStates.get("world.moboverlay").down)
mobOverlay = (mobOverlay + 1) % 2;
if (KeyManager.keyStates.get("world.chunkoverlay").down)
chunkOverlay = (chunkOverlay + 1) % 3;
chunkOverlay = (chunkOverlay + 1) % (NEIModContainer.isGT5Loaded() ? 4 : 3);
}
public static void render(float frame) {
@@ -226,40 +226,93 @@ public class WorldOverlayRenderer implements IKeyStateTracker {
GL11.glVertex3d(x1, y2, z1);
}
if (chunkOverlay == 2 && cx == 0 && cz == 0) {
dy = 32;
y1 = Math.floor(entity.posY - dy / 2);
y2 = y1 + dy;
if (y1 < 0) {
y1 = 0;
y2 = dy;
}
if (cx == 0 && cz == 0) {
if (chunkOverlay == 2) {
dy = 32;
y1 = Math.floor(entity.posY - dy / 2);
y2 = y1 + dy;
if (y1 < 0) {
y1 = 0;
y2 = dy;
}
if (y1 > entity.worldObj.getHeight()) {
y2 = entity.worldObj.getHeight();
y1 = y2 - dy;
}
if (y1 > entity.worldObj.getHeight()) {
y2 = entity.worldObj.getHeight();
y1 = y2 - dy;
}
GL11.glColor4d(0, 0.9, 0, 0.4);
for (double y = (int) y1; y <= y2; y++) {
GL11.glVertex3d(x2, y, z1);
GL11.glVertex3d(x2, y, z2);
GL11.glVertex3d(x1, y, z1);
GL11.glVertex3d(x1, y, z2);
GL11.glVertex3d(x1, y, z2);
GL11.glVertex3d(x2, y, z2);
GL11.glVertex3d(x1, y, z1);
GL11.glVertex3d(x2, y, z1);
}
for (double h = 1; h <= 15; h++) {
GL11.glVertex3d(x1 + h, y1, z1);
GL11.glVertex3d(x1 + h, y2, z1);
GL11.glVertex3d(x1 + h, y1, z2);
GL11.glVertex3d(x1 + h, y2, z2);
GL11.glVertex3d(x1, y1, z1 + h);
GL11.glVertex3d(x1, y2, z1 + h);
GL11.glVertex3d(x2, y1, z1 + h);
GL11.glVertex3d(x2, y2, z1 + h);
GL11.glColor4d(0, 0.9, 0, 0.4);
for (double y = (int) y1; y <= y2; y++) {
GL11.glVertex3d(x2, y, z1);
GL11.glVertex3d(x2, y, z2);
GL11.glVertex3d(x1, y, z1);
GL11.glVertex3d(x1, y, z2);
GL11.glVertex3d(x1, y, z2);
GL11.glVertex3d(x2, y, z2);
GL11.glVertex3d(x1, y, z1);
GL11.glVertex3d(x2, y, z1);
}
for (double h = 1; h <= 15; h++) {
GL11.glVertex3d(x1 + h, y1, z1);
GL11.glVertex3d(x1 + h, y2, z1);
GL11.glVertex3d(x1 + h, y1, z2);
GL11.glVertex3d(x1 + h, y2, z2);
GL11.glVertex3d(x1, y1, z1 + h);
GL11.glVertex3d(x1, y2, z1 + h);
GL11.glVertex3d(x2, y1, z1 + h);
GL11.glVertex3d(x2, y2, z1 + h);
}
} else if (chunkOverlay == 3) {
int gx1 = ((entity.chunkCoordX < 0 ? entity.chunkCoordX - 3 : entity.chunkCoordX) / 3 * 3) << 4;
int gz1 = ((entity.chunkCoordZ < 0 ? entity.chunkCoordZ - 3 : entity.chunkCoordZ) / 3 * 3) << 4;
if (entity.chunkCoordX < 0) {
gx1 += 16;
}
if (entity.chunkCoordZ < 0) {
gz1 += 16;
}
int gx2 = gx1 + 48;
int gz2 = gz1 + 48;
GL11.glColor4d(0, 0.9, 0, 0.4);
for (double y = (int) y1; y <= y2; y++) {
GL11.glVertex3d(gx2, y, gz1);
GL11.glVertex3d(gx2, y, gz2);
GL11.glVertex3d(gx1, y, gz1);
GL11.glVertex3d(gx1, y, gz2);
GL11.glVertex3d(gx1, y, gz2);
GL11.glVertex3d(gx2, y, gz2);
GL11.glVertex3d(gx1, y, gz1);
GL11.glVertex3d(gx2, y, gz1);
}
for (double h = 4; h <= 44; h += 4) {
if (h % 16 == 0) {
continue;
}
GL11.glVertex3d(gx1 + h, y1, gz1);
GL11.glVertex3d(gx1 + h, y2, gz1);
GL11.glVertex3d(gx1 + h, y1, gz2);
GL11.glVertex3d(gx1 + h, y2, gz2);
GL11.glVertex3d(gx1, y1, gz1 + h);
GL11.glVertex3d(gx1, y2, gz1 + h);
GL11.glVertex3d(gx2, y1, gz1 + h);
GL11.glVertex3d(gx2, y2, gz1 + h);
}
GL11.glColor4d(0, 0, 0.9, 0.4);
gx1 += 23;
gz1 += 23;
gx2 = gx1 + 1;
gz2 = gz1 + 1;
GL11.glVertex3d(gx1, y1, gz1);
GL11.glVertex3d(gx1, y2, gz1);
GL11.glVertex3d(gx2, y1, gz1);
GL11.glVertex3d(gx2, y2, gz1);
GL11.glVertex3d(gx1, y1, gz2);
GL11.glVertex3d(gx1, y2, gz2);
GL11.glVertex3d(gx2, y1, gz2);
GL11.glVertex3d(gx2, y2, gz2);
}
}
}