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Laser Rendering Improvements (#462)
* Improved laser rendering. * Removed unused import.
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f937673483
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5 changed files with 37 additions and 23 deletions
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@ -21,9 +21,12 @@ import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.VertexBuffer;
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import net.minecraft.client.renderer.GlStateManager.DestFactor;
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import net.minecraft.client.renderer.GlStateManager.SourceFactor;
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import net.minecraft.client.renderer.block.model.ItemCameraTransforms.TransformType;
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import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.ResourceLocation;
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@ -36,6 +39,9 @@ import org.lwjgl.opengl.GL11;
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public final class AssetUtil{
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public static int maxLightX = 0xF000F0;
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public static int maxLightY = 0xF000F0;
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public static final ResourceLocation GUI_INVENTORY_LOCATION = getGuiLocation("gui_inventory");
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public static ResourceLocation getGuiLocation(String file){
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@ -233,7 +239,10 @@ public final class AssetUtil{
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GlStateManager.disableLighting();
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE);
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int func = GL11.glGetInteger(GL11.GL_ALPHA_TEST_FUNC);
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float ref = GL11.glGetFloat(GL11.GL_ALPHA_TEST_REF);
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GlStateManager.alphaFunc(GL11.GL_ALWAYS, 0);
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GlStateManager.translate(firstX-TileEntityRendererDispatcher.staticPlayerX, firstY-TileEntityRendererDispatcher.staticPlayerY, firstZ-TileEntityRendererDispatcher.staticPlayerZ);
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GlStateManager.rotate((float)(180*yaw/Math.PI), 0, 1, 0);
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GlStateManager.rotate((float)(180*pitch/Math.PI), 0, 0, 1);
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@ -286,31 +295,36 @@ public final class AssetUtil{
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}
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else{*/
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GlStateManager.disableTexture2D();
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render.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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render.pos(length, beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, -beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, -beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_LMAP_COLOR);
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for (double i = 0; i < 4; i ++){
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double width = beamWidth * (i/4.0);
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render.pos(length, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, -beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, -beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, -beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, -beamWidth, beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(0, -beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, -beamWidth, -beamWidth).color(r, g, b, alpha).endVertex();
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render.pos(length, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, -width, width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(0, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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render.pos(length, -width, -width).tex(0, 0).lightmap(maxLightX, maxLightY).color(r, g, b, alpha).endVertex();
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}
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tessy.draw();
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GlStateManager.enableTexture2D();
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//}
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GlStateManager.alphaFunc(func, ref);
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GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
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GlStateManager.disableBlend();
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GlStateManager.enableLighting();
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GlStateManager.popMatrix();
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