/**
* This class was created by <Vazkii>. It's distributed as
* part of the Botania Mod. Get the Source Code in github:
* https://github.com/Vazkii/Botania
*
* Botania is Open Source and distributed under the
* Botania License: http://botaniamod.net/license.php
*
* File Created @ [Jan 26, 2014, 12:25:11 AM (GMT)]
*/
package vazkii.botania.client.render.tile;
import java.awt.Color;
import java.util.Random;
import javax.annotation.Nonnull;
import org.lwjgl.opengl.GL11;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import vazkii.botania.api.mana.IPoolOverlayProvider;
import vazkii.botania.api.state.BotaniaStateProps;
import vazkii.botania.api.state.enums.PoolVariant;
import vazkii.botania.client.core.handler.ClientTickHandler;
import vazkii.botania.client.core.handler.MiscellaneousIcons;
import vazkii.botania.client.core.handler.MultiblockRenderHandler;
import vazkii.botania.client.core.helper.ShaderHelper;
import vazkii.botania.client.core.proxy.ClientProxy;
import vazkii.botania.common.block.ModBlocks;
import vazkii.botania.common.block.tile.mana.TilePool;
public class RenderTilePool extends TileEntitySpecialRenderer<TilePool> {
// Overrides for when we call this TESR without an actual pool
public static PoolVariant forceVariant = PoolVariant.DEFAULT;
public static int forceManaNumber = -1;
@Override
public void renderTileEntityAt(@Nonnull TilePool pool, double d0, double d1, double d2, float f, int digProgress) {
if(pool != null && (!pool.getWorld().isBlockLoaded(pool.getPos(), false)
|| pool.getWorld().getBlockState(pool.getPos()).getBlock() != ModBlocks.pool))
return;
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableRescaleNormal();
float a = MultiblockRenderHandler.rendering ? 0.6F : 1F;
GlStateManager.color(1F, 1F, 1F, a);
if (pool == null) { // A null pool means we are calling the TESR without a pool (on a minecart). Adjust accordingly
GlStateManager.translate(0, 0, -1);
} else {
GlStateManager.translate(d0, d1, d2);
}
boolean fab = pool == null ? forceVariant == PoolVariant.FABULOUS : pool.getWorld().getBlockState(pool.getPos()).getValue(BotaniaStateProps.POOL_VARIANT) == PoolVariant.FABULOUS;
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
int color = 0xFFFFFF;
if (fab) {
float time = ClientTickHandler.ticksInGame + ClientTickHandler.partialTicks;
if(pool != null)
time += new Random(pool.getPos().getX() ^ pool.getPos().getY() ^ pool.getPos().getZ()).nextInt(100000);
color = Color.HSBtoRGB(time * 0.005F, 0.6F, 1F);
}
if (fab || forceManaNumber > -1) {
int red = (color & 0xFF0000) >> 16;
int green = (color & 0xFF00) >> 8;
int blue = color & 0xFF;
IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getModelForState(pool == null ? ModBlocks.pool.getDefaultState().withProperty(BotaniaStateProps.POOL_VARIANT, forceVariant) : pool.getWorld().getBlockState(pool.getPos()));
Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModelBrightnessColor(model, 1.0F, red / 255F, green / 255F, blue / 255F);
}
GlStateManager.translate(0.5F, 1.5F, 0.5F);
GlStateManager.color(1, 1, 1, a);
GlStateManager.enableRescaleNormal();
int mana = pool == null ? forceManaNumber : pool.getCurrentMana();
int cap = pool == null ? -1 : pool.manaCap;
if(cap == -1)
cap = TilePool.MAX_MANA;
float waterLevel = (float) mana / (float) cap * 0.4F;
float s = 1F / 16F;
float v = 1F / 8F;
float w = -v * 3.5F;
if(pool != null) {
Block below = pool.getWorld().getBlockState(pool.getPos().down()).getBlock();
if(below instanceof IPoolOverlayProvider) {
TextureAtlasSprite overlay = ((IPoolOverlayProvider) below).getIcon(pool.getWorld(), pool.getPos());
if(overlay != null) {
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableAlpha();
GlStateManager.color(1F, 1F, 1F, a * (float) ((Math.sin((ClientTickHandler.ticksInGame + f) / 20.0) + 1) * 0.3 + 0.2));
GlStateManager.translate(-0.5F, -1F - 0.43F, -0.5F);
GlStateManager.rotate(90F, 1F, 0F, 0F);
GlStateManager.scale(s, s, s);
renderIcon(0, 0, overlay, 16, 16, 240);
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
}
}
if(waterLevel > 0) {
s = 1F / 256F * 14F;
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableAlpha();
GlStateManager.color(1F, 1F, 1F, a);
GlStateManager.translate(w, -1F - (0.43F - waterLevel), w);
GlStateManager.rotate(90F, 1F, 0F, 0F);
GlStateManager.scale(s, s, s);
ShaderHelper.useShader(ShaderHelper.manaPool);
renderIcon(0, 0, MiscellaneousIcons.INSTANCE.manaWater, 16, 16, 240);
ShaderHelper.releaseShader();
GlStateManager.enableAlpha();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
forceVariant = PoolVariant.DEFAULT;
forceManaNumber = -1;
}
public void renderIcon(int par1, int par2, TextureAtlasSprite par3Icon, int par4, int par5, int brightness) {
Tessellator tessellator = Tessellator.getInstance();
tessellator.getBuffer().begin(GL11.GL_QUADS, ClientProxy.POSITION_TEX_LMAP);
tessellator.getBuffer().pos(par1 + 0, par2 + par5, 0).tex(par3Icon.getMinU(), par3Icon.getMaxV()).lightmap(brightness, brightness).endVertex();
tessellator.getBuffer().pos(par1 + par4, par2 + par5, 0).tex(par3Icon.getMaxU(), par3Icon.getMaxV()).lightmap(brightness, brightness).endVertex();
tessellator.getBuffer().pos(par1 + par4, par2 + 0, 0).tex(par3Icon.getMaxU(), par3Icon.getMinV()).lightmap(brightness, brightness).endVertex();
tessellator.getBuffer().pos(par1 + 0, par2 + 0, 0).tex(par3Icon.getMinU(), par3Icon.getMinV()).lightmap(brightness, brightness).endVertex();
tessellator.draw();
}
}