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src/main/java/com/hbm/render/block/RenderBlockMultipass.java
159 строк
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Bob
better afterburn mechanics
29 окт 2024, 00:15
29 окт 2024, 00:15
a37dd9e
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package com.hbm.render.block; import org.lwjgl.opengl.GL11; import com.hbm.blocks.IBlockMultiPass; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.world.IBlockAccess; public class RenderBlockMultipass implements ISimpleBlockRenderingHandler { /** * First I wanted to pass the current render pass in the methods for getting color and icon, but the later one would have to work with * texture overrides which would either break sided textures or force me to implement renderStandardBlock myself, so that's a big nono. * So I made a static variable for the current render pass so that Block.getIcon could use it while still minding sides. Great, I put it * into IBlockMultiPass because that's the only logical place I could put it since I intend to use IBlockMultiPass for more rendering * handlers than just this one and BOOM, primitive fields in interfaces are implicitly final. Why? Because "functionality in interfaces * bad", or so the HeckOverflow people are trying to tell me. Mh-hm, holding a single static value is "functionality" now, and functionality * in interfaces is very very bad in a language that allows interfaces to define a default behavior that is LITERALLY FULLY FUNCTIONAL * METHODS. Statistically speaking I, the individual, should be wrong and many people who - supposedly - know what they're talking about * should be right, but if you ask me there's something off about this whole ordeal. I don't know. */ public static int currentPass = 0; @Override public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) { Tessellator tessellator = Tessellator.instance; block.setBlockBoundsForItemRender(); renderer.setRenderBoundsFromBlock(block); GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(-0.5F, -0.5F, -0.5F); IBlockMultiPass multi = (IBlockMultiPass) block; for(int i = 0; i < (multi.shouldRenderItemMulti() ? multi.getPasses() : 1); i++) { this.currentPass = i; tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1.0F, 0.0F); renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 0, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 1, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1.0F); renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 2, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 3, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1.0F, 0.0F, 0.0F); renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 4, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 5, metadata)); tessellator.draw(); } /** terrible hack to make this shit work */ /*if(block == ModBlocks.ore_random) { this.currentPass = 1; renderer.setOverrideBlockTexture(block.getIcon(0, metadata)); this.currentPass = 0; ComparableStack stack = BlockMotherOfAllOres.itemMap.get(metadata); int color = ColorUtil.getAverageColorFromStack(stack != null ? stack.toStack() : new ItemStack(ModItems.nothing)); color = ColorUtil.amplifyColor(color); Color col = new Color(color); int r = col.getRed(); int g = col.getGreen(); int b = col.getBlue(); float[] hsb = new Color(color).RGBtoHSB(r, g, b, new float[3]); if(hsb[1] > 0F && hsb[1] < 0.75F) hsb[1] = 0.75F; color = Color.HSBtoRGB(hsb[0], hsb[1], hsb[2]); col = new Color(color); GL11.glColor3f(col.getRed() / 255F, col.getGreen() / 255F, col.getBlue() / 255F); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, -1.0F, 0.0F); renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 0, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 1, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, -1.0F); renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 2, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 0.0F, 1.0F); renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 3, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(-1.0F, 0.0F, 0.0F); renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 4, metadata)); tessellator.draw(); tessellator.startDrawingQuads(); tessellator.setNormal(1.0F, 0.0F, 0.0F); renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 5, metadata)); tessellator.draw(); renderer.clearOverrideBlockTexture(); GL11.glColor3f(1F, 1F, 1F); }*/ GL11.glTranslatef(0.5F, 0.5F, 0.5F); } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { Tessellator tessellator = Tessellator.instance; tessellator.setBrightness(block.getMixedBrightnessForBlock(world, x, y, z)); if(!(block instanceof IBlockMultiPass)) { renderer.renderStandardBlock(block, x, y, z); return true; } IBlockMultiPass multi = (IBlockMultiPass) block; renderer.setRenderBounds(0.0, 0.0, 0.0, 1.0, 1.0, 1.0); int passes = multi.getPasses(); for(int i = 0; i < passes; i++) { currentPass = i; renderer.renderStandardBlock(block, x, y, z); } currentPass = 0; return true; } @Override public boolean shouldRender3DInInventory(int modelId) { return true; } @Override public int getRenderId() { return IBlockMultiPass.getRenderType(); } }