com.lothrazar.cyclicmagic.block.solidifier.FluidSolidifierTESR.java Source code

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Here is the source code for com.lothrazar.cyclicmagic.block.solidifier.FluidSolidifierTESR.java

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/*******************************************************************************
 * The MIT License (MIT)
 * 
 * Copyright (C) 2014-2018 Sam Bassett (aka Lothrazar)
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 ******************************************************************************/
package com.lothrazar.cyclicmagic.block.solidifier;

import org.lwjgl.opengl.GL11;
import com.lothrazar.cyclicmagic.block.tank.UtilRenderMekanismFluid;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
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 net.minecraftforge.fluids.Fluid;
import net.minecraftforge.fluids.FluidStack;

public class FluidSolidifierTESR extends TileEntitySpecialRenderer<TileSolidifier> {

    @Override
    public void render(TileSolidifier te, double x, double y, double z, float partialTicks, int destroyStage,
            float alpha) {
        FluidStack fluidStack = te.getCurrentFluidStack();
        if (fluidStack == null) {
            return;
        }
        GlStateManager.pushMatrix();
        GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_LIGHTING);
        if (fluidStack != null) {
            Fluid fluid = fluidStack.getFluid();
            Tessellator tess = Tessellator.getInstance();
            BufferBuilder buffer = tess.getBuffer();
            bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
            //TODO: fluid liumin 
            UtilRenderMekanismFluid.glowOn(fluid.getLuminosity());
            TextureAtlasSprite still = Minecraft.getMinecraft().getTextureMapBlocks()
                    .getAtlasSprite(fluid.getStill().toString());
            TextureAtlasSprite flow = Minecraft.getMinecraft().getTextureMapBlocks()
                    .getAtlasSprite(fluid.getFlowing().toString());
            //so we get range smaller THAN [0,1] -> avoids texture layer fighting
            double start = 0.01;
            double scale = .89;
            double posY = start + (scale * ((float) fluidStack.amount / (float) te.getCapacity()));
            int icolor = fluidStack.getFluid().getColor(fluidStack);
            //RGB encoded in hexval integer
            float red = (icolor >> 16 & 0xFF) / 255.0F;
            float green = (icolor >> 8 & 0xFF) / 255.0F;
            float blue = (icolor & 0xFF) / 255.0F;
            float alph = 1.0F;
            // THANKS FOR POST http://www.minecraftforge.net/forum/topic/44388-1102-render-fluid-level-in-tank-with-tesr/
            // T/B for top and bottom
            float T = 15.9F / 16F;
            float B = 0.1F / 16F;
            int S = 1, E = 15;//for start and end. vertex ranges from [0,16];
            //TOP SIDE
            buffer.setTranslation(x, y, z);
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(B, posY, 1).tex(still.getInterpolatedU(S), still.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, 1).tex(still.getInterpolatedU(E), still.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(1, posY, B).tex(still.getInterpolatedU(E), still.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, posY, B).tex(still.getInterpolatedU(S), still.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            //BOTTOM SIDE
            buffer.setTranslation(x, y - posY + B, z);//
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(B, posY, B).tex(still.getInterpolatedU(S), still.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, B).tex(still.getInterpolatedU(E), still.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, T).tex(still.getInterpolatedU(E), still.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, posY, T).tex(still.getInterpolatedU(S), still.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            //the +Z side 
            buffer.setTranslation(x, y, z);
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(T, B, T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, posY, T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, B, T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            //now the opposite: -Z side 
            buffer.setTranslation(x, y, z + 1);
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(T, posY, -1 * T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, B, -1 * T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, B, -1 * T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(B, posY, -1 * T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            // the +X side  
            buffer.setTranslation(x, y, z);
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(T, B, B).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, B).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, B, T).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            // the -X side  
            buffer.setTranslation(x - 1 + 2 * B, y, z);
            buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
            buffer.pos(T, posY, B).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, B, B).tex(flow.getInterpolatedU(S), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, B, T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(E))
                    .color(red, green, blue, alph).endVertex();
            buffer.pos(T, posY, T).tex(flow.getInterpolatedU(E), flow.getInterpolatedV(S))
                    .color(red, green, blue, alph).endVertex();
            tess.draw();
            buffer.setTranslation(0, 0, 0);
            UtilRenderMekanismFluid.glowOff();
        }
        GL11.glPopAttrib();
        GlStateManager.popMatrix();
    }
}