Java tutorial
/** * This class was created by BrassGoggledCoders modding team. * This class is available as part of the Steamcraft 2 Mod for Minecraft. * * Steamcraft 2 is open-source and is distributed under the MMPL v1.0 License. * (http://www.mod-buildcraft.com/MMPL-1.0.txt) * * Steamcraft 2 is based on the original Steamcraft Mod created by Proloe. * Steamcraft (c) Proloe 2011 * (http://www.minecraftforum.net/topic/251532-181-steamcraft-source-code-releasedmlv054wip/) * */ package steamcraft.common.worldgen.dimension.util; import net.minecraft.client.Minecraft; import net.minecraft.client.multiplayer.WorldClient; import net.minecraft.client.renderer.RenderGlobal; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import net.minecraft.util.Vec3; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraftforge.client.IRenderHandler; import org.lwjgl.opengl.GL11; import steamcraft.common.lib.ModInfo; import boilerplate.client.ClientHelper; public class DeepsSkyRenderer extends IRenderHandler { private int starGLCallList; private int glSkyList; private final int glSkyList2; public DeepsSkyRenderer() { RenderGlobal renderGlobal = ClientHelper.mc().renderGlobal; this.glSkyList2 = this.glSkyList; } @Override @SideOnly(Side.CLIENT) public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D); Vec3 vec3 = world.getSkyColor(mc.renderViewEntity, partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f4; if (mc.gameSettings.anaglyph) { float f5 = ((f1 * 30.0F) + (f2 * 59.0F) + (f3 * 11.0F)) / 100.0F; float f6 = ((f1 * 30.0F) + (f2 * 70.0F)) / 100.0F; f4 = ((f1 * 30.0F) + (f3 * 70.0F)) / 100.0F; f1 = f5; f2 = f6; f3 = f4; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.instance; GL11.glDepthMask(false); GL11.glEnable(GL11.GL_FOG); GL11.glColor3f(f1, f2, f3); GL11.glCallList(this.glSkyList); GL11.glDisable(GL11.GL_FOG); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); RenderHelper.disableStandardItemLighting(); float[] afloat = world.provider.calcSunriseSunsetColors(world.getCelestialAngle(partialTicks), partialTicks); float f7; float f8; float f9; float f10; if (afloat != null) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(MathHelper.sin(world.getCelestialAngleRadians(partialTicks)) < 0.0F ? 180.0F : 0.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); f4 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; if (mc.gameSettings.anaglyph) { f9 = ((f4 * 30.0F) + (f7 * 59.0F) + (f8 * 11.0F)) / 100.0F; f10 = ((f4 * 30.0F) + (f7 * 70.0F)) / 100.0F; f11 = ((f4 * 30.0F) + (f8 * 70.0F)) / 100.0F; f4 = f9; f7 = f10; f8 = f11; } tessellator1.startDrawing(6); tessellator1.setColorRGBA_F(f4, f7, f8, afloat[3]); tessellator1.addVertex(0.0D, 100.0D, 0.0D); byte b0 = 16; tessellator1.setColorRGBA_F(afloat[0], afloat[1], afloat[2], 0.0F); for (int j = 0; j <= b0; ++j) { f11 = (j * (float) Math.PI * 2.0F) / b0; float f12 = MathHelper.sin(f11); float f13 = MathHelper.cos(f11); tessellator1.addVertex(f12 * 120.0F, f13 * 120.0F, -f13 * 40.0F * afloat[3]); } tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glPushMatrix(); f4 = 1.0F; f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; GL11.glColor4f(1.0F, 1.0F, 1.0F, f4); GL11.glTranslatef(f7, f8, f9); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); f10 = 15.0F; // Size of sun from center mc.renderEngine.bindTexture(new ResourceLocation(ModInfo.PREFIX + "textures/misc/sun.png")); // Sun texture + texture path tessellator1.startDrawingQuads(); tessellator1.addVertexWithUV((-f10), 100.0D, (-f10), 0.0D, 0.0D); tessellator1.addVertexWithUV(f10, 100.0D, (-f10), 1.0D, 0.0D); tessellator1.addVertexWithUV(f10, 100.0D, f10, 1.0D, 1.0D); tessellator1.addVertexWithUV((-f10), 100.0D, f10, 0.0D, 1.0D); tessellator1.draw(); // Draw sun GL11.glDisable(GL11.GL_TEXTURE_2D); float f18 = world.getStarBrightness(partialTicks) * f4; if (f18 > 0.0F) { GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starGLCallList); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_FOG); GL11.glPopMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor3f(0.0F, 0.0F, 0.0F); double d0 = mc.thePlayer.getPosition(partialTicks).yCoord - world.getHorizon(); if (d0 < 0.0D) { GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 12.0F, 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); f8 = 1.0F; f9 = -((float) (d0 + 65.0D)); f10 = -f8; tessellator1.startDrawingQuads(); tessellator1.setColorRGBA_I(0, 255); tessellator1.addVertex((-f8), f9, f8); tessellator1.addVertex(f8, f9, f8); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex((-f8), f10, f8); tessellator1.addVertex((-f8), f10, (-f8)); tessellator1.addVertex(f8, f10, (-f8)); tessellator1.addVertex(f8, f9, (-f8)); tessellator1.addVertex((-f8), f9, (-f8)); tessellator1.addVertex(f8, f10, (-f8)); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex(f8, f9, f8); tessellator1.addVertex(f8, f9, (-f8)); tessellator1.addVertex((-f8), f9, (-f8)); tessellator1.addVertex((-f8), f9, f8); tessellator1.addVertex((-f8), f10, f8); tessellator1.addVertex((-f8), f10, (-f8)); tessellator1.addVertex((-f8), f10, (-f8)); tessellator1.addVertex((-f8), f10, f8); tessellator1.addVertex(f8, f10, f8); tessellator1.addVertex(f8, f10, (-f8)); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(0.2F + 0.04F, (f2 * 0.2F) + 0.04F, (f3 * 0.6F) + 0.1F); } else { GL11.glColor3f(f1, f2, f3); } GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -((float) (d0 - 16.0D)), 0.0F); GL11.glCallList(this.glSkyList2); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); } }