package codechicken.lib.render;
import codechicken.lib.vec.Cuboid6;
import codechicken.lib.vec.Rectangle4i;
import codechicken.lib.vec.Vector3;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderItem;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraftforge.client.IItemRenderer;
import net.minecraftforge.client.MinecraftForgeClient;
import net.minecraftforge.fluids.Fluid;
import net.minecraftforge.fluids.FluidStack;
import org.lwjgl.opengl.GL11;
import static net.minecraftforge.client.IItemRenderer.ItemRenderType.ENTITY;
import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.BLOCK_3D;
public class RenderUtils
{
static Vector3[] vectors = new Vector3[8];
static RenderItem uniformRenderItem = new RenderItem()
{
public boolean shouldBob()
{
return false;
}
};
static EntityItem entityItem;
static
{
for(int i = 0; i < vectors.length; i++)
vectors[i] = new Vector3();
uniformRenderItem.setRenderManager(RenderManager.instance);
entityItem = new EntityItem(null);
entityItem.hoverStart = 0;
}
public static void renderFluidQuad(Vector3 point1, Vector3 point2, Vector3 point3, Vector3 point4, IIcon icon, double res)
{
renderFluidQuad(point2, vectors[0].set(point4).subtract(point1), vectors[1].set(point1).subtract(point2), icon, res);
}
/**
* Draws a tessellated quadrilateral bottom to top, left to right
* @param base The bottom left corner of the quad
* @param wide The bottom of the quad
* @param high The left side of the quad
* @param res Units per icon
*/
public static void renderFluidQuad(Vector3 base, Vector3 wide, Vector3 high, IIcon icon, double res)
{
Tessellator t = Tessellator.instance;
double u1 = icon.getMinU();
double du = icon.getMaxU()-icon.getMinU();
double v2 = icon.getMaxV();
double dv = icon.getMaxV()-icon.getMinV();
double wlen = wide.mag();
double hlen = high.mag();
double x = 0;
while(x < wlen)
{
double rx = wlen - x;
if(rx > res)
rx = res;
double y = 0;
while(y < hlen)
{
double ry = hlen-y;
if(ry > res)
ry = res;
Vector3 dx1 = vectors[2].set(wide).multiply(x/wlen);
Vector3 dx2 = vectors[3].set(wide).multiply((x+rx)/wlen);
Vector3 dy1 = vectors[4].set(high).multiply(y/hlen);
Vector3 dy2 = vectors[5].set(high).multiply((y+ry)/hlen);
t.addVertexWithUV(base.x+dx1.x+dy2.x, base.y+dx1.y+dy2.y, base.z+dx1.z+dy2.z, u1, v2-ry/res*dv);
t.addVertexWithUV(base.x+dx1.x+dy1.x, base.y+dx1.y+dy1.y, base.z+dx1.z+dy1.z, u1, v2);
t.addVertexWithUV(base.x+dx2.x+dy1.x, base.y+dx2.y+dy1.y, base.z+dx2.z+dy1.z, u1+rx/res*du, v2);
t.addVertexWithUV(base.x+dx2.x+dy2.x, base.y+dx2.y+dy2.y, base.z+dx2.z+dy2.z, u1+rx/res*du, v2-ry/res*dv);
y+=ry;
}
x+=rx;
}
}
public static void translateToWorldCoords(Entity entity, float frame)
{
double interpPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * frame;
double interpPosY = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * frame;
double interpPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * frame;
GL11.glTranslated(-interpPosX, -interpPosY, -interpPosZ);
}
public static void drawCuboidOutline(Cuboid6 c)
{
Tessellator var2 = Tessellator.instance;
var2.startDrawing(3);
var2.addVertex(c.min.x, c.min.y, c.min.z);
var2.addVertex(c.max.x, c.min.y, c.min.z);
var2.addVertex(c.max.x, c.min.y, c.max.z);
var2.addVertex(c.min.x, c.min.y, c.max.z);
var2.addVertex(c.min.x, c.min.y, c.min.z);
var2.draw();
var2.startDrawing(3);
var2.addVertex(c.min.x, c.max.y, c.min.z);
var2.addVertex(c.max.x, c.max.y, c.min.z);
var2.addVertex(c.max.x, c.max.y, c.max.z);
var2.addVertex(c.min.x, c.max.y, c.max.z);
var2.addVertex(c.min.x, c.max.y, c.min.z);
var2.draw();
var2.startDrawing(1);
var2.addVertex(c.min.x, c.min.y, c.min.z);
var2.addVertex(c.min.x, c.max.y, c.min.z);
var2.addVertex(c.max.x, c.min.y, c.min.z);
var2.addVertex(c.max.x, c.max.y, c.min.z);
var2.addVertex(c.max.x, c.min.y, c.max.z);
var2.addVertex(c.max.x, c.max.y, c.max.z);
var2.addVertex(c.min.x, c.min.y, c.max.z);
var2.addVertex(c.min.x, c.max.y, c.max.z);
var2.draw();
}
public static void renderFluidCuboid(Cuboid6 bound, IIcon tex, double res)
{
renderFluidQuad(//bottom
new Vector3(bound.min.x, bound.min.y, bound.min.z),
new Vector3(bound.max.x, bound.min.y, bound.min.z),
new Vector3(bound.max.x, bound.min.y, bound.max.z),
new Vector3(bound.min.x, bound.min.y, bound.max.z),
tex, res);
renderFluidQuad(//top
new Vector3(bound.min.x, bound.max.y, bound.min.z),
new Vector3(bound.min.x, bound.max.y, bound.max.z),
new Vector3(bound.max.x, bound.max.y, bound.max.z),
new Vector3(bound.max.x, bound.max.y, bound.min.z),
tex, res);
renderFluidQuad(//-x
new Vector3(bound.min.x, bound.max.y, bound.min.z),
new Vector3(bound.min.x, bound.min.y, bound.min.z),
new Vector3(bound.min.x, bound.min.y, bound.max.z),
new Vector3(bound.min.x, bound.max.y, bound.max.z),
tex, res);
renderFluidQuad(//+x
new Vector3(bound.max.x, bound.max.y, bound.max.z),
new Vector3(bound.max.x, bound.min.y, bound.max.z),
new Vector3(bound.max.x, bound.min.y, bound.min.z),
new Vector3(bound.max.x, bound.max.y, bound.min.z),
tex, res);
renderFluidQuad(//-z
new Vector3(bound.max.x, bound.max.y, bound.min.z),
new Vector3(bound.max.x, bound.min.y, bound.min.z),
new Vector3(bound.min.x, bound.min.y, bound.min.z),
new Vector3(bound.min.x, bound.max.y, bound.min.z),
tex, res);
renderFluidQuad(//+z
new Vector3(bound.min.x, bound.max.y, bound.max.z),
new Vector3(bound.min.x, bound.min.y, bound.max.z),
new Vector3(bound.max.x, bound.min.y, bound.max.z),
new Vector3(bound.max.x, bound.max.y, bound.max.z),
tex, res);
}
public static void renderBlockOverlaySide(int x, int y, int z, int side, double tx1, double tx2, double ty1, double ty2)
{
double[] points = new double[]{x - 0.009, x + 1.009, y - 0.009, y + 1.009, z - 0.009, z + 1.009};
Tessellator tessellator = Tessellator.instance;
switch(side)
{
case 0:
tessellator.addVertexWithUV(points[0], points[2], points[4], tx1, ty1);
tessellator.addVertexWithUV(points[1], points[2], points[4], tx2, ty1);
tessellator.addVertexWithUV(points[1], points[2], points[5], tx2, ty2);
tessellator.addVertexWithUV(points[0], points[2], points[5], tx1, ty2);
break;
case 1:
tessellator.addVertexWithUV(points[1], points[3], points[4], tx2, ty1);
tessellator.addVertexWithUV(points[0], points[3], points[4], tx1, ty1);
tessellator.addVertexWithUV(points[0], points[3], points[5], tx1, ty2);
tessellator.addVertexWithUV(points[1], points[3], points[5], tx2, ty2);
break;
case 2:
tessellator.addVertexWithUV(points[0], points[3], points[4], tx2, ty1);
tessellator.addVertexWithUV(points[1], points[3], points[4], tx1, ty1);
tessellator.addVertexWithUV(points[1], points[2], points[4], tx1, ty2);
tessellator.addVertexWithUV(points[0], points[2], points[4], tx2, ty2);
break;
case 3:
tessellator.addVertexWithUV(points[1], points[3], points[5], tx2, ty1);
tessellator.addVertexWithUV(points[0], points[3], points[5], tx1, ty1);
tessellator.addVertexWithUV(points[0], points[2], points[5], tx1, ty2);
tessellator.addVertexWithUV(points[1], points[2], points[5], tx2, ty2);
break;
case 4:
tessellator.addVertexWithUV(points[0], points[3], points[5], tx2, ty1);
tessellator.addVertexWithUV(points[0], points[3], points[4], tx1, ty1);
tessellator.addVertexWithUV(points[0], points[2], points[4], tx1, ty2);
tessellator.addVertexWithUV(points[0], points[2], points[5], tx2, ty2);
break;
case 5:
tessellator.addVertexWithUV(points[1], points[3], points[4], tx2, ty1);
tessellator.addVertexWithUV(points[1], points[3], points[5], tx1, ty1);
tessellator.addVertexWithUV(points[1], points[2], points[5], tx1, ty2);
tessellator.addVertexWithUV(points[1], points[2], points[4], tx2, ty2);
break;
}
}
public static boolean shouldRenderFluid(FluidStack stack)
{
return stack.amount > 0 && stack.getFluid() != null;
}
/**
* @param stack The fluid stack to render
* @return The icon of the fluid
*/
public static IIcon prepareFluidRender(FluidStack stack, int alpha)
{
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
Fluid fluid = stack.getFluid();
CCRenderState.setColour(fluid.getColor(stack)<<8|alpha);
TextureUtils.bindAtlas(fluid.getSpriteNumber());
return TextureUtils.safeIcon(fluid.getIcon(stack));
}
/**
* Re-enables lighting and disables blending.
*/
public static void postFluidRender()
{
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
public static double fluidDensityToAlpha(double density)
{
return Math.pow(density, 0.4);
}
/**
* Renders a fluid within a bounding box.
* If the fluid is a liquid it will render as a normal tank with height equal to density/bound.height.
* If the fluid is a gas, it will render the full box with an alpha equal to density.
* Warning, bound will be mutated if the fluid is a liquid
* @param stack The fluid to render.
* @param bound The box within which the fluid is contained.
* @param density The volume of fluid / the capacity of the tank. For gases this determines the alpha, for liquids this determines the height.
* @param res The resolution to render at.
*/
public static void renderFluidCuboid(FluidStack stack, Cuboid6 bound, double density, double res)
{
if(!shouldRenderFluid(stack))
return;
int alpha = 255;
if(stack.getFluid().isGaseous())
alpha = (int) (fluidDensityToAlpha(density)*255);
else
bound.max.y = bound.min.y+(bound.max.y-bound.min.y)*density;
IIcon tex = prepareFluidRender(stack, alpha);
CCRenderState.startDrawing();
renderFluidCuboid(bound, tex, res);
CCRenderState.draw();
postFluidRender();
}
public static void renderFluidGauge(FluidStack stack, Rectangle4i rect, double density, double res)
{
if(!shouldRenderFluid(stack))
return;
int alpha = 255;
if(stack.getFluid().isGaseous())
alpha = (int) (fluidDensityToAlpha(density)*255);
else
{
int height = (int) (rect.h*density);
rect.y +=rect.h-height;
rect.h = height;
}
IIcon tex = prepareFluidRender(stack, alpha);
CCRenderState.startDrawing();
renderFluidQuad(
new Vector3(rect.x, rect.y+rect.h, 0),
new Vector3(rect.w,0, 0),
new Vector3(0, -rect.h, 0), tex, res);
CCRenderState.draw();
postFluidRender();
}
/**
* Renders items and blocks in the world at 0,0,0 with transformations that size them appropriately
*/
public static void renderItemUniform(ItemStack item) {
renderItemUniform(item, 0);
}
/**
* Renders items and blocks in the world at 0,0,0 with transformations that size them appropriately
* @param spin The spin angle of the item around the y axis in degrees
*/
public static void renderItemUniform(ItemStack item, double spin)
{
IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(item, ENTITY);
boolean is3D = customRenderer != null && customRenderer.shouldUseRenderHelper(ENTITY, item, BLOCK_3D);
boolean larger = false;
if (item.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.getBlockFromItem(item.getItem()).getRenderType()))
{
int renderType = Block.getBlockFromItem(item.getItem()).getRenderType();
larger = !(renderType == 1 || renderType == 19 || renderType == 12 || renderType == 2);
}
else if(is3D)
{
larger = true;
}
double d = 2;
double d1 = 1/d;
if(larger)
GL11.glScaled(d, d, d);
GL11.glColor4f(1, 1, 1, 1);
entityItem.setEntityItemStack(item);
uniformRenderItem.doRender(entityItem, 0, larger ? 0.09 : 0.06, 0, 0, (float)(spin*9/Math.PI));
if(larger)
GL11.glScaled(d1, d1, d1);
}
}