package micdoodle8.mods.galacticraft.planets.mars.client; import micdoodle8.mods.galacticraft.api.world.IGalacticraftWorldProvider; import micdoodle8.mods.galacticraft.core.Constants; import micdoodle8.mods.galacticraft.core.util.ConfigManagerCore; import net.minecraft.client.Minecraft; import net.minecraft.client.multiplayer.WorldClient; import net.minecraft.client.renderer.*; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import net.minecraft.util.Vec3; import net.minecraftforge.client.IRenderHandler; import net.minecraftforge.fml.client.FMLClientHandler; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import java.util.Random; /** * SkyProviderMars.java * <p> * This file is part of the Galacticraft project * * @author micdoodle8 */ @SideOnly(Side.CLIENT) public class SkyProviderMars extends IRenderHandler { private static final ResourceLocation overworldTexture = new ResourceLocation(Constants.ASSET_PREFIX, "textures/gui/celestialbodies/earth.png"); private static final ResourceLocation sunTexture = new ResourceLocation(Constants.ASSET_PREFIX, "textures/gui/planets/atmosphericsun.png"); public int starList; public int glSkyList; public int glSkyList2; private float sunSize; public SkyProviderMars(IGalacticraftWorldProvider marsProvider) { this.sunSize = 17.5F * marsProvider.getSolarSize(); int displayLists = GLAllocation.generateDisplayLists(3); this.starList = displayLists; this.glSkyList = displayLists + 1; this.glSkyList2 = displayLists + 2; // Bind stars to display list GL11.glPushMatrix(); GL11.glNewList(this.starList, GL11.GL_COMPILE); this.renderStars(); GL11.glEndList(); GL11.glPopMatrix(); final Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldRenderer = tessellator.getWorldRenderer(); GL11.glNewList(this.glSkyList, GL11.GL_COMPILE); final byte byte2 = 64; final int i = 256 / byte2 + 2; float f = 16F; for (int j = -byte2 * i; j <= byte2 * i; j += byte2) { for (int l = -byte2 * i; l <= byte2 * i; l += byte2) { worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); worldRenderer.pos(j + 0, f, l + 0).endVertex(); worldRenderer.pos(j + byte2, f, l + 0).endVertex(); worldRenderer.pos(j + byte2, f, l + byte2).endVertex(); worldRenderer.pos(j + 0, f, l + byte2).endVertex(); tessellator.draw(); } } GL11.glEndList(); GL11.glNewList(this.glSkyList2, GL11.GL_COMPILE); f = -16F; worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); for (int k = -byte2 * i; k <= byte2 * i; k += byte2) { for (int i1 = -byte2 * i; i1 <= byte2 * i; i1 += byte2) { worldRenderer.pos(k + byte2, f, i1 + 0).endVertex(); worldRenderer.pos(k + 0, f, i1 + 0).endVertex(); worldRenderer.pos(k + 0, f, i1 + byte2).endVertex(); worldRenderer.pos(k + byte2, f, i1 + byte2).endVertex(); } } tessellator.draw(); GL11.glEndList(); } @Override public void render(float partialTicks, WorldClient world, Minecraft mc) { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL12.GL_RESCALE_NORMAL); Vec3 vec3 = world.getSkyColor(mc.getRenderViewEntity(), partialTicks); float f1 = (float) vec3.xCoord; float f2 = (float) vec3.yCoord; float f3 = (float) vec3.zCoord; float f6; if (mc.gameSettings.anaglyph) { float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F; float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F; f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F; f1 = f4; f2 = f5; f3 = f6; } GL11.glColor3f(f1, f2, f3); Tessellator tessellator1 = Tessellator.getInstance(); WorldRenderer worldRenderer1 = tessellator1.getWorldRenderer(); 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); OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); float f7; float f8; float f9; float f10; float f18 = world.getStarBrightness(partialTicks); if (f18 > 0.0F) { GL11.glPushMatrix(); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(-19.0F, 0, 1.0F, 0); GL11.glColor4f(f18, f18, f18, f18); GL11.glCallList(this.starList); GL11.glPopMatrix(); } float[] afloat = new float[4]; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glPushMatrix(); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F); afloat[0] = 255 / 255.0F; afloat[1] = 194 / 255.0F; afloat[2] = 180 / 255.0F; afloat[3] = 0.3F; f6 = afloat[0]; f7 = afloat[1]; f8 = afloat[2]; float f11; if (mc.gameSettings.anaglyph) { f9 = (f6 * 30.0F + f7 * 59.0F + f8 * 11.0F) / 100.0F; f10 = (f6 * 30.0F + f7 * 70.0F) / 100.0F; f11 = (f6 * 30.0F + f8 * 70.0F) / 100.0F; f6 = f9; f7 = f10; f8 = f11; } f18 = 1.0F - f18; worldRenderer1.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR); float r = f6 * f18; float g = f7 * f18; float b = f8 * f18; float a = afloat[3] * 2 / f18; worldRenderer1.pos(0.0D, 100.0D, 0.0D).color(r, g, b, a).endVertex(); byte b0 = 16; r = afloat[0] * f18; g = afloat[1] * f18; b = afloat[2] * f18; a = 0.0F; // Render sun aura f10 = 20.0F; worldRenderer1.pos(-f10, 100.0D, -f10).color(r, g, b, a).endVertex(); worldRenderer1.pos(0, 100.0D, (double) -f10 * 1.5F).color(r, g, b, a).endVertex(); worldRenderer1.pos(f10, 100.0D, -f10).color(r, g, b, a).endVertex(); worldRenderer1.pos((double) f10 * 1.5F, 100.0D, 0).color(r, g, b, a).endVertex(); worldRenderer1.pos(f10, 100.0D, f10).color(r, g, b, a).endVertex(); worldRenderer1.pos(0, 100.0D, (double) f10 * 1.5F).color(r, g, b, a).endVertex(); worldRenderer1.pos(-f10, 100.0D, f10).color(r, g, b, a).endVertex(); worldRenderer1.pos((double) -f10 * 1.5F, 100.0D, 0).color(r, g, b, a).endVertex(); worldRenderer1.pos(-f10, 100.0D, -f10).color(r, g, b, a).endVertex(); tessellator1.draw(); worldRenderer1.begin(GL11.GL_TRIANGLE_FAN, DefaultVertexFormats.POSITION_COLOR); r = f6 * f18; g = f7 * f18; b = f8 * f18; a = afloat[3] * f18; worldRenderer1.pos(0.0D, 100.0D, 0.0D).color(r, g, b, a).endVertex(); r = afloat[0] * f18; g = afloat[1] * f18; b = afloat[2] * f18; a = 0.0F; // Render larger sun aura f10 = 40.0F; worldRenderer1.pos(-f10, 100.0D, -f10).color(r, g, b, a).endVertex(); worldRenderer1.pos(0, 100.0D, (double) -f10 * 1.5F).color(r, g, b, a).endVertex(); worldRenderer1.pos(f10, 100.0D, -f10).color(r, g, b, a).endVertex(); worldRenderer1.pos((double) f10 * 1.5F, 100.0D, 0).color(r, g, b, a).endVertex(); worldRenderer1.pos(f10, 100.0D, f10).color(r, g, b, a).endVertex(); worldRenderer1.pos(0, 100.0D, (double) f10 * 1.5F).color(r, g, b, a).endVertex(); worldRenderer1.pos(-f10, 100.0D, f10).color(r, g, b, a).endVertex(); worldRenderer1.pos((double) -f10 * 1.5F, 100.0D, 0).color(r, g, b, a).endVertex(); worldRenderer1.pos(-f10, 100.0D, -f10).color(r, g, b, a).endVertex(); tessellator1.draw(); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_TEXTURE_2D); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO); GL11.glPushMatrix(); f7 = 0.0F; f8 = 0.0F; f9 = 0.0F; 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); // Render sun GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(0.0F, 0.0F, 0.0F, 1.0F); //Some blanking to conceal the stars f10 = this.sunSize / 3.5F; worldRenderer1.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); worldRenderer1.pos(-f10, 99.9D, -f10).endVertex(); worldRenderer1.pos(f10, 99.9D, -f10).endVertex(); worldRenderer1.pos(f10, 99.9D, f10).endVertex(); worldRenderer1.pos(-f10, 99.9D, f10).endVertex(); tessellator1.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); f10 = this.sunSize; mc.renderEngine.bindTexture(SkyProviderMars.sunTexture); worldRenderer1.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); worldRenderer1.pos(-f10, 100.0D, -f10).tex(0.0D, 0.0D).endVertex(); worldRenderer1.pos(f10, 100.0D, -f10).tex(1.0D, 0.0D).endVertex(); worldRenderer1.pos(f10, 100.0D, f10).tex(1.0D, 1.0D).endVertex(); worldRenderer1.pos(-f10, 100.0D, f10).tex(0.0D, 1.0D).endVertex(); tessellator1.draw(); // Render earth f10 = 0.5F; GL11.glScalef(0.6F, 0.6F, 0.6F); GL11.glRotatef(40.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(200F, 1.0F, 0.0F, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(SkyProviderMars.overworldTexture); worldRenderer1.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); worldRenderer1.pos(-f10, -100.0D, f10).tex(0, 1).endVertex(); worldRenderer1.pos(f10, -100.0D, f10).tex(1, 1).endVertex(); worldRenderer1.pos(f10, -100.0D, -f10).tex(1, 0).endVertex(); worldRenderer1.pos(-f10, -100.0D, -f10).tex(0, 0).endVertex(); tessellator1.draw(); GL11.glDisable(GL11.GL_TEXTURE_2D); 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().getY() - 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; worldRenderer1.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); worldRenderer1.pos(-f8, f9, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f9, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f9, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f9, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f9, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f9, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f9, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f9, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(-f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, f8).color(0, 0, 0, 1.0F).endVertex(); worldRenderer1.pos(f8, f10, -f8).color(0, 0, 0, 1.0F).endVertex(); tessellator1.draw(); } if (world.provider.isSkyColored()) { GL11.glColor3f(f1 * 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.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glDisable(GL11.GL_FOG); OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO); GL11.glDepthMask(true); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_BLEND); } private void renderStars() { final Random rand = new Random(10842L); final Tessellator var2 = Tessellator.getInstance(); WorldRenderer worldRenderer = var2.getWorldRenderer(); worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); for (int starIndex = 0; starIndex < (ConfigManagerCore.moreStars ? 35000 : 6000); ++starIndex) { double var4 = rand.nextFloat() * 2.0F - 1.0F; double var6 = rand.nextFloat() * 2.0F - 1.0F; double var8 = rand.nextFloat() * 2.0F - 1.0F; final double var10 = 0.15F + rand.nextFloat() * 0.1F; double var12 = var4 * var4 + var6 * var6 + var8 * var8; if (var12 < 1.0D && var12 > 0.01D) { var12 = 1.0D / Math.sqrt(var12); var4 *= var12; var6 *= var12; var8 *= var12; final double var14 = var4 * (ConfigManagerCore.moreStars ? rand.nextDouble() * 150D + 130D : 100.0D); final double var16 = var6 * (ConfigManagerCore.moreStars ? rand.nextDouble() * 150D + 130D : 100.0D); final double var18 = var8 * (ConfigManagerCore.moreStars ? rand.nextDouble() * 150D + 130D : 100.0D); final double var20 = Math.atan2(var4, var8); final double var22 = Math.sin(var20); final double var24 = Math.cos(var20); final double var26 = Math.atan2(Math.sqrt(var4 * var4 + var8 * var8), var6); final double var28 = Math.sin(var26); final double var30 = Math.cos(var26); final double var32 = rand.nextDouble() * Math.PI * 2.0D; final double var34 = Math.sin(var32); final double var36 = Math.cos(var32); for (int var38 = 0; var38 < 4; ++var38) { final double var39 = 0.0D; final double var41 = ((var38 & 2) - 1) * var10; final double var43 = ((var38 + 1 & 2) - 1) * var10; final double var47 = var41 * var36 - var43 * var34; final double var49 = var43 * var36 + var41 * var34; final double var53 = var47 * var28 + var39 * var30; final double var55 = var39 * var28 - var47 * var30; final double var57 = var55 * var22 - var49 * var24; final double var61 = var49 * var22 + var55 * var24; worldRenderer.pos(var14 + var57, var16 + var53, var18 + var61).endVertex(); } } } var2.draw(); } private Vec3 getCustomSkyColor() { return new Vec3(0.26796875D, 0.1796875D, 0.0D); } public float getSkyBrightness(float par1) { final float var2 = FMLClientHandler.instance().getClient().theWorld.getCelestialAngle(par1); float var3 = 1.0F - (MathHelper.sin(var2 * Constants.twoPI) * 2.0F + 0.25F); if (var3 < 0.0F) { var3 = 0.0F; } if (var3 > 1.0F) { var3 = 1.0F; } return var3 * var3 * 1F; } }