remove the need for a custom EntityRenderer class
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@@ -5,12 +5,17 @@ import java.awt.Color;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.util.glu.Project;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.AbstractClientPlayer;
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import net.minecraft.client.renderer.ActiveRenderInfo;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.math.AxisAlignedBB;
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/**
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@@ -28,6 +33,9 @@ public class CustomRenderer
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// make sure this is an even number, or else it won't align with the chunk grid
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public final int viewDistanceMultiplier = 12;
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private float fovModifierHandPrev;
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private float fovModifierHand;
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public boolean debugging = false;
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/**
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* constructor
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@@ -50,13 +58,13 @@ public class CustomRenderer
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private void setProjectionMatrix(float partialTicks)
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{
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// update the fov
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float fov = mc.entityRenderer.getFOVModifier(partialTicks, true);
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float fov = getFOVModifier(partialTicks, true);
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// create a new view frustum so that the squares can be drawn outside the normal view distance
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GlStateManager.matrixMode(GL11.GL_PROJECTION);
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GlStateManager.loadIdentity();
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// farPlaneDistance // 10 chunks = 160
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Project.gluPerspective(fov, (float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.0125f, farPlaneDistance * viewDistanceMultiplier);
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Project.gluPerspective(fov, (float) mc.displayWidth / (float) mc.displayHeight, 0.0125f, farPlaneDistance * viewDistanceMultiplier);
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}
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/**
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@@ -66,7 +74,7 @@ public class CustomRenderer
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*/
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public void drawTest(Minecraft mc, float partialTicks)
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{
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farPlaneDistance = this.mc.gameSettings.renderDistanceChunks * 16;
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farPlaneDistance = mc.gameSettings.renderDistanceChunks * 16;
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setupFog();
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@@ -96,8 +104,8 @@ public class CustomRenderer
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int playerZChunkOffset = ((int) z / 16) * 16;
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Color grass = new Color(80, 104, 50, 255);
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Color black = grass;//Color.BLACK;
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Color white = grass;//Color.WHITE;
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Color black = Color.BLACK;
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Color white = Color.WHITE;
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// set how big the squares will be and how far they will go
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int totalLength = (int) farPlaneDistance * viewDistanceMultiplier;
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@@ -114,20 +122,27 @@ public class CustomRenderer
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int startX = (-squareSideLength * (numbOfBoxesWide / 2)) + playerXChunkOffset;
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int startZ = (-squareSideLength * (numbOfBoxesWide / 2)) + playerZChunkOffset;
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AxisAlignedBB bb;
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// this is used to alternate the colors of the drawn squares
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// this is where we store the LOD objects
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AxisAlignedBB lodArray[] = new AxisAlignedBB[numbOfBoxesWide * numbOfBoxesWide];
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// this is where we store the color for each LOD object
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Color colorArray[] = new Color[numbOfBoxesWide * numbOfBoxesWide];
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// used for debugging
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// this is used to draw a checkerboard
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boolean alternateColor = false;
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boolean evenWidth = false;
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if (numbOfBoxesWide % 2 == 0)
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evenWidth = true;
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if (debugging && numbOfBoxesWide % 2 == 0)
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evenWidth = true;
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// x axis
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for (int i = 0; i < numbOfBoxesWide; i++)
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{
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if (evenWidth)
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// this is so that the debug pattern will be a checkerboard instead of stripes
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if (debugging && evenWidth)
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alternateColor = !alternateColor;
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// z axis
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for (int j = 0; j < numbOfBoxesWide; j++)
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{
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@@ -137,26 +152,34 @@ public class CustomRenderer
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double zoffset = -z + (squareSideLength * j) + startZ;
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// add the new box to the array
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lodArray[i + (j * numbOfBoxesWide)] = new AxisAlignedBB(bbx, bby, bbz, 0, bby, 0).offset(xoffset, yoffset, zoffset);
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colorArray[i + (j * numbOfBoxesWide)] = grass;
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// create a new bounding box to store our points
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bb = new AxisAlignedBB(bbx, bby, bbz, 0, bby, 0).offset(xoffset, yoffset, zoffset);
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// draw the squares as a black and white checker board
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Color c;
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if (alternateColor)
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c = white;
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else
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c = black;
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// draw the first square as green
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if (i == 0 && j == 0)
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c = grass;
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alternateColor = !alternateColor;
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// draw the square
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drawBox(bb, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// if debugging draw the squares as a black and white checker board
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if (debugging)
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{
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Color c;
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if (alternateColor)
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c = white;
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else
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c = black;
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// draw the first square as red
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if (i == 0 && j == 0)
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c = Color.RED;
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colorArray[i + (j * numbOfBoxesWide)] = c;
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alternateColor = !alternateColor;
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}
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}
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}
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// draw the LODs
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drawBoxArray(lodArray, colorArray);
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// end the profile section (so we can see how long it took to draw the LODs)
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mc.world.profiler.endSection();
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// this must be done otherwise other parts of the screen may be drawn with a fog effect
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@@ -172,9 +195,78 @@ public class CustomRenderer
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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/**
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* draw an cube (or square) with the given colors
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* draw an array of cubes (or squares) with the given colors
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* @param bb the cube to draw
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* @param red
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* @param green
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* @param blue
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* @param alpha
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*/
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private void drawBoxArray(AxisAlignedBB[] bbArray, Color[] colorArray)
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{
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worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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int red;
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int green;
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int blue;
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int alpha;
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int colorIndex = 0;
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for (AxisAlignedBB bb : bbArray)
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{
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// get the color of this LOD object
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red = colorArray[colorIndex].getRed();
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green = colorArray[colorIndex].getGreen();
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blue = colorArray[colorIndex].getBlue();
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alpha = colorArray[colorIndex].getAlpha();
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// TODO which side is this?
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worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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// only draw the other 5 sides if there is some thickness to this box
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if (bb.minY != bb.maxY)
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{
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worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
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worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
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}
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// so we can get the next color
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colorIndex++;
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}
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tessellator.draw();
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}
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/**
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* draw a cube (or square) with the given colors
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* @param bb the cube to draw
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* @param red
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* @param green
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@@ -222,17 +314,78 @@ public class CustomRenderer
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tessellator.draw();
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}
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/**
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* Sets up and enables the fog to be rendered.
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*/
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private void setupFog()
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{
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float f = this.farPlaneDistance * (viewDistanceMultiplier * 0.5f);
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float f = farPlaneDistance * (viewDistanceMultiplier * 0.5f);
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GlStateManager.setFogDensity(0.1f);
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GlStateManager.setFogStart(farPlaneDistance * (viewDistanceMultiplier * 0.25f));
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GlStateManager.setFogEnd(f);
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GlStateManager.enableFog();
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}
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/**
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* Originally from Minecraft's EntityRenderer
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* Changes the field of view of the player depending on if they are underwater or not
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*/
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public float getFOVModifier(float partialTicks, boolean useFOVSetting)
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{
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Entity entity = mc.getRenderViewEntity();
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float f = 70.0F;
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updateFovModifierHand();
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if (useFOVSetting)
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{
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f = mc.gameSettings.fovSetting;
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f = f * (fovModifierHandPrev + (fovModifierHand - fovModifierHandPrev) * partialTicks);
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}
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if (entity instanceof EntityLivingBase && ((EntityLivingBase) entity).getHealth() <= 0.0F)
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{
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float f1 = ((EntityLivingBase) entity).deathTime + partialTicks;
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f /= (1.0F - 500.0F / (f1 + 500.0F)) * 2.0F + 1.0F;
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}
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IBlockState iblockstate = ActiveRenderInfo.getBlockStateAtEntityViewpoint(mc.world, entity, partialTicks);
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if (iblockstate.getMaterial() == Material.WATER)
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{
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f = f * 60.0F / 70.0F;
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}
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return f;
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}
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/**
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* originally from Minecraft's EntityRenderer
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* Update FOV modifier hand
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*/
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private void updateFovModifierHand()
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{
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float f = 1.0F;
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if (mc.getRenderViewEntity() instanceof AbstractClientPlayer)
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{
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AbstractClientPlayer abstractclientplayer = (AbstractClientPlayer) mc.getRenderViewEntity();
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f = abstractclientplayer.getFovModifier();
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}
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fovModifierHandPrev = fovModifierHand;
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fovModifierHand += (f - fovModifierHand) * 0.5F;
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if (fovModifierHand > 1.5F)
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{
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fovModifierHand = 1.5F;
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}
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if (fovModifierHand < 0.1F)
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{
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fovModifierHand = 0.1F;
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}
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}
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}
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