Added foliage offset

This commit is contained in:
Amnet 2013-05-07 03:06:20 +02:00
parent ac6be03582
commit 0b8635fbf8

View file

@ -1,7 +1,10 @@
package biomesoplenty.blocks.renderers;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.EntityRenderer;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.client.registry.RenderingRegistry;
@ -9,6 +12,7 @@ import cpw.mods.fml.client.registry.RenderingRegistry;
public class FoliageRenderer implements ISimpleBlockRenderingHandler
{
public static int render = RenderingRegistry.getNextAvailableRenderId();
private final int GRASSTOP = 7;
@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer)
@ -25,7 +29,7 @@ public class FoliageRenderer implements ISimpleBlockRenderingHandler
if (meta == 0)
return renderer.renderBlockLilyPad(block, x, y, z);
else
return renderer.renderCrossedSquares(block, x, y, z);
return renderCrossedSquares(block, x, y, z, renderer);
}
return true;
}
@ -41,4 +45,45 @@ public class FoliageRenderer implements ISimpleBlockRenderingHandler
{
return render;
}
private boolean renderCrossedSquares(Block par1Block, int par2, int par3, int par4, RenderBlocks renderer)
{
Tessellator tessellator = Tessellator.instance;
tessellator.setBrightness(par1Block.getMixedBrightnessForBlock(renderer.blockAccess, par2, par3, par4));
float f = 1.0F;
int l = par1Block.colorMultiplier(renderer.blockAccess, par2, par3, par4);
float f1 = (float)(l >> 16 & 255) / 255.0F;
float f2 = (float)(l >> 8 & 255) / 255.0F;
float f3 = (float)(l & 255) / 255.0F;
if (EntityRenderer.anaglyphEnable)
{
float f4 = (f1 * 30.0F + f2 * 59.0F + f3 * 11.0F) / 100.0F;
float f5 = (f1 * 30.0F + f2 * 70.0F) / 100.0F;
float f6 = (f1 * 30.0F + f3 * 70.0F) / 100.0F;
f1 = f4;
f2 = f5;
f3 = f6;
}
tessellator.setColorOpaque_F(f * f1, f * f2, f * f3);
double d0 = (double)par2;
double d1 = (double)par3;
double d2 = (double)par4;
long i1;
if (renderer.blockAccess.getBlockMetadata(par2, par3, par4) == GRASSTOP) // High Grass Top
i1 = (long)(par2 * 3129871) ^ (long)par4 * 116129781L ^ (long)(par3 - 1);
else
i1 = (long)(par2 * 3129871) ^ (long)par4 * 116129781L ^ (long)par3;
i1 = i1 * i1 * 42317861L + i1 * 11L;
d0 += ((double)((float)(i1 >> 16 & 15L) / 15.0F) - 0.5D) * 0.5D;
d1 += ((double)((float)(i1 >> 20 & 15L) / 15.0F) - 1.0D) * 0.2D;
d2 += ((double)((float)(i1 >> 24 & 15L) / 15.0F) - 0.5D) * 0.5D;
renderer.drawCrossedSquares(par1Block, renderer.blockAccess.getBlockMetadata(par2, par3, par4), d0, d1, d2, 1.0F);
return true;
}
}