optimizing door render code

This commit is contained in:
StevenRS11
2013-10-18 15:12:52 -04:00
parent 2f7b713f5e
commit cbfb64622e

View File

@@ -20,265 +20,272 @@ import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT) @SideOnly(Side.CLIENT)
public class RenderDimDoor extends TileEntitySpecialRenderer public class RenderDimDoor extends TileEntitySpecialRenderer
{ {
FloatBuffer field_76908_a = GLAllocation.createDirectFloatBuffer(16); FloatBuffer field_76908_a = GLAllocation.createDirectFloatBuffer(16);
public RenderDimDoor()
{
public RenderDimDoor()
{
if (properties == null) if (properties == null)
properties = DDProperties.instance(); properties = DDProperties.instance();
} }
private static DDProperties properties = null; private static DDProperties properties = null;
/** /**
* Renders the dimdoor. * Renders the dimdoor.
*/ */
public void renderDimDoorTileEntity(TileEntityDimDoor tile, double x, double y, double z, float par8) public void renderDimDoorTileEntity(TileEntityDimDoor tile, double x,
{ double y, double z, float par8)
try {
{ try
mod_pocketDim.dimensionalDoor.updateAttachedTile(tile.worldObj, tile.xCoord, tile.yCoord, tile.zCoord); {
} mod_pocketDim.dimensionalDoor.updateAttachedTile(tile.worldObj,
catch(Exception e) tile.xCoord, tile.yCoord, tile.zCoord);
{ }
e.printStackTrace(); catch (Exception e)
} {
e.printStackTrace();
}
// float playerX = (float)this.tileEntityRenderer.playerX;
// float playerY = (float)this.tileEntityRenderer.playerY;
// float playerZ = (float)this.tileEntityRenderer.playerZ;
// float playerX = (float)this.tileEntityRenderer.playerX; // float distance = (float) tile.getDistanceFrom(playerX, playerY,
// float playerY = (float)this.tileEntityRenderer.playerY; // playerZ);
// float playerZ = (float)this.tileEntityRenderer.playerZ; GL11.glDisable(GL11.GL_LIGHTING);
Random rand = new Random(31100L);
float var13 = 0.75F;
//float distance = (float) tile.getDistanceFrom(playerX, playerY, playerZ); for (int count = 0; count < 16; ++count)
GL11.glDisable(GL11.GL_LIGHTING); {
Random rand = new Random(31100L); GL11.glPushMatrix();
float var13 = 0.75F; float var15 = (float) (16 - count);
float var16 = 0.2625F;
float var17 = 1.0F / (var15 + .80F);
for (int count = 0; count < 16; ++count) if (count == 0)
{ {
GL11.glPushMatrix(); this.bindTextureByName("/RIFT.png");
float var15 = (float)(16 - count); var17 = 0.1F;
float var16 = 0.2625F; var15 = 25.0F;
float var17 = 1.0F / (var15 + 1.0F); var16 = 0.125F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
if (count == 0) if (count == 1)
{ {
this.bindTextureByName("/RIFT.png"); this.bindTextureByName("/WARP.png");
var17 = 0.1F; GL11.glEnable(GL11.GL_BLEND);
var15 = 25.0F; GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
var16 = 0.125F; var16 = .5F;
GL11.glEnable(GL11.GL_BLEND); }
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); /**
} * float startY = (float)(+(y + (double)var13)); float ratioY =
* startY + ActiveRenderInfo.objectY; float ratioY2 = startY + var15
* + ActiveRenderInfo.objectY; float yConverted = ratioY / ratioY2;
*
* float startZ = (float)(+(z + (double)var13)); float ratioZ =
* startZ + ActiveRenderInfo.objectZ; float ratioZ2 = startZ + var15
* + ActiveRenderInfo.objectZ; float zConverted = ratioZ / ratioZ2;
*
* float startX = (float)(+(x + (double)var13)); float ratioX =
* startX + ActiveRenderInfo.objectX; float ratioX2 = startX + var15
* + ActiveRenderInfo.objectX; float xConverted = ratioX / ratioX2;
*
* yConverted += (float)(y + (double)var13); xConverted += (float)(x
* + (double)var13); zConverted += (float)(z + (double)var13);
**/
if (count == 1) GL11.glTranslatef(
{ (float) (Minecraft.getSystemTime() % 200000L) / 200000.0F,
this.bindTextureByName("/WARP.png"); 0, 0.0F);
GL11.glEnable(GL11.GL_BLEND); GL11.glTranslatef(0,
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); (float) (Minecraft.getSystemTime() % 200000L) / 200000.0F,
var16 = .5F; 0.0F);
}
/**
float startY = (float)(+(y + (double)var13)); GL11.glTranslatef(0, 0,
float ratioY = startY + ActiveRenderInfo.objectY; (float) (Minecraft.getSystemTime() % 200000L) / 200000.0F);
float ratioY2 = startY + var15 + ActiveRenderInfo.objectY;
float yConverted = ratioY / ratioY2;
float startZ = (float)(+(z + (double)var13)); GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE,
float ratioZ = startZ + ActiveRenderInfo.objectZ; GL11.GL_OBJECT_LINEAR);
float ratioZ2 = startZ + var15 + ActiveRenderInfo.objectZ; GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE,
float zConverted = ratioZ / ratioZ2; GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE,
GL11.GL_OBJECT_LINEAR);
switch ((tile.orientation % 4) + 4)
{
case 4:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.15F));
float startX = (float)(+(x + (double)var13)); break;
float ratioX = startX + ActiveRenderInfo.objectX; case 5:
float ratioX2 = startX + var15 + ActiveRenderInfo.objectX;
float xConverted = ratioX / ratioX2;
yConverted += (float)(y + (double)var13); GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
xConverted += (float)(x + (double)var13); this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
zConverted += (float)(z + (double)var13); GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
**/ this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.15F));
break;
case 6:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, -0.15F));
GL11.glTranslatef( (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F,0, 0.0F); break;
GL11.glTranslatef(0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F, 0.0F); case 7:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE,
this.getFloatBuffer(0.0F, 0.0F, 1.0F, -0.15F));
break;
GL11.glTranslatef(0,0, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F); }
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
GL11.glTexGeni(GL11.GL_Q, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR); GL11.glEnable(GL11.GL_TEXTURE_GEN_Q);
switch ((tile.orientation%4)+4) GL11.glPopMatrix();
{ GL11.glMatrixMode(GL11.GL_TEXTURE);
case 4: GL11.glPushMatrix();
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); GL11.glLoadIdentity();
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F)); GL11.glTranslatef(0.0F,
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); (float) (Minecraft.getSystemTime() % 200000L) / 200000.0F
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.15F)); * var15, 0.0F);
GL11.glScalef(var16, var16, var16);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
GL11.glRotatef((float) (count * count * 4321 + count * 9) * 2.0F,
0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
break; GL11.glBegin(GL11.GL_QUADS);
case 5:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); float var21 = rand.nextFloat() * 0.5F + 0.1F;
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); float var22 = rand.nextFloat() * 0.4F + 0.4F;
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); float var23 = rand.nextFloat() * 0.6F + 0.5F;
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.15F));
break;
case 6:
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F));
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, 0.0F));
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F));
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, -0.15F));
break; if (count == 0)
case 7: {
GL11.glTexGen(GL11.GL_S, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 1.0F, 0.0F, 0.0F)); var23 = 1.0F;
GL11.glTexGen(GL11.GL_T, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(1.0F, 0.0F, 0.0F, 0.0F)); var22 = 1.0F;
GL11.glTexGen(GL11.GL_R, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 0.0F, 1.0F)); // yConverted = 1.0F;
GL11.glTexGen(GL11.GL_Q, GL11.GL_OBJECT_PLANE, this.getFloatBuffer(0.0F, 0.0F, 1.0F, -0.15F)); }
break; GL11.glColor4d(var21 * var17, var22 * var17, var23 * var17, 1.0F);
if (tile.openOrClosed)
{
switch (tile.orientation)
{
case 0:
GL11.glVertex3d(x + .01F, y - 1, z);
GL11.glVertex3d(x + .01, y - 1, z + 1.0D);
GL11.glVertex3d(x + .01, y + 1, z + 1.0D);
GL11.glVertex3d(x + .01, y + 1, z);
break;
case 1:
GL11.glVertex3d(x, y + 1, z + .01);
GL11.glVertex3d(x + 1, y + 1, z + .01);
GL11.glVertex3d(x + 1, y - 1, z + .01);
GL11.glVertex3d(x, y - 1, z + .01);
} break;
case 2: //
GL11.glVertex3d(x + .99, y + 1, z);
GL11.glVertex3d(x + .99, y + 1, z + 1.0D);
GL11.glVertex3d(x + .99, y - 1, z + 1.0D);
GL11.glVertex3d(x + .99, y - 1, z);
break;
case 3:
GL11.glVertex3d(x, y - 1, z + .99);
GL11.glVertex3d(x + 1, y - 1, z + .99);
GL11.glVertex3d(x + 1, y + 1, z + .99);
GL11.glVertex3d(x, y + 1, z + .99);
break;
case 4://
// GL11.glTranslatef();
GL11.glVertex3d(x + .15F, y - 1, z);
GL11.glVertex3d(x + .15, y - 1, z + 1.0D);
GL11.glVertex3d(x + .15, y + 1, z + 1.0D);
GL11.glVertex3d(x + .15, y + 1, z);
break;
case 5:
GL11.glVertex3d(x, y + 1, z + .15);
GL11.glVertex3d(x + 1, y + 1, z + .15);
GL11.glVertex3d(x + 1, y - 1, z + .15);
GL11.glVertex3d(x, y - 1, z + .15);
break;
case 6: //
GL11.glVertex3d(x + .85, y + 1, z);
GL11.glVertex3d(x + .85, y + 1, z + 1.0D);
GL11.glVertex3d(x + .85, y - 1, z + 1.0D);
GL11.glVertex3d(x + .85, y - 1, z);
break;
case 7:
GL11.glVertex3d(x, y - 1, z + .85);
GL11.glVertex3d(x + 1, y - 1, z + .85);
GL11.glVertex3d(x + 1, y + 1, z + .85);
GL11.glVertex3d(x, y + 1, z + .85);
break;
default:
break;
}
}
GL11.glEnd();
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
GL11.glDisable(GL11.GL_TEXTURE_GEN_Q);
GL11.glEnable(GL11.GL_LIGHTING);
}
GL11.glEnable(GL11.GL_TEXTURE_GEN_S); private FloatBuffer getFloatBuffer(float par1, float par2, float par3,
GL11.glEnable(GL11.GL_TEXTURE_GEN_T); float par4)
GL11.glEnable(GL11.GL_TEXTURE_GEN_R); {
GL11.glEnable(GL11.GL_TEXTURE_GEN_Q); this.field_76908_a.clear();
GL11.glPopMatrix(); this.field_76908_a.put(par1).put(par2).put(par3).put(par4);
GL11.glMatrixMode(GL11.GL_TEXTURE); this.field_76908_a.flip();
GL11.glPushMatrix(); return this.field_76908_a;
GL11.glLoadIdentity(); }
GL11.glTranslatef(0.0F, (float)(Minecraft.getSystemTime() % 200000L) / 200000.0F*var15, 0.0F);
GL11.glScalef(var16, var16, var16);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
GL11.glRotatef((float)(count * count * 4321 + count * 9) * 2.0F, 0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
GL11.glBegin(GL11.GL_QUADS); public void renderTileEntityAt(TileEntity par1TileEntity, double par2,
double par4, double par6, float par8)
{
if (properties.DoorRenderingEnabled)
{
float var21 = rand.nextFloat() * 0.5F + 0.1F; this.renderDimDoorTileEntity((TileEntityDimDoor) par1TileEntity,
float var22 = rand.nextFloat() * 0.4F + 0.4F; par2, par4, par6, par8);
float var23 = rand.nextFloat() * 0.6F + 0.5F; }
}
if (count == 0)
{
var23 = 1.0F;
var22 = 1.0F;
//yConverted = 1.0F;
}
GL11.glColor4d(var21 * var17, var22 * var17, var23 * var17, 1.0F);
if(tile.openOrClosed)
{
switch (tile.orientation)
{
case 0:
GL11.glVertex3d(x+.01F, y-1 , z);
GL11.glVertex3d(x+.01, y-1, z+1.0D);
GL11.glVertex3d(x+.01 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.01 , y+1 , z);
break;
case 1:
GL11.glVertex3d(x , y+1 , z+.01);
GL11.glVertex3d(x+1 , y+1 , z+.01);
GL11.glVertex3d(x+1, y-1, z+.01);
GL11.glVertex3d(x, y-1, z+.01);
break;
case 2: //
GL11.glVertex3d(x+.99 , y+1 , z);
GL11.glVertex3d(x+.99 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.99, y-1, z+1.0D);
GL11.glVertex3d(x+.99, y-1, z);
break;
case 3:
GL11.glVertex3d(x, y-1, z+.99);
GL11.glVertex3d(x+1, y-1, z+.99);
GL11.glVertex3d(x+1 , y+1 , z+.99);
GL11.glVertex3d(x , y+1 , z+.99);
break;
case 4://
// GL11.glTranslatef();
GL11.glVertex3d(x+.15F, y-1 , z);
GL11.glVertex3d(x+.15, y-1, z+1.0D);
GL11.glVertex3d(x+.15 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.15 , y+1 , z);
break;
case 5:
GL11.glVertex3d(x , y+1 , z+.15);
GL11.glVertex3d(x+1 , y+1 , z+.15);
GL11.glVertex3d(x+1, y-1, z+.15);
GL11.glVertex3d(x, y-1, z+.15);
break;
case 6: //
GL11.glVertex3d(x+.85 , y+1 , z);
GL11.glVertex3d(x+.85 , y+1 , z + 1.0D);
GL11.glVertex3d(x+.85, y-1, z+1.0D);
GL11.glVertex3d(x+.85, y-1, z);
break;
case 7:
GL11.glVertex3d(x, y-1, z+.85);
GL11.glVertex3d(x+1, y-1, z+.85);
GL11.glVertex3d(x+1 , y+1 , z+.85);
GL11.glVertex3d(x , y+1 , z+.85);
break;
default:
break;
}
}
GL11.glEnd();
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
GL11.glDisable(GL11.GL_TEXTURE_GEN_Q);
GL11.glEnable(GL11.GL_LIGHTING);
}
private FloatBuffer getFloatBuffer(float par1, float par2, float par3, float par4)
{
this.field_76908_a.clear();
this.field_76908_a.put(par1).put(par2).put(par3).put(par4);
this.field_76908_a.flip();
return this.field_76908_a;
}
public void renderTileEntityAt(TileEntity par1TileEntity, double par2, double par4, double par6, float par8)
{
if (properties.DoorRenderingEnabled)
{
this.renderDimDoorTileEntity((TileEntityDimDoor)par1TileEntity, par2, par4, par6, par8);
}
}
} }