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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-10-26 11:27:38 +00:00

Add basic support for fancy rendering of printouts

- When held in first-person, single pages are displayed like a map.
 - When placed in an item frame, the page is drawn instead of the actual
   item.
This commit is contained in:
SquidDev
2018-06-18 22:09:24 +01:00
parent 914df8b0c7
commit c0bdd4ff1d
4 changed files with 248 additions and 24 deletions

View File

@@ -0,0 +1,219 @@
package dan200.computercraft.client.render;
import dan200.computercraft.ComputerCraft;
import dan200.computercraft.client.gui.FixedWidthFontRenderer;
import dan200.computercraft.client.gui.GuiPrintout;
import dan200.computercraft.core.terminal.TextBuffer;
import dan200.computercraft.shared.media.items.ItemPrintout;
import dan200.computercraft.shared.util.Palette;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumHandSide;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.client.event.RenderItemInFrameEvent;
import net.minecraftforge.client.event.RenderSpecificHandEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import org.lwjgl.opengl.GL11;
import static dan200.computercraft.client.gui.FixedWidthFontRenderer.FONT_HEIGHT;
import static dan200.computercraft.client.gui.FixedWidthFontRenderer.FONT_WIDTH;
import static dan200.computercraft.shared.media.items.ItemPrintout.LINES_PER_PAGE;
import static dan200.computercraft.shared.media.items.ItemPrintout.LINE_MAX_LENGTH;
public class ItemPrintoutRenderer
{
@SubscribeEvent
public void onRenderInHand( RenderSpecificHandEvent event )
{
ItemStack stack = event.getItemStack();
if( stack.getItem() != ComputerCraft.Items.printout ) return;
// We only allow single pages to be viewed in-hand for now
if( ItemPrintout.getType( stack ) != ItemPrintout.Type.Single ) return;
event.setCanceled( true );
EntityPlayer player = Minecraft.getMinecraft().player;
GlStateManager.pushMatrix();
if( event.getHand() == EnumHand.MAIN_HAND && player.getHeldItemOffhand().isEmpty() )
{
renderPrintoutFirstPersonCentre(
event.getInterpolatedPitch(),
event.getEquipProgress(),
event.getSwingProgress(),
stack
);
}
else
{
renderPrintoutFirstPersonSide(
event.getHand() == EnumHand.MAIN_HAND ? player.getPrimaryHand() : player.getPrimaryHand().opposite(),
event.getEquipProgress(),
event.getSwingProgress(),
stack
);
}
GlStateManager.popMatrix();
}
/**
* Renders a pocket computer to one side of the player.
*
* @param side The side to render on
* @param equipProgress The equip progress of this item
* @param swingProgress The swing progress of this item
* @param stack The stack to render
* @see ItemRenderer#renderMapFirstPersonSide(float, EnumHandSide, float, ItemStack)
*/
private void renderPrintoutFirstPersonSide( EnumHandSide side, float equipProgress, float swingProgress, ItemStack stack )
{
Minecraft minecraft = Minecraft.getMinecraft();
float offset = side == EnumHandSide.RIGHT ? 1f : -1f;
GlStateManager.translate( offset * 0.125f, -0.125f, 0f );
// If the player is not invisible then render a single arm
if( !minecraft.player.isInvisible() )
{
GlStateManager.pushMatrix();
GlStateManager.rotate( offset * 10f, 0f, 0f, 1f );
minecraft.getItemRenderer().renderArmFirstPerson( equipProgress, swingProgress, side );
GlStateManager.popMatrix();
}
// Setup the appropriate transformations. This is just copied from the
// corresponding method in ItemRenderer.
GlStateManager.pushMatrix();
GlStateManager.translate( offset * 0.51f, -0.08f + equipProgress * -1.2f, -0.75f );
float f1 = MathHelper.sqrt( swingProgress );
float f2 = MathHelper.sin( f1 * (float) Math.PI );
float f3 = -0.5f * f2;
float f4 = 0.4f * MathHelper.sin( f1 * ((float) Math.PI * 2f) );
float f5 = -0.3f * MathHelper.sin( swingProgress * (float) Math.PI );
GlStateManager.translate( offset * f3, f4 - 0.3f * f2, f5 );
GlStateManager.rotate( f2 * -45f, 1f, 0f, 0f );
GlStateManager.rotate( offset * f2 * -30f, 0f, 1f, 0f );
renderPrintoutFirstPerson( stack );
GlStateManager.popMatrix();
}
/**
* Render an item in the middle of the screen
*
* @param pitch The pitch of the player
* @param equipProgress The equip progress of this item
* @param swingProgress The swing progress of this item
* @param stack The stack to render
* @see ItemRenderer#renderMapFirstPerson(float, float, float)
*/
private void renderPrintoutFirstPersonCentre( float pitch, float equipProgress, float swingProgress, ItemStack stack )
{
ItemRenderer itemRenderer = Minecraft.getMinecraft().getItemRenderer();
// Setup the appropriate transformations. This is just copied from the
// corresponding method in ItemRenderer.
float swingRt = MathHelper.sqrt( swingProgress );
float tX = -0.2f * MathHelper.sin( swingProgress * (float) Math.PI );
float tZ = -0.4f * MathHelper.sin( swingRt * (float) Math.PI );
GlStateManager.translate( 0f, -tX / 2f, tZ );
float pitchAngle = itemRenderer.getMapAngleFromPitch( pitch );
GlStateManager.translate( 0f, 0.04f + equipProgress * -1.2f + pitchAngle * -0.5f, -0.72f );
GlStateManager.rotate( pitchAngle * -85f, 1f, 0f, 0f );
itemRenderer.renderArms();
float rX = MathHelper.sin( swingRt * (float) Math.PI );
GlStateManager.rotate( rX * 20f, 1f, 0f, 0f );
GlStateManager.scale( 2f, 2f, 2f );
renderPrintoutFirstPerson( stack );
}
private static void renderPrintoutFirstPerson( ItemStack stack )
{
// Setup various transformations. Note that these are partially adapated from the corresponding method
// in ItemRenderer.renderMapFirstPerson
GlStateManager.disableLighting();
GlStateManager.rotate( 180f, 0f, 1f, 0f );
GlStateManager.rotate( 180f, 0f, 0f, 1f );
GlStateManager.scale( 0.38f, 0.38f, 0.38f );
GlStateManager.translate( -0.5f, -0.5f, 0.0f );
drawPrintout( stack );
GlStateManager.enableLighting();
}
@SubscribeEvent
public void onRenderInFrame( RenderItemInFrameEvent event )
{
ItemStack stack = event.getItem();
if( stack.getItem() != ComputerCraft.Items.printout ) return;
// We only allow single pages to be viewed in-hand for now
if( ItemPrintout.getType( stack ) != ItemPrintout.Type.Single ) return;
event.setCanceled( true );
GlStateManager.disableLighting();
// Move a little bit forward to ensure we're not clipping with the frame
GlStateManager.translate( 0.0f, 0.0f, -0.001f );
GlStateManager.rotate( 180f, 0f, 0f, 1f );
GlStateManager.translate( -0.5f, -0.5f, 0.0f );
drawPrintout( stack );
GlStateManager.enableLighting();
}
private static void drawPrintout( ItemStack stack )
{
int xMargin = 13;
int yMargin = 11;
int width = LINE_MAX_LENGTH * FONT_WIDTH + xMargin * 2;
int height = LINES_PER_PAGE * FONT_HEIGHT + yMargin * 2;
int max = Math.max( height, width );
// Scale the printout to fit correctly.
double scale = 1.0 / max;
GlStateManager.scale( scale, scale, scale );
GlStateManager.translate( (max - width) / 2.0f, (max - height) / 2.0f, 0.0f );
drawBackground( 0, 0, 0.01 );
FixedWidthFontRenderer fontRenderer = (FixedWidthFontRenderer) ComputerCraft.getFixedWidthFontRenderer();
String[] text = ItemPrintout.getText( stack );
String[] colours = ItemPrintout.getColours( stack );
for( int line = 0; line < LINES_PER_PAGE && line < text.length; ++line )
{
fontRenderer.drawString( new TextBuffer( text[ line ] ), xMargin, yMargin + line * FONT_HEIGHT, new TextBuffer( colours[ line ] ), null, 0, 0, false, Palette.DEFAULT );
}
}
private static void drawBackground( double x, double y, double z )
{
Minecraft mc = Minecraft.getMinecraft();
mc.getTextureManager().bindTexture( GuiPrintout.BACKGROUND );
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX );
buffer.pos( x, y + GuiPrintout.Y_SIZE, z ).tex( 24 / 256.0, GuiPrintout.Y_SIZE / 256.0 ).endVertex();
buffer.pos( x + GuiPrintout.X_SIZE, y + GuiPrintout.Y_SIZE, z ).tex( (24 + GuiPrintout.X_SIZE) / 256.0, GuiPrintout.Y_SIZE / 256.0 ).endVertex();
buffer.pos( x + GuiPrintout.X_SIZE, y, z ).tex( (24 + GuiPrintout.X_SIZE) / 256.0, 0 ).endVertex();
buffer.pos( x, y, z ).tex( 24 / 256.0, 0 ).endVertex();
tessellator.draw();
}
}