Made sky rendering work with the new fabric api.
This commit is contained in:
parent
82c5485b58
commit
a76646b029
5 changed files with 72 additions and 50 deletions
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@ -1,475 +0,0 @@
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package ru.betterend.mixin.client;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.BufferBuilder;
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import com.mojang.blaze3d.vertex.DefaultVertexFormat;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.Tesselator;
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import com.mojang.blaze3d.vertex.VertexBuffer;
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import com.mojang.blaze3d.vertex.VertexFormat;
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import com.mojang.math.Matrix4f;
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import com.mojang.math.Quaternion;
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import com.mojang.math.Vector3f;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.multiplayer.ClientLevel;
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import net.minecraft.client.renderer.DimensionSpecialEffects;
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import net.minecraft.client.renderer.FogRenderer;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.client.renderer.LevelRenderer;
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import net.minecraft.client.renderer.RenderBuffers;
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import net.minecraft.client.renderer.texture.TextureManager;
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import net.minecraft.resources.ResourceLocation;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import ru.bclib.util.BackgroundInfo;
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import ru.bclib.util.MHelper;
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import ru.betterend.BetterEnd;
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import ru.betterend.client.ClientOptions;
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import java.util.Random;
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@Mixin(LevelRenderer.class)
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public class LevelRendererMixin {
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private static final ResourceLocation NEBULA_1 = BetterEnd.makeID("textures/sky/nebula_2.png");
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private static final ResourceLocation NEBULA_2 = BetterEnd.makeID("textures/sky/nebula_3.png");
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private static final ResourceLocation HORIZON = BetterEnd.makeID("textures/sky/nebula_1.png");
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private static final ResourceLocation STARS = BetterEnd.makeID("textures/sky/stars.png");
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private static final ResourceLocation FOG = BetterEnd.makeID("textures/sky/fog.png");
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private static VertexBuffer stars1;
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private static VertexBuffer stars2;
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private static VertexBuffer stars3;
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private static VertexBuffer stars4;
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private static VertexBuffer nebulas1;
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private static VertexBuffer nebulas2;
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private static VertexBuffer horizon;
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private static VertexBuffer fog;
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private static Vector3f axis1;
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private static Vector3f axis2;
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private static Vector3f axis3;
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private static Vector3f axis4;
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private static float time;
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private static float time2;
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private static float time3;
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private static float blind02;
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private static float blind06;
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@Shadow
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@Final
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private Minecraft minecraft;
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@Shadow
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@Final
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private TextureManager textureManager;
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@Shadow
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private ClientLevel level;
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@Shadow
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private int ticks;
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@Inject(method = "<init>*", at = @At("TAIL"))
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private void be_onInit(Minecraft client, RenderBuffers bufferBuilders, CallbackInfo info) {
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be_initStars();
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Random random = new Random(131);
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axis1 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
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axis2 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
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axis3 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
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axis4 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
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axis1.normalize();
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axis2.normalize();
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axis3.normalize();
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axis4.normalize();
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}
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@Inject(method = "renderSky", at = @At("HEAD"), cancellable = true)
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private void be_renderBetterEndSky(PoseStack matrices, Matrix4f matrix4f, float tickDelta, Runnable runnable, CallbackInfo info) {
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if (ClientOptions.isCustomSky() && minecraft.level.effects().skyType() == DimensionSpecialEffects.SkyType.END) {
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runnable.run();
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time = (ticks % 360000) * 0.000017453292F;
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time2 = time * 2;
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time3 = time * 3;
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FogRenderer.levelFogColor();
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RenderSystem.depthMask(false);
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RenderSystem.enableTexture();
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RenderSystem.enableBlend();
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RenderSystem.setShaderColor(1,1,1,1);
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RenderSystem.blendFunc(
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GlStateManager.SourceFactor.SRC_ALPHA,
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GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA
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);
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float blindA = 1F - BackgroundInfo.blindness;
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blind02 = blindA * 0.2F;
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blind06 = blindA * 0.6F;
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if (blindA > 0) {
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, time, 0, false));
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RenderSystem.setShaderTexture(0, HORIZON);
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be_renderBuffer(
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matrices,
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matrix4f,
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horizon,
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DefaultVertexFormat.POSITION_TEX,
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0.77F,
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0.31F,
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0.73F,
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0.7F * blindA
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);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, -time, 0, false));
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RenderSystem.setShaderTexture(0, NEBULA_1);
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be_renderBuffer(
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matrices,
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matrix4f,
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nebulas1,
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DefaultVertexFormat.POSITION_TEX,
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0.77F,
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0.31F,
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0.73F,
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blind02
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);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, time2, 0, false));
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RenderSystem.setShaderTexture(0, NEBULA_2);
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be_renderBuffer(
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matrices,
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matrix4f,
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nebulas2,
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DefaultVertexFormat.POSITION_TEX,
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0.77F,
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0.31F,
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0.73F,
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blind02
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);
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matrices.popPose();
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RenderSystem.setShaderTexture(0, STARS);
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matrices.pushPose();
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matrices.mulPose(axis3.rotation(time));
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be_renderBuffer(
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matrices,
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matrix4f,
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stars3,
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DefaultVertexFormat.POSITION_TEX,
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0.77F,
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0.31F,
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0.73F,
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blind06
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);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(axis4.rotation(time2));
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be_renderBuffer(matrices, matrix4f, stars4, DefaultVertexFormat.POSITION_TEX, 1F, 1F, 1F, blind06);
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matrices.popPose();
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}
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float a = (BackgroundInfo.fogDensity - 1F);
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if (a > 0) {
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if (a > 1) a = 1;
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RenderSystem.setShaderTexture(0, FOG);
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be_renderBuffer(
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matrices,
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matrix4f,
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fog,
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DefaultVertexFormat.POSITION_TEX,
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BackgroundInfo.fogColorRed,
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BackgroundInfo.fogColorGreen,
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BackgroundInfo.fogColorBlue,
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a
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);
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}
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RenderSystem.disableTexture();
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if (blindA > 0) {
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matrices.pushPose();
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matrices.mulPose(axis1.rotation(time3));
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be_renderBuffer(matrices, matrix4f, stars1, DefaultVertexFormat.POSITION, 1, 1, 1, blind06);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(axis2.rotation(time2));
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be_renderBuffer(matrices, matrix4f, stars2, DefaultVertexFormat.POSITION, 0.95F, 0.64F, 0.93F, blind06);
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matrices.popPose();
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}
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RenderSystem.enableTexture();
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RenderSystem.depthMask(true);
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RenderSystem.defaultBlendFunc();
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RenderSystem.disableBlend();
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info.cancel();
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}
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}
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private void be_renderBuffer(PoseStack matrices, Matrix4f matrix4f, VertexBuffer buffer, VertexFormat format, float r, float g, float b, float a) {
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RenderSystem.setShaderColor(r, g, b, a);
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if (format == DefaultVertexFormat.POSITION) {
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buffer.drawWithShader(matrices.last().pose(), matrix4f, GameRenderer.getPositionShader());
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}
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else {
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buffer.drawWithShader(matrices.last().pose(), matrix4f, GameRenderer.getPositionTexShader());
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}
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}
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private void be_initStars() {
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BufferBuilder buffer = Tesselator.getInstance().getBuilder();
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stars1 = be_buildBufferStars(buffer, stars1, 0.1, 0.30, 3500, 41315);
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stars2 = be_buildBufferStars(buffer, stars2, 0.1, 0.35, 2000, 35151);
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stars3 = be_buildBufferUVStars(buffer, stars3, 0.4, 1.2, 1000, 61354);
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stars4 = be_buildBufferUVStars(buffer, stars4, 0.4, 1.2, 1000, 61355);
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nebulas1 = be_buildBufferFarFog(buffer, nebulas1, 40, 60, 30, 11515);
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nebulas2 = be_buildBufferFarFog(buffer, nebulas2, 40, 60, 10, 14151);
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horizon = be_buildBufferHorizon(buffer, horizon);
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fog = be_buildBufferFog(buffer, fog);
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}
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private VertexBuffer be_buildBufferStars(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
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if (buffer != null) {
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buffer.close();
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}
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//TODO: Test if this is working correct
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//Format is set in the DrawState
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//buffer = new VertexBuffer(DefaultVertexFormat.POSITION);
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buffer = new VertexBuffer();
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be_makeStars(bufferBuilder, minSize, maxSize, count, seed);
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bufferBuilder.end();
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buffer.upload(bufferBuilder);
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return buffer;
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}
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private VertexBuffer be_buildBufferUVStars(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
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if (buffer != null) {
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buffer.close();
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}
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// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
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buffer = new VertexBuffer();
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be_makeUVStars(bufferBuilder, minSize, maxSize, count, seed);
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bufferBuilder.end();
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buffer.upload(bufferBuilder);
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return buffer;
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}
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private VertexBuffer be_buildBufferFarFog(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
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if (buffer != null) {
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buffer.close();
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}
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// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
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buffer = new VertexBuffer();
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be_makeFarFog(bufferBuilder, minSize, maxSize, count, seed);
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bufferBuilder.end();
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buffer.upload(bufferBuilder);
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return buffer;
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}
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private VertexBuffer be_buildBufferHorizon(BufferBuilder bufferBuilder, VertexBuffer buffer) {
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if (buffer != null) {
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buffer.close();
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}
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// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
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buffer = new VertexBuffer();
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be_makeCylinder(bufferBuilder, 16, 50, 100);
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bufferBuilder.end();
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buffer.upload(bufferBuilder);
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return buffer;
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}
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private VertexBuffer be_buildBufferFog(BufferBuilder bufferBuilder, VertexBuffer buffer) {
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if (buffer != null) {
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buffer.close();
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}
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// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
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buffer = new VertexBuffer();
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be_makeCylinder(bufferBuilder, 16, 50, 70);
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bufferBuilder.end();
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buffer.upload(bufferBuilder);
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return buffer;
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}
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private void be_makeStars(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
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Random random = new Random(seed);
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buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION);
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for (int i = 0; i < count; ++i) {
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double posX = random.nextDouble() * 2.0 - 1.0;
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double posY = random.nextDouble() * 2.0 - 1.0;
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double posZ = random.nextDouble() * 2.0 - 1.0;
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double size = MHelper.randRange(minSize, maxSize, random);
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double length = posX * posX + posY * posY + posZ * posZ;
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if (length < 1.0 && length > 0.001) {
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length = 1.0 / Math.sqrt(length);
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posX *= length;
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posY *= length;
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posZ *= length;
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double j = posX * 100.0;
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double k = posY * 100.0;
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double l = posZ * 100.0;
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double m = Math.atan2(posX, posZ);
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double n = Math.sin(m);
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double o = Math.cos(m);
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double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
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double q = Math.sin(p);
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double r = Math.cos(p);
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double s = random.nextDouble() * Math.PI * 2.0;
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double t = Math.sin(s);
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double u = Math.cos(s);
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for (int v = 0; v < 4; ++v) {
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double x = (double) ((v & 2) - 1) * size;
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double y = (double) ((v + 1 & 2) - 1) * size;
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double aa = x * u - y * t;
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double ab = y * u + x * t;
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double ad = aa * q + 0.0 * r;
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double ae = 0.0 * q - aa * r;
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double af = ae * n - ab * o;
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double ah = ab * n + ae * o;
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buffer.vertex(j + af, k + ad, l + ah).endVertex();
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}
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}
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}
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}
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private void be_makeUVStars(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
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Random random = new Random(seed);
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buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
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for (int i = 0; i < count; ++i) {
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double posX = random.nextDouble() * 2.0 - 1.0;
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double posY = random.nextDouble() * 2.0 - 1.0;
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double posZ = random.nextDouble() * 2.0 - 1.0;
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double size = MHelper.randRange(minSize, maxSize, random);
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double length = posX * posX + posY * posY + posZ * posZ;
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if (length < 1.0 && length > 0.001) {
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length = 1.0 / Math.sqrt(length);
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posX *= length;
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posY *= length;
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posZ *= length;
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double j = posX * 100.0;
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double k = posY * 100.0;
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double l = posZ * 100.0;
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double m = Math.atan2(posX, posZ);
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double n = Math.sin(m);
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double o = Math.cos(m);
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double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
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double q = Math.sin(p);
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double r = Math.cos(p);
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double s = random.nextDouble() * Math.PI * 2.0;
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double t = Math.sin(s);
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double u = Math.cos(s);
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int pos = 0;
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float minV = random.nextInt(4) / 4F;
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for (int v = 0; v < 4; ++v) {
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double x = (double) ((v & 2) - 1) * size;
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double y = (double) ((v + 1 & 2) - 1) * size;
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double aa = x * u - y * t;
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double ab = y * u + x * t;
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double ad = aa * q + 0.0 * r;
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double ae = 0.0 * q - aa * r;
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double af = ae * n - ab * o;
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double ah = ab * n + ae * o;
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float texU = (pos >> 1) & 1;
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float texV = (((pos + 1) >> 1) & 1) / 4F + minV;
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pos++;
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buffer.vertex(j + af, k + ad, l + ah).uv(texU, texV).endVertex();
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}
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}
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}
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}
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private void be_makeFarFog(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
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Random random = new Random(seed);
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buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
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for (int i = 0; i < count; ++i) {
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double posX = random.nextDouble() * 2.0 - 1.0;
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double posY = random.nextDouble() - 0.5;
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double posZ = random.nextDouble() * 2.0 - 1.0;
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double size = MHelper.randRange(minSize, maxSize, random);
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double length = posX * posX + posY * posY + posZ * posZ;
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double distance = 2.0;
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double delta = 1.0 / count;
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if (length < 1.0 && length > 0.001) {
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length = distance / Math.sqrt(length);
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size *= distance;
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distance -= delta;
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posX *= length;
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posY *= length;
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posZ *= length;
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double j = posX * 100.0;
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double k = posY * 100.0;
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double l = posZ * 100.0;
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double m = Math.atan2(posX, posZ);
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double n = Math.sin(m);
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double o = Math.cos(m);
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double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
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double q = Math.sin(p);
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double r = Math.cos(p);
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double s = random.nextDouble() * Math.PI * 2.0;
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double t = Math.sin(s);
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double u = Math.cos(s);
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int pos = 0;
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for (int v = 0; v < 4; ++v) {
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double x = (double) ((v & 2) - 1) * size;
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double y = (double) ((v + 1 & 2) - 1) * size;
|
||||
double aa = x * u - y * t;
|
||||
double ab = y * u + x * t;
|
||||
double ad = aa * q + 0.0 * r;
|
||||
double ae = 0.0 * q - aa * r;
|
||||
double af = ae * n - ab * o;
|
||||
double ah = ab * n + ae * o;
|
||||
float texU = (pos >> 1) & 1;
|
||||
float texV = ((pos + 1) >> 1) & 1;
|
||||
pos++;
|
||||
buffer.vertex(j + af, k + ad, l + ah).uv(texU, texV).endVertex();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void be_makeCylinder(BufferBuilder buffer, int segments, double height, double radius) {
|
||||
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
|
||||
for (int i = 0; i < segments; i++) {
|
||||
double a1 = (double) i * Math.PI * 2.0 / (double) segments;
|
||||
double a2 = (double) (i + 1) * Math.PI * 2.0 / (double) segments;
|
||||
double px1 = Math.sin(a1) * radius;
|
||||
double pz1 = Math.cos(a1) * radius;
|
||||
double px2 = Math.sin(a2) * radius;
|
||||
double pz2 = Math.cos(a2) * radius;
|
||||
|
||||
float u0 = (float) i / (float) segments;
|
||||
float u1 = (float) (i + 1) / (float) segments;
|
||||
|
||||
buffer.vertex(px1, -height, pz1).uv(u0, 0).endVertex();
|
||||
buffer.vertex(px1, height, pz1).uv(u0, 1).endVertex();
|
||||
buffer.vertex(px2, height, pz2).uv(u1, 1).endVertex();
|
||||
buffer.vertex(px2, -height, pz2).uv(u1, 0).endVertex();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue