Add radiant totem spell
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package electroblob.wizardry.client.renderer.entity;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.client.DrawingUtils;
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import electroblob.wizardry.entity.construct.EntityRadiantTotem;
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import electroblob.wizardry.util.GeometryUtils;
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import net.minecraft.client.Minecraft;
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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.OpenGlHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.Vec3d;
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import org.lwjgl.opengl.GL11;
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import javax.annotation.Nullable;
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public class RenderRadiantTotem extends Render<EntityRadiantTotem> {
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private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/radiant_totem/flare.png");
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private static final ResourceLocation[] CUBE_TEXTURES = new ResourceLocation[14];
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static {
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for(int i = 0; i< CUBE_TEXTURES.length; i++) CUBE_TEXTURES[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/radiant_totem/cube_" + i + ".png");
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}
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public RenderRadiantTotem(RenderManager manager){
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super(manager);
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}
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@Nullable
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@Override
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protected ResourceLocation getEntityTexture(EntityRadiantTotem entity){
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return CUBE_TEXTURES[entity.ticksExisted % CUBE_TEXTURES.length];
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}
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@Override
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public void doRender(EntityRadiantTotem entity, double x, double y, double z, float entityYaw, float partialTicks){
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Tessellator tessellator = Tessellator.getInstance();
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GlStateManager.pushMatrix();
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GlStateManager.enableBlend();
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
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GlStateManager.depthMask(false);
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GlStateManager.disableCull();
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GlStateManager.translate(x, y + entity.height/2, z);
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float s = DrawingUtils.smoothScaleFactor(entity.lifetime, entity.ticksExisted, partialTicks, 10, 10);
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GlStateManager.scale(s, s, s);
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drawFlare(tessellator);
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drawCube(entity, tessellator, partialTicks);
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GlStateManager.disableBlend();
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GlStateManager.enableLighting();
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GlStateManager.depthMask(true);
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GlStateManager.enableCull();
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GlStateManager.popMatrix();
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}
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private void drawFlare(Tessellator tessellator){
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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bindTexture(FLARE_TEXTURE);
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// This counteracts the reverse rotation behaviour when in front f5 view.
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// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
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float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2
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? Minecraft.getMinecraft().getRenderManager().playerViewX
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: -Minecraft.getMinecraft().getRenderManager().playerViewX;
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GlStateManager.rotate(180.0F - Minecraft.getMinecraft().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F);
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GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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float r = 0.5f;
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buffer.pos(-r, r, 0).tex(0, 0).endVertex();
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buffer.pos( r, r, 0).tex(1, 0).endVertex();
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buffer.pos( r, -r, 0).tex(1, 1).endVertex();
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buffer.pos(-r, -r, 0).tex(0, 1).endVertex();
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tessellator.draw();
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GlStateManager.popMatrix();
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}
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private void drawCube(EntityRadiantTotem entity, Tessellator tessellator, float partialTicks){
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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float age = entity.ticksExisted + partialTicks;
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float rotationSpeed = 2;
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// GlStateManager.rotate(age * rotationSpeed/2, 0.0F, 1.0F, 0.0F);
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// GlStateManager.rotate(60.0F, 0.7071F, 0.0F, 0.7071F);
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// GlStateManager.rotate(age * rotationSpeed, 0.0F, 1.0F, 0.0F);
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GlStateManager.scale(0.5, 0.5, 0.5);
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
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bindEntityTexture(entity);
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Vec3d[] vertices = GeometryUtils.getVertices(entity.getEntityBoundingBox().offset(entity.getPositionVector()
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.add(0, entity.height/2, 0).scale(-1)));
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buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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// Outside
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drawFace(buffer, vertices[0], vertices[1], vertices[3], vertices[2], 0.5f, 0, 0.75f, 0.5f); // Bottom
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drawFace(buffer, vertices[6], vertices[7], vertices[2], vertices[3], 0.75f, 0.5f, 1, 1); // South
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drawFace(buffer, vertices[5], vertices[6], vertices[1], vertices[2], 0, 0.5f, 0.25f, 1); // East
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drawFace(buffer, vertices[4], vertices[5], vertices[0], vertices[1], 0.25f, 0.5f, 0.5f, 1); // North
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drawFace(buffer, vertices[7], vertices[4], vertices[3], vertices[0], 0.5f, 0.5f, 0.75f, 1); // West
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drawFace(buffer, vertices[5], vertices[4], vertices[6], vertices[7], 0.25f, 0, 0.5f, 0.5f); // Top
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tessellator.draw();
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GlStateManager.popMatrix();
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}
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private static void drawFace(BufferBuilder buffer, Vec3d topLeft, Vec3d topRight, Vec3d bottomLeft, Vec3d bottomRight, float u1, float v1, float u2, float v2){
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buffer.pos(topLeft.x, topLeft.y, topLeft.z).tex(u1, v1).endVertex();
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buffer.pos(topRight.x, topRight.y, topRight.z).tex(u2, v1).endVertex();
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buffer.pos(bottomRight.x, bottomRight.y, bottomRight.z).tex(u2, v2).endVertex();
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buffer.pos(bottomLeft.x, bottomLeft.y, bottomLeft.z).tex(u1, v2).endVertex();
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}
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}
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