Reorganise and clean up client event handlers

This commit is contained in:
Electroblob77
2020-06-06 23:25:56 +01:00
parent 6df0d2dc6e
commit 1a094e1970
50 changed files with 625 additions and 443 deletions
@@ -0,0 +1,168 @@
package electroblob.wizardry.client.renderer.effect;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.spell.Shield;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.Vec3d;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.client.event.RenderWorldLastEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import org.lwjgl.opengl.GL11;
@Mod.EventBusSubscriber(Side.CLIENT)
public class RenderShield {
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/shield.png");
// First person
@SubscribeEvent
public static void onRenderWorldLastEvent(RenderWorldLastEvent event){
// Only render in first person
if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 0){
EntityPlayer player = Minecraft.getMinecraft().player;
if(WizardData.get(player).getVariable(Shield.SHIELD_KEY) != null && WizardryUtilities.isCasting(player, Spells.shield)){
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
GlStateManager.translate(0, 1.4, 0);
GlStateManager.rotate(-player.rotationYaw, 0, 1, 0);
GlStateManager.rotate(player.rotationPitch, 1, 0, 0);
GlStateManager.translate(0, 0, 0.8);
Tessellator tessellator = Tessellator.getInstance();
Minecraft.getMinecraft().renderEngine.bindTexture(TEXTURE);
render(tessellator);
GlStateManager.enableLighting();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.enableCull();
GlStateManager.disableBlend();
// RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
}
}
// Third person
@SubscribeEvent
public static void onRenderPlayerEvent(RenderPlayerEvent.Post event){
EntityPlayer player = event.getEntityPlayer();
if(WizardData.get(player).getVariable(Shield.SHIELD_KEY) != null && WizardryUtilities.isCasting(player, Spells.shield)){
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.enableBlend();
// For some reason, the old blend function (GL11.GL_SRC_ALPHA, GL11.GL_SRC_ALPHA) caused the inner
// edges to appear black, so I have changed it to this, which looks very slightly different.
GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
Vec3d delta = player.getPositionEyes(event.getPartialRenderTick())
.subtract(Minecraft.getMinecraft().player.getPositionEyes(event.getPartialRenderTick()));
GlStateManager.translate(delta.x, delta.y, delta.z);
GlStateManager.translate(0, 1.3, 0);
// GlStateManager.rotate(180, 0, 1, 0);
GlStateManager.rotate(-player.renderYawOffset, 0, 1, 0);
// GlStateManager.rotate(-player.rotationPitch, 1, 0, 0);
GlStateManager.translate(0, 0, 0.8);
Tessellator tessellator = Tessellator.getInstance();
Minecraft.getMinecraft().renderEngine.bindTexture(TEXTURE);
render(tessellator);
GlStateManager.enableLighting();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.enableCull();
GlStateManager.disableBlend();
// RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
}
private static void render(Tessellator tessellator){
BufferBuilder buffer = tessellator.getBuffer();
double widthOuter = 0.6d;
double heightOuter = 0.7d;
double widthInner = 0.3d;
double heightInner = 0.4d;
double depth = 0.2d;
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR);
buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex();
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(-widthInner, heightOuter, -depth).tex(0.2, 0).color(0, 0, 0, 255).endVertex();
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(widthInner, heightOuter, -depth).tex(0.8, 0).color(0, 0, 0, 255).endVertex();
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(widthOuter, heightInner, -depth).tex(1, 0.2).color(0, 0, 0, 255).endVertex();
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(widthOuter, -heightInner, -depth).tex(1, 0.8).color(0, 0, 0, 255).endVertex();
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
buffer.pos(widthInner, -heightOuter, -depth).tex(0.8, 1).color(0, 0, 0, 255).endVertex();
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
buffer.pos(-widthInner, -heightOuter, -depth).tex(0.2, 1).color(0, 0, 0, 255).endVertex();
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
buffer.pos(-widthOuter, -heightInner, -depth).tex(0, 0.8).color(0, 0, 0, 255).endVertex();
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex();
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
tessellator.draw();
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR);
buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex();
buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex();
buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex();
tessellator.draw();
}
}