Reorganise and clean up client event handlers
This commit is contained in:
@@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user