Add donor perks and tweak generalise rendering of healing totem
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package electroblob.wizardry.client.renderer.effect;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.block.BlockReceptacle;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.misc.DonationPerksHandler;
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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.vertex.DefaultVertexFormats;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3d;
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import net.minecraftforge.client.event.RenderPlayerEvent;
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import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import org.lwjgl.opengl.GL11;
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@EventBusSubscriber
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public class RenderDonationPerks {
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private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/flare.png");
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private static final ResourceLocation[] CUBE_TEXTURES = new ResourceLocation[14];
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private static final float BOBBING_PERIOD = 25;
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private static final float ROTATION_PERIOD = 60;
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private static final double ROTATION_RADIUS = 0.7;
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private static final double HEIGHT_FRACTION = 0.8;
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private static final double BOBBING_DISTANCE = 0.2;
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private static final double FOLLOW_DISTANCE = 1.4;
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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/totem/cube_" + i + ".png");
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}
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@SubscribeEvent
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public static void onRenderPlayerEvent(RenderPlayerEvent.Post event){
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EntityPlayer player = event.getEntityPlayer();
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float partialTicks = event.getPartialRenderTick();
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Element element = DonationPerksHandler.getElement(player);
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if(element != null){
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int c1 = BlockReceptacle.PARTICLE_COLOURS.get(element)[0];
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int r1 = (c1 & 0xFF0000) >> 16;
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int g1 = (c1 & 0xFF00) >> 8;
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int b1 = (c1 & 0xFF);
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int c2 = BlockReceptacle.PARTICLE_COLOURS.get(element)[1];
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int r2 = (c2 & 0xFF0000) >> 16;
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int g2 = (c2 & 0xFF00) >> 8;
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int b2 = (c2 & 0xFF);
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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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double x1 = player.chasingPosX - player.posX;
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double y1 = player.chasingPosY - player.posY;
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double z1 = player.chasingPosZ - player.posZ;
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double x2 = player.prevChasingPosX - player.prevPosX;
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double y2 = player.prevChasingPosY - player.prevPosY;
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double z2 = player.prevChasingPosZ - player.prevPosZ;
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double dx = x2 + (x1 - x2) * partialTicks;
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double dy = y2 + (y1 - y2) * partialTicks;
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double dz = z2 + (z1 - z2) * partialTicks;
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float t = player.ticksExisted + partialTicks;
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float hMoveFraction = MathHelper.clamp((float)(dx * dx + dz * dz) / 0.3f, 0, 1);
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float vMoveFraction = MathHelper.clamp((float)(dy * dy) / 0.3f, 0, 1);
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double x = event.getX() + ROTATION_RADIUS * MathHelper.sin(t / ROTATION_PERIOD) * (1 - hMoveFraction) + FOLLOW_DISTANCE * dx;
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double y = event.getY() + HEIGHT_FRACTION * player.height + BOBBING_DISTANCE * MathHelper.sin(t / BOBBING_PERIOD) * (1 - vMoveFraction) + FOLLOW_DISTANCE * dy;
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double z = event.getZ() + ROTATION_RADIUS * MathHelper.cos(t / ROTATION_PERIOD) * (1 - hMoveFraction) + FOLLOW_DISTANCE * dz;
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GlStateManager.translate(x, y, z);
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GlStateManager.scale(0.4, 0.4, 0.4);
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// Makes the colour add to the colour of the texture pixels, rather than the default multiplying
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GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_ADD);
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GlStateManager.color(r1/255f, g1/255f, b1/255f);
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drawFlare(tessellator);
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// Reverses the colour addition change
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GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
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GlStateManager.color(r2/255f, g2/255f, b2/255f);
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drawCube(player, tessellator, partialTicks);
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GlStateManager.color(1, 1, 1,1);
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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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}
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private static 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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Minecraft.getMinecraft().renderEngine.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 static void drawCube(EntityPlayer player, Tessellator tessellator, float partialTicks){
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BufferBuilder buffer = tessellator.getBuffer();
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GlStateManager.pushMatrix();
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float age = player.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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Minecraft.getMinecraft().renderEngine.bindTexture(CUBE_TEXTURES[player.ticksExisted % CUBE_TEXTURES.length]);
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Vec3d[] vertices = GeometryUtils.getVertices(new AxisAlignedBB(-0.5, -0.5, -0.5, 0.5, 0.5, 0.5));
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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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