The great particle refactoring part 2: Splitting and Streamlining!

- Splits all particle textures into individual files intead of sprite sheets
- Replaces arc and lightning pulse entities with particles
- Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types
- Renames a few ParticleBuilder methods for conciseness.
- Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
This commit is contained in:
Electroblob77
2019-01-01 21:40:04 +00:00
parent ad363c64af
commit b374f71533
201 changed files with 1682 additions and 1551 deletions
@@ -0,0 +1,95 @@
package electroblob.wizardry.client.particle;
import org.lwjgl.opengl.GL11;
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.world.World;
public class ParticleBeam extends ParticleTargeted {
/** Half the width of the outermost layer. */
private static final float THICKNESS = 0.1f;
public ParticleBeam(World world, double x, double y, double z){
super(world, x, y, z); // Does not have a texture!
this.setRBGColorF(1, 1, 1);
this.setMaxAge(1);
this.particleScale = 1;
}
@Override
public int getFXLayer(){
return 3;
}
@Override
protected void draw(Tessellator tessellator, double length, float partialTicks){
float scale = this.particleScale;
if(this.particleMaxAge > 1){
float ageFraction = (particleAge + partialTicks - 1)/particleMaxAge;
// Squaring this makes it look smoother than a linear shrinking effect
scale = this.particleScale * (1 - ageFraction*ageFraction);
}
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
for(int layer=0; layer<3; layer++){
drawSegment(tessellator, layer, 0, 0, 0, 0, 0, length, THICKNESS * scale);
}
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.disableBlend();
}
/** Draws the given layer of a segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with the given thickness. */
private void drawSegment(Tessellator tessellator, int layer, double x1, double y1, double z1, double x2, double y2, double z2, float thickness){
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
switch(layer){
case 0:
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 1, 1, 1, 1);
break;
case 1:
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, (particleRed + 1)/2, (particleGreen + 1)/2,
(particleBlue + 1)/2, 0.65f);
break;
case 2:
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, particleRed, particleGreen, particleBlue, 0.3f);
break;
}
tessellator.draw();
}
/** Draws a single box for one segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with given width and colour. */
private void drawShearedBox(BufferBuilder buffer, double x1, double y1, double z1, double x2, double y2, double z2, float width, float r, float g, float b, float a){
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
buffer.pos(x1-width, y1+width, z1).color(r, g, b, a).endVertex();
buffer.pos(x2-width, y2+width, z2).color(r, g, b, a).endVertex();
buffer.pos(x1+width, y1+width, z1).color(r, g, b, a).endVertex();
buffer.pos(x2+width, y2+width, z2).color(r, g, b, a).endVertex();
buffer.pos(x1+width, y1-width, z1).color(r, g, b, a).endVertex();
buffer.pos(x2+width, y2-width, z2).color(r, g, b, a).endVertex();
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
}
}