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
@@ -1,187 +0,0 @@
package electroblob.wizardry.client.renderer;
import java.util.Random;
import org.lwjgl.opengl.GL11;
import electroblob.wizardry.entity.EntityArc;
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.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.ResourceLocation;
public class RenderArc extends Render<EntityArc> {
public RenderArc(RenderManager renderManager){
super(renderManager);
}
@Override
public void doRender(EntityArc arc, double x, double y, double z, float viewPitch, float viewYaw) {
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
Tessellator tessellator = Tessellator.getInstance();
/* Note: A lot of the maths here works on similar triangles and the ratios between them, avoiding too much
* pythagoras and eliminating the need for any trig. Ratios are used for the positioning of the arc endpoints.
* Ratios are usually used swapping x and z because the triangles are rotated through 90 degrees. */
double dx = -x;
double dy = -y;
double dz = -z;
if(arc.x1 != 0){
dx = arc.x1 - arc.posX;
dy = arc.y1 - arc.posY;
dz = arc.z1 - arc.posZ;
// The distance from origin to endpoint
double arcLength = Math.sqrt(dx*dx+dy*dy+dz*dz);
GL11.glTranslated(dx, dy, dz);
// Math.atan2 computes within -180 to +180, rather than -90 to +90.
float yaw = (float)(180d/Math.PI * Math.atan2(-dx, -dz));
float pitch = (float)(180f/(float)Math.PI * Math.atan(dy/Math.sqrt(dz*dz+dx*dx)));
GL11.glRotatef(yaw, 0, 1, 0);
GL11.glRotatef(pitch, 1, 0, 0);
// The direction of the arc drawn by the tessellator is always along the z axis and is rotated to the
// correct orientation, that way there isn't a ton of trigonometry and the code is way neater.
boolean freeEnd = arc.freeEnd;
// == To be extracted as constants later ==
float thickness = 0.04f; // Half the width of the outermost layer
double maxSegmentLength = 0.6; // Max length of a segment, obviously
double minSegmentLength = 0.2; // Min length of a segment
double vertexDither = 0.15; // Max deviation in x or y axis from the centreline
int maxForkSegments = 3; // Max number of segments a fork can have
float forkChance = 0.3f; // Chance (as a fraction) that a vertex will have a fork
int updateTime = 1; // Number of ticks to wait before the arc changes shape again
int numberOfSegments = (int)Math.round(arcLength/maxSegmentLength); // Number of segments
for(int layer=0; layer<3; layer++){
double px=0, py=0, pz=0;
// Creates a random from the arc's seed field + the number of ticks it has existed/the update period.
// By using a seed, we can ensure the vertex positions and forks are identical a) for each layer, even
// though they are rendered sequentially, and b) across many frames (and ticks, if updateTime > 1).
Random random = new Random(arc.seed + arc.ticksExisted/updateTime);
// numberOfSegments-1 because the last segment is handled separately.
for(int i=0; i<numberOfSegments-1; i++){
double px2 = (random.nextDouble()*2-1)*vertexDither; // Maybe use Gaussians?
double py2 = (random.nextDouble()*2-1)*vertexDither;
double pz2 = pz + arcLength/(double)numberOfSegments; // For now they are all the same length
drawSegment(tessellator, layer, px, py, pz, px2, py2, pz2, thickness);
// Forks
if(random.nextFloat() < forkChance){
double px3=px, py3=py, pz3=pz;
for(int j=0; j<random.nextInt(maxForkSegments-1)+1; j++){
// Forks set their centreline to the x/y coordinates of the vertex they originate from
double px4 = px3 + (random.nextDouble()*2-1)*vertexDither;
double py4 = py3 + (random.nextDouble()*2-1)*vertexDither;
double pz4 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
drawSegment(tessellator, layer, px3, py3, pz3, px4, py4, pz4, thickness*0.8f);
// Forks of forks
if(random.nextFloat() < forkChance){
double px5 = px3 + (random.nextDouble()*2-1)*vertexDither;
double py5 = py3 + (random.nextDouble()*2-1)*vertexDither;
double pz5 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
drawSegment(tessellator, layer, px3, py3, pz3, px5, py5, pz5, thickness*0.6f);
}
px3 = px4;
py3 = py4;
pz3 = pz4;
}
}
px = px2;
py = py2;
pz = pz2;
}
// Last segment has a specific end position and cannot fork.
double px2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
double py2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
drawSegment(tessellator, layer, px, py, pz, px2, py2, arcLength, thickness);
}
}
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
/** 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:
// TODO: Extract these colours as constants
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 255, 255, 255, 255);
break;
case 1:
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, 200, 255, 255, 165);
break;
case 2:
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, 50, 150, 255, 75);
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, int r, int g, int b, int 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();
}
@Override
protected ResourceLocation getEntityTexture(EntityArc entity){
return null;
}
}
@@ -1,72 +0,0 @@
package electroblob.wizardry.client.renderer;
import org.lwjgl.opengl.GL11;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.construct.EntityLightningPulse;
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.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.ResourceLocation;
public class RenderLightningPulse extends Render<EntityLightningPulse> {
private final ResourceLocation[] textures = new ResourceLocation[8];
private float scale = 1.0f;
public RenderLightningPulse(RenderManager renderManager, float scale){
super(renderManager);
for(int i = 0; i < textures.length; i++){
textures[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/lightning_pulse_" + i + ".png");
}
this.scale = scale;
}
@Override
public void doRender(EntityLightningPulse entity, double par2, double par4, double par6, float par8, float par9){
GlStateManager.pushMatrix();
GlStateManager.enableBlend();
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
float yOffset = 0;
GlStateManager.translate((float)par2, (float)par4 + yOffset, (float)par6);
this.bindTexture(textures[entity.ticksExisted]);
float f6 = 1.0F;
float f7 = 0.5F;
float f8 = 0.5F;
GlStateManager.rotate(-90, 1, 0, 0);
GlStateManager.scale(scale, scale, scale);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
buffer.pos((double)(0.0F - f7), (double)(0.0F - f8), 0.01).tex(0, 1).endVertex();
buffer.pos((double)(f6 - f7), (double)(0.0F - f8), 0.01).tex(1, 1).endVertex();
buffer.pos((double)(f6 - f7), (double)(1.0F - f8), 0.01).tex(1, 0).endVertex();
buffer.pos((double)(0.0F - f7), (double)(1.0F - f8), 0.01).tex(0, 0).endVertex();
tessellator.draw();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
}
@Override
protected ResourceLocation getEntityTexture(EntityLightningPulse entity){
return null;
}
}