Initial commit

This commit is contained in:
Electroblob
2018-01-19 20:33:04 +00:00
commit da6b007a3a
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package electroblob.wizardry.client.particle;
import java.util.List;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
import net.minecraft.client.particle.Particle;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
/**
* Abstract superclass for all particles that use custom textures. This is intended to centralise as much code as
* possible; all subclasses need to do is to define the texture to use, how the frames are arranged (and which to
* choose), and any properties like gravity and collisions.
* @author Electroblob
* @since Wizardry 1.2
*/
@SideOnly(Side.CLIENT)
public abstract class ParticleCustomTexture extends Particle {
/** True if the particle always renders at full brightness. Defaults to false. */
protected boolean fullBrightness = false;
public ParticleCustomTexture(World world, double x, double y, double z, double vx, double vy, double vz){
super(world, x, y, z, vx, vy, vz);
this.motionX = vx;
this.motionY = vy;
this.motionZ = vz;
this.init();
}
public ParticleCustomTexture(World world, double x, double y, double z, double vx, double vy, double vz, int maxAge){
this(world, x, y, z, vx, vy, vz);
this.particleMaxAge = maxAge;
}
/** Called from both constructors to set constants, avoiding duplicate code. Common fields to set here
* include: particleScale, particleGravity, canCollide, fullBrightness and setting the texture index. */
public abstract void init();
/** Returns a ResourceLocation for the particle's texture sheet. Do not create a new ResourceLocation in this
* method, only return a constant. */
public abstract ResourceLocation getTexture();
/** Returns how many 'frames' there are in the x direction on the texture. */
protected abstract int getXFrames();
/** Returns how many 'frames' there are in the y direction on the texture. */
protected abstract int getYFrames();
/* There are 4 layers of particles, specified as 0-3 by the method below.
* - Layer 0 causes the normal particles.png to be bound to the render engine for normal particles.
* - Layer 1 causes the block textures to be bound to the render engine for digging fx and falling fx.
* - Layer 2 causes the item textures to be bound to the render engine for tool breaking fx, snowballpoofs, slime particles, etc.
* - Layer 3 is not used in vanilla minecraft and was presumably added by forge for exactly this reason.
* This means no texture is bound by vanilla minecraft, meaning you are free to do as you wish without possibly
* overwriting vanilla particles. Mod particles won't be overwritten anyway since they bind their own textures.
* It is of course important to bind the texture every time you render a custom particle, but I don't see how
* you could do it any other way, since you don't have access to EffectRenderer. */
@Override
public int getFXLayer() {
// This can only be 0-3 or it will cause an ArrayIndexOutOfBoundsException in EffectRenderer.
return 3;
}
@Override
public void setParticleTextureIndex(int index){
this.particleTextureIndexX = index % getXFrames();
this.particleTextureIndexY = index / getYFrames();
}
// Overridden to fix the bug with vanilla that makes particles frictionless. (y != y... seriously, Mojang?)
@Override
public void moveEntity(double x, double y, double z){
double d0 = y;
if (this.canCollide)
{
List<AxisAlignedBB> list = this.worldObj.getCollisionBoxes((Entity)null, this.getEntityBoundingBox().addCoord(x, y, z));
for (AxisAlignedBB axisalignedbb : list)
{
y = axisalignedbb.calculateYOffset(this.getEntityBoundingBox(), y);
}
this.setEntityBoundingBox(this.getEntityBoundingBox().offset(0.0D, y, 0.0D));
for (AxisAlignedBB axisalignedbb1 : list)
{
x = axisalignedbb1.calculateXOffset(this.getEntityBoundingBox(), x);
}
this.setEntityBoundingBox(this.getEntityBoundingBox().offset(x, 0.0D, 0.0D));
for (AxisAlignedBB axisalignedbb2 : list)
{
z = axisalignedbb2.calculateZOffset(this.getEntityBoundingBox(), z);
}
this.setEntityBoundingBox(this.getEntityBoundingBox().offset(0.0D, 0.0D, z));
}
else
{
this.setEntityBoundingBox(this.getEntityBoundingBox().offset(x, y, z));
}
this.resetPositionToBB();
this.isCollided = d0 != y && d0 < 0.0D;
/* Can never be true! - But this doesn't seem to make any difference anyway.
if (x != x)
{
this.motionX = 0.0D;
}
if (z != z)
{
this.motionZ = 0.0D;
}
*/
}
// Overridden to bind the new texture. I think this can be done with TextureAtlasSprite, but this works as it is
// so I'm not changing it for the time being.
@Override
public void renderParticle(VertexBuffer buffer, Entity viewer, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ){
GlStateManager.pushMatrix();
GlStateManager.pushAttrib();
this.applyGLStateChanges();
// This stuff does the shading. It vanilla does this later on for each point, but this also seems to work.
int brightness = this.getBrightnessForRender(partialTicks);
int lightmapX = brightness % 65536;
int lightmapY = brightness / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)lightmapX / 1.0F, (float)lightmapY / 1.0F);
RenderHelper.disableStandardItemLighting();
Minecraft.getMinecraft().getTextureManager().bindTexture(getTexture());
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
float u1 = (float)this.particleTextureIndexX / (float)getXFrames();
float u2 = u1 + 1.0f/getXFrames();
float v1 = (float)this.particleTextureIndexY / (float)getYFrames();
float v2 = v1 + 1.0f/getYFrames();
float scale = 0.1F * this.particleScale;
// I'm pretty sure these were always static.
Particle.interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
Particle.interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
Particle.interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
buffer.pos((double)(x - rotationX * scale - rotationXY * scale), (double)(y - rotationZ * scale), (double)(z - rotationYZ * scale - rotationXZ * scale)).tex(u2, v2).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
buffer.pos((double)(x - rotationX * scale + rotationXY * scale), (double)(y + rotationZ * scale), (double)(z - rotationYZ * scale + rotationXZ * scale)).tex(u2, v1).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
buffer.pos((double)(x + rotationX * scale + rotationXY * scale), (double)(y + rotationZ * scale), (double)(z + rotationYZ * scale + rotationXZ * scale)).tex(u1, v1).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
buffer.pos((double)(x + rotationX * scale - rotationXY * scale), (double)(y - rotationZ * scale), (double)(z + rotationYZ * scale - rotationXZ * scale)).tex(u1, v2).color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();;
Tessellator.getInstance().draw();
this.undoGLStateChanges();
GlStateManager.popAttrib();
GlStateManager.popMatrix();
}
/** Override to add any GL state changes, like blending. Does nothing by default. <b>State changes should be
* done using GLStateManager, not using GL11 directly</b> (as is the case with all rendering code now). */
public void applyGLStateChanges(){}
/** Override to undo any GL state changes, like blending. Does nothing by default. <b>State changes should be
* done using GLStateManager, not using GL11 directly</b> (as is the case with all rendering code now). */
public void undoGLStateChanges(){}
@Override
public int getBrightnessForRender(float partialTick){
return fullBrightness ? 15728880 : super.getBrightnessForRender(partialTick);
}
}