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package electroblob.wizardry.client.renderer;
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import java.util.ArrayList;
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import java.util.Collections;
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import org.lwjgl.opengl.GL11;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.construct.EntityBlackHole;
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import net.minecraft.client.Minecraft;
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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.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.VertexBuffer;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderManager;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.util.ResourceLocation;
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public class RenderBlackHole extends Render<EntityBlackHole> {
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private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID, "textures/entity/dark_ray.png");
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private static final ResourceLocation texture2 = new ResourceLocation(Wizardry.MODID, "textures/entity/black_hole.png");
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public RenderBlackHole(RenderManager renderManager) {
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super(renderManager);
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}
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@Override
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public void doRender(EntityBlackHole blackhole, double x, double y, double z, float fa, float fb) {
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GlStateManager.pushMatrix();
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GlStateManager.disableCull();
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GlStateManager.enableBlend();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GlStateManager.shadeModel(GL11.GL_SMOOTH);
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GlStateManager.disableLighting();
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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RenderHelper.disableStandardItemLighting();
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GlStateManager.translate(x, y, z);
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//float pitch = (float) Math.toDegrees(Math.atan(y/(x*x+z*z)));
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//float yaw = (float) Math.toDegrees(Math.atan(x/z));
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Tessellator tessellator = Tessellator.getInstance();
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VertexBuffer buffer = tessellator.getBuffer();
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GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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if(blackhole.ticksExisted < 10){
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GlStateManager.scale((float)blackhole.ticksExisted/10, (float)blackhole.ticksExisted/10, (float)blackhole.ticksExisted/10);
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}
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if(blackhole.ticksExisted > blackhole.lifetime - 10){
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GlStateManager.scale((float)(blackhole.lifetime-blackhole.ticksExisted)/10, (float)(blackhole.lifetime-blackhole.ticksExisted)/10, (float)(blackhole.lifetime-blackhole.ticksExisted)/10);
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}
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this.bindTexture(texture);
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// In theory this stuff should sort the rays into the correct render order based on the distance from
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// the 'camera' (i.e. the player's viewpoint)
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// In the end it was easier to do away with the openGL rotation because for some reason it produced
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// coordinates which were inconsistent with my calculated ones. Since I know those will give the desired
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// effect anyway, I just used them directly instead.
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ArrayList<RayHelper> rays = new ArrayList<RayHelper>(1);
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for(int j=0; j<30; j++){
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float scale = 3.0f;
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int a = blackhole.randomiser[j];
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int b = blackhole.randomiser2[j];
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int sliceAngle = 20 + a;
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double x1 = scale*Math.sin((blackhole.ticksExisted + 40*j)*(Math.PI/180));
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//double y1 = 0.7*Math.cos((blackhole.timer - 40*j)*(Math.PI/180))*j/10;
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double z1 = scale*Math.cos((blackhole.ticksExisted + 40*j)*(Math.PI/180));
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double x2 = scale*Math.sin((blackhole.ticksExisted + 40*j - sliceAngle)*(Math.PI/180));
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//double y2 = 0.7*Math.sin((blackhole.timer - 40*j)*(Math.PI/180))*j/10;
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double z2 = scale*Math.cos((blackhole.ticksExisted + 40*j - sliceAngle)*(Math.PI/180));
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double absoluteX = x1*Math.cos(31*b);
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double absoluteY = z1*Math.sin(31*a) + x1*Math.cos(31*a)*Math.sin(31*b);
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double absoluteZ = z1*Math.cos(31*a);
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double absoluteX2 = x2*Math.cos(31*b);
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double absoluteY2 = z2*Math.sin(31*a) + x2*Math.cos(31*a)*Math.sin(31*b);
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double absoluteZ2 = z2*Math.cos(31*a);
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/*
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buffer.begin(0, DefaultVertexFormats.POSITION_TEX);
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tessellator.setColorOpaque(255, 255, 255);
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GL11.glPointSize(5);
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tessellator.addVertex(absoluteX-x, 0, 0);
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tessellator.addVertex(0, absoluteY-y, 0);
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tessellator.addVertex(0, 0, absoluteZ-z);
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tessellator.draw();
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*/
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rays.add(new RayHelper(j, absoluteX, absoluteY, absoluteZ, absoluteX2, absoluteY2, absoluteZ2, x, y, z));
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}
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Collections.sort(rays);
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for(RayHelper ray : rays){
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GlStateManager.pushMatrix();
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//GlStateManager.rotate(31*blackhole.randomiser[ray.ordinal], 1, 0, 0);
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//GlStateManager.rotate(31*blackhole.randomiser2[ray.ordinal], 0, 0, 1);
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buffer.begin(5, DefaultVertexFormats.POSITION_TEX);
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//tessellator.setColorRGBA(255, 255, 255, 0);
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buffer.pos(0, 0, 0).tex(0, 0).endVertex();
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buffer.pos(0, 0, 0).tex(0, 1).endVertex();
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//tessellator.setColorRGBA(0, 0, 0, 255);
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buffer.pos(ray.x1, ray.y1, ray.z1).tex(1, 0).endVertex();
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buffer.pos(ray.x2, ray.y2, ray.z2).tex(1, 1).endVertex();
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tessellator.draw();
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GlStateManager.popMatrix();
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}
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GlStateManager.pushMatrix();
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/* Deprecated in favour of particle style method.
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GlStateManager.rotate(yaw, 0, 1, 0);
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// GL transformations are relative, hence only x rotation
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if(z < 0){
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GlStateManager.rotate(pitch, 1, 0, 0);
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}else{
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GlStateManager.rotate(-1*pitch, 1, 0, 0);
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}
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*/
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// Renders the aura effect
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// This counteracts the reverse rotation behaviour when in front f5 view. Vanilla now has this fix too.
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float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? this.renderManager.playerViewX : -this.renderManager.playerViewX;
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GlStateManager.rotate(180.0F - this.renderManager.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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this.bindTexture(texture2);
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buffer.pos(-0.4, 0.4, 0).tex(0, 0).endVertex();
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buffer.pos(0.4, 0.4, 0).tex(1, 0).endVertex();
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buffer.pos(0.4, -0.4, 0).tex(1, 1).endVertex();
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buffer.pos(-0.4, -0.4, 0).tex(0, 1).endVertex();
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tessellator.draw();
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GlStateManager.popMatrix();
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GlStateManager.shadeModel(GL11.GL_FLAT);
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GlStateManager.enableCull();
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GlStateManager.disableBlend();
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GlStateManager.enableLighting();
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RenderHelper.enableStandardItemLighting();
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GlStateManager.popMatrix();
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}
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@Override
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protected ResourceLocation getEntityTexture(EntityBlackHole entity) {
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return texture;
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}
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}
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