That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
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package electroblob.wizardry.client.renderer;
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import electroblob.wizardry.entity.construct.EntityForcefield;
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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.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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import net.minecraft.util.math.MathHelper;
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import org.lwjgl.opengl.GL11;
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public class RenderForcefield extends Render<EntityForcefield> {
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private static final float EXPANSION_TIME = 3;
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public RenderForcefield(RenderManager renderManager){
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super(renderManager);
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}
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@Override
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public void doRender(EntityForcefield entity, double x, double y, double z, float yaw, float partialTicks){
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// For now we're just using a UV sphere
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GlStateManager.pushMatrix();
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GlStateManager.disableLighting();
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GlStateManager.enableBlend();
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GlStateManager.disableTexture2D();
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GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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GlStateManager.translate(x, y, z);
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float latStep = (float)Math.PI/20;
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float longStep = (float)Math.PI/20;
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float pulse = MathHelper.sin((entity.ticksExisted + partialTicks)/10f);
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float r = 0.35f, g = 0.55f + 0.05f * pulse, b = 1;
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float radius = entity.getRadius();
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float a = 0.5f;
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if(entity.ticksExisted > entity.lifetime - EXPANSION_TIME){
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radius *= 1 + 0.2f * (entity.ticksExisted + partialTicks - (entity.lifetime - EXPANSION_TIME))/EXPANSION_TIME;
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a *= Math.max(0, 1 - (entity.ticksExisted + partialTicks - (entity.lifetime - EXPANSION_TIME))/EXPANSION_TIME);
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}else if(entity.ticksExisted < EXPANSION_TIME){
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radius *= 1 - (EXPANSION_TIME - entity.ticksExisted - partialTicks)/EXPANSION_TIME;
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a *= 1 - (EXPANSION_TIME - entity.ticksExisted - partialTicks)/EXPANSION_TIME;
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}
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// Draw the inside first
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drawSphere(radius - 0.1f - 0.025f * pulse, latStep, longStep, true, r, g, b, a);
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drawSphere(radius - 0.1f - 0.025f * pulse, latStep, longStep, false, 1, 1, 1, a);
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drawSphere(radius, latStep, longStep, false, r, g, b, 0.7f * a);
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GlStateManager.enableTexture2D();
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GlStateManager.enableLighting();
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GlStateManager.disableBlend();
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GlStateManager.popMatrix();
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}
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@Override
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protected ResourceLocation getEntityTexture(EntityForcefield entity){
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return null;
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}
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/**
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* Draws a sphere (using lat/long triangles) with the given parameters.
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* @param radius The radius of the sphere.
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* @param latStep The latitude step; smaller is smoother but increases performance cost.
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* @param longStep The longitude step; smaller is smoother but increases performance cost.
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* @param inside Whether to draw the outside or the inside of the sphere.
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* @param r The red component of the sphere colour.
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* @param g The green component of the sphere colour.
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* @param b The blue component of the sphere colour.
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* @param a The alpha component of the sphere colour.
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*/
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private static void drawSphere(float radius, float latStep, float longStep, boolean inside, float r, float g, float b, float a){
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
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boolean goingUp = inside;
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buffer.pos(0, goingUp ? -radius : radius, 0).color(r, g, b, a).endVertex(); // Start at the north pole
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for(float longitude = -(float)Math.PI; longitude <= (float)Math.PI; longitude += longStep){
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// Leave the poles out since they only have a single point per stack instead of two
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for(float theta = (float)Math.PI/2 - latStep; theta >= -(float)Math.PI/2 + latStep; theta -= latStep){
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float latitude = goingUp ? -theta : theta;
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float hRadius = radius * MathHelper.cos(latitude);
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float vy = radius * MathHelper.sin(latitude);
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float vx = hRadius * MathHelper.sin(longitude);
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float vz = hRadius * MathHelper.cos(longitude);
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buffer.pos(vx, vy, vz).color(r, g, b, a).endVertex();
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vx = hRadius * MathHelper.sin(longitude + longStep);
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vz = hRadius * MathHelper.cos(longitude + longStep);
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buffer.pos(vx, vy, vz).color(r, g, b, a).endVertex();
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}
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// The next pole
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buffer.pos(0, goingUp ? radius : -radius, 0).color(r, g, b, a).endVertex();
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goingUp = !goingUp;
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}
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tessellator.draw();
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}
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}
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