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!
This commit is contained in:
Electroblob77
2019-08-18 00:04:18 +01:00
parent 2680d02304
commit f37812be3e
1564 changed files with 47652 additions and 12984 deletions
@@ -0,0 +1,124 @@
package electroblob.wizardry.client.renderer;
import electroblob.wizardry.entity.construct.EntityForcefield;
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;
import net.minecraft.util.math.MathHelper;
import org.lwjgl.opengl.GL11;
public class RenderForcefield extends Render<EntityForcefield> {
private static final float EXPANSION_TIME = 3;
public RenderForcefield(RenderManager renderManager){
super(renderManager);
}
@Override
public void doRender(EntityForcefield entity, double x, double y, double z, float yaw, float partialTicks){
// For now we're just using a UV sphere
GlStateManager.pushMatrix();
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
GlStateManager.translate(x, y, z);
float latStep = (float)Math.PI/20;
float longStep = (float)Math.PI/20;
float pulse = MathHelper.sin((entity.ticksExisted + partialTicks)/10f);
float r = 0.35f, g = 0.55f + 0.05f * pulse, b = 1;
float radius = entity.getRadius();
float a = 0.5f;
if(entity.ticksExisted > entity.lifetime - EXPANSION_TIME){
radius *= 1 + 0.2f * (entity.ticksExisted + partialTicks - (entity.lifetime - EXPANSION_TIME))/EXPANSION_TIME;
a *= Math.max(0, 1 - (entity.ticksExisted + partialTicks - (entity.lifetime - EXPANSION_TIME))/EXPANSION_TIME);
}else if(entity.ticksExisted < EXPANSION_TIME){
radius *= 1 - (EXPANSION_TIME - entity.ticksExisted - partialTicks)/EXPANSION_TIME;
a *= 1 - (EXPANSION_TIME - entity.ticksExisted - partialTicks)/EXPANSION_TIME;
}
// Draw the inside first
drawSphere(radius - 0.1f - 0.025f * pulse, latStep, longStep, true, r, g, b, a);
drawSphere(radius - 0.1f - 0.025f * pulse, latStep, longStep, false, 1, 1, 1, a);
drawSphere(radius, latStep, longStep, false, r, g, b, 0.7f * a);
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
@Override
protected ResourceLocation getEntityTexture(EntityForcefield entity){
return null;
}
/**
* Draws a sphere (using lat/long triangles) with the given parameters.
* @param radius The radius of the sphere.
* @param latStep The latitude step; smaller is smoother but increases performance cost.
* @param longStep The longitude step; smaller is smoother but increases performance cost.
* @param inside Whether to draw the outside or the inside of the sphere.
* @param r The red component of the sphere colour.
* @param g The green component of the sphere colour.
* @param b The blue component of the sphere colour.
* @param a The alpha component of the sphere colour.
*/
private static void drawSphere(float radius, float latStep, float longStep, boolean inside, float r, float g, float b, float a){
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
boolean goingUp = inside;
buffer.pos(0, goingUp ? -radius : radius, 0).color(r, g, b, a).endVertex(); // Start at the north pole
for(float longitude = -(float)Math.PI; longitude <= (float)Math.PI; longitude += longStep){
// Leave the poles out since they only have a single point per stack instead of two
for(float theta = (float)Math.PI/2 - latStep; theta >= -(float)Math.PI/2 + latStep; theta -= latStep){
float latitude = goingUp ? -theta : theta;
float hRadius = radius * MathHelper.cos(latitude);
float vy = radius * MathHelper.sin(latitude);
float vx = hRadius * MathHelper.sin(longitude);
float vz = hRadius * MathHelper.cos(longitude);
buffer.pos(vx, vy, vz).color(r, g, b, a).endVertex();
vx = hRadius * MathHelper.sin(longitude + longStep);
vz = hRadius * MathHelper.cos(longitude + longStep);
buffer.pos(vx, vy, vz).color(r, g, b, a).endVertex();
}
// The next pole
buffer.pos(0, goingUp ? radius : -radius, 0).color(r, g, b, a).endVertex();
goingUp = !goingUp;
}
tessellator.draw();
}
}