package electroblob.wizardry.client.renderer.effect; import electroblob.wizardry.Wizardry; import electroblob.wizardry.block.BlockReceptacle; import electroblob.wizardry.constants.Element; import electroblob.wizardry.misc.DonationPerksHandler; import electroblob.wizardry.util.GeometryUtils; import net.minecraft.client.Minecraft; 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.vertex.DefaultVertexFormats; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.Vec3d; import net.minecraftforge.client.event.RenderPlayerEvent; import net.minecraftforge.fml.common.Mod.EventBusSubscriber; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.relauncher.Side; import org.lwjgl.opengl.GL11; @EventBusSubscriber(Side.CLIENT) public class RenderDonationPerks { private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/flare.png"); private static final ResourceLocation[] CUBE_TEXTURES = new ResourceLocation[14]; private static final float BOBBING_PERIOD = 25; private static final float ROTATION_PERIOD = 60; private static final double ROTATION_RADIUS = 0.7; private static final double HEIGHT_FRACTION = 0.8; private static final double BOBBING_DISTANCE = 0.2; private static final double FOLLOW_DISTANCE = 1.4; static { for(int i = 0; i< CUBE_TEXTURES.length; i++) CUBE_TEXTURES[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/cube_" + i + ".png"); } @SubscribeEvent public static void onRenderPlayerEvent(RenderPlayerEvent.Post event){ EntityPlayer player = event.getEntityPlayer(); float partialTicks = event.getPartialRenderTick(); Element element = DonationPerksHandler.getElement(player); if(element != null){ int c1 = BlockReceptacle.PARTICLE_COLOURS.get(element)[0]; int r1 = (c1 & 0xFF0000) >> 16; int g1 = (c1 & 0xFF00) >> 8; int b1 = (c1 & 0xFF); int c2 = BlockReceptacle.PARTICLE_COLOURS.get(element)[2]; int r2 = (c2 & 0xFF0000) >> 16; int g2 = (c2 & 0xFF00) >> 8; int b2 = (c2 & 0xFF); Tessellator tessellator = Tessellator.getInstance(); GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240); GlStateManager.depthMask(false); GlStateManager.disableCull(); double x1 = player.chasingPosX - player.posX; double y1 = player.chasingPosY - player.posY; double z1 = player.chasingPosZ - player.posZ; double x2 = player.prevChasingPosX - player.prevPosX; double y2 = player.prevChasingPosY - player.prevPosY; double z2 = player.prevChasingPosZ - player.prevPosZ; double dx = x2 + (x1 - x2) * partialTicks; double dy = y2 + (y1 - y2) * partialTicks; double dz = z2 + (z1 - z2) * partialTicks; float t = player.ticksExisted + partialTicks; float hMoveFraction = MathHelper.clamp((float)(dx * dx + dz * dz) / 0.3f, 0, 1); float vMoveFraction = MathHelper.clamp((float)(dy * dy) / 0.3f, 0, 1); double x = event.getX() + ROTATION_RADIUS * MathHelper.sin(t / ROTATION_PERIOD) * (1 - hMoveFraction) + FOLLOW_DISTANCE * dx; double y = event.getY() + HEIGHT_FRACTION * player.height + BOBBING_DISTANCE * MathHelper.sin(t / BOBBING_PERIOD) * (1 - vMoveFraction) + FOLLOW_DISTANCE * dy; double z = event.getZ() + ROTATION_RADIUS * MathHelper.cos(t / ROTATION_PERIOD) * (1 - hMoveFraction) + FOLLOW_DISTANCE * dz; GlStateManager.translate(x, y, z); GlStateManager.scale(0.4, 0.4, 0.4); // Makes the colour add to the colour of the texture pixels, rather than the default multiplying GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_ADD); GlStateManager.color(r1/255f, g1/255f, b1/255f); drawFlare(tessellator); // Reverses the colour addition change GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GlStateManager.color(r2/255f, g2/255f, b2/255f); drawCube(player, tessellator, partialTicks); GlStateManager.color(1, 1, 1,1); GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.depthMask(true); GlStateManager.enableCull(); GlStateManager.popMatrix(); } } private static void drawFlare(Tessellator tessellator){ BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Minecraft.getMinecraft().renderEngine.bindTexture(FLARE_TEXTURE); // This counteracts the reverse rotation behaviour when in front f5 view. // Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example. float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? Minecraft.getMinecraft().getRenderManager().playerViewX : -Minecraft.getMinecraft().getRenderManager().playerViewX; GlStateManager.rotate(180.0F - Minecraft.getMinecraft().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); float r = 0.5f; buffer.pos(-r, r, 0).tex(0, 0).endVertex(); buffer.pos( r, r, 0).tex(1, 0).endVertex(); buffer.pos( r, -r, 0).tex(1, 1).endVertex(); buffer.pos(-r, -r, 0).tex(0, 1).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); } private static void drawCube(EntityPlayer player, Tessellator tessellator, float partialTicks){ BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); float age = player.ticksExisted + partialTicks; float rotationSpeed = 2; GlStateManager.rotate(age * rotationSpeed/2, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(60.0F, 0.7071F, 0.0F, 0.7071F); GlStateManager.rotate(age * rotationSpeed, 0.0F, 1.0F, 0.0F); GlStateManager.scale(0.5, 0.5, 0.5); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); Minecraft.getMinecraft().renderEngine.bindTexture(CUBE_TEXTURES[player.ticksExisted % CUBE_TEXTURES.length]); Vec3d[] vertices = GeometryUtils.getVertices(new AxisAlignedBB(-0.5, -0.5, -0.5, 0.5, 0.5, 0.5)); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); // Outside drawFace(buffer, vertices[0], vertices[1], vertices[3], vertices[2], 0.5f, 0, 0.75f, 0.5f); // Bottom drawFace(buffer, vertices[6], vertices[7], vertices[2], vertices[3], 0.75f, 0.5f, 1, 1); // South drawFace(buffer, vertices[5], vertices[6], vertices[1], vertices[2], 0, 0.5f, 0.25f, 1); // East drawFace(buffer, vertices[4], vertices[5], vertices[0], vertices[1], 0.25f, 0.5f, 0.5f, 1); // North drawFace(buffer, vertices[7], vertices[4], vertices[3], vertices[0], 0.5f, 0.5f, 0.75f, 1); // West drawFace(buffer, vertices[5], vertices[4], vertices[6], vertices[7], 0.25f, 0, 0.5f, 0.5f); // Top tessellator.draw(); GlStateManager.popMatrix(); } private static void drawFace(BufferBuilder buffer, Vec3d topLeft, Vec3d topRight, Vec3d bottomLeft, Vec3d bottomRight, float u1, float v1, float u2, float v2){ buffer.pos(topLeft.x, topLeft.y, topLeft.z).tex(u1, v1).endVertex(); buffer.pos(topRight.x, topRight.y, topRight.z).tex(u2, v1).endVertex(); buffer.pos(bottomRight.x, bottomRight.y, bottomRight.z).tex(u2, v2).endVertex(); buffer.pos(bottomLeft.x, bottomLeft.y, bottomLeft.z).tex(u1, v2).endVertex(); } }