package electroblob.wizardry.client; import org.lwjgl.opengl.GL11; import electroblob.wizardry.WizardData; import electroblob.wizardry.Wizardry; import electroblob.wizardry.constants.Constants; import electroblob.wizardry.item.ItemSpectralBow; import electroblob.wizardry.item.ItemWand; import electroblob.wizardry.packet.PacketControlInput; import electroblob.wizardry.packet.WizardryPacketHandler; import electroblob.wizardry.registry.WizardryItems; import electroblob.wizardry.registry.WizardryPotions; import electroblob.wizardry.spell.Flight; import electroblob.wizardry.spell.ShadowWard; import electroblob.wizardry.spell.Shield; import electroblob.wizardry.tileentity.ContainerArcaneWorkbench; import electroblob.wizardry.util.WandHelper; import electroblob.wizardry.util.WizardryUtilities; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiMerchant; import net.minecraft.client.gui.inventory.GuiContainer; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.RenderItem; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityArmorStand; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.Slot; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.RayTraceResult; import net.minecraft.village.MerchantRecipe; import net.minecraftforge.client.event.FOVUpdateEvent; import net.minecraftforge.client.event.GuiContainerEvent; import net.minecraftforge.client.event.MouseEvent; import net.minecraftforge.client.event.RenderGameOverlayEvent; import net.minecraftforge.client.event.RenderLivingEvent; import net.minecraftforge.client.event.RenderPlayerEvent; import net.minecraftforge.client.event.RenderWorldLastEvent; import net.minecraftforge.client.event.TextureStitchEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.network.simpleimpl.IMessage; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; /** * Event handler responsible for all client-side only events, mostly rendering. * * @author Electroblob * @since Wizardry 1.0 */ @SideOnly(Side.CLIENT) @Mod.EventBusSubscriber(Side.CLIENT) public final class WizardryClientEventHandler { private static final ResourceLocation shieldTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/shield.png"); private static final ResourceLocation wingTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/wing.png"); private static final ResourceLocation shadowWardTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/shadow_ward.png"); private static final ResourceLocation sixthSenseTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/sixth_sense.png"); private static final ResourceLocation sixthSenseOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/sixth_sense_overlay.png"); private static final ResourceLocation frostOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/frost_overlay.png"); private static final ResourceLocation pointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/pointer.png"); private static final ResourceLocation targetPointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/target_pointer.png"); @SubscribeEvent public static void onTextureStitchEvent(TextureStitchEvent.Pre event){ event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_CRYSTAL); event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_UPGRADE); } // Shift-scrolling to change spells @SubscribeEvent public static void onMouseEvent(MouseEvent event){ EntityPlayer player = Minecraft.getMinecraft().player; ItemStack wand = player.getHeldItemMainhand(); if(!(wand.getItem() instanceof ItemWand)){ wand = player.getHeldItemOffhand(); // If the player isn't holding a wand, then nothing else needs to be done. if(!(wand.getItem() instanceof ItemWand)) return; } if(Minecraft.getMinecraft().inGameHasFocus && !wand.isEmpty() && event.getDwheel() != 0 && player.isSneaking() && Wizardry.settings.enableShiftScrolling){ event.setCanceled(true); if(event.getDwheel() > 0){ // Packet building IMessage msg = new PacketControlInput.Message(PacketControlInput.ControlType.PREVIOUS_SPELL_KEY); WizardryPacketHandler.net.sendToServer(msg); }else if(event.getDwheel() < 0){ // Packet building IMessage msg = new PacketControlInput.Message(PacketControlInput.ControlType.NEXT_SPELL_KEY); WizardryPacketHandler.net.sendToServer(msg); } } } @SubscribeEvent public static void onFOVUpdateEvent(FOVUpdateEvent event){ // Bow zoom. Taken directly from AbstractClientPlayer so it works exactly like vanilla. if(event.getEntity().isHandActive() && event.getEntity().getActiveItemStack().getItem() instanceof ItemSpectralBow){ int maxUseTicks = event.getEntity().getItemInUseMaxCount(); float maxUseSeconds = (float)maxUseTicks / 20.0F; if(maxUseSeconds > 1.0F){ maxUseSeconds = 1.0F; }else{ maxUseSeconds = maxUseSeconds * maxUseSeconds; } event.setNewfov(event.getFov() * 1.0F - maxUseSeconds * 0.15F); } } // Brute-force fix for crystals not showing up when a wizard is given a spell book in the trade GUI. @SubscribeEvent public static void onGuiDrawForegroundEvent(GuiContainerEvent.DrawForeground event){ if(event.getGuiContainer() instanceof GuiMerchant){ GuiMerchant gui = (GuiMerchant)event.getGuiContainer(); // Note that gui.getMerchant() returns an NpcMerchant, not an EntityWizard. // Using == the specific item rather than instanceof because that's how trades do it. if(gui.inventorySlots.getSlot(0).getStack().getItem() == WizardryItems.spell_book || gui.inventorySlots.getSlot(1).getStack().getItem() == WizardryItems.spell_book){ for(MerchantRecipe trade : gui.getMerchant().getRecipes(Minecraft.getMinecraft().player)){ if(trade.getItemToBuy().getItem() == WizardryItems.spell_book && trade.getSecondItemToBuy().isEmpty()){ Slot slot = gui.inventorySlots.getSlot(2); // Uses reflection to draw the itemstack // It still doesn't look quite right because the slot highlight is behind the item, but it'll do // until/unless I find a better solution. renderItemAndTooltip(gui, trade.getItemToSell(), slot.xPos, slot.yPos, event.getMouseX(), event.getMouseY(), gui.getSlotUnderMouse() == slot); } } } } } private static void renderItemAndTooltip(GuiContainer gui, ItemStack stack, int x, int y, int mouseX, int mouseY, boolean tooltip){ RenderItem renderItem = Minecraft.getMinecraft().getRenderItem(); GlStateManager.pushMatrix(); RenderHelper.enableGUIStandardItemLighting(); GlStateManager.disableLighting(); GlStateManager.enableRescaleNormal(); GlStateManager.enableColorMaterial(); GlStateManager.enableLighting(); renderItem.zLevel = 100.0F; if(!stack.isEmpty()){ renderItem.renderItemAndEffectIntoGUI(stack, x, y); renderItem.renderItemOverlays(Minecraft.getMinecraft().fontRenderer, stack, x, y); if(tooltip){ gui.drawHoveringText(gui.getItemToolTip(stack), mouseX + gui.getXSize()/2 - gui.width/2, mouseY + gui.getYSize()/2 - gui.height/2); } } GlStateManager.popMatrix(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); RenderHelper.enableStandardItemLighting(); } // Third person @SubscribeEvent public static void onRenderPlayerEvent(RenderPlayerEvent.Post event){ renderShieldIfActive(event.getEntityPlayer()); renderWingsIfActive(event.getEntityPlayer(), event.getPartialRenderTick()); renderShadowWardIfActive(event.getEntityPlayer()); } // First person @SubscribeEvent public static void onRenderWorldLastEvent(RenderWorldLastEvent event){ // Now only fires in first person. if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 0){ renderShieldFirstPerson(Minecraft.getMinecraft().player); renderShadowWardFirstPerson(Minecraft.getMinecraft().player); } } @SubscribeEvent public static void onRenderLivingEvent(RenderLivingEvent.Post event){ Minecraft mc = Minecraft.getMinecraft(); WizardData properties = WizardData.get(mc.player); RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(mc.world, mc.player, 16); RenderManager renderManager = event.getRenderer().getRenderManager(); ItemStack wand = mc.player.getHeldItemMainhand(); if(!(wand.getItem() instanceof ItemWand)){ wand = mc.player.getHeldItemOffhand(); } // Target selection pointer if(mc.player.isSneaking() && wand.getItem() instanceof ItemWand && rayTrace != null && !(event.getEntity() instanceof EntityArmorStand) && rayTrace.entityHit == event.getEntity() && properties != null && properties.selectedMinion != null){ Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); // Disabling depth test allows it to be seen through everything. GlStateManager.disableDepth(); GlStateManager.color(1, 1, 1, 1); GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ()); // 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 = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX; GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); mc.renderEngine.bindTexture(targetPointerTexture); buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex(); buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex(); buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex(); buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex(); tessellator.draw(); GlStateManager.enableCull(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); GlStateManager.popMatrix(); } // Summoned creature selection pointer if(properties != null && properties.selectedMinion != null && properties.selectedMinion.get() == event.getEntity()){ Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); // Disabling depth test allows it to be seen through everything. GlStateManager.disableDepth(); GlStateManager.color(1, 1, 1, 1); GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ()); // 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 = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX; GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); mc.renderEngine.bindTexture(pointerTexture); buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex(); buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex(); buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex(); buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex(); tessellator.draw(); GlStateManager.enableCull(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); GlStateManager.popMatrix(); } // Sixth sense if(mc.player.isPotionActive(WizardryPotions.sixth_sense) && !(event.getEntity() instanceof EntityArmorStand) && event.getEntity() != mc.player && mc.player.getActivePotionEffect(WizardryPotions.sixth_sense) != null && event.getEntity().getDistance(mc.player) < 20 * (1 + mc.player.getActivePotionEffect(WizardryPotions.sixth_sense).getAmplifier() * Constants.RANGE_INCREASE_PER_LEVEL)){ Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.enableBlend(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Disabling depth test allows it to be seen through everything. GlStateManager.disableDepth(); GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height * 0.6, event.getZ()); // 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 = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX; GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); mc.renderEngine.bindTexture(sixthSenseTexture); buffer.pos(-0.6, 0.6, 0).tex(0, 0).endVertex(); buffer.pos(0.6, 0.6, 0).tex(1, 0).endVertex(); buffer.pos(0.6, -0.6, 0).tex(1, 1).endVertex(); buffer.pos(-0.6, -0.6, 0).tex(0, 1).endVertex(); tessellator.draw(); GlStateManager.enableCull(); GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.enableDepth(); GlStateManager.popMatrix(); } } @SubscribeEvent public static void onRenderGameOverlayEvent(RenderGameOverlayEvent.Post event){ if(event.getType() == RenderGameOverlayEvent.ElementType.HELMET && Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.sixth_sense)){ GlStateManager.pushMatrix(); GlStateManager.disableDepth(); GlStateManager.depthMask(false); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableAlpha(); Minecraft.getMinecraft().renderEngine.bindTexture(sixthSenseOverlayTexture); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0.0D, (double)event.getResolution().getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex(); buffer.pos((double)event.getResolution().getScaledWidth(), (double)event.getResolution().getScaledHeight(), -90.0D).tex(1.0D, 1.0D) .endVertex(); buffer.pos((double)event.getResolution().getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex(); buffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex(); tessellator.draw(); GlStateManager.depthMask(true); GlStateManager.enableDepth(); GlStateManager.enableAlpha(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.popMatrix(); } if(event.getType() == RenderGameOverlayEvent.ElementType.HELMET && Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.frost)){ GlStateManager.pushMatrix(); GlStateManager.disableDepth(); GlStateManager.depthMask(false); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableAlpha(); Minecraft.getMinecraft().renderEngine.bindTexture(frostOverlayTexture); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0.0D, (double)event.getResolution().getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex(); buffer.pos((double)event.getResolution().getScaledWidth(), (double)event.getResolution().getScaledHeight(), -90.0D).tex(1.0D, 1.0D) .endVertex(); buffer.pos((double)event.getResolution().getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex(); buffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex(); tessellator.draw(); GlStateManager.depthMask(true); GlStateManager.enableDepth(); GlStateManager.enableAlpha(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.popMatrix(); } } // FIXME: Something in here is making the first person shadow ward rather translucent. private static void renderShadowWardFirstPerson(EntityPlayer entityplayer){ ItemStack wand = entityplayer.getActiveItemStack(); if(WizardData.get(entityplayer) != null && WizardData.get(entityplayer).currentlyCasting() instanceof ShadowWard || (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand && WandHelper.getCurrentSpell(wand) instanceof ShadowWard)){ GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.disableLighting(); GlStateManager.disableAlpha(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.translate(0, 1.2, 0); GlStateManager.rotate(-entityplayer.rotationYaw, 0, 1, 0); GlStateManager.rotate(entityplayer.rotationPitch, 1, 0, 0); Minecraft.getMinecraft().renderEngine.bindTexture(shadowWardTexture); GlStateManager.pushMatrix(); GlStateManager.translate(0, 0, 1.2); GlStateManager.rotate(entityplayer.world.getWorldTime() * -2, 0, 0, 1); GlStateManager.scale(1.1, 1.1, 1.1); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex(); buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex(); buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex(); buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex(); buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex(); buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex(); buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableLighting(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } private static void renderShadowWardIfActive(EntityPlayer entityplayer){ ItemStack wand = entityplayer.getActiveItemStack(); if(WizardData.get(entityplayer).currentlyCasting() instanceof ShadowWard || (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand && WandHelper.getCurrentSpell(wand) instanceof ShadowWard)){ GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.rotate(180, 0, 1, 0); GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0); Minecraft.getMinecraft().renderEngine.bindTexture(shadowWardTexture); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.translate(0, 1.2, 0); GlStateManager.rotate(entityplayer.world.getWorldTime() * -2, 0, 0, 1); GlStateManager.scale(1.1, 1.1, 1.1); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex(); buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex(); buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex(); buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(-0.5, 0.5, -0.5).tex(0, 0).endVertex(); buffer.pos(-0.5, -0.5, -0.5).tex(0, 1).endVertex(); buffer.pos(0.5, -0.5, -0.5).tex(1, 1).endVertex(); buffer.pos(0.5, 0.5, -0.5).tex(1, 0).endVertex(); tessellator.draw(); GlStateManager.enableLighting(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } private static void renderWingsIfActive(EntityPlayer entityplayer, float partialTickTime){ ItemStack wand = entityplayer.getActiveItemStack(); if(WizardData.get(entityplayer).currentlyCasting() instanceof Flight || (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand && WandHelper.getCurrentSpell(wand) instanceof Flight)){ GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); // GlStateManager.rotate(-entityplayer.rotationYawHead, 0, 1, 0); GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0); // GlStateManager.rotate(180, 1, 0, 0); Minecraft.getMinecraft().renderEngine.bindTexture(wingTexture); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.translate(0.1, 0.4, -0.15); GlStateManager.rotate(20 + 20 * (float)Math.sin(entityplayer.world.getWorldTime() * 0.3), 0, 1, 0); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0, 2, 0).tex(0, 0).endVertex(); buffer.pos(2, 2, 0).tex(1, 0).endVertex(); buffer.pos(2, 0, 0).tex(1, 1).endVertex(); buffer.pos(0, 0, 0).tex(0, 1).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0, 2, 0).tex(0, 0).endVertex(); buffer.pos(0, 0, 0).tex(0, 1).endVertex(); buffer.pos(2, 0, 0).tex(1, 1).endVertex(); buffer.pos(2, 2, 0).tex(1, 0).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); GlStateManager.pushMatrix(); GlStateManager.translate(-0.1, 0.4, -0.15); GlStateManager.rotate(-200 - 20 * (float)Math.sin(entityplayer.world.getWorldTime() * 0.3), 0, 1, 0); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0, 2, 0).tex(0, 0).endVertex(); buffer.pos(2, 2, 0).tex(1, 0).endVertex(); buffer.pos(2, 0, 0).tex(1, 1).endVertex(); buffer.pos(0, 0, 0).tex(0, 1).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX); buffer.pos(0, 2, 0).tex(0, 0).endVertex(); buffer.pos(0, 0, 0).tex(0, 1).endVertex(); buffer.pos(2, 0, 0).tex(1, 1).endVertex(); buffer.pos(2, 2, 0).tex(1, 0).endVertex(); tessellator.draw(); GlStateManager.popMatrix(); GlStateManager.enableLighting(); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } private static void renderShieldFirstPerson(EntityPlayer entityplayer){ ItemStack wand = entityplayer.getActiveItemStack(); if(WizardData.get(entityplayer) != null && WizardData.get(entityplayer).shield != null && (WizardData.get(entityplayer).currentlyCasting() instanceof Shield || (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand && WandHelper.getCurrentSpell(wand) instanceof Shield))){ GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.translate(0, 1.4, 0); GlStateManager.rotate(-entityplayer.rotationYaw, 0, 1, 0); GlStateManager.rotate(entityplayer.rotationPitch, 1, 0, 0); GlStateManager.translate(0, 0, 0.8); Tessellator tessellator = Tessellator.getInstance(); Minecraft.getMinecraft().renderEngine.bindTexture(shieldTexture); renderShield(tessellator); GlStateManager.enableLighting(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableCull(); GlStateManager.disableBlend(); // RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); } } private static void renderShieldIfActive(EntityPlayer entityplayer){ ItemStack wand = entityplayer.getActiveItemStack(); if(WizardData.get(entityplayer).shield != null && (WizardData.get(entityplayer).currentlyCasting() instanceof Shield || (entityplayer.isHandActive() && wand.getItemDamage() < wand.getMaxDamage() && wand.getItem() instanceof ItemWand && WandHelper.getCurrentSpell(wand) instanceof Shield))){ GlStateManager.pushMatrix(); GlStateManager.disableCull(); GlStateManager.enableBlend(); // For some reason, the old blend function (GL11.GL_SRC_ALPHA, GL11.GL_SRC_ALPHA) caused the inner // edges to appear black, so I have changed it to this, which looks very slightly different. GlStateManager.blendFunc(GL11.GL_ONE, GL11.GL_SRC_ALPHA); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); GlStateManager.translate(0, 1.3, 0); // GlStateManager.rotate(180, 0, 1, 0); GlStateManager.rotate(-entityplayer.renderYawOffset, 0, 1, 0); // GlStateManager.rotate(-entityplayer.rotationPitch, 1, 0, 0); GlStateManager.translate(0, 0, 0.8); Tessellator tessellator = Tessellator.getInstance(); Minecraft.getMinecraft().renderEngine.bindTexture(shieldTexture); renderShield(tessellator); GlStateManager.enableLighting(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableCull(); GlStateManager.disableBlend(); // RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); } } private static void renderShield(Tessellator tessellator){ BufferBuilder buffer = tessellator.getBuffer(); double widthOuter = 0.6d; double heightOuter = 0.7d; double widthInner = 0.3d; double heightInner = 0.4d; double depth = 0.2d; buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR); buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex(); buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(-widthInner, heightOuter, -depth).tex(0.2, 0).color(0, 0, 0, 255).endVertex(); buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(widthInner, heightOuter, -depth).tex(0.8, 0).color(0, 0, 0, 255).endVertex(); buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(widthOuter, heightInner, -depth).tex(1, 0.2).color(0, 0, 0, 255).endVertex(); buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(widthOuter, -heightInner, -depth).tex(1, 0.8).color(0, 0, 0, 255).endVertex(); buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex(); buffer.pos(widthInner, -heightOuter, -depth).tex(0.8, 1).color(0, 0, 0, 255).endVertex(); buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex(); buffer.pos(-widthInner, -heightOuter, -depth).tex(0.2, 1).color(0, 0, 0, 255).endVertex(); buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex(); buffer.pos(-widthOuter, -heightInner, -depth).tex(0, 0.8).color(0, 0, 0, 255).endVertex(); buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex(); buffer.pos(-widthOuter, heightInner, -depth).tex(0, 0.2).color(0, 0, 0, 255).endVertex(); buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex(); tessellator.draw(); buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_TEX_COLOR); buffer.pos(-widthInner, heightInner, 0).tex(0.2, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(widthInner, heightInner, 0).tex(0.8, 0.2).color(200, 200, 255, 255).endVertex(); buffer.pos(-widthInner, -heightInner, 0).tex(0.2, 0.8).color(200, 200, 255, 255).endVertex(); buffer.pos(widthInner, -heightInner, 0).tex(0.8, 0.8).color(200, 200, 255, 255).endVertex(); tessellator.draw(); } }