package electroblob.wizardry.client.renderer.entity; import electroblob.wizardry.Wizardry; import electroblob.wizardry.client.DrawingUtils; import electroblob.wizardry.entity.construct.EntityRadiantTotem; 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.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.Vec3d; import org.lwjgl.opengl.GL11; import javax.annotation.Nullable; public class RenderRadiantTotem extends Render { private static final ResourceLocation FLARE_TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/flare.png"); private static final ResourceLocation[] CUBE_TEXTURES = new ResourceLocation[14]; static { for(int i = 0; i< CUBE_TEXTURES.length; i++) CUBE_TEXTURES[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/totem/cube_" + i + ".png"); } public RenderRadiantTotem(RenderManager manager){ super(manager); } @Nullable @Override protected ResourceLocation getEntityTexture(EntityRadiantTotem entity){ return CUBE_TEXTURES[entity.ticksExisted % CUBE_TEXTURES.length]; } @Override public void doRender(EntityRadiantTotem entity, double x, double y, double z, float entityYaw, float partialTicks){ Tessellator tessellator = Tessellator.getInstance(); GlStateManager.pushMatrix(); GlStateManager.enableBlend(); GlStateManager.disableLighting(); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240); GlStateManager.depthMask(false); GlStateManager.disableCull(); GlStateManager.translate(x, y + entity.height/2, z); float s = DrawingUtils.smoothScaleFactor(entity.lifetime, entity.ticksExisted, partialTicks, 10, 10); GlStateManager.scale(s, s, s); drawFlare(tessellator); drawCube(entity, tessellator, partialTicks); GlStateManager.disableBlend(); GlStateManager.enableLighting(); GlStateManager.depthMask(true); GlStateManager.enableCull(); GlStateManager.popMatrix(); } private void drawFlare(Tessellator tessellator){ BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); // 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(1, 0.957f, 0.608f); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); 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(); // Reverses the colour addition change GlStateManager.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GlStateManager.color(1, 1, 1, 1); GlStateManager.popMatrix(); } private void drawCube(EntityRadiantTotem entity, Tessellator tessellator, float partialTicks){ BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); float age = entity.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); bindEntityTexture(entity); Vec3d[] vertices = GeometryUtils.getVertices(entity.getEntityBoundingBox().offset(entity.getPositionVector() .add(0, entity.height/2, 0).scale(-1))); 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(); } }