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Wizardry/src/main/java/electroblob/wizardry/client/renderer/LayerFrost.java
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153 lines
6.3 KiB
Java

package electroblob.wizardry.client.renderer;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.block.BlockStatue;
import electroblob.wizardry.registry.WizardryPotions;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.GlStateManager.DestFactor;
import net.minecraft.client.renderer.GlStateManager.SourceFactor;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderLivingBase;
import net.minecraft.client.renderer.entity.RenderPlayer;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import org.lwjgl.opengl.GL11;
/**
* Layer used to render the frost texture on a creature with the frostbite effect. Handles dynamic tiling of the texture.
*
* @author Electroblob
* @since Wizardry 1.2
*/
public class LayerFrost implements LayerRenderer<EntityLivingBase> {
protected ModelBase model;
private final RenderLivingBase<?> renderer;
private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID, "textures/entity/frost_overlay.png");
public static void initialiseLayers(){
for(Render<? extends Entity> renderer : Minecraft.getMinecraft().getRenderManager().entityRenderMap.values()){
// Because the zombie classes are now split properly, their renderers play nicely like everything else.
if(renderer instanceof RenderLivingBase){
// Adds a frost layer to all the living entity renderers in the game. Whether it is actually rendered
// is decided in doRenderLayer below on a per-entity basis.
((RenderLivingBase<?>)renderer).addLayer(new LayerFrost((RenderLivingBase<?>)renderer));
}
}
for(RenderPlayer renderer : Minecraft.getMinecraft().getRenderManager().getSkinMap().values()){
renderer.addLayer(new LayerFrost(renderer));
}
}
public LayerFrost(RenderLivingBase<?> renderer){
this.renderer = renderer;
this.model = renderer.getMainModel();
}
@Override
public void doRenderLayer(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
if(entity.isPotionActive(WizardryPotions.frost) || entity.getEntityData().getBoolean(BlockStatue.FROZEN_NBT_KEY)){
GlStateManager.enableLighting();
int i = this.getBlockBrightnessForEntity(entity, partialTicks);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
// Frost texture
GlStateManager.enableBlend();
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
this.renderer.bindTexture(texture);
this.renderEntityModel(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw,
headPitch, scale);
GlStateManager.disableBlend();
}
}
private int getBlockBrightnessForEntity(Entity entity, float partialTicks){
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(MathHelper.floor(entity.posX), 0,
MathHelper.floor(entity.posZ));
if(entity.world.isBlockLoaded(pos)){
pos.setY(MathHelper.floor(entity.posY + (double)entity.getEyeHeight()));
return entity.world.getCombinedLight(pos, 0);
}else{
return 0;
}
}
private void renderEntityModel(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
GlStateManager.pushMatrix();
// Enables tiling (Also used for guardian beam, beacon beam and ender crystal beam)
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GlStateManager.depthMask(true); // Some entities set depth mask to false (i.e. no sorting of faces by depth)
// In particular, LayerSpiderEyes sets it to false when the spider is invisible, for some reason.
// Changes the scale at which the texture is applied to the model. See LayerCreeper for a similar example,
// but with translation instead of scaling.
// NOTE: You can do all sorts of fun stuff with this, just by applying transformations in the 2D texture space.
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
double scaleX = 1, scaleY = 1;
// It's more logical to use the model's texture size, but some classes don't bother setting it properly
// (e.g. ModelVillager), so to get the correct dimensions I'm getting them from the first box instead.
if(model.boxList != null && model.boxList.size() >= 1 && model.boxList.get(0) != null){
scaleX = (double)model.boxList.get(0).textureWidth / 16d;
scaleY = (double)model.boxList.get(0).textureHeight / 16d;
}else{ // Fallback to model fields; should never be needed
scaleX = (double)model.textureWidth / 16d;
scaleY = (double)model.textureHeight / 16d;
}
GlStateManager.scale(scaleX, scaleY, 1);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
// Hides the hat layer for bipeds
if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = true;
if(this.model instanceof ModelPlayer){
((ModelPlayer)this.model).bipedBodyWear.isHidden = true;
((ModelPlayer)this.model).bipedLeftArmwear.isHidden = true;
((ModelPlayer)this.model).bipedRightArmwear.isHidden = true;
((ModelPlayer)this.model).bipedLeftLegwear.isHidden = true;
((ModelPlayer)this.model).bipedRightLegwear.isHidden = true;
}
this.model.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks);
this.model.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = false;
// Undoes the texture scaling
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.popMatrix();
}
@Override
public boolean shouldCombineTextures(){
return false;
}
}