Files
Wizardry/src/main/java/electroblob/wizardry/client/WizardryClientEventHandler.java
T
Shadows_of_Fire 35cb2c31fc Convert to GlStateManager calls
also removes the weird reflection being used to access the RenderItem
2018-05-04 06:45:57 -04:00

728 lines
29 KiB
Java

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<EntityLivingBase> 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();
}
}