Files
Wizardry/src/main/java/electroblob/wizardry/client/renderer/RenderBlackHole.java
T

171 lines
6.2 KiB
Java

package electroblob.wizardry.client.renderer;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.construct.EntityBlackHole;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.*;
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.MathHelper;
import org.lwjgl.opengl.GL11;
import java.util.ArrayList;
import java.util.Collections;
public class RenderBlackHole extends Render<EntityBlackHole> {
private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID,
"textures/entity/dark_ray.png");
private static final ResourceLocation texture2 = new ResourceLocation(Wizardry.MODID,
"textures/entity/black_hole.png");
public RenderBlackHole(RenderManager renderManager){
super(renderManager);
}
@Override
public void doRender(EntityBlackHole blackhole, double x, double y, double z, float fa, float fb){
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
RenderHelper.disableStandardItemLighting();
GlStateManager.translate(x, y, z);
// float pitch = (float) Math.toDegrees(Math.atan(y/(x*x+z*z)));
// float yaw = (float) Math.toDegrees(Math.atan(x/z));
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if(blackhole.ticksExisted < 10){
GlStateManager.scale((float)blackhole.ticksExisted / 10, (float)blackhole.ticksExisted / 10,
(float)blackhole.ticksExisted / 10);
}
if(blackhole.ticksExisted > blackhole.lifetime - 10){
float scale = Math.max(0, (float)(blackhole.lifetime - blackhole.ticksExisted) / 10);
GlStateManager.scale(scale, scale, scale);
}
this.bindTexture(texture);
// In theory this stuff should sort the rays into the correct render order based on the distance from
// the 'camera' (i.e. the player's viewpoint)
// In the end it was easier to do away with the openGL rotation because for some reason it produced
// coordinates which were inconsistent with my calculated ones. Since I know those will give the desired
// effect anyway, I just used them directly instead.
ArrayList<RayHelper> rays = new ArrayList<RayHelper>(1);
for(int j = 0; j < 30; j++){
float scale = 3.0f;
int a = blackhole.randomiser[j];
int b = blackhole.randomiser2[j];
int sliceAngle = 20 + a;
double x1 = scale * MathHelper.sin((blackhole.ticksExisted + 40 * j) * ((float)Math.PI / 180f));
// double y1 = 0.7*MathHelper.cos((blackhole.timer - 40*j)*(Math.PI/180))*j/10;
double z1 = scale * MathHelper.cos((blackhole.ticksExisted + 40 * j) * ((float)Math.PI / 180));
double x2 = scale * MathHelper.sin((blackhole.ticksExisted + 40 * j - sliceAngle) * ((float)Math.PI / 180));
// double y2 = 0.7*MathHelper.sin((blackhole.timer - 40*j)*(Math.PI/180))*j/10;
double z2 = scale * MathHelper.cos((blackhole.ticksExisted + 40 * j - sliceAngle) * ((float)Math.PI / 180));
double absoluteX = x1 * MathHelper.cos(31 * b);
double absoluteY = z1 * MathHelper.sin(31 * a) + x1 * MathHelper.cos(31 * a) * MathHelper.sin(31 * b);
double absoluteZ = z1 * MathHelper.cos(31 * a);
double absoluteX2 = x2 * MathHelper.cos(31 * b);
double absoluteY2 = z2 * MathHelper.sin(31 * a) + x2 * MathHelper.cos(31 * a) * MathHelper.sin(31 * b);
double absoluteZ2 = z2 * MathHelper.cos(31 * a);
/* buffer.begin(0, DefaultVertexFormats.POSITION_TEX);
*
* tessellator.setColorOpaque(255, 255, 255); GL11.glPointSize(5);
*
* tessellator.addVertex(absoluteX-x, 0, 0); tessellator.addVertex(0, absoluteY-y, 0);
* tessellator.addVertex(0, 0, absoluteZ-z);
*
* tessellator.draw(); */
rays.add(new RayHelper(j, absoluteX, absoluteY, absoluteZ, absoluteX2, absoluteY2, absoluteZ2, x, y, z));
}
Collections.sort(rays);
for(RayHelper ray : rays){
GlStateManager.pushMatrix();
// GlStateManager.rotate(31*blackhole.randomiser[ray.ordinal], 1, 0, 0);
// GlStateManager.rotate(31*blackhole.randomiser2[ray.ordinal], 0, 0, 1);
buffer.begin(5, DefaultVertexFormats.POSITION_TEX);
// tessellator.setColorRGBA(255, 255, 255, 0);
buffer.pos(0, 0, 0).tex(0, 0).endVertex();
buffer.pos(0, 0, 0).tex(0, 1).endVertex();
// tessellator.setColorRGBA(0, 0, 0, 255);
buffer.pos(ray.x1, ray.y1, ray.z1).tex(1, 0).endVertex();
buffer.pos(ray.x2, ray.y2, ray.z2).tex(1, 1).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
}
GlStateManager.pushMatrix();
/* Deprecated in favour of particle style method. GlStateManager.rotate(yaw, 0, 1, 0); // GL transformations are
* relative, hence only x rotation if(z < 0){ GlStateManager.rotate(pitch, 1, 0, 0); }else{
* GlStateManager.rotate(-1*pitch, 1, 0, 0); } */
// Renders the aura effect
// This counteracts the reverse rotation behaviour when in front f5 view. Vanilla now has this fix too.
float yaw = Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? this.renderManager.playerViewX
: -this.renderManager.playerViewX;
GlStateManager.rotate(180.0F - this.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);
this.bindTexture(texture2);
buffer.pos(-0.4, 0.4, 0).tex(0, 0).endVertex();
buffer.pos(0.4, 0.4, 0).tex(1, 0).endVertex();
buffer.pos(0.4, -0.4, 0).tex(1, 1).endVertex();
buffer.pos(-0.4, -0.4, 0).tex(0, 1).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.enableCull();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
@Override
protected ResourceLocation getEntityTexture(EntityBlackHole entity){
return texture;
}
}