Files
Wizardry/src/main/java/electroblob/wizardry/client/renderer/RenderArc.java
T
2018-02-07 21:15:50 +00:00

133 lines
5.2 KiB
Java

package electroblob.wizardry.client.renderer;
import org.lwjgl.opengl.GL11;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.entity.EntityArc;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
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;
public class RenderArc extends Render<EntityArc> {
private static final ResourceLocation[] textures = new ResourceLocation[16];
public RenderArc(RenderManager renderManager){
super(renderManager);
for(int i = 0; i < 16; i++){
textures[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/arc_" + i + ".png");
}
}
@Override
public void doRender(EntityArc arc, double d0, double d1, double d2, float fa, float fb){
GlStateManager.pushMatrix();
GlStateManager.translate((float)d0, (float)d1, (float)d2);
GlStateManager.disableLighting();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // This line fixes the weird
// brightness bug.
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
// System.out.println("Entity coords: " + entity.posX + ", " + entity.posY + ", " + entity.posZ);
// System.out.println("doRender parameters: " + d0 + ", " + d1 + ", " + d2 + ", " + fa + ", " + fb);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer buffer = tessellator.getBuffer();
bindTexture(textures[arc.textureIndex]); // This MUST be after the tessellator declaration and the gl stuff
/**
* Note: A lot of the maths here works on similar triangles and the ratios between them, avoiding too much
* pythagoras and eliminating the need for any trig. Ratios are used for the positioning of the arc endpoints.
* Ratios are usually used swapping x and z because the triangles are rotated through 90 degrees.
*/
double dx = -d0;
double dy = -d1;
double dz = -d2;
if(arc.x1 != 0){
dx = arc.x1 - arc.posX;// - d2/lengthOffsetRatio;
dy = arc.y1 - arc.posY + 0.3;
dz = arc.z1 - arc.posZ;// + d0/lengthOffsetRatio;
// The distance from caster to target
double arcLength = Math.sqrt(dz * dz + dx * dx);
// The ratio between the length of the arc and the offset of the start point from the player's centre (which
// is always 0.3).
// double lengthOffsetRatio = arcLength/0.3;
// EntityClientPlayerMP player = Minecraft.getMinecraft().player;
// double xViewDist = player.posX - d0;
// double yViewDist = player.posY + player.eyeHeight - d1;
// double zViewDist = player.posZ - d2;
// double xzViewDist = Math.sqrt(xViewDist * xViewDist + zViewDist * zViewDist);
// The angle above the horizontal that this particular player is viewing the arc from
// double viewAngle = Math.atan(yViewDist/xzViewDist);
// Half the width of the arc
double arcWidth = 0.3d;
// Right hand side of vertical plane
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
// Target end
buffer.pos(0, -0.5, 0).tex(1, 1).endVertex();
buffer.pos(0, 0.5, 0).tex(1, 0).endVertex();
// Caster end
buffer.pos(dx, dy, dz).tex(0, 0).endVertex();
buffer.pos(dx, dy - 1, dz).tex(0, 1).endVertex();
tessellator.draw();
// Left
buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
// Target end
buffer.pos(0, -0.5, 0).tex(1, 1).endVertex();
// Caster end
buffer.pos(dx, dy - 1, dz).tex(0, 1).endVertex();
buffer.pos(dx, dy, dz).tex(0, 0).endVertex();
// Target end
buffer.pos(0, 0.5, 0).tex(1, 0).endVertex();
tessellator.draw();
// Bottom of horizontal plane
buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
buffer.pos((arcWidth / arcLength) * dz, 0, (-arcWidth / arcLength) * dx).tex(1, 1).endVertex();
buffer.pos(dx + (arcWidth / arcLength) * dz, dy - 0.5, dz - (arcWidth / arcLength) * dx).tex(0, 1)
.endVertex();
buffer.pos(dx - (arcWidth / arcLength) * dz, dy - 0.5, dz + (arcWidth / arcLength) * dx).tex(0, 0)
.endVertex();
buffer.pos((-arcWidth / arcLength) * dz, 0, (arcWidth / arcLength) * dx).tex(1, 0).endVertex();
tessellator.draw();
// Top
buffer.begin(GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
buffer.pos((arcWidth / arcLength) * dz, 0, (-arcWidth / arcLength) * dx).tex(1, 1).endVertex();
buffer.pos((-arcWidth / arcLength) * dz, 0, (arcWidth / arcLength) * dx).tex(1, 0).endVertex();
buffer.pos(dx - (arcWidth / arcLength) * dz, dy - 0.5, dz + (arcWidth / arcLength) * dx).tex(0, 0)
.endVertex();
buffer.pos(dx + (arcWidth / arcLength) * dz, dy - 0.5, dz - (arcWidth / arcLength) * dx).tex(0, 1)
.endVertex();
tessellator.draw();
}
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
@Override
protected ResourceLocation getEntityTexture(EntityArc entity){
return textures[entity.textureIndex];
}
}