/**
* This class was created by <Vazkii>. It's distributed as
* part of the Botania Mod. Get the Source Code in github:
* https://github.com/Vazkii/Botania
*
* Botania is Open Source and distributed under the
* Botania License: http://botaniamod.net/license.php
*
* File Created @ [Aug 16, 2015, 6:42:09 PM (GMT)]
*/
package vazkii.botania.client.render.entity;
import java.util.Random;
import javax.annotation.Nonnull;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
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.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.ResourceLocation;
import vazkii.botania.client.core.handler.MiscellaneousIcons;
import vazkii.botania.client.core.helper.IconHelper;
import vazkii.botania.client.core.helper.ShaderHelper;
import vazkii.botania.client.lib.LibResources;
import vazkii.botania.common.entity.EntityBabylonWeapon;
public class RenderBabylonWeapon extends Render<EntityBabylonWeapon> {
private static final ResourceLocation babylon = new ResourceLocation(LibResources.MISC_BABYLON);
public RenderBabylonWeapon(RenderManager renderManager) {
super(renderManager);
}
@Override
public void doRender(@Nonnull EntityBabylonWeapon weapon, double par2, double par4, double par6, float par8, float par9) {
GlStateManager.pushMatrix();
GlStateManager.translate((float)par2, (float)par4, (float)par6);
GlStateManager.rotate(weapon.getRotation(), 0F, 1F, 0F);
int live = weapon.getLiveTicks();
int delay = weapon.getDelay();
float charge = Math.min(10F, Math.max(live, weapon.getChargeTicks()) + par9);
float chargeMul = charge / 10F;
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
GlStateManager.pushMatrix();
float s = 1.5F;
GlStateManager.scale(s, s, s);
GlStateManager.rotate(-90F, 0F, 1F, 0F);
GlStateManager.rotate(45F, 0F, 0F, 1F);
TextureAtlasSprite icon = MiscellaneousIcons.INSTANCE.kingKeyWeaponIcons[weapon.getVariety()];
GlStateManager.color(1F, 1F, 1F, chargeMul);
float f = icon.getMinU();
float f1 = icon.getMaxU();
float f2 = icon.getMinV();
float f3 = icon.getMaxV();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
GlStateManager.disableLighting();
IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 1F / 16F);
GlStateManager.popMatrix();
GlStateManager.disableCull();
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.color(1F, 1F, 1F, chargeMul);
Minecraft.getMinecraft().renderEngine.bindTexture(babylon);
Tessellator tes = Tessellator.getInstance();
ShaderHelper.useShader(ShaderHelper.halo);
Random rand = new Random(weapon.getUniqueID().getMostSignificantBits());
GlStateManager.rotate(-90F, 1F, 0F, 0F);
GlStateManager.translate(0F, -0.3F + rand.nextFloat() * 0.1F, 1F);
s = chargeMul;
if(live > delay)
s -= Math.min(1F, (live - delay + par9) * 0.2F);
s *= 2F;
GlStateManager.scale(s, s, s);
GlStateManager.rotate(charge * 9F + (weapon.ticksExisted + par9) * 0.5F + rand.nextFloat() * 360F, 0F, 1F, 0F);
tes.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
tes.getBuffer().pos(-1, 0, -1).tex(0, 0).endVertex();
tes.getBuffer().pos(-1, 0, 1).tex(0, 1).endVertex();
tes.getBuffer().pos(1, 0, 1).tex(1, 1).endVertex();
tes.getBuffer().pos(1, 0, -1).tex(1, 0).endVertex();
tes.draw();
ShaderHelper.releaseShader();
GlStateManager.enableLighting();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
@Nonnull
@Override
protected ResourceLocation getEntityTexture(@Nonnull EntityBabylonWeapon entity) {
return TextureMap.LOCATION_BLOCKS_TEXTURE;
}
}