/** * 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; } }