BloodMagic/src/main/java/WayofTime/bloodmagic/client/render/entity/RenderEntitySentientArrow.java

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package WayofTime.bloodmagic.client.render.entity;
import net.minecraft.client.renderer.GlStateManager;
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;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.lwjgl.opengl.GL11;
import WayofTime.bloodmagic.entity.projectile.EntitySentientArrow;
@SideOnly(Side.CLIENT)
public class RenderEntitySentientArrow extends Render<EntitySentientArrow>
{
private static final ResourceLocation defaultTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow.png");
private static final ResourceLocation corrosiveTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_corrosive.png");
private static final ResourceLocation vengefulTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_vengeful.png");
private static final ResourceLocation destructiveTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_destructive.png");
private static final ResourceLocation steadfastTexture = new ResourceLocation("bloodmagic:textures/entities/soulArrow_steadfast.png");
public RenderEntitySentientArrow(RenderManager renderManagerIn)
{
super(renderManagerIn);
}
public void doRender(EntitySentientArrow entity, double x, double y, double z, float entityYaw, float partialTicks)
{
this.bindEntityTexture(entity);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.pushMatrix();
GlStateManager.translate((float) x, (float) y, (float) z);
GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer worldrenderer = tessellator.getBuffer();
int i = 0;
float f = 0.0F;
float f1 = 0.5F;
float f2 = (float) (0 + i * 10) / 32.0F;
float f3 = (float) (5 + i * 10) / 32.0F;
float f4 = 0.0F;
float f5 = 0.15625F;
float f6 = (float) (5 + i * 10) / 32.0F;
float f7 = (float) (10 + i * 10) / 32.0F;
float f8 = 0.05625F;
GlStateManager.enableRescaleNormal();
float f9 = (float) entity.arrowShake - partialTicks;
if (f9 > 0.0F)
{
float f10 = -MathHelper.sin(f9 * 3.0F) * f9;
GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F);
}
GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.scale(f8, f8, f8);
GlStateManager.translate(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(f8, 0.0F, 0.0F);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f4, (double) f6).endVertex();
worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f5, (double) f6).endVertex();
worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f5, (double) f7).endVertex();
worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f4, (double) f7).endVertex();
tessellator.draw();
GL11.glNormal3f(-f8, 0.0F, 0.0F);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double) f4, (double) f6).endVertex();
worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double) f5, (double) f6).endVertex();
worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double) f5, (double) f7).endVertex();
worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double) f4, (double) f7).endVertex();
tessellator.draw();
for (int j = 0; j < 4; ++j)
{
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f8);
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double) f, (double) f2).endVertex();
worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double) f1, (double) f2).endVertex();
worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double) f1, (double) f3).endVertex();
worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double) f, (double) f3).endVertex();
tessellator.draw();
}
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called
* unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntitySentientArrow entity)
{
switch (entity.type)
{
case CORROSIVE:
return corrosiveTexture;
case DESTRUCTIVE:
return destructiveTexture;
case STEADFAST:
return steadfastTexture;
case VENGEFUL:
return vengefulTexture;
case DEFAULT:
default:
return defaultTexture;
}
}
}