Added a Dual alchemy circle renderer for some fancy effects

This commit is contained in:
WayofTime 2016-06-29 16:12:51 -04:00
parent a019bedd4d
commit 0ae85435ae
4 changed files with 157 additions and 0 deletions

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@ -0,0 +1,155 @@
package WayofTime.bloodmagic.client.render.alchemyArray;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyCircleRenderer;
import WayofTime.bloodmagic.tile.TileAlchemyArray;
public class DualAlchemyCircleRenderer extends AlchemyCircleRenderer
{
public float offsetFromFace = -0.9f;
public final ResourceLocation arrayResource;
public final ResourceLocation secondaryArrayResource;
public DualAlchemyCircleRenderer()
{
this(new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/SkeletonTurret1.png"), new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/SkeletonTurret2.png"));
}
public DualAlchemyCircleRenderer(ResourceLocation arrayResource, ResourceLocation secondaryArrayResource)
{
this.arrayResource = arrayResource;
this.secondaryArrayResource = secondaryArrayResource;
}
@Override
public float getSizeModifier(float craftTime)
{
return 1;
}
@Override
public float getRotation(float craftTime)
{
float offset = 2;
if (craftTime >= offset)
{
float modifier = (craftTime - offset) * 2f;
return modifier * 1f;
}
return 0;
}
@Override
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime)
{
if (!(tile instanceof TileAlchemyArray))
{
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
// float rot = (float)(this.worldObj.provider.getWorldTime() % (360 /
// this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f;
float rot = getRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch (sideHit)
{
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 0, 1);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// Bind the second texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(secondaryArrayResource);
GlStateManager.pushMatrix();
GlStateManager.rotate(-rot, 0, 0, 1);
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
}

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@ -33,6 +33,7 @@ import WayofTime.bloodmagic.api.ritual.EnumRuneType;
import WayofTime.bloodmagic.block.BlockBloodRune;
import WayofTime.bloodmagic.client.render.alchemyArray.AttractorAlchemyCircleRenderer;
import WayofTime.bloodmagic.client.render.alchemyArray.BindingAlchemyCircleRenderer;
import WayofTime.bloodmagic.client.render.alchemyArray.DualAlchemyCircleRenderer;
import WayofTime.bloodmagic.client.render.alchemyArray.StaticAlchemyCircleRenderer;
import WayofTime.bloodmagic.compress.AdvancedCompressionHandler;
import WayofTime.bloodmagic.compress.BaseCompressionHandler;
@ -230,6 +231,7 @@ public class ModRecipes
AlchemyArrayRecipeRegistry.registerRecipe(new ItemStack(Items.ROTTEN_FLESH), new ItemStack(Items.ROTTEN_FLESH), new AlchemyArrayEffectAttractor("attractor"), new AttractorAlchemyCircleRenderer());
AlchemyArrayRecipeRegistry.registerRecipe(new ItemStack(Items.FEATHER), new ItemStack(Items.REDSTONE), new AlchemyArrayEffectMovement("movement"), new StaticAlchemyCircleRenderer(new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/MovementArray.png")));
AlchemyArrayRecipeRegistry.registerRecipe(new ItemStack(Items.ARROW), new ItemStack(Items.FEATHER), new AlchemyArrayEffectMovement("skeletonTurret"), new DualAlchemyCircleRenderer(new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/SkeletonTurret1.png"), new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/SkeletonTurret2.png")));
}
public static void addCompressionHandlers()

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