Part 1 of reimplementing Ritual Diviner
Finished the placement of the Ritual Stones from the ItemRitualDiviner. Still need to finish the rendering system for the ghost blocks.
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40 changed files with 1486 additions and 11 deletions
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package wayoftime.bloodmagic.client.render.block;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.texture.AtlasTexture;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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public class RenderFakeBlocks
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{
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public static void drawFakeBlock(TextureAtlasSprite texture, double minX, double minY, double minZ)
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{
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if (texture == null)
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return;
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double maxX = minX + 1;
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double maxY = minY + 1;
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double maxZ = minZ + 1;
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder wr = tessellator.getBuffer();
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Minecraft.getInstance().getAtlasSpriteGetter(AtlasTexture.LOCATION_BLOCKS_TEXTURE).apply(texture.getName());
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wr.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
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float texMinU = texture.getMinU();
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float texMinV = texture.getMinV();
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float texMaxU = texture.getMaxU();
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float texMaxV = texture.getMaxV();
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wr.pos(minX, minY, minZ).tex(texMinU, texMinV).endVertex();
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wr.pos(maxX, minY, minZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(maxX, minY, maxZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(minX, minY, maxZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(minX, maxY, maxZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(maxX, maxY, maxZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(maxX, maxY, minZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(minX, maxY, minZ).tex(texMinU, texMinV).endVertex();
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wr.pos(maxX, minY, minZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(minX, minY, minZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(minX, maxY, minZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(maxX, maxY, minZ).tex(texMinU, texMinV).endVertex();
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wr.pos(minX, minY, maxZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(maxX, minY, maxZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(maxX, maxY, maxZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(minX, maxY, maxZ).tex(texMinU, texMinV).endVertex();
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wr.pos(minX, minY, minZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(minX, minY, maxZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(minX, maxY, maxZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(minX, maxY, minZ).tex(texMinU, texMinV).endVertex();
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wr.pos(maxX, minY, maxZ).tex(texMinU, texMaxV).endVertex();
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wr.pos(maxX, minY, minZ).tex(texMaxU, texMaxV).endVertex();
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wr.pos(maxX, maxY, minZ).tex(texMaxU, texMinV).endVertex();
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wr.pos(maxX, maxY, maxZ).tex(texMinU, texMinV).endVertex();
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tessellator.draw();
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}
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}
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