Teleposers and refractoring

This commit is contained in:
Arcaratus 2016-01-01 12:08:17 -05:00
parent 1b9f72b494
commit a8a0ae6e8b
145 changed files with 594 additions and 162 deletions

View file

@ -0,0 +1,51 @@
package WayofTime.bloodmagic.client.render.entity;
import WayofTime.bloodmagic.entity.projectile.EntityBloodLight;
import net.minecraft.client.renderer.GlStateManager;
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.TextureMap;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.ResourceLocation;
public class RenderEntityBloodLight extends Render<EntityBloodLight>
{
public RenderEntityBloodLight(RenderManager renderManager)
{
super(renderManager);
this.shadowSize = 0.0F;
}
public void renderEntityAt(EntityBloodLight entity, double x, double y, double z, float fq, float pticks)
{
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(0.1F, 0.1F, 0.1F);
this.bindTexture(this.getEntityTexture(entity));
Tessellator tessellator = Tessellator.getInstance();
GlStateManager.rotate(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
tessellator.getWorldRenderer().begin(7, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL);
tessellator.getWorldRenderer().pos(-0.5D, -0.25D, 0.0D).tex(0D, 1D).normal(0F, 1F, 0F).endVertex();
tessellator.getWorldRenderer().pos(0.5D, -0.25D, 0.0D).tex(1D, 1D).normal(0F, 1F, 0F).endVertex();
tessellator.getWorldRenderer().pos(0.5D, 0.75D, 0.0D).tex(1D, 0D).normal(0F, 1F, 0F).endVertex();
tessellator.getWorldRenderer().pos(-0.5D, 0.75D, 0.0D).tex(0D, 1D).normal(0F, 1F, 0F).endVertex();
tessellator.draw();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
}
@Override
public void doRender(EntityBloodLight entityBloodLight, double d, double d1, double d2, float f, float f1)
{
renderEntityAt(entityBloodLight, d, d1, d2, f, f1);
}
@Override
protected ResourceLocation getEntityTexture(EntityBloodLight entityBloodLight)
{
return TextureMap.locationBlocksTexture;
}
}