Creation of 1.16.3 branch
Initial publishing of the 1.16.3 branch of the mod. A lot of systems are missing (such as Rituals and Living Armour), but enough is present for a decent Alpha release.
This commit is contained in:
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1662 changed files with 18791 additions and 85075 deletions
98
src/main/java/wayoftime/bloodmagic/client/ClientEvents.java
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98
src/main/java/wayoftime/bloodmagic/client/ClientEvents.java
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package wayoftime.bloodmagic.client;
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import net.minecraft.client.gui.ScreenManager;
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import net.minecraft.client.world.ClientWorld;
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import net.minecraft.entity.LivingEntity;
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import net.minecraft.item.IItemPropertyGetter;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemModelsProperties;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.client.event.ModelRegistryEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.client.registry.ClientRegistry;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
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import wayoftime.bloodmagic.BloodMagic;
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import wayoftime.bloodmagic.client.render.block.RenderAlchemyArray;
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import wayoftime.bloodmagic.client.render.block.RenderAltar;
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import wayoftime.bloodmagic.client.screens.ScreenSoulForge;
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import wayoftime.bloodmagic.common.block.BloodMagicBlocks;
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import wayoftime.bloodmagic.common.item.BloodMagicItems;
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import wayoftime.bloodmagic.common.item.sigil.ItemSigilToggleable;
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import wayoftime.bloodmagic.common.item.soul.ItemSentientSword;
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import wayoftime.bloodmagic.iface.IMultiWillTool;
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import wayoftime.bloodmagic.tile.TileAlchemyArray;
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import wayoftime.bloodmagic.tile.TileAltar;
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@Mod.EventBusSubscriber(value = Dist.CLIENT, modid = BloodMagic.MODID, bus = Mod.EventBusSubscriber.Bus.MOD)
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public class ClientEvents
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{
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@SubscribeEvent
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public static void registerModels(ModelRegistryEvent event)
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{
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ClientRegistry.bindTileEntityRenderer(TileAltar.TYPE, RenderAltar::new);
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ClientRegistry.bindTileEntityRenderer(TileAlchemyArray.TYPE, RenderAlchemyArray::new);
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// ClientRegistry.bindTileEntityRenderer(TileSoulForge.TYPE, RenderAlchemyArray::new);
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}
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public static void registerContainerScreens()
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{
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ScreenManager.registerFactory(BloodMagicBlocks.SOUL_FORGE_CONTAINER.get(), ScreenSoulForge::new);
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}
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public static void registerItemModelProperties(FMLClientSetupEvent event)
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{
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registerToggleableProperties(BloodMagicItems.GREEN_GROVE_SIGIL.get());
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registerToggleableProperties(BloodMagicItems.FAST_MINER_SIGIL.get());
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registerToggleableProperties(BloodMagicItems.MAGNETISM_SIGIL.get());
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registerToggleableProperties(BloodMagicItems.ICE_SIGIL.get());
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registerMultiWillTool(BloodMagicItems.SENTIENT_SWORD.get());
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registerMultiWillTool(BloodMagicItems.PETTY_GEM.get());
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registerMultiWillTool(BloodMagicItems.LESSER_GEM.get());
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registerMultiWillTool(BloodMagicItems.COMMON_GEM.get());
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ItemModelsProperties.registerProperty(BloodMagicItems.SENTIENT_SWORD.get(), BloodMagic.rl("active"), new IItemPropertyGetter()
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{
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@Override
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public float call(ItemStack stack, ClientWorld world, LivingEntity entity)
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{
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return ((ItemSentientSword) stack.getItem()).getActivated(stack) ? 1 : 0;
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}
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});
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}
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public static void registerToggleableProperties(Item item)
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{
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ItemModelsProperties.registerProperty(item, BloodMagic.rl("active"), new IItemPropertyGetter()
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{
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@Override
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public float call(ItemStack stack, ClientWorld world, LivingEntity entity)
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{
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Item item = stack.getItem();
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if (item instanceof ItemSigilToggleable)
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{
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return ((ItemSigilToggleable) item).getActivated(stack) ? 1 : 0;
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}
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return 0;
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}
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});
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}
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public static void registerMultiWillTool(Item item)
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{
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ItemModelsProperties.registerProperty(item, BloodMagic.rl("type"), new IItemPropertyGetter()
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{
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@Override
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public float call(ItemStack stack, ClientWorld world, LivingEntity entity)
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{
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Item item = stack.getItem();
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if (item instanceof IMultiWillTool)
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{
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return ((IMultiWillTool) item).getCurrentType(stack).ordinal();
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}
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return 0;
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}
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});
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}
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}
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package wayoftime.bloodmagic.client.render;
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import java.util.Arrays;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.util.Direction;
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import net.minecraft.util.ResourceLocation;
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public class BloodMagicRenderer
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{
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public static float getRed(int color)
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{
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return (color >> 16 & 0xFF) / 255.0F;
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}
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public static float getGreen(int color)
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{
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return (color >> 8 & 0xFF) / 255.0F;
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}
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public static float getBlue(int color)
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{
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return (color & 0xFF) / 255.0F;
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}
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public static float getAlpha(int color)
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{
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return (color >> 24 & 0xFF) / 255.0F;
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}
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public static class Model3D
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{
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public double minX, minY, minZ;
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public double maxX, maxY, maxZ;
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public final TextureAtlasSprite[] textures = new TextureAtlasSprite[6];
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public final boolean[] renderSides = new boolean[]
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{ true, true, true, true, true, true, false };
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public double sizeX()
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{
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return maxX - minX;
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}
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public double sizeY()
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{
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return maxY - minY;
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}
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public double sizeZ()
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{
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return maxZ - minZ;
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}
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public void setSideRender(Direction side, boolean value)
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{
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renderSides[side.ordinal()] = value;
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}
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public boolean shouldSideRender(Direction side)
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{
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return renderSides[side.ordinal()];
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}
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public void setTexture(TextureAtlasSprite tex)
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{
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Arrays.fill(textures, tex);
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}
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public void setTextures(TextureAtlasSprite down, TextureAtlasSprite up, TextureAtlasSprite north, TextureAtlasSprite south, TextureAtlasSprite west, TextureAtlasSprite east)
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{
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textures[0] = down;
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textures[1] = up;
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textures[2] = north;
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textures[3] = south;
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textures[4] = west;
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textures[5] = east;
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}
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}
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public static class Model2D
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{
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public double minX, minY;
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public double maxX, maxY;
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public ResourceLocation resource;
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public double sizeX()
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{
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return maxX - minX;
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}
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public double sizeY()
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{
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return maxY - minY;
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}
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public void setTexture(ResourceLocation resource)
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{
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this.resource = resource;
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}
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}
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}
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package wayoftime.bloodmagic.client.render;
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import java.util.Arrays;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.entity.EntityRendererManager;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.util.Direction;
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import net.minecraft.util.Direction.Axis;
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import net.minecraft.util.Direction.AxisDirection;
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import net.minecraft.util.math.vector.Matrix3f;
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import net.minecraft.util.math.vector.Matrix4f;
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import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.util.math.vector.Vector3f;
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import net.minecraft.util.math.vector.Vector3i;
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import wayoftime.bloodmagic.client.render.BloodMagicRenderer.Model3D;
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/**
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* Adapted from BuildCraft
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*/
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public class RenderResizableCuboid
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{
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public static final RenderResizableCuboid INSTANCE = new RenderResizableCuboid();
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private static final Vector3f VEC_ZERO = new Vector3f(0, 0, 0);
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private static final int U_MIN = 0;
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private static final int U_MAX = 1;
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private static final int V_MIN = 2;
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private static final int V_MAX = 3;
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protected EntityRendererManager manager = Minecraft.getInstance().getRenderManager();
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private static Vector3f withValue(Vector3f vector, Axis axis, float value)
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{
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if (axis == Axis.X)
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{
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return new Vector3f(value, vector.getY(), vector.getZ());
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} else if (axis == Axis.Y)
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{
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return new Vector3f(vector.getX(), value, vector.getZ());
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} else if (axis == Axis.Z)
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{
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return new Vector3f(vector.getX(), vector.getY(), value);
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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}
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public static double getValue(Vector3d vector, Axis axis)
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{
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if (axis == Axis.X)
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{
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return vector.x;
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} else if (axis == Axis.Y)
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{
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return vector.y;
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} else if (axis == Axis.Z)
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{
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return vector.z;
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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}
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public void renderCube(Model3D cube, MatrixStack matrix, IVertexBuilder buffer, int argb, int light, int overlay)
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{
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float red = BloodMagicRenderer.getRed(argb);
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float green = BloodMagicRenderer.getGreen(argb);
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float blue = BloodMagicRenderer.getBlue(argb);
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float alpha = BloodMagicRenderer.getAlpha(argb);
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Vector3d size = new Vector3d(cube.sizeX(), cube.sizeY(), cube.sizeZ());
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matrix.push();
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matrix.translate(cube.minX, cube.minY, cube.minZ);
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MatrixStack.Entry lastMatrix = matrix.getLast();
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Matrix4f matrix4f = lastMatrix.getMatrix();
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Matrix3f normal = lastMatrix.getNormal();
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for (Direction face : Direction.values())
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{
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if (cube.shouldSideRender(face))
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{
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int ordinal = face.ordinal();
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TextureAtlasSprite sprite = cube.textures[ordinal];
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if (sprite != null)
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{
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Axis u = face.getAxis() == Axis.X ? Axis.Z : Axis.X;
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Axis v = face.getAxis() == Axis.Y ? Axis.Z : Axis.Y;
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float other = face.getAxisDirection() == AxisDirection.POSITIVE
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? (float) getValue(size, face.getAxis())
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: 0;
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// Swap the face if this is positive: the renderer returns indexes that ALWAYS
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// are for the negative face, so light it properly this way
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face = face.getAxisDirection() == AxisDirection.NEGATIVE ? face : face.getOpposite();
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Direction opposite = face.getOpposite();
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float minU = sprite.getMinU();
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float maxU = sprite.getMaxU();
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// Flip the v
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float minV = sprite.getMaxV();
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float maxV = sprite.getMinV();
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double sizeU = getValue(size, u);
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double sizeV = getValue(size, v);
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// TODO: Look into this more, as it makes tiling of multiple objects not render
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// properly if they don't fit the full texture.
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// Example: Mechanical pipes rendering water or lava, makes it relatively easy
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// to see the texture artifacts
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for (int uIndex = 0; uIndex < sizeU; uIndex++)
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{
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float[] baseUV = new float[]
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{ minU, maxU, minV, maxV };
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double addU = 1;
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// If the size of the texture is greater than the cuboid goes on for then make
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// sure the texture positions are lowered
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if (uIndex + addU > sizeU)
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{
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addU = sizeU - uIndex;
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baseUV[U_MAX] = baseUV[U_MIN] + (baseUV[U_MAX] - baseUV[U_MIN]) * (float) addU;
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}
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for (int vIndex = 0; vIndex < sizeV; vIndex++)
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{
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float[] uv = Arrays.copyOf(baseUV, 4);
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double addV = 1;
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if (vIndex + addV > sizeV)
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{
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addV = sizeV - vIndex;
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uv[V_MAX] = uv[V_MIN] + (uv[V_MAX] - uv[V_MIN]) * (float) addV;
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}
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float[] xyz = new float[]
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{ uIndex, (float) (uIndex + addU), vIndex, (float) (vIndex + addV) };
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, false, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, true, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, false, true, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, false, false, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, false, false, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, false, true, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, true, true, red, green, blue, alpha, light, overlay);
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renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, true, false, red, green, blue, alpha, light, overlay);
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}
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}
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}
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}
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}
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matrix.pop();
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}
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private void renderPoint(Matrix4f matrix4f, Matrix3f normal, IVertexBuilder buffer, Direction face, Axis u, Axis v,
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float other, float[] uv, float[] xyz, boolean minU, boolean minV, float red, float green, float blue,
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float alpha, int light, int overlay)
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{
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int U_ARRAY = minU ? U_MIN : U_MAX;
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int V_ARRAY = minV ? V_MIN : V_MAX;
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Vector3f vertex = withValue(VEC_ZERO, u, xyz[U_ARRAY]);
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vertex = withValue(vertex, v, xyz[V_ARRAY]);
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vertex = withValue(vertex, face.getAxis(), other);
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Vector3i normalForFace = face.getDirectionVec();
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// TODO: Figure out how and why this works, it gives about the same brightness
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// as we used to have but I don't understand why/how
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float adjustment = 2.5F;
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Vector3f norm = new Vector3f(normalForFace.getX() + adjustment, normalForFace.getY()
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+ adjustment, normalForFace.getZ() + adjustment);
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norm.normalize();
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buffer.pos(matrix4f, vertex.getX(), vertex.getY(), vertex.getZ()).color(red, green, blue, alpha).tex(uv[U_ARRAY], uv[V_ARRAY]).overlay(overlay).lightmap(light).normal(normal, norm.getX(), norm.getY(), norm.getZ()).endVertex();
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}
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}
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package wayoftime.bloodmagic.client.render;
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import java.util.Arrays;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.entity.EntityRendererManager;
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import net.minecraft.util.Direction;
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import net.minecraft.util.Direction.Axis;
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import net.minecraft.util.Direction.AxisDirection;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.vector.Matrix3f;
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import net.minecraft.util.math.vector.Matrix4f;
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import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.util.math.vector.Vector3f;
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import net.minecraft.util.math.vector.Vector3i;
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import wayoftime.bloodmagic.client.render.BloodMagicRenderer.Model2D;
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public class RenderResizableQuadrilateral
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{
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public static final RenderResizableQuadrilateral INSTANCE = new RenderResizableQuadrilateral();
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private static final Vector3f VEC_ZERO = new Vector3f(0, 0, 0);
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private static final int U_MIN = 0;
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private static final int U_MAX = 1;
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private static final int V_MIN = 2;
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private static final int V_MAX = 3;
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protected EntityRendererManager manager = Minecraft.getInstance().getRenderManager();
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private static Vector3f withValue(Vector3f vector, Axis axis, float value)
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{
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if (axis == Axis.X)
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{
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return new Vector3f(value, vector.getY(), vector.getZ());
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} else if (axis == Axis.Y)
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{
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return new Vector3f(vector.getX(), value, vector.getZ());
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} else if (axis == Axis.Z)
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{
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return new Vector3f(vector.getX(), vector.getY(), value);
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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}
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public static double getValue(Vector3d vector, Axis axis)
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{
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if (axis == Axis.X)
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{
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return vector.x;
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} else if (axis == Axis.Y)
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{
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return vector.y;
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} else if (axis == Axis.Z)
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{
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return vector.z;
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}
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throw new RuntimeException("Was given a null axis! That was probably not intentional, consider this a bug! (Vector = "
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+ vector + ")");
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}
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||||
public void renderSquare(Model2D square, MatrixStack matrix, IVertexBuilder buffer, int argb, int light, int overlay)
|
||||
{
|
||||
float red = BloodMagicRenderer.getRed(argb);
|
||||
float green = BloodMagicRenderer.getGreen(argb);
|
||||
float blue = BloodMagicRenderer.getBlue(argb);
|
||||
float alpha = BloodMagicRenderer.getAlpha(argb);
|
||||
Vector3d size = new Vector3d(square.sizeX(), 0, square.sizeY());
|
||||
matrix.push();
|
||||
matrix.translate(square.minX, 0, square.minY);
|
||||
MatrixStack.Entry lastMatrix = matrix.getLast();
|
||||
Matrix4f matrix4f = lastMatrix.getMatrix();
|
||||
Matrix3f normal = lastMatrix.getNormal();
|
||||
Direction face = Direction.UP;
|
||||
// for (Direction face : Direction.values())
|
||||
|
||||
int ordinal = face.ordinal();
|
||||
// TextureAtlasSprite sprite = cube.textures[ordinal];
|
||||
ResourceLocation rl = square.resource;
|
||||
if (rl != null)
|
||||
{
|
||||
// Minecraft.getInstance().textureManager.bindTexture(rl);
|
||||
Axis u = face.getAxis() == Axis.X ? Axis.Z : Axis.X;
|
||||
Axis v = face.getAxis() == Axis.Y ? Axis.Z : Axis.Y;
|
||||
float other = face.getAxisDirection() == AxisDirection.POSITIVE ? (float) getValue(size, face.getAxis())
|
||||
: 0;
|
||||
|
||||
// Swap the face if this is positive: the renderer returns indexes that ALWAYS
|
||||
// are for the negative face, so light it properly this way
|
||||
face = face.getAxisDirection() == AxisDirection.NEGATIVE ? face : face.getOpposite();
|
||||
// Direction opposite = face.getOpposite();
|
||||
|
||||
float minU = 0;
|
||||
float maxU = 1;
|
||||
// Flip the v
|
||||
float minV = 1;
|
||||
float maxV = 0;
|
||||
// float minU = sprite.getMinU();
|
||||
// float maxU = sprite.getMaxU();
|
||||
// // Flip the v
|
||||
// float minV = sprite.getMaxV();
|
||||
// float maxV = sprite.getMinV();
|
||||
double sizeU = getValue(size, u);
|
||||
double sizeV = getValue(size, v);
|
||||
// TODO: Look into this more, as it makes tiling of multiple objects not render
|
||||
// properly if they don't fit the full texture.
|
||||
// Example: Mechanical pipes rendering water or lava, makes it relatively easy
|
||||
// to see the texture artifacts
|
||||
for (int uIndex = 0; uIndex < sizeU; uIndex++)
|
||||
{
|
||||
float[] baseUV = new float[]
|
||||
{ minU, maxU, minV, maxV };
|
||||
double addU = 1;
|
||||
// If the size of the texture is greater than the cuboid goes on for then make
|
||||
// sure the texture positions are lowered
|
||||
if (uIndex + addU > sizeU)
|
||||
{
|
||||
// addU = sizeU - uIndex;
|
||||
baseUV[U_MAX] = baseUV[U_MIN] + (baseUV[U_MAX] - baseUV[U_MIN]) * (float) addU;
|
||||
}
|
||||
for (int vIndex = 0; vIndex < sizeV; vIndex++)
|
||||
{
|
||||
float[] uv = Arrays.copyOf(baseUV, 4);
|
||||
double addV = 1;
|
||||
if (vIndex + addV > sizeV)
|
||||
{
|
||||
// addV = sizeV - vIndex;
|
||||
uv[V_MAX] = uv[V_MIN] + (uv[V_MAX] - uv[V_MIN]) * (float) addV;
|
||||
}
|
||||
float[] xyz = new float[]
|
||||
{ uIndex, (float) (uIndex + addU), vIndex, (float) (vIndex + addV) };
|
||||
|
||||
renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, false, red, green, blue, alpha, light, overlay);
|
||||
renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, true, true, red, green, blue, alpha, light, overlay);
|
||||
renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, false, true, red, green, blue, alpha, light, overlay);
|
||||
renderPoint(matrix4f, normal, buffer, face, u, v, other, uv, xyz, false, false, red, green, blue, alpha, light, overlay);
|
||||
|
||||
// renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, false, false, red, green, blue, alpha, light, overlay);
|
||||
// renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, false, true, red, green, blue, alpha, light, overlay);
|
||||
// renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, true, true, red, green, blue, alpha, light, overlay);
|
||||
// renderPoint(matrix4f, normal, buffer, opposite, u, v, other, uv, xyz, true, false, red, green, blue, alpha, light, overlay);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
matrix.pop();
|
||||
}
|
||||
|
||||
private void renderPoint(Matrix4f matrix4f, Matrix3f normal, IVertexBuilder buffer, Direction face, Axis u, Axis v, float other, float[] uv, float[] xyz, boolean minU, boolean minV, float red, float green, float blue, float alpha, int light, int overlay)
|
||||
{
|
||||
int U_ARRAY = minU ? U_MIN : U_MAX;
|
||||
int V_ARRAY = minV ? V_MIN : V_MAX;
|
||||
Vector3f vertex = withValue(VEC_ZERO, u, xyz[U_ARRAY]);
|
||||
vertex = withValue(vertex, v, xyz[V_ARRAY]);
|
||||
vertex = withValue(vertex, face.getAxis(), other);
|
||||
Vector3i normalForFace = face.getDirectionVec();
|
||||
// TODO: Figure out how and why this works, it gives about the same brightness
|
||||
// as we used to have but I don't understand why/how
|
||||
float adjustment = 2.5F;
|
||||
Vector3f norm = new Vector3f(normalForFace.getX() + adjustment, normalForFace.getY()
|
||||
+ adjustment, normalForFace.getZ() + adjustment);
|
||||
norm.normalize();
|
||||
buffer.pos(matrix4f, vertex.getX(), vertex.getY(), vertex.getZ()).color(red, green, blue, alpha).tex(uv[U_ARRAY], uv[V_ARRAY]).overlay(overlay).lightmap(light).normal(normal, norm.getX(), norm.getY(), norm.getZ()).endVertex();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,114 @@
|
|||
package wayoftime.bloodmagic.client.render.alchemyarray;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
import com.mojang.blaze3d.vertex.IVertexBuilder;
|
||||
|
||||
import net.minecraft.client.renderer.IRenderTypeBuffer;
|
||||
import net.minecraft.client.renderer.RenderType;
|
||||
import net.minecraft.util.Direction;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.vector.Quaternion;
|
||||
import wayoftime.bloodmagic.client.render.BloodMagicRenderer;
|
||||
import wayoftime.bloodmagic.client.render.BloodMagicRenderer.Model2D;
|
||||
import wayoftime.bloodmagic.client.render.RenderResizableQuadrilateral;
|
||||
import wayoftime.bloodmagic.tile.TileAlchemyArray;
|
||||
|
||||
public class AlchemyArrayRenderer
|
||||
{
|
||||
public final ResourceLocation arrayResource;
|
||||
|
||||
public AlchemyArrayRenderer()
|
||||
{
|
||||
this(new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/sightsigil.png"));
|
||||
}
|
||||
|
||||
public AlchemyArrayRenderer(ResourceLocation arrayResource)
|
||||
{
|
||||
this.arrayResource = arrayResource;
|
||||
}
|
||||
|
||||
public float getRotation(float craftTime)
|
||||
{
|
||||
float offset = 2;
|
||||
if (craftTime >= offset)
|
||||
{
|
||||
float modifier = (float) Math.pow(craftTime - offset, 1.5);
|
||||
return modifier * 1f;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float getSecondaryRotation(float craftTime)
|
||||
{
|
||||
float offset = 50;
|
||||
if (craftTime >= offset)
|
||||
{
|
||||
float modifier = (float) Math.pow(craftTime - offset, 1.7);
|
||||
return modifier * 0.5f;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float getSizeModifier(float craftTime)
|
||||
{
|
||||
if (craftTime >= 150 && craftTime <= 250)
|
||||
{
|
||||
return (200 - craftTime) / 50f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public float getVerticalOffset(float craftTime)
|
||||
{
|
||||
if (craftTime >= 5)
|
||||
{
|
||||
if (craftTime <= 40)
|
||||
{
|
||||
return (float) (-0.4 + (0.4) * Math.pow((craftTime - 5) / 35f, 3));
|
||||
} else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return -0.4f;
|
||||
}
|
||||
|
||||
public void renderAt(TileAlchemyArray tileArray, double x, double y, double z, float craftTime, MatrixStack matrixStack, IRenderTypeBuffer renderer, int combinedLightIn, int combinedOverlayIn)
|
||||
{
|
||||
matrixStack.push();
|
||||
|
||||
matrixStack.translate(0.5, 0.5, 0.5);
|
||||
|
||||
float rot = getRotation(craftTime);
|
||||
float secondaryRot = getSecondaryRotation(craftTime);
|
||||
|
||||
float size = 1.0F * getSizeModifier(craftTime);
|
||||
Direction rotation = tileArray.getRotation();
|
||||
|
||||
matrixStack.push();
|
||||
matrixStack.translate(0, getVerticalOffset(craftTime), 0);
|
||||
matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), -rotation.getHorizontalAngle(), true));
|
||||
|
||||
matrixStack.push();
|
||||
|
||||
matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), rot, true));
|
||||
matrixStack.rotate(new Quaternion(Direction.NORTH.toVector3f(), secondaryRot, true));
|
||||
matrixStack.rotate(new Quaternion(Direction.EAST.toVector3f(), secondaryRot * 0.45812f, true));
|
||||
|
||||
IVertexBuilder twoDBuffer = renderer.getBuffer(RenderType.getEntityTranslucent(arrayResource));
|
||||
Model2D arrayModel = new BloodMagicRenderer.Model2D();
|
||||
arrayModel.minX = -0.5;
|
||||
arrayModel.maxX = +0.5;
|
||||
arrayModel.minY = -0.5;
|
||||
arrayModel.maxY = +0.5;
|
||||
arrayModel.resource = arrayResource;
|
||||
|
||||
matrixStack.scale(size, size, size);
|
||||
|
||||
RenderResizableQuadrilateral.INSTANCE.renderSquare(arrayModel, matrixStack, twoDBuffer, 0xFFFFFFFF, combinedLightIn, combinedOverlayIn);
|
||||
|
||||
matrixStack.pop();
|
||||
matrixStack.pop();
|
||||
matrixStack.pop();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
package wayoftime.bloodmagic.client.render.entity;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.IRenderTypeBuffer;
|
||||
import net.minecraft.client.renderer.entity.EntityRendererManager;
|
||||
import net.minecraft.client.renderer.entity.SpriteRenderer;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.IRendersAsItem;
|
||||
|
||||
public class BloodLightRenderer<T extends Entity & IRendersAsItem> extends SpriteRenderer<T>
|
||||
{
|
||||
public BloodLightRenderer(EntityRendererManager renderManagerIn)
|
||||
{
|
||||
super(renderManagerIn, Minecraft.getInstance().getItemRenderer());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(T entityIn, float entityYaw, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
|
||||
{
|
||||
super.render(entityIn, entityYaw, partialTicks, matrixStackIn, bufferIn, packedLightIn);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
package wayoftime.bloodmagic.client.render.entity;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.IRenderTypeBuffer;
|
||||
import net.minecraft.client.renderer.entity.EntityRendererManager;
|
||||
import net.minecraft.client.renderer.entity.SpriteRenderer;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.IRendersAsItem;
|
||||
|
||||
public class SoulSnareRenderer<T extends Entity & IRendersAsItem> extends SpriteRenderer<T>
|
||||
{
|
||||
public SoulSnareRenderer(EntityRendererManager renderManagerIn)
|
||||
{
|
||||
super(renderManagerIn, Minecraft.getInstance().getItemRenderer());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(T entityIn, float entityYaw, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
|
||||
{
|
||||
super.render(entityIn, entityYaw, partialTicks, matrixStackIn, bufferIn, packedLightIn);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,68 @@
|
|||
package wayoftime.bloodmagic.client.screens;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
|
||||
import net.minecraft.client.gui.screen.inventory.ContainerScreen;
|
||||
import net.minecraft.entity.player.PlayerInventory;
|
||||
import net.minecraft.inventory.container.Container;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.text.ITextComponent;
|
||||
import net.minecraft.util.text.TranslationTextComponent;
|
||||
import wayoftime.bloodmagic.BloodMagic;
|
||||
|
||||
public abstract class ScreenBase<T extends Container> extends ContainerScreen<T>
|
||||
{
|
||||
private static final ResourceLocation background = new ResourceLocation(BloodMagic.MODID, "textures/gui/soulforge.png");
|
||||
|
||||
protected final T container;
|
||||
|
||||
public ScreenBase(T container, PlayerInventory playerInventory, ITextComponent title)
|
||||
{
|
||||
super(container, playerInventory, title);
|
||||
this.container = container;
|
||||
}
|
||||
|
||||
public ResourceLocation getBackground()
|
||||
{
|
||||
return background;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render(MatrixStack stack, int mouseX, int mouseY, float partialTicks)
|
||||
{
|
||||
this.renderBackground(stack);
|
||||
super.render(stack, mouseX, mouseY, partialTicks);
|
||||
|
||||
this.renderHoveredTooltip(stack, mouseX, mouseY); // @mcp: func_230459_a_ = renderHoveredToolTip
|
||||
// if (mouseX > (guiLeft + 7) && mouseX < (guiLeft + 7) + 18 && mouseY > (guiTop + 7)
|
||||
// && mouseY < (guiTop + 7) + 73)
|
||||
// this.renderTooltip(stack, LanguageMap.getInstance().func_244260_a(Arrays.asList(new TranslationTextComponent("screen.diregoo.energy", MagicHelpers.withSuffix(this.container.getEnergy()), MagicHelpers.withSuffix(this.container.getMaxPower())))), mouseX, mouseY);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void init()
|
||||
{
|
||||
super.init();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void drawGuiContainerBackgroundLayer(MatrixStack stack, float partialTicks, int mouseX, int mouseY)
|
||||
{
|
||||
// RenderSystem.color4f(1, 1, 1, 1);
|
||||
// getMinecraft().getTextureManager().bindTexture(getBackground());
|
||||
// this.blit(stack, guiLeft, guiTop, 0, 0, xSize, ySize);
|
||||
|
||||
// int maxEnergy = this.container.getMaxPower(), height = 70;
|
||||
// if (maxEnergy > 0)
|
||||
// {
|
||||
// int remaining = (this.container.getEnergy() * height) / maxEnergy;
|
||||
// this.blit(stack, guiLeft + 8, guiTop + 78 - remaining, 176, 84 - remaining, 16, remaining + 1);
|
||||
// }
|
||||
}
|
||||
|
||||
//
|
||||
protected static TranslationTextComponent getTrans(String key, Object... args)
|
||||
{
|
||||
return new TranslationTextComponent(BloodMagic.MODID + "." + key, args);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,85 @@
|
|||
package wayoftime.bloodmagic.client.screens;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
|
||||
import net.minecraft.entity.player.PlayerInventory;
|
||||
import net.minecraft.inventory.IInventory;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.text.ITextComponent;
|
||||
import net.minecraft.util.text.TranslationTextComponent;
|
||||
import wayoftime.bloodmagic.BloodMagic;
|
||||
import wayoftime.bloodmagic.tile.TileSoulForge;
|
||||
import wayoftime.bloodmagic.tile.contailer.ContainerSoulForge;
|
||||
|
||||
public class ScreenSoulForge extends ScreenBase<ContainerSoulForge>
|
||||
{
|
||||
private static final ResourceLocation background = new ResourceLocation(BloodMagic.MODID, "textures/gui/soulforge.png");
|
||||
public IInventory tileSoulForge;
|
||||
|
||||
public ScreenSoulForge(ContainerSoulForge container, PlayerInventory playerInventory, ITextComponent title)
|
||||
{
|
||||
super(container, playerInventory, title);
|
||||
tileSoulForge = container.tileForge;
|
||||
this.xSize = 176;
|
||||
this.ySize = 205;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getBackground()
|
||||
{
|
||||
return background;
|
||||
}
|
||||
|
||||
// public
|
||||
|
||||
// public ScreenSoulForge(InventoryPlayer playerInventory, IInventory tileSoulForge)
|
||||
// {
|
||||
// super(new ContainerSoulForge(playerInventory, tileSoulForge));
|
||||
// this.tileSoulForge = tileSoulForge;
|
||||
// this.xSize = 176;
|
||||
// this.ySize = 205;
|
||||
// }
|
||||
//
|
||||
// @Override
|
||||
// public void render(MatrixStack stack, int mouseX, int mouseY, float partialTicks)
|
||||
// {
|
||||
// this.drawDefaultBackground();
|
||||
// super.drawScreen(mouseX, mouseY, partialTicks);
|
||||
// this.renderHoveredToolTip(mouseX, mouseY);
|
||||
// }
|
||||
//
|
||||
@Override
|
||||
protected void drawGuiContainerForegroundLayer(MatrixStack stack, int mouseX, int mouseY)
|
||||
{
|
||||
this.font.func_243248_b(stack, new TranslationTextComponent("tile.bloodmagic.soulforge.name"), 8, 5, 4210752);
|
||||
this.font.func_243248_b(stack, new TranslationTextComponent("container.inventory"), 8, 111, 4210752);
|
||||
}
|
||||
|
||||
//
|
||||
@Override
|
||||
protected void drawGuiContainerBackgroundLayer(MatrixStack stack, float partialTicks, int mouseX, int mouseY)
|
||||
{
|
||||
RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F);
|
||||
getMinecraft().getTextureManager().bindTexture(background);
|
||||
int i = (this.width - this.xSize) / 2;
|
||||
int j = (this.height - this.ySize) / 2;
|
||||
this.blit(stack, i, j, 0, 0, this.xSize, this.ySize);
|
||||
|
||||
int l = this.getCookProgressScaled(90);
|
||||
this.blit(stack, i + 115, j + 14 + 90 - l, 176, 90 - l, 18, l);
|
||||
}
|
||||
|
||||
//
|
||||
public int getCookProgressScaled(int scale)
|
||||
{
|
||||
double progress = ((TileSoulForge) tileSoulForge).getProgressForGui();
|
||||
// if (tileSoulForge != null)
|
||||
// {
|
||||
// System.out.println("Tile is NOT null");
|
||||
// }
|
||||
// double progress = ((float) this.container.data.get(0)) / ((float) this.container.data.get(1));
|
||||
// System.out.println(this.container.data.get(0));
|
||||
return (int) (progress * scale);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue