package WayofTime.bloodmagic.client.render.entity; import WayofTime.bloodmagic.entity.projectile.EntitySentientArrow; import net.minecraft.client.renderer.BufferBuilder; 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.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; @SideOnly(Side.CLIENT) public class RenderEntitySentientArrow extends Render { 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(); BufferBuilder 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; } } }