vazkii.botania.client.render.entity.RenderBabylonWeapon.java Source code

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Here is the source code for vazkii.botania.client.render.entity.RenderBabylonWeapon.java

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/**
 * This class was created by <Vazkii>. It's distributed as
 * part of the Botania Mod. Get the Source Code in github:
 * https://github.com/Vazkii/Botania
 *
 * Botania is Open Source and distributed under the
 * Botania License: http://botaniamod.net/license.php
 *
 * File Created @ [Aug 16, 2015, 6:42:09 PM (GMT)]
 */
package vazkii.botania.client.render.entity;

import java.util.Random;

import javax.annotation.Nonnull;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
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.TextureAtlasSprite;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.ResourceLocation;
import vazkii.botania.client.core.handler.MiscellaneousIcons;
import vazkii.botania.client.core.helper.IconHelper;
import vazkii.botania.client.core.helper.ShaderHelper;
import vazkii.botania.client.lib.LibResources;
import vazkii.botania.common.entity.EntityBabylonWeapon;

public class RenderBabylonWeapon extends Render<EntityBabylonWeapon> {

    private static final ResourceLocation babylon = new ResourceLocation(LibResources.MISC_BABYLON);

    public RenderBabylonWeapon(RenderManager renderManager) {
        super(renderManager);
    }

    @Override
    public void doRender(@Nonnull EntityBabylonWeapon weapon, double par2, double par4, double par6, float par8,
            float par9) {
        GlStateManager.pushMatrix();
        GlStateManager.translate((float) par2, (float) par4, (float) par6);
        GlStateManager.rotate(weapon.getRotation(), 0F, 1F, 0F);

        int live = weapon.getLiveTicks();
        int delay = weapon.getDelay();
        float charge = Math.min(10F, Math.max(live, weapon.getChargeTicks()) + par9);
        float chargeMul = charge / 10F;

        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

        Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
        GlStateManager.pushMatrix();
        float s = 1.5F;
        GlStateManager.scale(s, s, s);
        GlStateManager.rotate(-90F, 0F, 1F, 0F);
        GlStateManager.rotate(45F, 0F, 0F, 1F);
        TextureAtlasSprite icon = MiscellaneousIcons.INSTANCE.kingKeyWeaponIcons[weapon.getVariety()];
        GlStateManager.color(1F, 1F, 1F, chargeMul);
        float f = icon.getMinU();
        float f1 = icon.getMaxU();
        float f2 = icon.getMinV();
        float f3 = icon.getMaxV();

        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
        GlStateManager.disableLighting();
        IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, icon.getIconWidth(),
                icon.getIconHeight(), 1F / 16F);
        GlStateManager.popMatrix();

        GlStateManager.disableCull();
        GlStateManager.shadeModel(GL11.GL_SMOOTH);
        GlStateManager.color(1F, 1F, 1F, chargeMul);

        Minecraft.getMinecraft().renderEngine.bindTexture(babylon);

        Tessellator tes = Tessellator.getInstance();
        ShaderHelper.useShader(ShaderHelper.halo);
        Random rand = new Random(weapon.getUniqueID().getMostSignificantBits());
        GlStateManager.rotate(-90F, 1F, 0F, 0F);
        GlStateManager.translate(0F, -0.3F + rand.nextFloat() * 0.1F, 1F);

        s = chargeMul;
        if (live > delay)
            s -= Math.min(1F, (live - delay + par9) * 0.2F);
        s *= 2F;
        GlStateManager.scale(s, s, s);

        GlStateManager.rotate(charge * 9F + (weapon.ticksExisted + par9) * 0.5F + rand.nextFloat() * 360F, 0F, 1F,
                0F);

        tes.getBuffer().begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
        tes.getBuffer().pos(-1, 0, -1).tex(0, 0).endVertex();
        tes.getBuffer().pos(-1, 0, 1).tex(0, 1).endVertex();
        tes.getBuffer().pos(1, 0, 1).tex(1, 1).endVertex();
        tes.getBuffer().pos(1, 0, -1).tex(1, 0).endVertex();
        tes.draw();

        ShaderHelper.releaseShader();

        GlStateManager.enableLighting();
        GlStateManager.shadeModel(GL11.GL_FLAT);
        GlStateManager.enableCull();
        GlStateManager.popMatrix();
    }

    @Nonnull
    @Override
    protected ResourceLocation getEntityTexture(@Nonnull EntityBabylonWeapon entity) {
        return TextureMap.LOCATION_BLOCKS_TEXTURE;
    }

}