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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Replace manual matrix restoration in haze and radiation fog particle renderers to glPushMatrix and glPopMatrix
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@ -21,8 +21,8 @@ import net.minecraft.world.World;
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public class ParticleHaze extends EntityFX {
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private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/particle/haze.png");
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private TextureManager theRenderEngine;
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private int maxAge;
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private final TextureManager theRenderEngine;
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private final int maxAge;
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public ParticleHaze(TextureManager p_i1213_1_, World p_i1218_1_, double p_i1218_2_, double p_i1218_4_, double p_i1218_6_) {
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super(p_i1218_1_, p_i1218_2_, p_i1218_4_, p_i1218_6_);
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@ -94,6 +94,7 @@ public class ParticleHaze extends EntityFX {
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Random rand = new Random(50);
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GL11.glPushMatrix();
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for(int i = 0; i < 25; i++) {
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double dX = rand.nextGaussian() * 2.5D;
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@ -115,9 +116,8 @@ public class ParticleHaze extends EntityFX {
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tess.addVertexWithUV((double) (pX + p_70539_3_ * size + p_70539_6_ * size), (double) (pY + p_70539_4_ * size), (double) (pZ + p_70539_5_ * size + p_70539_7_ * size), 0, 0);
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tess.addVertexWithUV((double) (pX + p_70539_3_ * size - p_70539_6_ * size), (double) (pY - p_70539_4_ * size), (double) (pZ + p_70539_5_ * size - p_70539_7_ * size), 0, 1);
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tess.draw();
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GL11.glTranslatef((float) -dX, (float) -dY, (float) -dZ);
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}
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GL11.glPopMatrix();
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GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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@ -21,14 +21,14 @@ import net.minecraft.world.World;
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public class ParticleRadiationFog extends EntityFX {
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private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/particle/fog.png");
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private TextureManager theRenderEngine;
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private final TextureManager theRenderEngine;
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private int maxAge;
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public ParticleRadiationFog(TextureManager p_i1213_1_, World p_i1218_1_, double p_i1218_2_, double p_i1218_4_, double p_i1218_6_) {
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super(p_i1218_1_, p_i1218_2_, p_i1218_4_, p_i1218_6_);
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theRenderEngine = p_i1213_1_;
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maxAge = 100 + rand.nextInt(40);
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this.particleRed = this.particleGreen = this.particleBlue = 0;
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this.particleScale = 7.5F;
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}
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@ -41,7 +41,7 @@ public class ParticleRadiationFog extends EntityFX {
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this.particleRed = red;
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this.particleGreen = green;
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this.particleBlue = blue;
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this.particleScale = scale;
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}
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@ -49,14 +49,14 @@ public class ParticleRadiationFog extends EntityFX {
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this.prevPosX = this.posX;
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this.prevPosY = this.posY;
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this.prevPosZ = this.posZ;
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if(maxAge < 400)
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{
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maxAge = 400;
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}
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this.particleAge++;
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if (this.particleAge >= maxAge)
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{
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this.setDead();
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@ -78,11 +78,11 @@ public class ParticleRadiationFog extends EntityFX {
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}
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public void renderParticle(Tessellator tess, float p_70539_2_, float p_70539_3_, float p_70539_4_, float p_70539_5_, float p_70539_6_, float p_70539_7_) {
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this.theRenderEngine.bindTexture(texture);
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float alpha = 0;
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alpha = (float) Math.sin(particleAge * Math.PI / (400F)) * 0.125F;
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GL11.glColor4f(0.85F, 0.9F, 0.5F, alpha);
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@ -92,22 +92,23 @@ public class ParticleRadiationFog extends EntityFX {
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GL11.glDepthMask(false);
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OpenGlHelper.glBlendFunc(770, 771, 1, 0);
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RenderHelper.disableStandardItemLighting();
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Random rand = new Random(50);
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GL11.glPushMatrix();
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for(int i = 0; i < 25; i++) {
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double dX = (rand.nextGaussian() - 1D) * 2.5D;
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double dY = (rand.nextGaussian() - 1D) * 0.15D;
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double dZ = (rand.nextGaussian() - 1D) * 2.5D;
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double size = rand.nextDouble() * particleScale;
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GL11.glTranslatef((float) dX, (float) dY, (float) dZ);
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float pX = (float) ((this.prevPosX + (this.posX - this.prevPosX) * (double)p_70539_2_ - interpPosX) + rand.nextGaussian() * 0.5);
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float pY = (float) ((this.prevPosY + (this.posY - this.prevPosY) * (double)p_70539_2_ - interpPosY) + rand.nextGaussian() * 0.5);
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float pZ = (float) ((this.prevPosZ + (this.posZ - this.prevPosZ) * (double)p_70539_2_ - interpPosZ) + rand.nextGaussian() * 0.5);
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tess.startDrawingQuads();
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tess.setNormal(0.0F, 1.0F, 0.0F);
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tess.setBrightness(240);
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@ -116,14 +117,13 @@ public class ParticleRadiationFog extends EntityFX {
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tess.addVertexWithUV((double)(pX + p_70539_3_ * size + p_70539_6_ * size), (double)(pY + p_70539_4_ * size), (double)(pZ + p_70539_5_ * size + p_70539_7_ * size), 0, 0);
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tess.addVertexWithUV((double)(pX + p_70539_3_ * size - p_70539_6_ * size), (double)(pY - p_70539_4_ * size), (double)(pZ + p_70539_5_ * size - p_70539_7_ * size), 0, 1);
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tess.draw();
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GL11.glTranslatef((float) -dX, (float) -dY, (float) -dZ);
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}
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GL11.glPopMatrix();
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glDepthMask(true);
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GL11.glPolygonOffset(0.0F, 0.0F);
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GL11.glEnable(GL11.GL_LIGHTING);
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}
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