package com.hbm.render.entity; import java.util.Random; import org.lwjgl.opengl.GL11; import com.hbm.entity.projectile.EntityBullet; import com.hbm.lib.RefStrings; import com.hbm.render.model.ModelBullet; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; public class RenderBullet extends Render { private ModelBullet bullet; public RenderBullet() { bullet = new ModelBullet(); } @Override public void doRender(Entity bullet, double x, double y, double z, float f0, float f1) { GL11.glPushMatrix(); GL11.glTranslatef((float) x, (float) y, (float) z); GL11.glRotatef(bullet.prevRotationYaw + (bullet.rotationYaw - bullet.prevRotationYaw) * f1 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(bullet.prevRotationPitch + (bullet.rotationPitch - bullet.prevRotationPitch) * f1 + 180, 0.0F, 0.0F, 1.0F); GL11.glScalef(1.5F, 1.5F, 1.5F); GL11.glRotatef(new Random(bullet.getEntityId()).nextInt(360), 1.0F, 0.0F, 0.0F); renderFlechette(); GL11.glPopMatrix(); } private void renderBullet(int type) { if (type == 2) { bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/models/emplacer.png")); } else if (type == 1) { bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/models/tau.png")); } else if (type == 0) { bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/models/bullet.png")); } bullet.renderAll(0.0625F); } private void renderFlechette() { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glScalef(1F/16F, 1F/16F, 1F/16F); GL11.glScalef(-1, 1, 1); Tessellator tess = Tessellator.instance; //back GL11.glColor3f(0.15F, 0.15F, 0.15F); tess.startDrawingQuads(); tess.addVertex(0, -1, -1); tess.addVertex(0, 1, -1); tess.addVertex(0, 1, 1); tess.addVertex(0, -1, 1); tess.draw(); //base tess.startDrawingQuads(); tess.addVertex(0, -1, -1); tess.addVertex(1, -0.5, -0.5); tess.addVertex(1, 0.5, -0.5); tess.addVertex(0, 1, -1); tess.draw(); tess.startDrawingQuads(); tess.addVertex(1, -0.5, 0.5); tess.addVertex(0, -1, 1); tess.addVertex(0, 1, 1); tess.addVertex(1, 0.5, 0.5); tess.draw(); tess.startDrawingQuads(); tess.addVertex(1, -0.5, -0.5); tess.addVertex(0, -1, -1); tess.addVertex(0, -1, 1); tess.addVertex(1, -0.5, 0.5); tess.draw(); tess.startDrawingQuads(); tess.addVertex(0, 1, -1); tess.addVertex(1, 0.5, -0.5); tess.addVertex(1, 0.5, 0.5); tess.addVertex(0, 1, 1); tess.draw(); //pin tess.startDrawing(4); tess.addVertex(1, 0.5, -0.5); tess.addVertex(1, -0.5, -0.5); tess.addVertex(6, 0, 0); tess.draw(); tess.startDrawing(4); tess.addVertex(6, 0, 0); tess.addVertex(1, -0.5, 0.5); tess.addVertex(1, 0.5, 0.5); tess.draw(); tess.startDrawing(4); tess.addVertex(6, 0, 0); tess.addVertex(1, -0.5, -0.5); tess.addVertex(1, -0.5, 0.5); tess.draw(); tess.startDrawing(4); tess.addVertex(1, 0.5, 0.5); tess.addVertex(1, 0.5, -0.5); tess.addVertex(6, 0, 0); tess.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glPopMatrix(); } private void renderDart(float red, float green, float blue) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDepthMask(false); GL11.glScalef(1F/4F, 1F/8F, 1F/8F); GL11.glScalef(-1, 1, 1); GL11.glScalef(2, 2, 2); Tessellator tess = Tessellator.instance; //front tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, -1, -1); tess.addVertex(3, 1, -1); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, -1, 1); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, 1, 1); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, -1, -1); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, -1, 1); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, 1, -1); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(3, 1, 1); tess.draw(); //mid tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, 0.5, -0.5); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, -0.5, 0.5); tess.addVertex(6, 0, 0); tess.addVertex(4, 0.5, 0.5); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, -0.5, -0.5); tess.addVertex(6, 0, 0); tess.addVertex(4, -0.5, 0.5); tess.draw(); tess.startDrawing(4); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(6, 0, 0); tess.addVertex(4, 0.5, -0.5); tess.addVertex(4, 0.5, 0.5); tess.draw(); //tail tess.startDrawingQuads(); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, 0.5, -0.5); tess.addVertex(4, 0.5, 0.5); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(0, 0.5, 0.5); tess.addVertex(0, 0.5, -0.5); tess.draw(); tess.startDrawingQuads(); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, -0.5, 0.5); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(0, -0.5, 0.5); tess.addVertex(0, -0.5, -0.5); tess.draw(); tess.startDrawingQuads(); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, -0.5, 0.5); tess.addVertex(4, 0.5, 0.5); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(0, 0.5, 0.5); tess.addVertex(0, -0.5, 0.5); tess.draw(); tess.startDrawingQuads(); tess.setColorRGBA_F(red, green, blue, 1); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, 0.5, -0.5); tess.setColorRGBA_F(red, green, blue, 0); tess.addVertex(0, 0.5, -0.5); tess.addVertex(0, -0.5, -0.5); tess.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(true); GL11.glPopMatrix(); } @Override protected ResourceLocation getEntityTexture(Entity p_110775_1_) { return new ResourceLocation(RefStrings.MODID + ":textures/models/bullet.png"); } }