package com.hbm.render.entity.projectile; import java.util.Random; import org.lwjgl.opengl.GL11; import com.hbm.handler.BulletConfiguration; import com.hbm.items.ModItems; import com.hbm.lib.RefStrings; import com.hbm.main.ResourceManager; import com.hbm.render.util.RenderSparks; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; @Deprecated // the entire old bullet system should finally fucking die i hate it public class RenderBullet extends Render { @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); int style = bullet.getDataWatcher().getWatchableObjectByte(16); int trail = bullet.getDataWatcher().getWatchableObjectByte(17); if(style != BulletConfiguration.STYLE_BLADE) GL11.glRotatef(new Random(bullet.getEntityId()).nextInt(90) - 45, 1.0F, 0.0F, 0.0F); GL11.glEnable(GL11.GL_CULL_FACE); switch(style) { case BulletConfiguration.STYLE_NORMAL: renderBullet(trail); break; case BulletConfiguration.STYLE_BOLT: renderDart(trail, bullet.getEntityId()); break; case BulletConfiguration.STYLE_FLECHETTE: renderFlechette(); break; case BulletConfiguration.STYLE_ROCKET: renderRocket(trail); break; case BulletConfiguration.STYLE_GRENADE: renderGrenade(trail); break; case BulletConfiguration.STYLE_ORB: renderOrb(trail); break; case BulletConfiguration.STYLE_METEOR: renderMeteor(trail); break; case BulletConfiguration.STYLE_BLADE: renderBlade(); break; default: renderBullet(trail); break; } GL11.glPopMatrix(); } private void renderBullet(int type) { GL11.glScaled(0.5, 0.5, 0.5); GL11.glRotated(90, 0, 0, 1); GL11.glRotated(90, 0, 1, 0); GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.bullet_rifle_tex); ResourceManager.projectiles.renderPart("BulletRifle"); GL11.glShadeModel(GL11.GL_FLAT); } private void renderRocket(int type) { GL11.glScaled(0.5, 0.5, 0.5); GL11.glRotated(90, 0, 0, 1); GL11.glRotated(90, 0, 1, 0); GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.rocket_tex); ResourceManager.projectiles.renderPart("Rocket"); GL11.glShadeModel(GL11.GL_FLAT); } private void renderGrenade(int type) { GL11.glScalef(0.25F, 0.25F, 0.25F); GL11.glRotated(90, 0, 0, 1); GL11.glRotated(90, 0, 1, 0); GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.grenade_tex); ResourceManager.projectiles.renderPart("Grenade"); GL11.glShadeModel(GL11.GL_FLAT); } private void renderOrb(int type) { GL11.glEnable(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); switch(type) { case 0: bindTexture(ResourceManager.tom_flame_tex); ResourceManager.sphere_uv.renderAll(); GL11.glScalef(0.3F, 0.3F, 0.3F); ResourceManager.sphere_uv.renderAll(); GL11.glScalef(1F/0.3F, 1F/0.3F, 1F/0.3F); for(int i = 0; i < 5; i++) RenderSparks.renderSpark((int) (System.currentTimeMillis() / 100 + 100 * i), 0, 0, 0, 0.5F, 2, 2, 0x8080FF, 0xFFFFFF); break; case 1: GL11.glScalef(0.5F, 0.5F, 0.5F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4f(0.5F, 0.0F, 0.0F, 0.5F); ResourceManager.sphere_uv.renderAll(); GL11.glScalef(0.75F, 0.75F, 0.75F); ResourceManager.sphere_uv.renderAll(); GL11.glScalef(1F/0.75F, 1F/0.75F, 1F/0.75F); GL11.glEnable(GL11.GL_TEXTURE_2D); for(int i = 0; i < 3; i++) RenderSparks.renderSpark((int) (System.currentTimeMillis() / 100 + 100 * i), 0, 0, 0, 1F, 2, 3, 0xFF0000, 0xFF8080); break; } GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthMask(true); } private void renderMeteor(int type) { GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_LIGHTING); switch(type) { case 0: bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/blocks/block_meteor_molten.png")); break; case 1: bindTexture(new ResourceLocation("textures/blocks/obsidian.png")); break; } ResourceManager.meteor.renderAll(); GL11.glEnable(GL11.GL_LIGHTING); } private void renderFlechette() { GL11.glScaled(0.5, 0.5, 0.5); GL11.glRotated(90, 0, 0, 1); GL11.glRotated(90, 0, 1, 0); GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.flechette_tex); ResourceManager.projectiles.renderPart("Flechette"); GL11.glShadeModel(GL11.GL_FLAT); } private void renderDart(int style, int eID) { float red = 1F; float green = 1F; float blue = 1F; switch(style) { case BulletConfiguration.BOLT_LASER: red = 1F; green = 0F; blue = 0F; break; case BulletConfiguration.BOLT_NIGHTMARE: red = 1F; green = 1F; blue = 0F; break; case BulletConfiguration.BOLT_LACUNAE: red = 0.25F; green = 0F; blue = 0.75F; break; case BulletConfiguration.BOLT_WORM: red = 0F; green = 1F; blue = 0F; break; } 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(); } private void renderBlade() { GL11.glPushMatrix(); EntityItem dummy = new EntityItem(Minecraft.getMinecraft().theWorld, 0, 0, 0, new ItemStack(ModItems.blade_titanium)); dummy.getEntityItem().stackSize = 1; dummy.hoverStart = 0.0F; GL11.glRotated(90, 0, 0, 1); GL11.glTranslated(0, 0.5, 0); GL11.glRotated(System.currentTimeMillis() % 360, 1, 0, 0); GL11.glTranslated(0, -0.5, 0); GL11.glRotated(90, 0, 1, 0); GL11.glScaled(1, 2, 1); RenderItem.renderInFrame = true; RenderManager.instance.renderEntityWithPosYaw(dummy, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F); RenderItem.renderInFrame = false; GL11.glPopMatrix(); } @Override protected ResourceLocation getEntityTexture(Entity p_110775_1_) { return new ResourceLocation(RefStrings.MODID + ":textures/models/bullet.png"); } }