package com.hbm.render.entity.projectile; import org.lwjgl.opengl.GL11; import com.hbm.entity.projectile.EntitySiegeLaser; import com.hbm.main.ResourceManager; 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 RenderSiegeLaser extends Render { @Override public void doRender(Entity laser, double x, double y, double z, float f0, float f1) { GL11.glPushMatrix(); GL11.glTranslatef((float) x, (float) y, (float) z); GL11.glRotatef(laser.prevRotationYaw + (laser.rotationYaw - laser.prevRotationYaw) * f1 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(laser.prevRotationPitch + (laser.rotationPitch - laser.prevRotationPitch) * f1 + 180, 0.0F, 0.0F, 1.0F); this.renderDart((EntitySiegeLaser) laser); GL11.glPopMatrix(); } @Override protected ResourceLocation getEntityTexture(Entity entity) { return ResourceManager.universal; } private void renderDart(EntitySiegeLaser laser) { 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); int color = laser.getColor(); Tessellator tess = Tessellator.instance; // front tess.startDrawing(4); tess.setColorOpaque_I(color); tess.addVertex(6, 0, 0); tess.setColorRGBA_I(color, 0); tess.addVertex(3, -1, -1); tess.addVertex(3, 1, -1); tess.setColorRGBA_I(color, 0); tess.addVertex(3, -1, 1); tess.setColorOpaque_I(color); tess.addVertex(6, 0, 0); tess.setColorRGBA_I(color, 0); tess.addVertex(3, 1, 1); tess.setColorRGBA_I(color, 0); tess.addVertex(3, -1, -1); tess.setColorOpaque_I(color); tess.addVertex(6, 0, 0); tess.setColorRGBA_I(color, 0); tess.addVertex(3, -1, 1); tess.setColorOpaque_I(color); tess.addVertex(6, 0, 0); tess.setColorRGBA_I(color, 0); tess.addVertex(3, 1, -1); tess.setColorRGBA_I(color, 0); tess.addVertex(3, 1, 1); // mid tess.setColorOpaque_I(color); tess.addVertex(6, 0, 0); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, 0.5, -0.5); tess.setColorOpaque_I(color); tess.addVertex(4, -0.5, 0.5); tess.addVertex(6, 0, 0); tess.addVertex(4, 0.5, 0.5); tess.setColorOpaque_I(color); tess.addVertex(4, -0.5, -0.5); tess.addVertex(6, 0, 0); tess.addVertex(4, -0.5, 0.5); tess.setColorOpaque_I(color); 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.setColorOpaque_I(color); tess.addVertex(4, 0.5, -0.5); tess.addVertex(4, 0.5, 0.5); tess.setColorRGBA_I(color, 0); tess.addVertex(0, 0.5, 0.5); tess.addVertex(0, 0.5, -0.5); tess.setColorOpaque_I(color); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, -0.5, 0.5); tess.setColorRGBA_I(color, 0); tess.addVertex(0, -0.5, 0.5); tess.addVertex(0, -0.5, -0.5); tess.setColorOpaque_I(color); tess.addVertex(4, -0.5, 0.5); tess.addVertex(4, 0.5, 0.5); tess.setColorRGBA_I(color, 0); tess.addVertex(0, 0.5, 0.5); tess.addVertex(0, -0.5, 0.5); tess.setColorOpaque_I(color); tess.addVertex(4, -0.5, -0.5); tess.addVertex(4, 0.5, -0.5); tess.setColorRGBA_I(color, 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(); } }