package com.hbm.particle; import java.util.Random; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import com.hbm.lib.RefStrings; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.particle.EntityFX; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.util.ResourceLocation; import net.minecraft.world.World; @SideOnly(Side.CLIENT) public class ParticleRadiationFog extends EntityFX { private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/particle/fog.png"); private final TextureManager theRenderEngine; private int maxAge; public ParticleRadiationFog(TextureManager p_i1213_1_, World p_i1218_1_, double p_i1218_2_, double p_i1218_4_, double p_i1218_6_) { super(p_i1218_1_, p_i1218_2_, p_i1218_4_, p_i1218_6_); theRenderEngine = p_i1213_1_; maxAge = 100 + rand.nextInt(40); this.particleRed = this.particleGreen = this.particleBlue = 0; this.particleScale = 7.5F; } public ParticleRadiationFog(TextureManager p_i1213_1_, World p_i1218_1_, double p_i1218_2_, double p_i1218_4_, double p_i1218_6_, float red, float green, float blue, float scale) { super(p_i1218_1_, p_i1218_2_, p_i1218_4_, p_i1218_6_); theRenderEngine = p_i1213_1_; maxAge = 100 + rand.nextInt(40); this.particleRed = red; this.particleGreen = green; this.particleBlue = blue; this.particleScale = scale; } public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; if(maxAge < 400) { maxAge = 400; } this.particleAge++; if (this.particleAge >= maxAge) { this.setDead(); } this.motionX *= 0.9599999785423279D; this.motionY *= 0.9599999785423279D; this.motionZ *= 0.9599999785423279D; if (this.onGround) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; } } public int getFXLayer() { return 3; } 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_) { this.theRenderEngine.bindTexture(texture); float alpha = 0; alpha = (float) Math.sin(particleAge * Math.PI / (400F)) * 0.125F; GL11.glColor4f(0.85F, 0.9F, 0.5F, alpha); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glDepthMask(false); OpenGlHelper.glBlendFunc(770, 771, 1, 0); RenderHelper.disableStandardItemLighting(); Random rand = new Random(50); GL11.glPushMatrix(); for(int i = 0; i < 25; i++) { double dX = (rand.nextGaussian() - 1D) * 2.5D; double dY = (rand.nextGaussian() - 1D) * 0.15D; double dZ = (rand.nextGaussian() - 1D) * 2.5D; double size = rand.nextDouble() * particleScale; GL11.glTranslatef((float) dX, (float) dY, (float) dZ); float pX = (float) ((this.prevPosX + (this.posX - this.prevPosX) * (double)p_70539_2_ - interpPosX) + rand.nextGaussian() * 0.5); float pY = (float) ((this.prevPosY + (this.posY - this.prevPosY) * (double)p_70539_2_ - interpPosY) + rand.nextGaussian() * 0.5); float pZ = (float) ((this.prevPosZ + (this.posZ - this.prevPosZ) * (double)p_70539_2_ - interpPosZ) + rand.nextGaussian() * 0.5); tess.startDrawingQuads(); tess.setNormal(0.0F, 1.0F, 0.0F); tess.setBrightness(240); 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), 1, 1); 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), 1, 0); 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); 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); tess.draw(); } GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthMask(true); GL11.glPolygonOffset(0.0F, 0.0F); GL11.glEnable(GL11.GL_LIGHTING); } }