mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
77 lines
3.0 KiB
Java
77 lines
3.0 KiB
Java
package com.hbm.particle;
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import org.lwjgl.opengl.GL11;
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import com.hbm.lib.RefStrings;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.particle.EntityFX;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.texture.TextureManager;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.World;
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@SideOnly(Side.CLIENT)
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public class ParticleHadron extends EntityFX {
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private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/particle/hadron.png");
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private TextureManager theRenderEngine;
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public ParticleHadron(TextureManager texman, World world, double x, double y, double z) {
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super(world, x, y, z);
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this.theRenderEngine = texman;
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this.particleMaxAge = 10;
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}
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public int getFXLayer() {
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return 3;
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}
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public void renderParticle(Tessellator tess, float interp, float x, float y, float z, float tx, float tz) {
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this.theRenderEngine.bindTexture(texture);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glAlphaFunc(GL11.GL_GREATER, 0);
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GL11.glDepthMask(false);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
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RenderHelper.disableStandardItemLighting();
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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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this.particleAlpha = 1 - (((float)this.particleAge + interp) / (float)this.particleMaxAge);
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float scale = (this.particleAge + interp) * 0.15F;
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tess.setColorRGBA_F(1.0F, 1.0F, 1.0F, this.particleAlpha);
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EntityPlayer player = Minecraft.getMinecraft().thePlayer;
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double dX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)interp;
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double dY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)interp;
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double dZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)interp;
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double pX = this.prevPosX + (this.posX - this.prevPosX) * (double) interp - dX;
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double pY = this.prevPosY + (this.posY - this.prevPosY) * (double) interp - dY;
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double pZ = this.prevPosZ + (this.posZ - this.prevPosZ) * (double) interp - dZ;
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tess.addVertexWithUV((double)(pX - x * scale - tx * scale), (double)(pY - y * scale), (double)(pZ - z * scale - tz * scale), 1, 1);
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tess.addVertexWithUV((double)(pX - x * scale + tx * scale), (double)(pY + y * scale), (double)(pZ - z * scale + tz * scale), 1, 0);
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tess.addVertexWithUV((double)(pX + x * scale + tx * scale), (double)(pY + y * scale), (double)(pZ + z * scale + tz * scale), 0, 0);
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tess.addVertexWithUV((double)(pX + x * scale - tx * scale), (double)(pY - y * scale), (double)(pZ + z * scale - tz * scale), 0, 1);
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tess.draw();
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GL11.glPolygonOffset(0.0F, 0.0F);
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GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_LIGHTING);
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}
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}
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