2025-04-15 16:28:06 +02:00

531 lines
16 KiB
Java

package com.hbm.render.entity.projectile;
import java.util.Random;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import com.hbm.entity.projectile.EntityBulletBaseNT;
import com.hbm.entity.projectile.IBulletBase;
import com.hbm.handler.BulletConfiguration;
import com.hbm.items.ModItems;
import com.hbm.lib.RefStrings;
import com.hbm.main.ResourceManager;
import com.hbm.render.model.ModelBullet;
import com.hbm.render.util.RenderSparks;
import com.hbm.util.Tuple.Pair;
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.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.Vec3;
@Deprecated
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);
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_NONE: break;
case BulletConfiguration.STYLE_NORMAL: renderBullet(trail); break;
case BulletConfiguration.STYLE_PISTOL: renderPistol(trail); break;
case BulletConfiguration.STYLE_BOLT: renderDart(trail, bullet.getEntityId()); break;
case BulletConfiguration.STYLE_FLECHETTE: renderFlechette(); break;
case BulletConfiguration.STYLE_FOLLY: renderBullet(trail); break;
case BulletConfiguration.STYLE_PELLET: renderBuckshot(); 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_APDS: renderAPDS(); break;
case BulletConfiguration.STYLE_BLADE: renderBlade(); break;
case BulletConfiguration.STYLE_TAU: renderTau(bullet, trail, f1); break;
case BulletConfiguration.STYLE_LEADBURSTER: renderLeadburster(bullet, f1); break;
default: renderBullet(trail); break;
}
GL11.glPopMatrix();
}
private void renderBullet(int type) {
if (type == 2) {
bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/models/emplacer.png"));
bullet.renderAll(0.0625F);
} else if (type == 1) {
bindTexture(new ResourceLocation(RefStrings.MODID + ":textures/models/tau.png"));
bullet.renderAll(0.0625F);
} else if (type == 0) {
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 renderPistol(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_pistol_tex);
ResourceManager.projectiles.renderPart("BulletPistol");
GL11.glShadeModel(GL11.GL_FLAT);
}
private void renderBuckshot() {
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.buckshot_tex);
ResourceManager.projectiles.renderPart("Buckshot");
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 renderAPDS() {
GL11.glScaled(2, 2, 2);
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;
case BulletConfiguration.BOLT_GLASS_CYAN: red = 0F; green = 1F; blue = 1F; break;
case BulletConfiguration.BOLT_GLASS_BLUE: red = 0F; green = 0F; blue = 1F; break;
case BulletConfiguration.BOLT_ZOMG:
Random rand = new Random(eID * eID);
red = rand.nextInt(2) * 0.6F;
green = rand.nextInt(2) * 0.6F;
blue = rand.nextInt(2) * 0.6F;
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();
}
private void renderTau(Entity bullet, int trail, float interp) {
Tessellator tessellator = Tessellator.instance;
float scale = 0.125F;
double pX = bullet.prevPosX + (bullet.posX - bullet.prevPosX) * interp;
double pY = bullet.prevPosY + (bullet.posY - bullet.prevPosY) * interp;
double pZ = bullet.prevPosZ + (bullet.posZ - bullet.prevPosZ) * interp;
IBulletBase iface = (IBulletBase) bullet;
if(iface.prevY() == 0) {
iface.prevX(pX);
iface.prevY(pY);
iface.prevZ(pZ);
}
double deltaX = iface.prevX() - pX;
double deltaY = iface.prevY() - pY;
double deltaZ = iface.prevZ() - pZ;
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
double dX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)interp;
double dY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)interp;
double dZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)interp;
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glTranslated(pX - dX, pY - dY, pZ - dZ);
float r = 1F;
float g = 0.5F;
float b = 0F;
if(trail == 1) {
r = 1;
g = 1;
b = 1;
}
for(Pair<Vec3, Double> pair : iface.nodes()) {
Vec3 pos = pair.getKey();
double mult = 1D;
pos.xCoord += deltaX * mult;
pos.yCoord += deltaY * mult;
pos.zCoord += deltaZ * mult;
}
tessellator.startDrawingQuads();
tessellator.setNormal(0F, 1F, 0F);
for(int i = 0; i < iface.nodes().size() - 1; i++) {
final Pair<Vec3, Double> node = iface.nodes().get(i), past = iface.nodes().get(i + 1);
final Vec3 nodeLoc = node.getKey(), pastLoc = past.getKey();
float nodeAlpha = node.getValue().floatValue();
float pastAlpha = past.getValue().floatValue();
double timeAlpha = Math.max(2D - bullet.ticksExisted * 0.2, 0D);
nodeAlpha *= timeAlpha;
pastAlpha *= timeAlpha;
float outerAlpha = 0.25F;
if(nodeAlpha == 0 && pastAlpha == 0) {
break;
}
tessellator.setNormal(0F, 1F, 0F);
tessellator.setColorRGBA_F(r, g, b, nodeAlpha);
tessellator.addVertex(nodeLoc.xCoord, nodeLoc.yCoord, nodeLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, nodeAlpha * outerAlpha);
tessellator.addVertex(nodeLoc.xCoord, nodeLoc.yCoord + scale, nodeLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, pastAlpha * outerAlpha);
tessellator.addVertex(pastLoc.xCoord, pastLoc.yCoord + scale, pastLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, pastAlpha);
tessellator.addVertex(pastLoc.xCoord, pastLoc.yCoord, pastLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, nodeAlpha);
tessellator.addVertex(nodeLoc.xCoord, nodeLoc.yCoord, nodeLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, nodeAlpha * outerAlpha);
tessellator.addVertex(nodeLoc.xCoord, nodeLoc.yCoord - scale, nodeLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, pastAlpha * outerAlpha);
tessellator.addVertex(pastLoc.xCoord, pastLoc.yCoord - scale, pastLoc.zCoord);
tessellator.setColorRGBA_F(r, g, b, pastAlpha);
tessellator.addVertex(pastLoc.xCoord, pastLoc.yCoord, pastLoc.zCoord);
}
GL11.glColor3f(1F, 1F, 1F);
GL11.glDepthMask(true);
GL11.glAlphaFunc(GL11.GL_GREATER, 0F);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_SMOOTH);
tessellator.draw();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1F);
iface.prevX(pX);
iface.prevY(pY);
iface.prevZ(pZ);
}
private void renderLeadburster(Entity bullet, float interp) {
EntityBulletBaseNT bulletnt = (EntityBulletBaseNT) bullet;
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glRotated(90, 0, 0, -1);
double scale = 0.05;
GL11.glScaled(scale, scale, scale);
bindTexture(ResourceManager.leadburster_tex);
ResourceManager.leadburster.renderPart("Based");
if(bulletnt.getStuckIn() != -1) {
GL11.glRotated((bullet.ticksExisted + interp) * -18, 0, 1, 0);
}
ResourceManager.leadburster.renderPart("Based.001");
ResourceManager.leadburster.renderPart("Backlight");
GL11.glPopMatrix();
}
@Override
protected ResourceLocation getEntityTexture(Entity p_110775_1_) {
return new ResourceLocation(RefStrings.MODID + ":textures/models/bullet.png");
}
}