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Example 1 with FXBlock

use of hellfirepvp.astralsorcery.client.effect.vfx.FXBlock in project AstralSorcery by HellFirePvP.

the class RegistryEffectTemplates method init.

public static void init() {
    GENERIC_DEPTH_PARTICLE = register(new RenderContextGenericDepthParticle());
    GENERIC_PARTICLE = register(new RenderContextGenericParticle());
    GENERIC_ATLAS_PARTICLE = register(new RenderContextAtlasParticle());
    LIGHTNING = register(new RenderContextLightning());
    CRYSTAL_BURST_1 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_1));
    CRYSTAL_BURST_2 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_2));
    CRYSTAL_BURST_3 = register(new RenderContextBurst(SPR_CRYSTAL_EFFECT_3));
    CRYSTAL = register(new RenderContextCrystal(TEX_MODEL_CRYSTAL_WHITE));
    COLLECTOR_BURST = register(new RenderContextBurst(SPR_COLLECTOR_EFFECT));
    GEM_CRYSTAL_BURST = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST));
    GEM_CRYSTAL_BURST_SKY = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_SKY));
    GEM_CRYSTAL_BURST_DAY = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_DAY));
    GEM_CRYSTAL_BURST_NIGHT = register(new RenderContextBurst(SPR_GEM_CRYSTAL_BURST_NIGHT));
    LIGHTBEAM = register(new RenderContextLightbeam(SPR_LIGHTBEAM));
    LIGHTBEAM_TRANSFER = register(new RenderContextLightbeam(SPR_LIGHTBEAM_TRANSFER));
    TEXTURE_SPRITE = register(new RenderContextSpritePlaneDynamic());
    FACING_SPRITE = register(new RenderContextFacingSprite());
    CUBE_OPAQUE_ATLAS = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_OPAQUE_ATLAS, (ctx, pos) -> new FXCube(pos)));
    CUBE_TRANSLUCENT_ATLAS = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_TRANSLUCENT_ATLAS, (ctx, pos) -> new FXCube(pos)));
    CUBE_TRANSLUCENT_ATLAS_IGNORE_DEPTH = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_TRANSLUCENT_ATLAS_DEPTH, (ctx, pos) -> new FXCube(pos)));
    CUBE_AREA_OF_EFFECT = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_CUBE_AREA_OF_EFFECT, (ctx, pos) -> new FXCube(pos)));
    BLOCK_TRANSLUCENT = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_BLOCK_TRANSLUCENT, (ctx, pos) -> new FXBlock(pos)));
    BLOCK_TRANSLUCENT_IGNORE_DEPTH = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_BLOCK_TRANSLUCENT_DEPTH, (ctx, pos) -> new FXBlock(pos)));
    COLOR_SPHERE = register(new BatchRenderContext<>(RenderTypesAS.EFFECT_FX_COLOR_SPHERE, (ctx, pos) -> new FXColorEffectSphere(pos)));
    COLOR_SPHERE.setDrawWithTexture(false);
    GENERIC_GATEWAY_PARTICLE = register(new RenderContextGenericParticle());
    setupRenderOrder();
}
Also used : BatchRenderContext(hellfirepvp.astralsorcery.client.effect.context.base.BatchRenderContext) FXColorEffectSphere(hellfirepvp.astralsorcery.client.effect.vfx.FXColorEffectSphere) FXBlock(hellfirepvp.astralsorcery.client.effect.vfx.FXBlock) FXCube(hellfirepvp.astralsorcery.client.effect.vfx.FXCube)

Aggregations

BatchRenderContext (hellfirepvp.astralsorcery.client.effect.context.base.BatchRenderContext)1 FXBlock (hellfirepvp.astralsorcery.client.effect.vfx.FXBlock)1 FXColorEffectSphere (hellfirepvp.astralsorcery.client.effect.vfx.FXColorEffectSphere)1 FXCube (hellfirepvp.astralsorcery.client.effect.vfx.FXCube)1