use of icbm.classic.content.explosive.blast.BlastRedmatter in project ICBM-Classic by BuiltBrokenModding.
the class RenderExplosion method doRender.
@Override
public void doRender(Entity entity, double x, double y, double z, float par8, float par9) {
EntityExplosion entityExplosion = (EntityExplosion) entity;
if (entityExplosion.getBlast() != null) {
// RedM atter Render
if (entityExplosion.getBlast() instanceof BlastRedmatter) {
Tessellator tessellator = Tessellator.instance;
/** Draw Sphere */
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y + entityExplosion.yOffset, (float) z);
RenderUtility.enableBlending();
RenderUtility.disableLighting();
GL11.glColor4f(0.0F, 0.0F, 0.0F, 0.9f);
bindTexture(SharedAssets.GREY_TEXTURE);
Sphere sphere = new Sphere();
float radius = Math.max((BlastRedmatter.ENTITY_DESTROY_RADIUS * (entityExplosion.getBlast().getRadius() / BlastRedmatter.NORMAL_RADIUS)), 6);
sphere.draw(radius, 32, 32);
// Enable Lighting/Glow Off
RenderUtility.enableLighting();
// Disable Blending
RenderUtility.disableBlending();
GL11.glPopMatrix();
/** Draw Vortex
*
* GL11.glPushMatrix(); GL11.glDepthMask(false);
*
* CalclaviaRenderHelper.enableBlending(); CalclaviaRenderHelper.disableLighting();
*
* GL11.glTranslated(x, y, z); GL11.glRotatef(-entity.ticksExisted, 0, 1, 0);
*
* float size = 10; float f10 = 1.0F;
*
* int textureSize = 50; float size4 = size * 5; float float_sizeMinus0_01 =
* textureSize - 0.01F;
*
* float x0 = (textureSize + 0.0F) / size4; float x1 = (textureSize +
* float_sizeMinus0_01) / size4; float x2 = (textureSize + 0.0F) / size4; float x3 =
* (textureSize + float_sizeMinus0_01) / size4;
*
* float renderX = (float) x; float renderY = (float) y; float renderZ = (float) z;
*
* this.bindTexture(TEXTURE_FILE); tessellator.startDrawingQuads();
* tessellator.setBrightness(240); tessellator.setColorRGBA_F(1.0F, 1.0F, 1.0F, 1F);
* tessellator.addVertexWithUV(-size, 0, -size, x1, x3);
* tessellator.addVertexWithUV(-size, 0, +size, x1, x2);
* tessellator.addVertexWithUV(+size, 0, +size, x0, x2);
* tessellator.addVertexWithUV(+size, 0, -size, x0, x3); tessellator.draw();
*
* // Enable Lighting/Glow Off CalclaviaRenderHelper.enableLighting();
*
* // Disable Blending CalclaviaRenderHelper.disableBlending();
*
* GL11.glDepthMask(true); GL11.glPopMatrix(); */
/** Enderdragon Light */
float par2 = (entity.ticksExisted);
while (par2 > 200) par2 -= 100;
RenderHelper.disableStandardItemLighting();
float var41 = (5 + par2) / 200.0F;
float var51 = 0.0F;
if (var41 > 0.8F) {
var51 = (var41 - 0.8F) / 0.2F;
}
Random rand = new Random(432L);
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y, (float) z);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDepthMask(false);
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, -1.0F, -2.0F);
for (int i1 = 0; i1 < (var41 + var41 * var41) / 2.0F * 60.0F; ++i1) {
GL11.glRotatef(rand.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(rand.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(rand.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(rand.nextFloat() * 360.0F + var41 * 90.0F, 0.0F, 0.0F, 1.0F);
tessellator.startDrawing(6);
float var81 = rand.nextFloat() * 20.0F + 5.0F + var51 * 10.0F;
float var91 = rand.nextFloat() * 2.0F + 1.0F + var51 * 2.0F;
tessellator.setColorRGBA_I(16777215, (int) (255.0F * (1.0F - var51)));
tessellator.addVertex(0.0D, 0.0D, 0.0D);
tessellator.setColorRGBA_I(0, 0);
tessellator.addVertex(-0.866D * var91, var81, -0.5F * var91);
tessellator.addVertex(0.866D * var91, var81, -0.5F * var91);
tessellator.addVertex(0.0D, var81, 1.0F * var91);
tessellator.addVertex(-0.866D * var91, var81, -0.5F * var91);
tessellator.draw();
}
GL11.glPopMatrix();
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_ALPHA_TEST);
RenderHelper.enableStandardItemLighting();
GL11.glPopMatrix();
} else {
if (entityExplosion.getBlast().getRenderModel() != null && entityExplosion.getBlast().getRenderResource() != null) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y + 1F, (float) z);
GL11.glRotatef(entityExplosion.rotationPitch, 0.0F, 0.0F, 1.0F);
this.bindTexture(entityExplosion.getBlast().getRenderResource());
entityExplosion.getBlast().getRenderModel().render(entityExplosion, (float) x, (float) y, (float) z, par8, par9, 0.0625F);
GL11.glPopMatrix();
}
}
}
}
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