implement sentinels!
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3 changed files with 90 additions and 25 deletions
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@ -2,62 +2,127 @@ package at.petrak.hexcasting.client;
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import at.petrak.hexcasting.common.casting.operators.spells.sentinel.CapSentinel;
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import at.petrak.hexcasting.common.lib.LibCapabilities;
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import at.petrak.hexcasting.common.lib.RegisterHelper;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.DefaultVertexFormat;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.Tesselator;
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import com.mojang.blaze3d.vertex.VertexFormat;
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import com.mojang.math.Quaternion;
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import com.mojang.math.Vector3f;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.player.LocalPlayer;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraftforge.client.event.RenderGameOverlayEvent;
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import net.minecraft.util.Mth;
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import net.minecraftforge.client.event.RenderLevelLastEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import java.util.function.Consumer;
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public class HexRenderOverlays {
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@SubscribeEvent
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public static void overlay(RenderGameOverlayEvent evt) {
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public static void overlay(RenderLevelLastEvent evt) {
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var player = Minecraft.getInstance().player;
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var maybeSentinelCap = player.getCapability(LibCapabilities.SENTINEL).resolve();
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if (maybeSentinelCap.isPresent()) {
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var cap = maybeSentinelCap.get();
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renderSentinel(cap, player, evt.getMatrixStack());
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if (cap.hasSentinel) {
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renderSentinel(cap, player, evt.getPoseStack(), evt.getPartialTick());
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}
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}
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}
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private static void renderSentinel(CapSentinel sentinel, LocalPlayer owner,
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PoseStack ps) {
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PoseStack ps, float partialTicks) {
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ps.pushPose();
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// i am just reading VCC code i have no idea
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// zero vector is the player
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var mc = Minecraft.getInstance();
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ps.translate(sentinel.position.x, sentinel.position.y, sentinel.position.z);
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var campos = mc.gameRenderer.getMainCamera().getLookVector();
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ps.translate(-campos.x(), -campos.y(), -campos.z());
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var playerPos = mc.gameRenderer.getMainCamera().getPosition();
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ps.translate(
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sentinel.position.x - playerPos.x + 0.5,
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sentinel.position.y - playerPos.y + 0.5,
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sentinel.position.z - playerPos.z + 0.5);
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ps.mulPose(mc.gameRenderer.getMainCamera().rotation());
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float scale = 0.0166666f * 1.6f;
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ps.scale(-scale, -scale, scale);
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var time = mc.level.getLevelData().getGameTime() + partialTicks;
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var bobSpeed = 1f / 20;
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var magnitude = 0.1f;
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ps.translate(0, Mth.sin(bobSpeed * time) * magnitude, 0);
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var spinSpeed = 1f / 30;
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ps.mulPose(Quaternion.fromXYZ(new Vector3f(0, spinSpeed * time, 0)));
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float scale = 0.5f;
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ps.scale(scale, scale, scale);
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RenderSystem.setShader(GameRenderer::getPositionColorTexShader);
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RenderSystem.setShaderTexture(0, RegisterHelper.prefix("entity/sentinel.png"));
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var tess = Tesselator.getInstance();
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var buf = tess.getBuilder();
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var neo = ps.last().pose();
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RenderSystem.enableBlend();
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RenderSystem.setShader(GameRenderer::getRendertypeLinesShader);
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RenderSystem.disableDepthTest();
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buf.begin(VertexFormat.Mode.TRIANGLE_STRIP, DefaultVertexFormat.POSITION_COLOR_TEX);
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buf.vertex(neo, 0f, 0f, 0f).color(sentinel.color).uv(0f, 0f).endVertex();
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buf.vertex(neo, 0f, 1f, 0f).color(sentinel.color).uv(0f, 1f).endVertex();
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buf.vertex(neo, 1f, 0f, 0f).color(sentinel.color).uv(1f, 0f).endVertex();
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buf.vertex(neo, 1f, 1f, 0f).color(sentinel.color).uv(1f, 1f).endVertex();
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RenderSystem.disableCull();
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RenderSystem.lineWidth(5f);
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// we have to put *something* in the normal lest flickering
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Consumer<float[]> v = (point) -> buf.vertex(neo, point[0], point[1], point[2])
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.color(sentinel.color)
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.normal(point[0], point[1], point[2])
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.endVertex();
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// Icosahedron inscribed inside the unit sphere
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for (int side = 0; side <= 1; side++) {
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var ring = (side == 0) ? Icos.BOTTOM_RING : Icos.TOP_RING;
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var apex = (side == 0) ? Icos.BOTTOM : Icos.TOP;
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// top & bottom spider
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buf.begin(VertexFormat.Mode.LINES, DefaultVertexFormat.POSITION_COLOR_NORMAL);
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for (int i = 0; i < 5; i++) {
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var end = ring[i];
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v.accept(apex);
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v.accept(end);
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}
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tess.end();
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// ring around
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buf.begin(VertexFormat.Mode.LINE_STRIP, DefaultVertexFormat.POSITION_COLOR_NORMAL);
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for (int i = 0; i <= 5; i++) {
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var point = ring[i % 5];
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v.accept(point);
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}
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tess.end();
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}
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// center band
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buf.begin(VertexFormat.Mode.LINE_STRIP, DefaultVertexFormat.POSITION_COLOR_NORMAL);
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for (int i = 0; i < 5; i++) {
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var bottom = Icos.BOTTOM_RING[i];
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var top = Icos.TOP_RING[(i + 3) % 5];
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v.accept(bottom);
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v.accept(top);
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}
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v.accept(Icos.BOTTOM_RING[0]);
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tess.end();
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RenderSystem.enableDepthTest();
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RenderSystem.enableCull();
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ps.popPose();
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}
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private static class Icos {
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public static float[] TOP = {0, 1, 0};
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public static float[] BOTTOM = {0, -1, 0};
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public static float[][] TOP_RING = new float[5][];
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public static float[][] BOTTOM_RING = new float[5][];
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static {
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var theta = (float) Mth.atan2(0.5, 1);
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for (int i = 0; i < 5; i++) {
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var phi = (float) i / 5f * Mth.TWO_PI;
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var x = Mth.cos(theta) * Mth.cos(phi);
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var y = Mth.sin(theta);
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var z = Mth.cos(theta) * Mth.sin(phi);
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TOP_RING[i] = new float[]{x, y, z};
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BOTTOM_RING[i] = new float[]{-x, -y, -z};
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}
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}
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}
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}
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@ -31,7 +31,7 @@ object OpColorizeSentinel : SpellOperator {
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val color = DyeColor.getColor(otherHandItem)
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if (color != null) {
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otherHandItem.shrink(1)
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cap.color = color.textColor
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cap.color = color.textColor or 0xff_000000u.toInt()
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HexMessages.getNetwork()
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.send(PacketDistributor.PLAYER.with { ctx.caster }, MsgSentinelStatusUpdateAck(cap))
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@ -32,7 +32,7 @@ object OpCreateSentinel : SpellOperator {
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val cap = maybeCap.get()
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cap.hasSentinel = true
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cap.position = target
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HexMessages.getNetwork().send(PacketDistributor.PLAYER.with { ctx.caster }, MsgSentinelStatusUpdateAck(cap))
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}
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}
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