implement sentinels!

This commit is contained in:
gamma-delta 2022-01-26 21:53:58 -06:00
parent 65acd401f9
commit aea94953a7
3 changed files with 90 additions and 25 deletions

View file

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

View file

@ -31,7 +31,7 @@ object OpColorizeSentinel : SpellOperator {
val color = DyeColor.getColor(otherHandItem) val color = DyeColor.getColor(otherHandItem)
if (color != null) { if (color != null) {
otherHandItem.shrink(1) otherHandItem.shrink(1)
cap.color = color.textColor cap.color = color.textColor or 0xff_000000u.toInt()
HexMessages.getNetwork() HexMessages.getNetwork()
.send(PacketDistributor.PLAYER.with { ctx.caster }, MsgSentinelStatusUpdateAck(cap)) .send(PacketDistributor.PLAYER.with { ctx.caster }, MsgSentinelStatusUpdateAck(cap))