Improved particle bunch rendering

- reduce model flickering over time
- more realistic progression of render size
- reduce light flickering with position
- code cleanup
This commit is contained in:
Unknown 2019-12-11 02:32:30 +01:00 committed by unknown
parent a55fdf019a
commit eec80773e6
2 changed files with 29 additions and 20 deletions

View file

@ -69,6 +69,14 @@ public class EntityParticleBunch extends Entity {
this.setRotation(yaw, pitch);
}
@SideOnly(Side.CLIENT)
@Override
public int getBrightnessForRender() {
final int lightFromSky = 0;
final int lightFromBlock = 15;
return lightFromSky << 20 | lightFromBlock << 4;
}
@Override
public boolean isEntityInvulnerable(@Nonnull final DamageSource source) {
return true;

View file

@ -28,7 +28,7 @@ import net.minecraftforge.fml.relauncher.SideOnly;
public class RenderEntityParticleBunch extends RenderEntity {
public static final double[] PARTICLE_BUNCH_ENERGY_TO_SIZE_X = { 0.00, 0.8, 1.0, 8.0, 10.0, 80.0, 100.0 };
public static final double[] PARTICLE_BUNCH_ENERGY_TO_SIZE_Y = { 0.01, 0.015, 0.020, 0.040, 0.045, 0.065, 0.070 };
public static final double[] PARTICLE_BUNCH_ENERGY_TO_SIZE_Y = { 0.12, 0.080, 0.060, 0.050, 0.040, 0.030, 0.020 };
public static final double[] PARTICLE_BUNCH_ENERGY_TO_RED_INSIDE_Y = { 0.40, 0.60, 0.70, 0.80, 0.60, 0.20, 0.20 };
public static final double[] PARTICLE_BUNCH_ENERGY_TO_GREEN_INSIDE_Y = { 0.40, 0.50, 0.40, 0.20, 0.20, 0.30, 0.40 };
@ -78,14 +78,16 @@ public class RenderEntityParticleBunch extends RenderEntity {
// common render parameters
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.scale(size, size, size);
// lightmap already done by caller, see getBrightnessForRender()
renderStar(entityParticleBunch.ticksExisted + partialTick, entityParticleBunch.getEntityId(), rayCount_base,
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_RED_INSIDE_Y , energy)),
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_GREEN_INSIDE_Y , energy)),
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_BLUE_INSIDE_Y , energy)),
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_RED_OUTSIDE_Y , energy)),
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_GREEN_OUTSIDE_Y, energy)),
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_BLUE_OUTSIDE_Y , energy)),
size, size, size);
(int) (255.0F * Commons.interpolate(PARTICLE_BUNCH_ENERGY_TO_SIZE_X, PARTICLE_BUNCH_ENERGY_TO_BLUE_OUTSIDE_Y , energy)) );
// restore
GlStateManager.popMatrix();
@ -94,8 +96,7 @@ public class RenderEntityParticleBunch extends RenderEntity {
// Loosely based on ender dragon death effect
private static void renderStar(final float ticksExisted, final long seed, final int rayCount_base,
final int redIn, final int greenIn, final int blueIn,
final int redOut, final int greenOut, final int blueOut,
final float scaleX, final float scaleY, final float scaleZ) {
final int redOut, final int greenOut, final int blueOut ) {
final Random random = new Random(seed);
// compute rotation cycle
@ -106,18 +107,6 @@ public class RenderEntityParticleBunch extends RenderEntity {
}
final float cycleRotation = 2 * tickRotation / (float) tickRotationPeriod;
// compute boost pulsation cycle
final int tickBoostPeriod = 15 + 2 * random.nextInt(10);
int tickBoost = (int) (ticksExisted % tickBoostPeriod);
if (tickBoost >= tickBoostPeriod / 2) {
tickBoost = tickBoostPeriod - tickBoost - 1;
}
final float cycleBoost = 2 * tickBoost / (float) tickBoostPeriod;
float boost = 0.0F;
if (cycleBoost > 0.7F) {
boost = (cycleBoost - 0.6F) / 0.4F;
}
// compute number of rays
// final int rayCount = 45 + (int) ((cycleRotation + cycleRotation * cycleRotation) * 15.0F);
final int rayCount = rayCount_base + random.nextInt(10);
@ -133,9 +122,21 @@ public class RenderEntityParticleBunch extends RenderEntity {
GlStateManager.disableAlpha();
GlStateManager.enableCull();
GlStateManager.depthMask(false);
GlStateManager.scale(scaleX, scaleY, scaleZ);
for (int i = 0; i < rayCount; i++) {
// compute boost pulsation cycle
final int tickBoostPeriod = 15 + 2 * random.nextInt(10);
int tickBoost = (int) (ticksExisted % tickBoostPeriod);
if (tickBoost >= tickBoostPeriod / 2) {
tickBoost = tickBoostPeriod - tickBoost - 1;
}
final float cycleBoost = 2 * tickBoost / (float) tickBoostPeriod;
float boost = 0.0F;
if (cycleBoost > 0.6F) {
boost = (cycleBoost - 0.6F) / 0.4F;
}
// compute branch orientation
GlStateManager.rotate(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
@ -145,7 +146,7 @@ public class RenderEntityParticleBunch extends RenderEntity {
vertexBuffer.begin(6, DefaultVertexFormats.POSITION_COLOR);
final float rayLength = random.nextFloat() * 15.0F + 5.0F + boost * 5.0F;
final float rayWidth = random.nextFloat() * 2.0F + 1.0F + boost * 1.0F;
vertexBuffer.pos( 0.0D , 0.0D, 0.0D ).color(redIn, greenIn, blueIn, (int) (255F * (1.0F - boost))).endVertex();
vertexBuffer.pos( 0.0D , 0.0D, 0.0D ).color(redIn, greenIn, blueIn, (int) (190.0F + 64.0F * (1.0F - boost))).endVertex();
vertexBuffer.pos(-0.866D * rayWidth, rayLength, -0.5D * rayWidth).color(redOut, greenOut, blueOut, 0).endVertex();
vertexBuffer.pos( 0.866D * rayWidth, rayLength, -0.5D * rayWidth).color(redOut, greenOut, blueOut, 0).endVertex();
vertexBuffer.pos( 0.000D , rayLength, 1.0D * rayWidth).color(redOut, greenOut, blueOut, 0).endVertex();