Auto stash before merge of "master" and "origin/master"

This commit is contained in:
Waterpicker 2022-06-26 08:10:21 -05:00
parent e7c8fcb0df
commit da8f8ff103

View File

@ -7,6 +7,7 @@ package net.montoyo.wd.client.renderers;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.*;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
@ -47,18 +48,18 @@ public final class LaserPointerRenderer implements IItemRenderer {
poseStack.pushPose();
//Laser pointer
glPushMatrix();
glTranslatef(handSideSign * -0.4f * sinSqrtSwingProg1, (float) (0.2f * Math.sin(sqrtSwingProg * PI * 2.0f)), (float) (-0.2f * Math.sin(swingProgress * PI)));
glTranslatef(handSideSign * 0.56f, -0.52f - equipProgress * 0.6f, -0.72f);
glRotatef((float) (handSideSign * (45.0f - Math.sin(swingProgress * swingProgress * PI) * 20.0f)), 0.0f, 1.0f, 0.0f);
glRotatef(handSideSign * sinSqrtSwingProg1 * -20.0f, 0.0f, 0.0f, 1.0f);
glRotatef(sinSqrtSwingProg1 * -80.0f, 1.0f, 0.0f, 0.0f);
glRotatef(handSideSign * -30.0f, 0.0f, 1.0f, 0.0f);
glTranslatef(0.0f, 0.2f, 0.0f);
glRotatef(10.0f, 1.0f, 0.0f, 0.0f);
glScalef(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
poseStack.pushPose();
poseStack.translate(handSideSign * -0.4f * sinSqrtSwingProg1, (float) (0.2f * Math.sin(sqrtSwingProg * PI * 2.0f)), (float) (-0.2f * Math.sin(swingProgress * PI)));
poseStack.translate(handSideSign * 0.56f, -0.52f - equipProgress * 0.6f, -0.72f);
poseStack.mulPose(Vector3f.YP.rotationDegrees((float) (handSideSign * (45.0f - Math.sin(swingProgress * swingProgress * PI) * 20.0f)));
poseStack.mulPose(Vector3f.ZP.rotationDegrees(handSideSign * sinSqrtSwingProg1 * -20.0f));
poseStack.mulPose(Vector3f.XP.rotationDegrees(sinSqrtSwingProg1 * -80.0f));
poseStack.mulPose(Vector3f.YP.rotationDegrees(handSideSign * -30.0f));
poseStack.translate(0.0f, 0.2f, 0.0f);
poseStack.mulPose(Vector3f.XP.rotationDegrees(10.0f));
poseStack.scale(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
RenderSystem.setShaderColor(0.5f, 0.5f, 0.5f, 1.0f);
bb.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION);
bb.vertex(0.0, 0.0, 0.0).endVertex();
bb.vertex(1.0, 0.0, 0.0).endVertex();
@ -81,38 +82,35 @@ public final class LaserPointerRenderer implements IItemRenderer {
bb.vertex(0.0, 0.0, 4.0).endVertex();
vb.draw();
if(isOn) {
glTranslatef(0.5f, -0.5f, 0.0f);
matrix1.position(0);
glGetFloat(GL_MODELVIEW_MATRIX); //Hax to get that damn position
}
// if(isOn) {
// glTranslatef(0.5f, -0.5f, 0.0f);
// matrix1.position(0);
// glGetFloat(GL_MODELVIEW_MATRIX); //Hax to get that damn position
// }
glPopMatrix();
poseStack.popPose();
if(isOn) {
poseStack.pushPose();
//Actual laser
glPushMatrix();
glLoadIdentity();
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
RenderSystem.lineWidth(3.0f);
matrix1.position(12);
renderBuffer.put(matrix1.get());
renderBuffer.put(matrix1.get());
renderBuffer.put(matrix1.get() - 0.02f); //I know this is stupid, but it's the only thing that worked...
renderBuffer.put(matrix1.get());
renderBuffer.position(0);
glVertexPointer(4, 0, 0 , renderBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
poseStack.popPose();
}
// if(isOn) {
// //Actual laser
// glPushMatrix();
// glLoadIdentity();
// RenderSystem.enableBlend();
// RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
// glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
// RenderSystem.lineWidth(3.0f);
//
// matrix1.position(12);
// renderBuffer.put(matrix1.get());
// renderBuffer.put(matrix1.get());
// renderBuffer.put(matrix1.get() - 0.02f); //I know this is stupid, but it's the only thing that worked...
// renderBuffer.put(matrix1.get());
// renderBuffer.position(0);
// glVertexPointer(4, 0, 0 , renderBuffer);
// glEnableClientState(GL_VERTEX_ARRAY);
// glDrawArrays(GL_LINES, 0, 2);
// glDisableClientState(GL_VERTEX_ARRAY);
// glPopMatrix();
// }
RenderSystem.enableTexture(); //Fix for shitty minecraft fire
}