webdisplays/src/main/java/net/montoyo/wd/client/renderers/LaserPointerRenderer.java
2023-03-02 04:42:06 -06:00

115 lines
4.5 KiB
Java

/*
* Copyright (C) 2018 BARBOTIN Nicolas
*/
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;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.lwjgl.BufferUtils;
import java.nio.FloatBuffer;
import static org.lwjgl.opengl.GL11.*;
@OnlyIn(Dist.CLIENT)
public final class LaserPointerRenderer implements IItemRenderer {
private static final float PI = (float) Math.PI;
private final Tesselator t = Tesselator.getInstance();
private final BufferBuilder bb = t.getBuilder();
private final FloatBuffer matrix1 = BufferUtils.createFloatBuffer(16);
private final FloatBuffer renderBuffer = BufferUtils.createFloatBuffer(8);
public boolean isOn = false;
public LaserPointerRenderer() {
for(int i = 0; i < 8; i++)
renderBuffer.put(0.0f);
renderBuffer.position(0);
}
@Override
public void render(PoseStack poseStack, ItemStack is, float handSideSign, float swingProgress, float equipProgress, MultiBufferSource multiBufferSource, int packedLight) {
//This whole method is a fucking hack
float sqrtSwingProg = (float) Math.sqrt(swingProgress);
float sinSqrtSwingProg1 = (float) Math.sin(sqrtSwingProg * PI);
RenderSystem.disableCull();
RenderSystem.disableTexture();
poseStack.pushPose();
//Laser pointer
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);
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();
bb.vertex(1.0, 0.0, 4.0).endVertex();
bb.vertex(0.0, 0.0, 4.0).endVertex();
bb.vertex(0.0, 0.0, 0.0).endVertex();
bb.vertex(0.0, -1.0, 0.0).endVertex();
bb.vertex(0.0, -1.0, 4.0).endVertex();
bb.vertex(0.0, 0.0, 4.0).endVertex();
bb.vertex(1.0, 0.0, 0.0).endVertex();
bb.vertex(1.0, -1.0, 0.0).endVertex();
bb.vertex(1.0, -1.0, 4.0).endVertex();
bb.vertex(1.0, 0.0, 4.0).endVertex();
bb.vertex(0.0, -1.0, 4.0).endVertex();
bb.vertex(1.0, -1.0, 4.0).endVertex();
bb.vertex(1.0, 0.0, 4.0).endVertex();
bb.vertex(0.0, 0.0, 4.0).endVertex();
t.end();
if(isOn) {
poseStack.translate(0.5f, -0.5f, 0.0f);
matrix1.position(0);
RenderSystem.getModelViewMatrix(); //Hax to get that damn position
}
poseStack.popPose();
if(isOn) {
//Actual laser
poseStack.pushPose();
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
RenderSystem.setShaderColor(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);
RenderSystem.drawElements(GL_LINES, 0, GL_UNSIGNED_INT);
poseStack.popPose();
}
RenderSystem.enableTexture(); //Fix for shitty minecraft fire
RenderSystem.enableCull();
}
}