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package darkknight.jewelrycraft.particles;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.Minecraft;
import net.minecraft.client.particle.EntityFX;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
public class EntityFlatShadowFX extends EntityFX
{
float moteParticleScale;
ResourceLocation texture;
/**
* @param world
* @param x
* @param y
* @param z
* @param size
* @param maxAge
* @param texture
*/
public EntityFlatShadowFX(World world, double x, double y, double z, float size, float maxAge, ResourceLocation texture)
{
super(world, x, y, z, 0D, 0D, 0D);
particleMaxAge = (int)(28D / (Math.random() * 0.3D + 0.7D) * maxAge);
particleGravity = 0F;
motionX = motionY = motionZ = 0;
particleScale = size;
noClip = true;
this.texture = texture;
setSize(0.1F, 0.1F);
}
/**
* @param tessellator
* @param partialTicks
* @param minX
* @param minY
* @param minZ
* @param maxX
* @param maxZ
*/
@Override
public void renderParticle(Tessellator tessellator, float partialTicks, float minX, float minY, float minZ, float maxX, float maxZ)
{
tessellator.draw();
Minecraft.getMinecraft().renderEngine.bindTexture(texture);
tessellator.startDrawingQuads();
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDepthMask(false);
float scale = 1F * particleScale;
float x = (float)(posX - interpPosX);
float y = (float)(posX - interpPosY);
float z = (float)(posZ - interpPosZ);
tessellator.setColorRGBA_F(0F, 0F, 0F, 1F);
tessellator.addVertexWithUV(x - minX * scale - maxX * scale, y + minY * scale, z - minZ * scale - maxZ * scale, 0, 0);
tessellator.addVertexWithUV(x - minX * scale + maxX * scale, y + minY * scale, z - minZ * scale + maxZ * scale, 1, 0);
tessellator.addVertexWithUV(x + minX * scale + maxX * scale, y + minY * scale, z + minZ * scale + maxZ * scale, 1, 1);
tessellator.addVertexWithUV(x + minX * scale - maxX * scale, y + minY * scale, z + minZ * scale - maxZ * scale, 0, 1);
tessellator.draw();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
tessellator.startDrawingQuads();
}
/**
*
*/
@Override
public void onUpdate()
{
prevPosX = posX;
prevPosY = posY;
prevPosZ = posZ;
motionX = motionY = motionZ = 0;
if (particleAge++ >= particleMaxAge) setDead();
}
/**
* @return
*/
@Override
public int getFXLayer()
{
return 0;
}
}
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