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; } }