package com.minelittlepony.client.render; import com.minelittlepony.client.MineLittlePony; import com.minelittlepony.pony.IPony; import com.minelittlepony.util.math.Color; import javax.annotation.Nullable; import net.minecraft.client.MinecraftClient; import net.minecraft.client.network.AbstractClientPlayerEntity; import net.minecraft.client.render.FirstPersonRenderer; import net.minecraft.client.render.OverlayTexture; import net.minecraft.client.render.RenderLayer; import net.minecraft.client.render.VertexConsumerProvider; import net.minecraft.client.render.item.ItemRenderer; import net.minecraft.client.render.model.json.ModelTransformation; import net.minecraft.client.util.math.MatrixStack; import net.minecraft.client.util.math.Vector3f; import net.minecraft.entity.LivingEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.Arm; import net.minecraft.util.UseAction; import net.minecraft.world.World; public class LevitatingItemRenderer { static int tint; private static boolean usingTransparency; public static boolean usesTransparency() { return usingTransparency; } public static RenderLayer getRenderLayer() { return MagicGlow.getTintedLayer(Color.r(tint), Color.g(tint), Color.b(tint), 0.8F); } /** * Renders a magical overlay over an item in third person. */ public void renderItemGlow(LivingEntity entity, ItemStack drop, ModelTransformation.Type transform, Arm hand, int glowColor, MatrixStack stack, VertexConsumerProvider renderContext) { setColor(glowColor); stack.push(); ItemRenderer renderItem = MinecraftClient.getInstance().getItemRenderer(); stack.scale(1.1F, 1.1F, 1.1F); stack.translate(0.01F, 0.01F, 0.01F); renderItem.method_23177(entity, drop, transform, hand == Arm.LEFT, stack, renderContext, entity.world, 0x0F00F0, OverlayTexture.DEFAULT_UV); stack.translate(-0.02F, -0.02F, -0.02F); renderItem.method_23177(entity, drop, transform, hand == Arm.LEFT, stack, renderContext, entity.world, 0x0F00F0, OverlayTexture.DEFAULT_UV); stack.pop(); unsetColor(); } private void setColor(int glowColor) { usingTransparency = true; tint = glowColor; } private void unsetColor() { usingTransparency = false; tint = 0; } /** * Renders an item in first person optionally with a magical overlay. */ public void renderItemInFirstPerson(FirstPersonRenderer renderer, @Nullable AbstractClientPlayerEntity entity, ItemStack stack, ModelTransformation.Type transform, boolean left, MatrixStack matrix, VertexConsumerProvider renderContext, @Nullable World world, int lightUv) { IPony pony = MineLittlePony.getInstance().getManager().getPony(entity); matrix.push(); boolean doMagic = MineLittlePony.getInstance().getConfig().fpsmagic.get() && pony.getMetadata().hasMagic(); ItemRenderer itemRenderer = MinecraftClient.getInstance().getItemRenderer(); if (doMagic) { setupPerspective(itemRenderer, entity, stack, left, matrix); } itemRenderer.method_23177(entity, stack, transform, left, matrix, renderContext, world, lightUv, OverlayTexture.DEFAULT_UV); if (doMagic) { setColor(pony.getMetadata().getGlowColor()); matrix.scale(1.1F, 1.1F, 1.1F); matrix.translate(0.015F, 0.01F, 0.01F); itemRenderer.method_23177(entity, stack, transform, left, matrix, renderContext, world, lightUv, OverlayTexture.DEFAULT_UV); matrix.translate(-0.03F, -0.02F, -0.02F); itemRenderer.method_23177(entity, stack, transform, left, matrix, renderContext, world, lightUv, OverlayTexture.DEFAULT_UV); unsetColor(); } matrix.pop(); } /** * Moves held items to look like they're floating in the player's field. */ private void setupPerspective(ItemRenderer renderer, LivingEntity entity, ItemStack item, boolean left, MatrixStack stack) { UseAction action = item.getUseAction(); boolean doNormal = entity.getItemUseTime() <= 0 || action == UseAction.NONE || action == UseAction.CROSSBOW; if (doNormal) { // eating, blocking, and drinking are not transformed. Only held items. float ticks = MinecraftClient.getInstance().getTickDelta() - entity.age; float floatAmount = (float)Math.sin(ticks / 9) / 40; float driftAmount = (float)Math.cos(ticks / 6) / 40; boolean handHeldTool = action == UseAction.BOW || action == UseAction.CROSSBOW || action == UseAction.BLOCK; stack.translate(driftAmount - floatAmount / 4, floatAmount, handHeldTool ? -0.3F : -0.6F); if (/*!renderer.hasDepthInGui(item) && */!handHeldTool) { // bows have to point forwards int sign = left ? 1 : -1; stack.multiply(Vector3f.POSITIVE_Y.getDegreesQuaternion(sign * -60)); stack.multiply(Vector3f.POSITIVE_Z.getDegreesQuaternion(sign * 30)); } } } }