package game.renderer.entity; import org.lwjgl.opengl.GL11; import game.entity.projectile.EntityBullet; import game.renderer.DefaultVertexFormats; import game.renderer.GlState; import game.renderer.RenderBuffer; import game.renderer.Tessellator; public class RenderBullet extends Render { private static final String bulletTextures = "textures/entity/bullet.png"; public RenderBullet(RenderManager renderManagerIn) { super(renderManagerIn); } public void doRender(EntityBullet entity, double x, double y, double z, float partialTicks) { this.bindEntityTexture(entity); GlState.color(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); GL11.glRotatef(entity.prevYaw + (entity.rotYaw - entity.prevYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(entity.prevPitch + (entity.rotPitch - entity.prevPitch) * partialTicks, 0.0F, 0.0F, 1.0F); RenderBuffer worldrenderer = Tessellator.getBuffer(); float f = 0.0F; float f1 = 0.5F; float f2 = (float)0 / 32.0F; float f3 = (float)5 / 32.0F; float f4 = 0.0F; float f5 = 0.15625F; float f6 = (float)5 / 32.0F; float f7 = (float)10 / 32.0F; float f8 = 0.05625F; GlState.enableRescaleNormal(); GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f8, f8, f8); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f8, 0.0F, 0.0F); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX); worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f6).endVertex(); worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f6).endVertex(); worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f7).endVertex(); worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f7).endVertex(); Tessellator.draw(); GL11.glNormal3f(-f8, 0.0F, 0.0F); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX); worldrenderer.pos(-7.0D, 2.0D, -2.0D).tex((double)f4, (double)f6).endVertex(); worldrenderer.pos(-7.0D, 2.0D, 2.0D).tex((double)f5, (double)f6).endVertex(); worldrenderer.pos(-7.0D, -2.0D, 2.0D).tex((double)f5, (double)f7).endVertex(); worldrenderer.pos(-7.0D, -2.0D, -2.0D).tex((double)f4, (double)f7).endVertex(); Tessellator.draw(); for (int j = 0; j < 4; ++j) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f8); worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX); worldrenderer.pos(-8.0D, -2.0D, 0.0D).tex((double)f, (double)f2).endVertex(); worldrenderer.pos(8.0D, -2.0D, 0.0D).tex((double)f1, (double)f2).endVertex(); worldrenderer.pos(8.0D, 2.0D, 0.0D).tex((double)f1, (double)f3).endVertex(); worldrenderer.pos(-8.0D, 2.0D, 0.0D).tex((double)f, (double)f3).endVertex(); Tessellator.draw(); } GlState.disableRescaleNormal(); GL11.glPopMatrix(); super.doRender(entity, x, y, z, partialTicks); } protected String getEntityTexture(EntityBullet entity) { return bulletTextures; } }