package minefantasy.client.entityrender;
import minefantasy.client.TextureHelperMF;
import minefantasy.entity.EntityShrapnel;
import minefantasy.system.data_minefantasy;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class RenderShrapnel extends Render
{
public void renderArrow(EntityShrapnel arrow, double x, double y, double z, float xr, float yr)
{
this.loadTexture(data_minefantasy.image("/item/Projectile/" + arrow.getTexture() +".png"));
GL11.glPushMatrix();
GL11.glTranslatef((float)x, (float)y, (float)z);
GL11.glRotatef(arrow.prevRotationYaw + (arrow.rotationYaw - arrow.prevRotationYaw) * yr - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(arrow.prevRotationPitch + (arrow.rotationPitch - arrow.prevRotationPitch) * yr, 0.0F, 0.0F, 1.0F);
Tessellator var10 = Tessellator.instance;
byte var11 = 0;
float var12 = 0.0F;
float var13 = 0.5F;
float var14 = (float)(0 + var11 * 10) / 32.0F;
float var15 = (float)(5 + var11 * 10) / 32.0F;
float var16 = 0.0F;
float var17 = 0.15625F;
float var18 = (float)(5 + var11 * 10) / 32.0F;
float var19 = (float)(10 + var11 * 10) / 32.0F;
float var20 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float var21 = (float)arrow.arrowShake - yr;
if (var21 > 0.0F)
{
float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
}
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(var20, var20, var20);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(var20, 0.0F, 0.0F);
var10.startDrawingQuads();
var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
var10.draw();
GL11.glNormal3f(-var20, 0.0F, 0.0F);
var10.startDrawingQuads();
var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
var10.draw();
for (int var23 = 0; var23 < 4; ++var23)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, var20);
var10.startDrawingQuads();
var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
var10.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity entity, double x, double y, double z, float xr, float yr)
{
this.renderArrow((EntityShrapnel)entity, x, y, z, xr, yr);
}
@Override
protected ResourceLocation getEntityTexture(Entity entity) {
return null;
}
private void loadTexture(String image)
{
bindTexture(TextureHelperMF.getResource(image));
}
}