package minefantasy.mf2.client.render; import minefantasy.mf2.api.helpers.TextureHelperMF; import minefantasy.mf2.entity.EntityDragonBreath; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class RenderDragonBreath extends Render { public RenderDragonBreath() { } /** * 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 func_76986_a(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 f, float f1) { if(!(entity instanceof EntityDragonBreath))return; EntityDragonBreath breath = (EntityDragonBreath)entity; if(breath.isInvisible())return; GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); GL11.glEnable(GL12.GL_RESCALE_NORMAL); float baseSize = 1.0F; GL11.glScalef(baseSize+entity.width, baseSize+entity.height, baseSize+entity.width); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_LIGHTING); GL11.glColor3f(1, 1, 1); Minecraft.getMinecraft().getTextureManager().bindTexture(TextureHelperMF.getResource(breath.getTextureName() + ".png")); GL11.glDepthMask(false); Tessellator tessellator = Tessellator.instance; this.renderImg(breath, tessellator); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glEnable(GL11.GL_LIGHTING); GL11.glColor3f(1, 1, 1); GL11.glPopMatrix(); } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(Entity p_110775_1_) { return TextureMap.locationItemsTexture; } private void renderImg(EntityDragonBreath breath, Tessellator tessellator) { float x1 = 0; float x2 = 1; float y1 = 0; float y2 = 1; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.25F; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); GL11.glRotatef(breath.ticksExisted*36, 0.0F, 0.0F, 0.1F); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)x1, (double)y2); tessellator.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)x2, (double)y2); tessellator.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)x2, (double)y1); tessellator.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)x1, (double)y1); tessellator.draw(); } }