package net.minecraft.client.renderer.entity;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.RenderEngine;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public abstract class Render
{
protected RenderManager renderManager;
private ModelBase modelBase = new ModelBiped();
protected RenderBlocks renderBlocks = new RenderBlocks();
protected float shadowSize = 0.0F;
/**
* Determines the darkness of the object's shadow. Higher value makes a darker shadow.
*/
protected float shadowOpaque = 1.0F;
/**
* 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 abstract void doRender(Entity entity, double d0, double d1, double d2, float f, float f1);
/**
* loads the specified texture
*/
protected void loadTexture(String par1Str)
{
this.renderManager.renderEngine.bindTexture(par1Str);
}
/**
* loads the specified downloadable texture or alternative built in texture
*/
protected boolean loadDownloadableImageTexture(String par1Str, String par2Str)
{
RenderEngine renderengine = this.renderManager.renderEngine;
int i = renderengine.getTextureForDownloadableImage(par1Str, par2Str);
if (i >= 0)
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, i);
renderengine.resetBoundTexture();
return true;
}
else
{
return false;
}
}
/**
* Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
*/
private void renderEntityOnFire(Entity par1Entity, double par2, double par4, double par6, float par8)
{
GL11.glDisable(GL11.GL_LIGHTING);
Icon icon = Block.fire.func_94438_c(0);
Icon icon1 = Block.fire.func_94438_c(1);
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
float f1 = par1Entity.width * 1.4F;
GL11.glScalef(f1, f1, f1);
this.loadTexture("/terrain.png");
Tessellator tessellator = Tessellator.instance;
float f2 = 0.5F;
float f3 = 0.0F;
float f4 = par1Entity.height / f1;
float f5 = (float)(par1Entity.posY - par1Entity.boundingBox.minY);
GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)((int)f4) * 0.02F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float f6 = 0.0F;
int i = 0;
tessellator.startDrawingQuads();
while (f4 > 0.0F)
{
Icon icon2;
if (i % 2 == 0)
{
icon2 = icon;
}
else
{
icon2 = icon1;
}
float f7 = icon2.getMinU();
float f8 = icon2.getMinV();
float f9 = icon2.getMaxU();
float f10 = icon2.getMaxV();
if (i / 2 % 2 == 0)
{
float f11 = f9;
f9 = f7;
f7 = f11;
}
tessellator.addVertexWithUV((double)(f2 - f3), (double)(0.0F - f5), (double)f6, (double)f9, (double)f10);
tessellator.addVertexWithUV((double)(-f2 - f3), (double)(0.0F - f5), (double)f6, (double)f7, (double)f10);
tessellator.addVertexWithUV((double)(-f2 - f3), (double)(1.4F - f5), (double)f6, (double)f7, (double)f8);
tessellator.addVertexWithUV((double)(f2 - f3), (double)(1.4F - f5), (double)f6, (double)f9, (double)f8);
f4 -= 0.45F;
f5 -= 0.45F;
f2 *= 0.9F;
f6 += 0.03F;
++i;
}
tessellator.draw();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
}
/**
* Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
* partialTickTime
*/
private void renderShadow(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
this.renderManager.renderEngine.bindTexture("%clamp%/misc/shadow.png");
World world = this.getWorldFromRenderManager();
GL11.glDepthMask(false);
float f2 = this.shadowSize;
if (par1Entity instanceof EntityLiving)
{
EntityLiving entityliving = (EntityLiving)par1Entity;
f2 *= entityliving.getRenderSizeModifier();
if (entityliving.isChild())
{
f2 *= 0.5F;
}
}
double d3 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9;
double d4 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize();
double d5 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9;
int i = MathHelper.floor_double(d3 - (double)f2);
int j = MathHelper.floor_double(d3 + (double)f2);
int k = MathHelper.floor_double(d4 - (double)f2);
int l = MathHelper.floor_double(d4);
int i1 = MathHelper.floor_double(d5 - (double)f2);
int j1 = MathHelper.floor_double(d5 + (double)f2);
double d6 = par2 - d3;
double d7 = par4 - d4;
double d8 = par6 - d5;
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
for (int k1 = i; k1 <= j; ++k1)
{
for (int l1 = k; l1 <= l; ++l1)
{
for (int i2 = i1; i2 <= j1; ++i2)
{
int j2 = world.getBlockId(k1, l1 - 1, i2);
if (j2 > 0 && world.getBlockLightValue(k1, l1, i2) > 3)
{
this.renderShadowOnBlock(Block.blocksList[j2], par2, par4 + (double)par1Entity.getShadowSize(), par6, k1, l1, i2, par8, f2, d6, d7 + (double)par1Entity.getShadowSize(), d8);
}
}
}
}
tessellator.draw();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
}
/**
* Returns the render manager's world object
*/
private World getWorldFromRenderManager()
{
return this.renderManager.worldObj;
}
/**
* Renders a shadow projected down onto the specified block. Brightness of the block plus how far away on the Y axis
* determines the alpha of the shadow. Args: block, centerX, centerY, centerZ, blockX, blockY, blockZ, baseAlpha,
* shadowSize, xOffset, yOffset, zOffset
*/
private void renderShadowOnBlock(Block par1Block, double par2, double par4, double par6, int par8, int par9, int par10, float par11, float par12, double par13, double par15, double par17)
{
Tessellator tessellator = Tessellator.instance;
if (par1Block.renderAsNormalBlock())
{
double d6 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10);
if (d6 >= 0.0D)
{
if (d6 > 1.0D)
{
d6 = 1.0D;
}
tessellator.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)d6);
double d7 = (double)par8 + par1Block.getBlockBoundsMinX() + par13;
double d8 = (double)par8 + par1Block.getBlockBoundsMaxX() + par13;
double d9 = (double)par9 + par1Block.getBlockBoundsMinY() + par15 + 0.015625D;
double d10 = (double)par10 + par1Block.getBlockBoundsMinZ() + par17;
double d11 = (double)par10 + par1Block.getBlockBoundsMaxZ() + par17;
float f2 = (float)((par2 - d7) / 2.0D / (double)par12 + 0.5D);
float f3 = (float)((par2 - d8) / 2.0D / (double)par12 + 0.5D);
float f4 = (float)((par6 - d10) / 2.0D / (double)par12 + 0.5D);
float f5 = (float)((par6 - d11) / 2.0D / (double)par12 + 0.5D);
tessellator.addVertexWithUV(d7, d9, d10, (double)f2, (double)f4);
tessellator.addVertexWithUV(d7, d9, d11, (double)f2, (double)f5);
tessellator.addVertexWithUV(d8, d9, d11, (double)f3, (double)f5);
tessellator.addVertexWithUV(d8, d9, d10, (double)f3, (double)f4);
}
}
}
/**
* Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z
*/
public static void renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
Tessellator tessellator = Tessellator.instance;
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
tessellator.startDrawingQuads();
tessellator.setTranslation(par1, par3, par5);
tessellator.setNormal(0.0F, 0.0F, -1.0F);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.setNormal(0.0F, 0.0F, 1.0F);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.setNormal(0.0F, -1.0F, 0.0F);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.setNormal(0.0F, 1.0F, 0.0F);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.setNormal(-1.0F, 0.0F, 0.0F);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.setNormal(1.0F, 0.0F, 0.0F);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
/**
* Adds to the tesselator a box using the aabb for the bounds. Args: aabb
*/
public static void renderAABB(AxisAlignedBB par0AxisAlignedBB)
{
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
tessellator.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
tessellator.draw();
}
/**
* Sets the RenderManager.
*/
public void setRenderManager(RenderManager par1RenderManager)
{
this.renderManager = par1RenderManager;
}
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
if (this.renderManager.options.fancyGraphics && this.shadowSize > 0.0F && !par1Entity.isInvisible())
{
double d3 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ);
float f2 = (float)((1.0D - d3 / 256.0D) * (double)this.shadowOpaque);
if (f2 > 0.0F)
{
this.renderShadow(par1Entity, par2, par4, par6, f2, par9);
}
}
if (par1Entity.canRenderOnFire())
{
this.renderEntityOnFire(par1Entity, par2, par4, par6, par9);
}
}
/**
* Returns the font renderer from the set render manager
*/
public FontRenderer getFontRendererFromRenderManager()
{
return this.renderManager.getFontRenderer();
}
public void updateIcons(IconRegister par1IconRegister) {}
}