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) {} }