package net.minecraft.client.renderer.entity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.Random; import net.minecraft.client.model.ModelDragon; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.boss.BossStatus; import net.minecraft.entity.boss.EntityDragon; import net.minecraft.util.MathHelper; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class RenderDragon extends RenderLiving { /** * Reloads the dragon model if not equal to 4. Presumably a leftover debugging field. */ private static int updateModelState = 0; /** An instance of the dragon model in RenderDragon */ protected ModelDragon modelDragon; public RenderDragon() { super(new ModelDragon(0.0F), 0.5F); this.modelDragon = (ModelDragon)this.mainModel; this.setRenderPassModel(this.mainModel); } /** * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method. */ protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4) { float f3 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0]; float f4 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]); GL11.glRotatef(-f3, 0.0F, 1.0F, 0.0F); GL11.glRotatef(f4 * 10.0F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0.0F, 0.0F, 1.0F); if (par1EntityDragon.deathTime > 0) { float f5 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F; f5 = MathHelper.sqrt_float(f5); if (f5 > 1.0F) { f5 = 1.0F; } GL11.glRotatef(f5 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F); } } /** * Renders the dragon model. Called by renderModel. */ protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7) { if (par1EntityDragon.deathTicks > 0) { float f6 = (float)par1EntityDragon.deathTicks / 200.0F; GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, f6); this.loadTexture("/mob/enderdragon/shuffle.png"); this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glDepthFunc(GL11.GL_EQUAL); } this.loadTexture(par1EntityDragon.getTexture()); this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7); if (par1EntityDragon.hurtTime > 0) { GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F); this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthFunc(GL11.GL_LEQUAL); } } /** * Renders the dragon, along with its dying animation */ public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9) { BossStatus.func_82824_a(par1EntityDragon, false); if (updateModelState != 4) { this.mainModel = new ModelDragon(0.0F); updateModelState = 4; } super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9); if (par1EntityDragon.healingEnderCrystal != null) { float f2 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9; float f3 = MathHelper.sin(f2 * 0.2F) / 2.0F + 0.5F; f3 = (f3 * f3 + f3) * 0.2F; float f4 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9)); float f5 = (float)((double)f3 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9)); float f6 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9)); float f7 = MathHelper.sqrt_float(f4 * f4 + f6 * f6); float f8 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6); GL11.glRotatef((float)(-Math.atan2((double)f6, (double)f4)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef((float)(-Math.atan2((double)f7, (double)f5)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL11.GL_CULL_FACE); this.loadTexture("/mob/enderdragon/beam.png"); GL11.glShadeModel(GL11.GL_SMOOTH); float f9 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F; float f10 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F; tessellator.startDrawing(5); byte b0 = 8; for (int i = 0; i <= b0; ++i) { float f11 = MathHelper.sin((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F; float f12 = MathHelper.cos((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F; float f13 = (float)(i % b0) * 1.0F / (float)b0; tessellator.setColorOpaque_I(0); tessellator.addVertexWithUV((double)(f11 * 0.2F), (double)(f12 * 0.2F), 0.0D, (double)f13, (double)f10); tessellator.setColorOpaque_I(16777215); tessellator.addVertexWithUV((double)f11, (double)f12, (double)f8, (double)f13, (double)f9); } tessellator.draw(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_FLAT); RenderHelper.enableStandardItemLighting(); GL11.glPopMatrix(); } } /** * Renders the animation for when an enderdragon dies */ protected void renderDragonDying(EntityDragon par1EntityDragon, float par2) { super.renderEquippedItems(par1EntityDragon, par2); Tessellator tessellator = Tessellator.instance; if (par1EntityDragon.deathTicks > 0) { RenderHelper.disableStandardItemLighting(); float f1 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F; float f2 = 0.0F; if (f1 > 0.8F) { f2 = (f1 - 0.8F) / 0.2F; } Random random = new Random(432L); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -1.0F, -2.0F); for (int i = 0; (float)i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i) { GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F); tessellator.startDrawing(6); float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F; float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F; tessellator.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - f2))); tessellator.addVertex(0.0D, 0.0D, 0.0D); tessellator.setColorRGBA_I(16711935, 0); tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4)); tessellator.addVertex(0.866D * (double)f4, (double)f3, (double)(-0.5F * f4)); tessellator.addVertex(0.0D, (double)f3, (double)(1.0F * f4)); tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4)); tessellator.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); RenderHelper.enableStandardItemLighting(); } } /** * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass. */ protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3) { if (par2 == 1) { GL11.glDepthFunc(GL11.GL_LEQUAL); } if (par2 != 0) { return -1; } else { this.loadTexture("/mob/enderdragon/ender_eyes.png"); float f1 = 1.0F; GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_EQUAL); char c0 = 61680; int j = c0 % 65536; int k = c0 / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_LIGHTING); GL11.glColor4f(1.0F, 1.0F, 1.0F, f1); return 1; } } /** * Queries whether should render the specified pass or not. */ protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3) { return this.renderGlow((EntityDragon)par1EntityLiving, par2, par3); } protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2) { this.renderDragonDying((EntityDragon)par1EntityLiving, par2); } protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4) { this.rotateDragonBody((EntityDragon)par1EntityLiving, par2, par3, par4); } /** * Renders the model in RenderLiving */ protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7) { this.renderDragonModel((EntityDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.renderDragon((EntityDragon)par1EntityLiving, par2, par4, par6, par8, par9); } /** * 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 par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderDragon((EntityDragon)par1Entity, par2, par4, par6, par8, par9); } }