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.block.BlockAnvil;
import net.minecraft.block.BlockDragonEgg;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityFallingSand;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderFallingSand extends Render
{
private RenderBlocks sandRenderBlocks = new RenderBlocks();
public RenderFallingSand()
{
this.shadowSize = 0.5F;
}
/**
* The actual render method that is used in doRender
*/
public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9)
{
World world = par1EntityFallingSand.getWorld();
Block block = Block.blocksList[par1EntityFallingSand.blockID];
if (world.getBlockId(MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ)) != par1EntityFallingSand.blockID)
{
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
this.loadTexture("/terrain.png");
GL11.glDisable(GL11.GL_LIGHTING);
Tessellator tessellator;
if (block instanceof BlockAnvil && block.getRenderType() == 35)
{
this.sandRenderBlocks.blockAccess = world;
tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F));
this.sandRenderBlocks.renderBlockAnvilMetadata((BlockAnvil)block, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
tessellator.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
}
else if (block.getRenderType() == 27)
{
this.sandRenderBlocks.blockAccess = world;
tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F));
this.sandRenderBlocks.renderBlockDragonEgg((BlockDragonEgg)block, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ));
tessellator.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
}
else if (block != null)
{
this.sandRenderBlocks.setRenderBoundsFromBlock(block);
this.sandRenderBlocks.renderBlockSandFalling(block, world, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
}
GL11.glEnable(GL11.GL_LIGHTING);
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 par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9);
}
}