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.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBox;
import net.minecraft.client.model.ModelRenderer;
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.projectile.EntityArrow;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class RenderLiving extends Render
{
protected ModelBase mainModel;
/** The model to be used during the render passes. */
protected ModelBase renderPassModel;
public RenderLiving(ModelBase par1ModelBase, float par2)
{
this.mainModel = par1ModelBase;
this.shadowSize = par2;
}
/**
* Sets the model to be used in the current render pass (the first render pass is done after the primary model is
* rendered) Args: model
*/
public void setRenderPassModel(ModelBase par1ModelBase)
{
this.renderPassModel = par1ModelBase;
}
/**
* Returns a rotation angle that is inbetween two other rotation angles. par1 and par2 are the angles between which
* to interpolate, par3 is probably a float between 0.0 and 1.0 that tells us where "between" the two angles we are.
* Example: par1 = 30, par2 = 50, par3 = 0.5, then return = 40
*/
private float interpolateRotation(float par1, float par2, float par3)
{
float f3;
for (f3 = par2 - par1; f3 < -180.0F; f3 += 360.0F)
{
;
}
while (f3 >= 180.0F)
{
f3 -= 360.0F;
}
return par1 + par3 * f3;
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_CULL_FACE);
this.mainModel.onGround = this.renderSwingProgress(par1EntityLiving, par9);
if (this.renderPassModel != null)
{
this.renderPassModel.onGround = this.mainModel.onGround;
}
this.mainModel.isRiding = par1EntityLiving.isRiding();
if (this.renderPassModel != null)
{
this.renderPassModel.isRiding = this.mainModel.isRiding;
}
this.mainModel.isChild = par1EntityLiving.isChild();
if (this.renderPassModel != null)
{
this.renderPassModel.isChild = this.mainModel.isChild;
}
try
{
float f2 = this.interpolateRotation(par1EntityLiving.prevRenderYawOffset, par1EntityLiving.renderYawOffset, par9);
float f3 = this.interpolateRotation(par1EntityLiving.prevRotationYawHead, par1EntityLiving.rotationYawHead, par9);
float f4 = par1EntityLiving.prevRotationPitch + (par1EntityLiving.rotationPitch - par1EntityLiving.prevRotationPitch) * par9;
this.renderLivingAt(par1EntityLiving, par2, par4, par6);
float f5 = this.handleRotationFloat(par1EntityLiving, par9);
this.rotateCorpse(par1EntityLiving, f5, f2, par9);
float f6 = 0.0625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(-1.0F, -1.0F, 1.0F);
this.preRenderCallback(par1EntityLiving, par9);
GL11.glTranslatef(0.0F, -24.0F * f6 - 0.0078125F, 0.0F);
float f7 = par1EntityLiving.prevLimbYaw + (par1EntityLiving.limbYaw - par1EntityLiving.prevLimbYaw) * par9;
float f8 = par1EntityLiving.limbSwing - par1EntityLiving.limbYaw * (1.0F - par9);
if (par1EntityLiving.isChild())
{
f8 *= 3.0F;
}
if (f7 > 1.0F)
{
f7 = 1.0F;
}
GL11.glEnable(GL11.GL_ALPHA_TEST);
this.mainModel.setLivingAnimations(par1EntityLiving, f8, f7, par9);
this.renderModel(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
float f9;
int i;
float f10;
float f11;
for (int j = 0; j < 4; ++j)
{
i = this.shouldRenderPass(par1EntityLiving, j, par9);
if (i > 0)
{
this.renderPassModel.setLivingAnimations(par1EntityLiving, f8, f7, par9);
this.renderPassModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
if ((i & 240) == 16)
{
this.func_82408_c(par1EntityLiving, j, par9);
this.renderPassModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
}
if ((i & 15) == 15)
{
f9 = (float)par1EntityLiving.ticksExisted + par9;
this.loadTexture("%blur%/misc/glint.png");
GL11.glEnable(GL11.GL_BLEND);
f10 = 0.5F;
GL11.glColor4f(f10, f10, f10, 1.0F);
GL11.glDepthFunc(GL11.GL_EQUAL);
GL11.glDepthMask(false);
for (int k = 0; k < 2; ++k)
{
GL11.glDisable(GL11.GL_LIGHTING);
f11 = 0.76F;
GL11.glColor4f(0.5F * f11, 0.25F * f11, 0.8F * f11, 1.0F);
GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f12 = f9 * (0.001F + (float)k * 0.003F) * 20.0F;
float f13 = 0.33333334F;
GL11.glScalef(f13, f13, f13);
GL11.glRotatef(30.0F - (float)k * 60.0F, 0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.0F, f12, 0.0F);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
this.renderPassModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glDepthMask(true);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_ALPHA_TEST);
}
}
GL11.glDepthMask(true);
this.renderEquippedItems(par1EntityLiving, par9);
float f14 = par1EntityLiving.getBrightness(par9);
i = this.getColorMultiplier(par1EntityLiving, f14, par9);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
if ((i >> 24 & 255) > 0 || par1EntityLiving.hurtTime > 0 || par1EntityLiving.deathTime > 0)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDepthFunc(GL11.GL_EQUAL);
if (par1EntityLiving.hurtTime > 0 || par1EntityLiving.deathTime > 0)
{
GL11.glColor4f(f14, 0.0F, 0.0F, 0.4F);
this.mainModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
for (int l = 0; l < 4; ++l)
{
if (this.inheritRenderPass(par1EntityLiving, l, par9) >= 0)
{
GL11.glColor4f(f14, 0.0F, 0.0F, 0.4F);
this.renderPassModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
}
}
}
if ((i >> 24 & 255) > 0)
{
f9 = (float)(i >> 16 & 255) / 255.0F;
f10 = (float)(i >> 8 & 255) / 255.0F;
float f15 = (float)(i & 255) / 255.0F;
f11 = (float)(i >> 24 & 255) / 255.0F;
GL11.glColor4f(f9, f10, f15, f11);
this.mainModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
for (int i1 = 0; i1 < 4; ++i1)
{
if (this.inheritRenderPass(par1EntityLiving, i1, par9) >= 0)
{
GL11.glColor4f(f9, f10, f15, f11);
this.renderPassModel.render(par1EntityLiving, f8, f7, f5, f3 - f2, f4, f6);
}
}
}
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
catch (Exception exception)
{
exception.printStackTrace();
}
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glEnable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glPopMatrix();
this.passSpecialRender(par1EntityLiving, par2, par4, par6);
}
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.func_98190_a(par1EntityLiving);
if (!par1EntityLiving.isInvisible())
{
this.mainModel.render(par1EntityLiving, par2, par3, par4, par5, par6, par7);
}
else if (!par1EntityLiving.func_98034_c(Minecraft.getMinecraft().thePlayer))
{
GL11.glPushMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.15F);
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.003921569F);
this.mainModel.render(par1EntityLiving, par2, par3, par4, par5, par6, par7);
GL11.glDisable(GL11.GL_BLEND);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glPopMatrix();
GL11.glDepthMask(true);
}
else
{
this.mainModel.setRotationAngles(par2, par3, par4, par5, par6, par7, par1EntityLiving);
}
}
protected void func_98190_a(EntityLiving par1EntityLiving)
{
this.loadTexture(par1EntityLiving.getTexture());
}
/**
* Sets a simple glTranslate on a LivingEntity.
*/
protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
{
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
}
protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
{
GL11.glRotatef(180.0F - par3, 0.0F, 1.0F, 0.0F);
if (par1EntityLiving.deathTime > 0)
{
float f3 = ((float)par1EntityLiving.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
f3 = MathHelper.sqrt_float(f3);
if (f3 > 1.0F)
{
f3 = 1.0F;
}
GL11.glRotatef(f3 * this.getDeathMaxRotation(par1EntityLiving), 0.0F, 0.0F, 1.0F);
}
}
protected float renderSwingProgress(EntityLiving par1EntityLiving, float par2)
{
return par1EntityLiving.getSwingProgress(par2);
}
/**
* Defines what float the third param in setRotationAngles of ModelBase is
*/
protected float handleRotationFloat(EntityLiving par1EntityLiving, float par2)
{
return (float)par1EntityLiving.ticksExisted + par2;
}
protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2) {}
/**
* renders arrows the Entity has been attacked with, attached to it
*/
protected void renderArrowsStuckInEntity(EntityLiving par1EntityLiving, float par2)
{
int i = par1EntityLiving.getArrowCountInEntity();
if (i > 0)
{
EntityArrow entityarrow = new EntityArrow(par1EntityLiving.worldObj, par1EntityLiving.posX, par1EntityLiving.posY, par1EntityLiving.posZ);
Random random = new Random((long)par1EntityLiving.entityId);
RenderHelper.disableStandardItemLighting();
for (int j = 0; j < i; ++j)
{
GL11.glPushMatrix();
ModelRenderer modelrenderer = this.mainModel.getRandomModelBox(random);
ModelBox modelbox = (ModelBox)modelrenderer.cubeList.get(random.nextInt(modelrenderer.cubeList.size()));
modelrenderer.postRender(0.0625F);
float f1 = random.nextFloat();
float f2 = random.nextFloat();
float f3 = random.nextFloat();
float f4 = (modelbox.posX1 + (modelbox.posX2 - modelbox.posX1) * f1) / 16.0F;
float f5 = (modelbox.posY1 + (modelbox.posY2 - modelbox.posY1) * f2) / 16.0F;
float f6 = (modelbox.posZ1 + (modelbox.posZ2 - modelbox.posZ1) * f3) / 16.0F;
GL11.glTranslatef(f4, f5, f6);
f1 = f1 * 2.0F - 1.0F;
f2 = f2 * 2.0F - 1.0F;
f3 = f3 * 2.0F - 1.0F;
f1 *= -1.0F;
f2 *= -1.0F;
f3 *= -1.0F;
float f7 = MathHelper.sqrt_float(f1 * f1 + f3 * f3);
entityarrow.prevRotationYaw = entityarrow.rotationYaw = (float)(Math.atan2((double)f1, (double)f3) * 180.0D / Math.PI);
entityarrow.prevRotationPitch = entityarrow.rotationPitch = (float)(Math.atan2((double)f2, (double)f7) * 180.0D / Math.PI);
double d0 = 0.0D;
double d1 = 0.0D;
double d2 = 0.0D;
float f8 = 0.0F;
this.renderManager.renderEntityWithPosYaw(entityarrow, d0, d1, d2, f8, par2);
GL11.glPopMatrix();
}
RenderHelper.enableStandardItemLighting();
}
}
protected int inheritRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
{
return this.shouldRenderPass(par1EntityLiving, par2, par3);
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
{
return -1;
}
protected void func_82408_c(EntityLiving par1EntityLiving, int par2, float par3) {}
protected float getDeathMaxRotation(EntityLiving par1EntityLiving)
{
return 90.0F;
}
/**
* Returns an ARGB int color back. Args: entityLiving, lightBrightness, partialTickTime
*/
protected int getColorMultiplier(EntityLiving par1EntityLiving, float par2, float par3)
{
return 0;
}
/**
* Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
* entityLiving, partialTickTime
*/
protected void preRenderCallback(EntityLiving par1EntityLiving, float par2) {}
/**
* Passes the specialRender and renders it
*/
protected void passSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
{
if (Minecraft.isGuiEnabled() && par1EntityLiving != this.renderManager.livingPlayer && !par1EntityLiving.func_98034_c(Minecraft.getMinecraft().thePlayer) && (par1EntityLiving.func_94059_bO() || par1EntityLiving.func_94056_bM() && par1EntityLiving == this.renderManager.field_96451_i))
{
float f = 1.6F;
float f1 = 0.016666668F * f;
double d3 = par1EntityLiving.getDistanceSqToEntity(this.renderManager.livingPlayer);
float f2 = par1EntityLiving.isSneaking() ? 32.0F : 64.0F;
if (d3 < (double)(f2 * f2))
{
String s = par1EntityLiving.getTranslatedEntityName();
if (par1EntityLiving.isSneaking())
{
FontRenderer fontrenderer = this.getFontRendererFromRenderManager();
GL11.glPushMatrix();
GL11.glTranslatef((float)par2 + 0.0F, (float)par4 + par1EntityLiving.height + 0.5F, (float)par6);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GL11.glScalef(-f1, -f1, f1);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glTranslatef(0.0F, 0.25F / f1, 0.0F);
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
Tessellator tessellator = Tessellator.instance;
GL11.glDisable(GL11.GL_TEXTURE_2D);
tessellator.startDrawingQuads();
int i = fontrenderer.getStringWidth(s) / 2;
tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
tessellator.addVertex((double)(-i - 1), -1.0D, 0.0D);
tessellator.addVertex((double)(-i - 1), 8.0D, 0.0D);
tessellator.addVertex((double)(i + 1), 8.0D, 0.0D);
tessellator.addVertex((double)(i + 1), -1.0D, 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDepthMask(true);
fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, 0, 553648127);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glPopMatrix();
}
else
{
this.func_96449_a(par1EntityLiving, par2, par4, par6, s, f1, d3);
}
}
}
}
protected void func_96449_a(EntityLiving par1EntityLiving, double par2, double par4, double par6, String par8Str, float par9, double par10)
{
if (par1EntityLiving.isPlayerSleeping())
{
this.renderLivingLabel(par1EntityLiving, par8Str, par2, par4 - 1.5D, par6, 64);
}
else
{
this.renderLivingLabel(par1EntityLiving, par8Str, par2, par4, par6, 64);
}
}
/**
* Draws the debug or playername text above a living
*/
protected void renderLivingLabel(EntityLiving par1EntityLiving, String par2Str, double par3, double par5, double par7, int par9)
{
double d3 = par1EntityLiving.getDistanceSqToEntity(this.renderManager.livingPlayer);
if (d3 <= (double)(par9 * par9))
{
FontRenderer fontrenderer = this.getFontRendererFromRenderManager();
float f = 1.6F;
float f1 = 0.016666668F * f;
GL11.glPushMatrix();
GL11.glTranslatef((float)par3 + 0.0F, (float)par5 + par1EntityLiving.height + 0.5F, (float)par7);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GL11.glScalef(-f1, -f1, f1);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthMask(false);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
if (par2Str.equals("deadmau5"))
{
b0 = -10;
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
tessellator.startDrawingQuads();
int j = fontrenderer.getStringWidth(par2Str) / 2;
tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
tessellator.addVertex((double)(-j - 1), (double)(-1 + b0), 0.0D);
tessellator.addVertex((double)(-j - 1), (double)(8 + b0), 0.0D);
tessellator.addVertex((double)(j + 1), (double)(8 + b0), 0.0D);
tessellator.addVertex((double)(j + 1), (double)(-1 + b0), 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
fontrenderer.drawString(par2Str, -fontrenderer.getStringWidth(par2Str) / 2, b0, 553648127);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(true);
fontrenderer.drawString(par2Str, -fontrenderer.getStringWidth(par2Str) / 2, b0, -1);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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.doRenderLiving((EntityLiving)par1Entity, par2, par4, par6, par8, par9);
}
}