package sourcecoded.quantum.client.renderer.entity;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import sourcecoded.quantum.Constants;
import sourcecoded.quantum.entity.EntityQuantumArrow;
public class RenderQuantumArrow extends Render {
private static final ResourceLocation arrowTextures = new ResourceLocation(Constants.MODID, "textures/entity/arrow.png");
public void doRender(EntityQuantumArrow entity, double x, double y, double z, float fq, float partialTick) {
this.bindEntityTexture(entity);
GL11.glPushMatrix();
GL11.glTranslatef((float)x, (float)y, (float)z);
GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F, 0.0F, 1.0F);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
float f2 = 0.0F;
float f3 = 0.5F;
float f4 = (float)(b0 * 10) / 32.0F;
float f5 = (float)(5 + b0 * 10) / 32.0F;
float f6 = 0.0F;
float f7 = 0.15625F;
float f8 = (float)(5 + b0 * 10) / 32.0F;
float f9 = (float)(10 + b0 * 10) / 32.0F;
float f10 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float f11 = (float)entity.arrowShake - partialTick;
if (f11 > 0.0F){
float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
}
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(f10, f10, f10);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
GL11.glNormal3f(-f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);
tessellator.draw();
for (int i = 0; i < 4; ++i) {
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f10);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);
tessellator.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
protected ResourceLocation getEntityTexture(EntityQuantumArrow arrow){
return arrowTextures;
}
protected ResourceLocation getEntityTexture(Entity theEntity) {
return this.getEntityTexture((EntityQuantumArrow)theEntity);
}
public void doRender(Entity theEntity, double x, double y, double z, float fq, float partialTick) {
this.doRender((EntityQuantumArrow)theEntity, x, y, z, fq, partialTick);
}
}