package net.minecraft.src; import org.lwjgl.opengl.GL11; import com.prupe.mcpatcher.mob.MobRandomizer; public abstract class Render { private static final ResourceLocation shadowTextures = new ResourceLocation("textures/misc/shadow.png"); protected RenderManager renderManager; protected RenderBlocks renderBlocks = new RenderBlocks(); protected float shadowSize; /** * 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 var1, double var2, double var4, double var6, float var8, float var9); /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected abstract ResourceLocation getEntityTexture(Entity var1); protected void bindEntityTexture(Entity par1Entity) { this.bindTexture(MobRandomizer.randomTexture(par1Entity, this.getEntityTexture(par1Entity))); } // Spout Start Protected -> Public public void bindTexture(ResourceLocation par1ResourceLocation) { this.renderManager.renderEngine.bindTexture(par1ResourceLocation); } // Spout End /** * 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 var9 = Block.fire.getFireIcon(0); Icon var10 = Block.fire.getFireIcon(1); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); float var11 = par1Entity.width * 1.4F; GL11.glScalef(var11, var11, var11); Tessellator var12 = Tessellator.instance; float var13 = 0.5F; float var14 = 0.0F; float var15 = par1Entity.height / var11; float var16 = (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)var15) * 0.02F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); float var17 = 0.0F; int var18 = 0; var12.startDrawingQuads(); while (var15 > 0.0F) { Icon var19 = var18 % 2 == 0 ? var9 : var10; this.bindTexture(TextureMap.locationBlocksTexture); float var20 = var19.getMinU(); float var21 = var19.getMinV(); float var22 = var19.getMaxU(); float var23 = var19.getMaxV(); if (var18 / 2 % 2 == 0) { float var24 = var22; var22 = var20; var20 = var24; } var12.addVertexWithUV((double)(var13 - var14), (double)(0.0F - var16), (double)var17, (double)var22, (double)var23); var12.addVertexWithUV((double)(-var13 - var14), (double)(0.0F - var16), (double)var17, (double)var20, (double)var23); var12.addVertexWithUV((double)(-var13 - var14), (double)(1.4F - var16), (double)var17, (double)var20, (double)var21); var12.addVertexWithUV((double)(var13 - var14), (double)(1.4F - var16), (double)var17, (double)var22, (double)var21); var15 -= 0.45F; var16 -= 0.45F; var13 *= 0.9F; var17 += 0.03F; ++var18; } var12.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(shadowTextures); World var10 = this.getWorldFromRenderManager(); GL11.glDepthMask(false); float var11 = this.shadowSize; if (par1Entity instanceof EntityLiving) { EntityLiving var12 = (EntityLiving)par1Entity; var11 *= var12.getRenderSizeModifier(); if (var12.isChild()) { var11 *= 0.5F; } } double var35 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9; double var14 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize(); double var16 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9; int var18 = MathHelper.floor_double(var35 - (double)var11); int var19 = MathHelper.floor_double(var35 + (double)var11); int var20 = MathHelper.floor_double(var14 - (double)var11); int var21 = MathHelper.floor_double(var14); int var22 = MathHelper.floor_double(var16 - (double)var11); int var23 = MathHelper.floor_double(var16 + (double)var11); double var24 = par2 - var35; double var26 = par4 - var14; double var28 = par6 - var16; Tessellator var30 = Tessellator.instance; var30.startDrawingQuads(); for (int var31 = var18; var31 <= var19; ++var31) { for (int var32 = var20; var32 <= var21; ++var32) { for (int var33 = var22; var33 <= var23; ++var33) { int var34 = var10.getBlockId(var31, var32 - 1, var33); if (var34 > 0 && var10.getBlockLightValue(var31, var32, var33) > 3) { this.renderShadowOnBlock(Block.blocksList[var34], par2, par4 + (double)par1Entity.getShadowSize(), par6, var31, var32, var33, par8, var11, var24, var26 + (double)par1Entity.getShadowSize(), var28); } } } } var30.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 var19 = Tessellator.instance; if (par1Block.renderAsNormalBlock()) { double var20 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10); if (var20 >= 0.0D) { if (var20 > 1.0D) { var20 = 1.0D; } var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20); double var22 = (double)par8 + par1Block.getBlockBoundsMinX() + par13; double var24 = (double)par8 + par1Block.getBlockBoundsMaxX() + par13; double var26 = (double)par9 + par1Block.getBlockBoundsMinY() + par15 + 0.015625D; double var28 = (double)par10 + par1Block.getBlockBoundsMinZ() + par17; double var30 = (double)par10 + par1Block.getBlockBoundsMaxZ() + par17; float var32 = (float)((par2 - var22) / 2.0D / (double)par12 + 0.5D); float var33 = (float)((par2 - var24) / 2.0D / (double)par12 + 0.5D); float var34 = (float)((par6 - var28) / 2.0D / (double)par12 + 0.5D); float var35 = (float)((par6 - var30) / 2.0D / (double)par12 + 0.5D); var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34); var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35); var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35); var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34); } } } /** * 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 var7 = Tessellator.instance; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); var7.startDrawingQuads(); var7.setTranslation(par1, par3, par5); var7.setNormal(0.0F, 0.0F, -1.0F); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.setNormal(0.0F, 0.0F, 1.0F); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.setNormal(0.0F, -1.0F, 0.0F); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.setNormal(0.0F, 1.0F, 0.0F); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.setNormal(-1.0F, 0.0F, 0.0F); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.setNormal(1.0F, 0.0F, 0.0F); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var7.setTranslation(0.0D, 0.0D, 0.0D); var7.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 var1 = Tessellator.instance; var1.startDrawingQuads(); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); var1.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 var10 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ); float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque); if (var12 > 0.0F) { this.renderShadow(par1Entity, par2, par4, par6, var12, 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) {} }