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.client.gui.FontRenderer;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.RenderEngine;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public abstract class Render
{
protected RenderManager renderManager;
private ModelBase modelBase = new ModelBiped();
protected RenderBlocks renderBlocks = new RenderBlocks();
protected float shadowSize = 0.0F;
/**
* 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);
/**
* loads the specified texture
*/
protected void loadTexture(String par1Str)
{
RenderEngine var2 = this.renderManager.renderEngine;
var2.bindTexture(var2.getTexture(par1Str));
}
/**
* loads the specified downloadable texture or alternative built in texture
*/
protected boolean loadDownloadableImageTexture(String par1Str, String par2Str)
{
RenderEngine var3 = this.renderManager.renderEngine;
int var4 = var3.getTextureForDownloadableImage(par1Str, par2Str);
if (var4 >= 0)
{
var3.bindTexture(var4);
return true;
}
else
{
return false;
}
}
/**
* 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);
int var9 = Block.fire.blockIndexInTexture;
int var10 = (var9 & 15) << 4;
int var11 = var9 & 240;
float var12 = (float)var10 / 256.0F;
float var13 = ((float)var10 + 15.99F) / 256.0F;
float var14 = (float)var11 / 256.0F;
float var15 = ((float)var11 + 15.99F) / 256.0F;
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
float var16 = par1Entity.width * 1.4F;
GL11.glScalef(var16, var16, var16);
this.loadTexture("/terrain.png");
Tessellator var17 = Tessellator.instance;
float var18 = 0.5F;
float var19 = 0.0F;
float var20 = par1Entity.height / var16;
float var21 = (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)var20) * 0.02F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
float var22 = 0.0F;
int var23 = 0;
var17.startDrawingQuads();
while (var20 > 0.0F)
{
if (var23 % 2 == 0)
{
var12 = (float)var10 / 256.0F;
var13 = ((float)var10 + 15.99F) / 256.0F;
var14 = (float)var11 / 256.0F;
var15 = ((float)var11 + 15.99F) / 256.0F;
}
else
{
var12 = (float)var10 / 256.0F;
var13 = ((float)var10 + 15.99F) / 256.0F;
var14 = (float)(var11 + 16) / 256.0F;
var15 = ((float)(var11 + 16) + 15.99F) / 256.0F;
}
if (var23 / 2 % 2 == 0)
{
float var24 = var13;
var13 = var12;
var12 = var24;
}
var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var21), (double)var22, (double)var13, (double)var15);
var17.addVertexWithUV((double)(-var18 - var19), (double)(0.0F - var21), (double)var22, (double)var12, (double)var15);
var17.addVertexWithUV((double)(-var18 - var19), (double)(1.4F - var21), (double)var22, (double)var12, (double)var14);
var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var21), (double)var22, (double)var13, (double)var14);
var20 -= 0.45F;
var21 -= 0.45F;
var18 *= 0.9F;
var22 += 0.03F;
++var23;
}
var17.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);
RenderEngine var10 = this.renderManager.renderEngine;
var10.bindTexture(var10.getTexture("%clamp%/misc/shadow.png"));
World var11 = this.getWorldFromRenderManager();
GL11.glDepthMask(false);
float var12 = this.shadowSize;
if (par1Entity instanceof EntityLiving)
{
EntityLiving var13 = (EntityLiving)par1Entity;
var12 *= var13.getRenderSizeModifier();
if (var13.isChild())
{
var12 *= 0.5F;
}
}
double var36 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9;
double var15 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize();
double var17 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9;
int var19 = MathHelper.floor_double(var36 - (double)var12);
int var20 = MathHelper.floor_double(var36 + (double)var12);
int var21 = MathHelper.floor_double(var15 - (double)var12);
int var22 = MathHelper.floor_double(var15);
int var23 = MathHelper.floor_double(var17 - (double)var12);
int var24 = MathHelper.floor_double(var17 + (double)var12);
double var25 = par2 - var36;
double var27 = par4 - var15;
double var29 = par6 - var17;
Tessellator var31 = Tessellator.instance;
var31.startDrawingQuads();
for (int var32 = var19; var32 <= var20; ++var32)
{
for (int var33 = var21; var33 <= var22; ++var33)
{
for (int var34 = var23; var34 <= var24; ++var34)
{
int var35 = var11.getBlockId(var32, var33 - 1, var34);
if (var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3)
{
this.renderShadowOnBlock(Block.blocksList[var35], par2, par4 + (double)par1Entity.getShadowSize(), par6, var32, var33, var34, par8, var12, var25, var27 + (double)par1Entity.getShadowSize(), var29);
}
}
}
}
var31.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.getHasActivePotion())
{
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();
}
}