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.model.ModelDragon;
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.boss.BossStatus;
import net.minecraft.entity.boss.EntityDragon;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderDragon extends RenderLiving
{
/**
* Reloads the dragon model if not equal to 4. Presumably a leftover debugging field.
*/
private static int updateModelState = 0;
/** An instance of the dragon model in RenderDragon */
protected ModelDragon modelDragon;
public RenderDragon()
{
super(new ModelDragon(0.0F), 0.5F);
this.modelDragon = (ModelDragon)this.mainModel;
this.setRenderPassModel(this.mainModel);
}
/**
* Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
*/
protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
{
float var5 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
float var6 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
GL11.glRotatef(-var5, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(var6 * 10.0F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, 1.0F);
if (par1EntityDragon.deathTime > 0)
{
float var7 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
var7 = MathHelper.sqrt_float(var7);
if (var7 > 1.0F)
{
var7 = 1.0F;
}
GL11.glRotatef(var7 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
}
}
/**
* Renders the dragon model. Called by renderModel.
*/
protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
{
if (par1EntityDragon.deathTicks > 0)
{
float var8 = (float)par1EntityDragon.deathTicks / 200.0F;
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, var8);
this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, "/mob/enderdragon/shuffle.png");
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glDepthFunc(GL11.GL_EQUAL);
}
this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, par1EntityDragon.getTexture());
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
if (par1EntityDragon.hurtTime > 0)
{
GL11.glDepthFunc(GL11.GL_EQUAL);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
}
/**
* Renders the dragon, along with its dying animation
*/
public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
{
BossStatus.func_82824_a(par1EntityDragon, false);
if (updateModelState != 4)
{
this.mainModel = new ModelDragon(0.0F);
updateModelState = 4;
}
super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);
if (par1EntityDragon.healingEnderCrystal != null)
{
float var10 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9;
float var11 = MathHelper.sin(var10 * 0.2F) / 2.0F + 0.5F;
var11 = (var11 * var11 + var11) * 0.2F;
float var12 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9));
float var13 = (float)((double)var11 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9));
float var14 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9));
float var15 = MathHelper.sqrt_float(var12 * var12 + var14 * var14);
float var16 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14);
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6);
GL11.glRotatef((float)(-Math.atan2((double)var14, (double)var12)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef((float)(-Math.atan2((double)var15, (double)var13)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator var17 = Tessellator.instance;
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL11.GL_CULL_FACE);
this.loadTexture("/mob/enderdragon/beam.png");
GL11.glShadeModel(GL11.GL_SMOOTH);
float var18 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
float var19 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
var17.startDrawing(5);
byte var20 = 8;
for (int var21 = 0; var21 <= var20; ++var21)
{
float var22 = MathHelper.sin((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
float var23 = MathHelper.cos((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
float var24 = (float)(var21 % var20) * 1.0F / (float)var20;
var17.setColorOpaque_I(0);
var17.addVertexWithUV((double)(var22 * 0.2F), (double)(var23 * 0.2F), 0.0D, (double)var24, (double)var19);
var17.setColorOpaque_I(16777215);
var17.addVertexWithUV((double)var22, (double)var23, (double)var16, (double)var24, (double)var18);
}
var17.draw();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_FLAT);
RenderHelper.enableStandardItemLighting();
GL11.glPopMatrix();
}
}
/**
* Renders the animation for when an enderdragon dies
*/
protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
{
super.renderEquippedItems(par1EntityDragon, par2);
Tessellator var3 = Tessellator.instance;
if (par1EntityDragon.deathTicks > 0)
{
RenderHelper.disableStandardItemLighting();
float var4 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
float var5 = 0.0F;
if (var4 > 0.8F)
{
var5 = (var4 - 0.8F) / 0.2F;
}
Random var6 = new Random(432L);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDepthMask(false);
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, -1.0F, -2.0F);
for (int var7 = 0; (float)var7 < (var4 + var4 * var4) / 2.0F * 60.0F; ++var7)
{
GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(var6.nextFloat() * 360.0F + var4 * 90.0F, 0.0F, 0.0F, 1.0F);
var3.startDrawing(6);
float var8 = var6.nextFloat() * 20.0F + 5.0F + var5 * 10.0F;
float var9 = var6.nextFloat() * 2.0F + 1.0F + var5 * 2.0F;
var3.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - var5)));
var3.addVertex(0.0D, 0.0D, 0.0D);
var3.setColorRGBA_I(16711935, 0);
var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
var3.addVertex(0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
var3.addVertex(0.0D, (double)var8, (double)(1.0F * var9));
var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
var3.draw();
}
GL11.glPopMatrix();
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_ALPHA_TEST);
RenderHelper.enableStandardItemLighting();
}
}
/**
* Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
*/
protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
{
if (par2 == 1)
{
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
if (par2 != 0)
{
return -1;
}
else
{
this.loadTexture("/mob/enderdragon/ender_eyes.png");
float var4 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthFunc(GL11.GL_EQUAL);
char var5 = 61680;
int var6 = var5 % 65536;
int var7 = var5 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var6 / 1.0F, (float)var7 / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
return 1;
}
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
{
return this.renderGlow((EntityDragon)par1EntityLiving, par2, par3);
}
protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
{
this.renderDragonDying((EntityDragon)par1EntityLiving, par2);
}
protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
{
this.rotateDragonBody((EntityDragon)par1EntityLiving, par2, par3, par4);
}
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.renderDragonModel((EntityDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7);
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
this.renderDragon((EntityDragon)par1EntityLiving, par2, par4, par6, par8, par9);
}
/**
* 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.renderDragon((EntityDragon)par1Entity, par2, par4, par6, par8, par9);
}
}