001 package net.minecraft.client.renderer.entity;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.block.Block;
006 import net.minecraft.client.gui.FontRenderer;
007 import net.minecraft.client.model.ModelBase;
008 import net.minecraft.client.model.ModelBiped;
009 import net.minecraft.client.renderer.RenderBlocks;
010 import net.minecraft.client.renderer.RenderEngine;
011 import net.minecraft.client.renderer.Tessellator;
012 import net.minecraft.entity.Entity;
013 import net.minecraft.entity.EntityLiving;
014 import net.minecraft.util.AxisAlignedBB;
015 import net.minecraft.util.MathHelper;
016 import net.minecraft.world.World;
017 import org.lwjgl.opengl.GL11;
018
019 @SideOnly(Side.CLIENT)
020 public abstract class Render
021 {
022 protected RenderManager renderManager;
023 private ModelBase modelBase = new ModelBiped();
024 protected RenderBlocks renderBlocks = new RenderBlocks();
025 protected float shadowSize = 0.0F;
026
027 /**
028 * Determines the darkness of the object's shadow. Higher value makes a darker shadow.
029 */
030 protected float shadowOpaque = 1.0F;
031
032 /**
033 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
034 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
035 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
036 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
037 */
038 public abstract void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9);
039
040 /**
041 * loads the specified texture
042 */
043 protected void loadTexture(String par1Str)
044 {
045 RenderEngine var2 = this.renderManager.renderEngine;
046 var2.bindTexture(var2.getTexture(par1Str));
047 }
048
049 /**
050 * loads the specified downloadable texture or alternative built in texture
051 */
052 protected boolean loadDownloadableImageTexture(String par1Str, String par2Str)
053 {
054 RenderEngine var3 = this.renderManager.renderEngine;
055 int var4 = var3.getTextureForDownloadableImage(par1Str, par2Str);
056
057 if (var4 >= 0)
058 {
059 var3.bindTexture(var4);
060 return true;
061 }
062 else
063 {
064 return false;
065 }
066 }
067
068 /**
069 * Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
070 */
071 private void renderEntityOnFire(Entity par1Entity, double par2, double par4, double par6, float par8)
072 {
073 GL11.glDisable(GL11.GL_LIGHTING);
074 int var9 = Block.fire.blockIndexInTexture;
075 int var10 = (var9 & 15) << 4;
076 int var11 = var9 & 240;
077 float var12 = (float)var10 / 256.0F;
078 float var13 = ((float)var10 + 15.99F) / 256.0F;
079 float var14 = (float)var11 / 256.0F;
080 float var15 = ((float)var11 + 15.99F) / 256.0F;
081 GL11.glPushMatrix();
082 GL11.glTranslatef((float)par2, (float)par4, (float)par6);
083 float var16 = par1Entity.width * 1.4F;
084 GL11.glScalef(var16, var16, var16);
085 this.loadTexture("/terrain.png");
086 Tessellator var17 = Tessellator.instance;
087 float var18 = 0.5F;
088 float var19 = 0.0F;
089 float var20 = par1Entity.height / var16;
090 float var21 = (float)(par1Entity.posY - par1Entity.boundingBox.minY);
091 GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
092 GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)((int)var20) * 0.02F);
093 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
094 float var22 = 0.0F;
095 int var23 = 0;
096 var17.startDrawingQuads();
097
098 while (var20 > 0.0F)
099 {
100 if (var23 % 2 == 0)
101 {
102 var12 = (float)var10 / 256.0F;
103 var13 = ((float)var10 + 15.99F) / 256.0F;
104 var14 = (float)var11 / 256.0F;
105 var15 = ((float)var11 + 15.99F) / 256.0F;
106 }
107 else
108 {
109 var12 = (float)var10 / 256.0F;
110 var13 = ((float)var10 + 15.99F) / 256.0F;
111 var14 = (float)(var11 + 16) / 256.0F;
112 var15 = ((float)(var11 + 16) + 15.99F) / 256.0F;
113 }
114
115 if (var23 / 2 % 2 == 0)
116 {
117 float var24 = var13;
118 var13 = var12;
119 var12 = var24;
120 }
121
122 var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var21), (double)var22, (double)var13, (double)var15);
123 var17.addVertexWithUV((double)(-var18 - var19), (double)(0.0F - var21), (double)var22, (double)var12, (double)var15);
124 var17.addVertexWithUV((double)(-var18 - var19), (double)(1.4F - var21), (double)var22, (double)var12, (double)var14);
125 var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var21), (double)var22, (double)var13, (double)var14);
126 var20 -= 0.45F;
127 var21 -= 0.45F;
128 var18 *= 0.9F;
129 var22 += 0.03F;
130 ++var23;
131 }
132
133 var17.draw();
134 GL11.glPopMatrix();
135 GL11.glEnable(GL11.GL_LIGHTING);
136 }
137
138 /**
139 * Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
140 * partialTickTime
141 */
142 private void renderShadow(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
143 {
144 GL11.glEnable(GL11.GL_BLEND);
145 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
146 RenderEngine var10 = this.renderManager.renderEngine;
147 var10.bindTexture(var10.getTexture("%clamp%/misc/shadow.png"));
148 World var11 = this.getWorldFromRenderManager();
149 GL11.glDepthMask(false);
150 float var12 = this.shadowSize;
151
152 if (par1Entity instanceof EntityLiving)
153 {
154 EntityLiving var13 = (EntityLiving)par1Entity;
155 var12 *= var13.getRenderSizeModifier();
156
157 if (var13.isChild())
158 {
159 var12 *= 0.5F;
160 }
161 }
162
163 double var36 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9;
164 double var15 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize();
165 double var17 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9;
166 int var19 = MathHelper.floor_double(var36 - (double)var12);
167 int var20 = MathHelper.floor_double(var36 + (double)var12);
168 int var21 = MathHelper.floor_double(var15 - (double)var12);
169 int var22 = MathHelper.floor_double(var15);
170 int var23 = MathHelper.floor_double(var17 - (double)var12);
171 int var24 = MathHelper.floor_double(var17 + (double)var12);
172 double var25 = par2 - var36;
173 double var27 = par4 - var15;
174 double var29 = par6 - var17;
175 Tessellator var31 = Tessellator.instance;
176 var31.startDrawingQuads();
177
178 for (int var32 = var19; var32 <= var20; ++var32)
179 {
180 for (int var33 = var21; var33 <= var22; ++var33)
181 {
182 for (int var34 = var23; var34 <= var24; ++var34)
183 {
184 int var35 = var11.getBlockId(var32, var33 - 1, var34);
185
186 if (var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3)
187 {
188 this.renderShadowOnBlock(Block.blocksList[var35], par2, par4 + (double)par1Entity.getShadowSize(), par6, var32, var33, var34, par8, var12, var25, var27 + (double)par1Entity.getShadowSize(), var29);
189 }
190 }
191 }
192 }
193
194 var31.draw();
195 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
196 GL11.glDisable(GL11.GL_BLEND);
197 GL11.glDepthMask(true);
198 }
199
200 /**
201 * Returns the render manager's world object
202 */
203 private World getWorldFromRenderManager()
204 {
205 return this.renderManager.worldObj;
206 }
207
208 /**
209 * Renders a shadow projected down onto the specified block. Brightness of the block plus how far away on the Y axis
210 * determines the alpha of the shadow. Args: block, centerX, centerY, centerZ, blockX, blockY, blockZ, baseAlpha,
211 * shadowSize, xOffset, yOffset, zOffset
212 */
213 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)
214 {
215 Tessellator var19 = Tessellator.instance;
216
217 if (par1Block.renderAsNormalBlock())
218 {
219 double var20 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10);
220
221 if (var20 >= 0.0D)
222 {
223 if (var20 > 1.0D)
224 {
225 var20 = 1.0D;
226 }
227
228 var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20);
229 double var22 = (double)par8 + par1Block.getBlockBoundsMinX() + par13;
230 double var24 = (double)par8 + par1Block.getBlockBoundsMaxX() + par13;
231 double var26 = (double)par9 + par1Block.getBlockBoundsMinY() + par15 + 0.015625D;
232 double var28 = (double)par10 + par1Block.getBlockBoundsMinZ() + par17;
233 double var30 = (double)par10 + par1Block.getBlockBoundsMaxZ() + par17;
234 float var32 = (float)((par2 - var22) / 2.0D / (double)par12 + 0.5D);
235 float var33 = (float)((par2 - var24) / 2.0D / (double)par12 + 0.5D);
236 float var34 = (float)((par6 - var28) / 2.0D / (double)par12 + 0.5D);
237 float var35 = (float)((par6 - var30) / 2.0D / (double)par12 + 0.5D);
238 var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34);
239 var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35);
240 var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35);
241 var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34);
242 }
243 }
244 }
245
246 /**
247 * Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z
248 */
249 public static void renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5)
250 {
251 GL11.glDisable(GL11.GL_TEXTURE_2D);
252 Tessellator var7 = Tessellator.instance;
253 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
254 var7.startDrawingQuads();
255 var7.setTranslation(par1, par3, par5);
256 var7.setNormal(0.0F, 0.0F, -1.0F);
257 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
258 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
259 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
260 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
261 var7.setNormal(0.0F, 0.0F, 1.0F);
262 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
263 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
264 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
265 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
266 var7.setNormal(0.0F, -1.0F, 0.0F);
267 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
268 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
269 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
270 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
271 var7.setNormal(0.0F, 1.0F, 0.0F);
272 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
273 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
274 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
275 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
276 var7.setNormal(-1.0F, 0.0F, 0.0F);
277 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
278 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
279 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
280 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
281 var7.setNormal(1.0F, 0.0F, 0.0F);
282 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
283 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
284 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
285 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
286 var7.setTranslation(0.0D, 0.0D, 0.0D);
287 var7.draw();
288 GL11.glEnable(GL11.GL_TEXTURE_2D);
289 }
290
291 /**
292 * Adds to the tesselator a box using the aabb for the bounds. Args: aabb
293 */
294 public static void renderAABB(AxisAlignedBB par0AxisAlignedBB)
295 {
296 Tessellator var1 = Tessellator.instance;
297 var1.startDrawingQuads();
298 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
299 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
300 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
301 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
302 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
303 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
304 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
305 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
306 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
307 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
308 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
309 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
310 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
311 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
312 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
313 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
314 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
315 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
316 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
317 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
318 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
319 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
320 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
321 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
322 var1.draw();
323 }
324
325 /**
326 * Sets the RenderManager.
327 */
328 public void setRenderManager(RenderManager par1RenderManager)
329 {
330 this.renderManager = par1RenderManager;
331 }
332
333 /**
334 * Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
335 */
336 public void doRenderShadowAndFire(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
337 {
338 if (this.renderManager.options.fancyGraphics && this.shadowSize > 0.0F && !par1Entity.getHasActivePotion())
339 {
340 double var10 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ);
341 float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque);
342
343 if (var12 > 0.0F)
344 {
345 this.renderShadow(par1Entity, par2, par4, par6, var12, par9);
346 }
347 }
348
349 if (par1Entity.canRenderOnFire())
350 {
351 this.renderEntityOnFire(par1Entity, par2, par4, par6, par9);
352 }
353 }
354
355 /**
356 * Returns the font renderer from the set render manager
357 */
358 public FontRenderer getFontRendererFromRenderManager()
359 {
360 return this.renderManager.getFontRenderer();
361 }
362 }