001 package net.minecraft.client.renderer.entity;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import java.util.Random;
006 import net.minecraft.client.model.ModelDragon;
007 import net.minecraft.client.renderer.OpenGlHelper;
008 import net.minecraft.client.renderer.RenderHelper;
009 import net.minecraft.client.renderer.Tessellator;
010 import net.minecraft.entity.Entity;
011 import net.minecraft.entity.EntityLiving;
012 import net.minecraft.entity.boss.BossStatus;
013 import net.minecraft.entity.boss.EntityDragon;
014 import net.minecraft.util.MathHelper;
015 import org.lwjgl.opengl.GL11;
016
017 @SideOnly(Side.CLIENT)
018 public class RenderDragon extends RenderLiving
019 {
020 /**
021 * Reloads the dragon model if not equal to 4. Presumably a leftover debugging field.
022 */
023 private static int updateModelState = 0;
024
025 /** An instance of the dragon model in RenderDragon */
026 protected ModelDragon modelDragon;
027
028 public RenderDragon()
029 {
030 super(new ModelDragon(0.0F), 0.5F);
031 this.modelDragon = (ModelDragon)this.mainModel;
032 this.setRenderPassModel(this.mainModel);
033 }
034
035 /**
036 * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
037 */
038 protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
039 {
040 float var5 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
041 float var6 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
042 GL11.glRotatef(-var5, 0.0F, 1.0F, 0.0F);
043 GL11.glRotatef(var6 * 10.0F, 1.0F, 0.0F, 0.0F);
044 GL11.glTranslatef(0.0F, 0.0F, 1.0F);
045
046 if (par1EntityDragon.deathTime > 0)
047 {
048 float var7 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
049 var7 = MathHelper.sqrt_float(var7);
050
051 if (var7 > 1.0F)
052 {
053 var7 = 1.0F;
054 }
055
056 GL11.glRotatef(var7 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
057 }
058 }
059
060 /**
061 * Renders the dragon model. Called by renderModel.
062 */
063 protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
064 {
065 if (par1EntityDragon.deathTicks > 0)
066 {
067 float var8 = (float)par1EntityDragon.deathTicks / 200.0F;
068 GL11.glDepthFunc(GL11.GL_LEQUAL);
069 GL11.glEnable(GL11.GL_ALPHA_TEST);
070 GL11.glAlphaFunc(GL11.GL_GREATER, var8);
071 this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, "/mob/enderdragon/shuffle.png");
072 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
073 GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
074 GL11.glDepthFunc(GL11.GL_EQUAL);
075 }
076
077 this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, par1EntityDragon.getTexture());
078 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
079
080 if (par1EntityDragon.hurtTime > 0)
081 {
082 GL11.glDepthFunc(GL11.GL_EQUAL);
083 GL11.glDisable(GL11.GL_TEXTURE_2D);
084 GL11.glEnable(GL11.GL_BLEND);
085 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
086 GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
087 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
088 GL11.glEnable(GL11.GL_TEXTURE_2D);
089 GL11.glDisable(GL11.GL_BLEND);
090 GL11.glDepthFunc(GL11.GL_LEQUAL);
091 }
092 }
093
094 /**
095 * Renders the dragon, along with its dying animation
096 */
097 public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
098 {
099 BossStatus.func_82824_a(par1EntityDragon, false);
100
101 if (updateModelState != 4)
102 {
103 this.mainModel = new ModelDragon(0.0F);
104 updateModelState = 4;
105 }
106
107 super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);
108
109 if (par1EntityDragon.healingEnderCrystal != null)
110 {
111 float var10 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9;
112 float var11 = MathHelper.sin(var10 * 0.2F) / 2.0F + 0.5F;
113 var11 = (var11 * var11 + var11) * 0.2F;
114 float var12 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9));
115 float var13 = (float)((double)var11 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9));
116 float var14 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9));
117 float var15 = MathHelper.sqrt_float(var12 * var12 + var14 * var14);
118 float var16 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14);
119 GL11.glPushMatrix();
120 GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6);
121 GL11.glRotatef((float)(-Math.atan2((double)var14, (double)var12)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
122 GL11.glRotatef((float)(-Math.atan2((double)var15, (double)var13)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
123 Tessellator var17 = Tessellator.instance;
124 RenderHelper.disableStandardItemLighting();
125 GL11.glDisable(GL11.GL_CULL_FACE);
126 this.loadTexture("/mob/enderdragon/beam.png");
127 GL11.glShadeModel(GL11.GL_SMOOTH);
128 float var18 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
129 float var19 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
130 var17.startDrawing(5);
131 byte var20 = 8;
132
133 for (int var21 = 0; var21 <= var20; ++var21)
134 {
135 float var22 = MathHelper.sin((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
136 float var23 = MathHelper.cos((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
137 float var24 = (float)(var21 % var20) * 1.0F / (float)var20;
138 var17.setColorOpaque_I(0);
139 var17.addVertexWithUV((double)(var22 * 0.2F), (double)(var23 * 0.2F), 0.0D, (double)var24, (double)var19);
140 var17.setColorOpaque_I(16777215);
141 var17.addVertexWithUV((double)var22, (double)var23, (double)var16, (double)var24, (double)var18);
142 }
143
144 var17.draw();
145 GL11.glEnable(GL11.GL_CULL_FACE);
146 GL11.glShadeModel(GL11.GL_FLAT);
147 RenderHelper.enableStandardItemLighting();
148 GL11.glPopMatrix();
149 }
150 }
151
152 /**
153 * Renders the animation for when an enderdragon dies
154 */
155 protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
156 {
157 super.renderEquippedItems(par1EntityDragon, par2);
158 Tessellator var3 = Tessellator.instance;
159
160 if (par1EntityDragon.deathTicks > 0)
161 {
162 RenderHelper.disableStandardItemLighting();
163 float var4 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
164 float var5 = 0.0F;
165
166 if (var4 > 0.8F)
167 {
168 var5 = (var4 - 0.8F) / 0.2F;
169 }
170
171 Random var6 = new Random(432L);
172 GL11.glDisable(GL11.GL_TEXTURE_2D);
173 GL11.glShadeModel(GL11.GL_SMOOTH);
174 GL11.glEnable(GL11.GL_BLEND);
175 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
176 GL11.glDisable(GL11.GL_ALPHA_TEST);
177 GL11.glEnable(GL11.GL_CULL_FACE);
178 GL11.glDepthMask(false);
179 GL11.glPushMatrix();
180 GL11.glTranslatef(0.0F, -1.0F, -2.0F);
181
182 for (int var7 = 0; (float)var7 < (var4 + var4 * var4) / 2.0F * 60.0F; ++var7)
183 {
184 GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
185 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
186 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
187 GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
188 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
189 GL11.glRotatef(var6.nextFloat() * 360.0F + var4 * 90.0F, 0.0F, 0.0F, 1.0F);
190 var3.startDrawing(6);
191 float var8 = var6.nextFloat() * 20.0F + 5.0F + var5 * 10.0F;
192 float var9 = var6.nextFloat() * 2.0F + 1.0F + var5 * 2.0F;
193 var3.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - var5)));
194 var3.addVertex(0.0D, 0.0D, 0.0D);
195 var3.setColorRGBA_I(16711935, 0);
196 var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
197 var3.addVertex(0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
198 var3.addVertex(0.0D, (double)var8, (double)(1.0F * var9));
199 var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
200 var3.draw();
201 }
202
203 GL11.glPopMatrix();
204 GL11.glDepthMask(true);
205 GL11.glDisable(GL11.GL_CULL_FACE);
206 GL11.glDisable(GL11.GL_BLEND);
207 GL11.glShadeModel(GL11.GL_FLAT);
208 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
209 GL11.glEnable(GL11.GL_TEXTURE_2D);
210 GL11.glEnable(GL11.GL_ALPHA_TEST);
211 RenderHelper.enableStandardItemLighting();
212 }
213 }
214
215 /**
216 * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
217 */
218 protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
219 {
220 if (par2 == 1)
221 {
222 GL11.glDepthFunc(GL11.GL_LEQUAL);
223 }
224
225 if (par2 != 0)
226 {
227 return -1;
228 }
229 else
230 {
231 this.loadTexture("/mob/enderdragon/ender_eyes.png");
232 float var4 = 1.0F;
233 GL11.glEnable(GL11.GL_BLEND);
234 GL11.glDisable(GL11.GL_ALPHA_TEST);
235 GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
236 GL11.glDisable(GL11.GL_LIGHTING);
237 GL11.glDepthFunc(GL11.GL_EQUAL);
238 char var5 = 61680;
239 int var6 = var5 % 65536;
240 int var7 = var5 / 65536;
241 OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var6 / 1.0F, (float)var7 / 1.0F);
242 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
243 GL11.glEnable(GL11.GL_LIGHTING);
244 GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
245 return 1;
246 }
247 }
248
249 /**
250 * Queries whether should render the specified pass or not.
251 */
252 protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
253 {
254 return this.renderGlow((EntityDragon)par1EntityLiving, par2, par3);
255 }
256
257 protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
258 {
259 this.renderDragonDying((EntityDragon)par1EntityLiving, par2);
260 }
261
262 protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
263 {
264 this.rotateDragonBody((EntityDragon)par1EntityLiving, par2, par3, par4);
265 }
266
267 /**
268 * Renders the model in RenderLiving
269 */
270 protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
271 {
272 this.renderDragonModel((EntityDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7);
273 }
274
275 public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
276 {
277 this.renderDragon((EntityDragon)par1EntityLiving, par2, par4, par6, par8, par9);
278 }
279
280 /**
281 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
282 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
283 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
284 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
285 */
286 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
287 {
288 this.renderDragon((EntityDragon)par1Entity, par2, par4, par6, par8, par9);
289 }
290 }