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    }