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.client.renderer.Tessellator; 006 import net.minecraft.entity.Entity; 007 import net.minecraft.entity.projectile.EntityPotion; 008 import net.minecraft.potion.PotionHelper; 009 import org.lwjgl.opengl.GL11; 010 import org.lwjgl.opengl.GL12; 011 012 @SideOnly(Side.CLIENT) 013 public class RenderSnowball extends Render 014 { 015 /** 016 * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this 017 * classes. 018 */ 019 private int itemIconIndex; 020 021 public RenderSnowball(int par1) 022 { 023 this.itemIconIndex = par1; 024 } 025 026 /** 027 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 028 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 029 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 030 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 031 */ 032 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 033 { 034 GL11.glPushMatrix(); 035 GL11.glTranslatef((float)par2, (float)par4, (float)par6); 036 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 037 GL11.glScalef(0.5F, 0.5F, 0.5F); 038 this.loadTexture("/gui/items.png"); 039 Tessellator var10 = Tessellator.instance; 040 041 if (this.itemIconIndex == 154) 042 { 043 int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false); 044 float var12 = (float)(var11 >> 16 & 255) / 255.0F; 045 float var13 = (float)(var11 >> 8 & 255) / 255.0F; 046 float var14 = (float)(var11 & 255) / 255.0F; 047 GL11.glColor3f(var12, var13, var14); 048 GL11.glPushMatrix(); 049 this.func_77026_a(var10, 141); 050 GL11.glPopMatrix(); 051 GL11.glColor3f(1.0F, 1.0F, 1.0F); 052 } 053 054 this.func_77026_a(var10, this.itemIconIndex); 055 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 056 GL11.glPopMatrix(); 057 } 058 059 private void func_77026_a(Tessellator par1Tessellator, int par2) 060 { 061 float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F; 062 float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F; 063 float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F; 064 float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F; 065 float var7 = 1.0F; 066 float var8 = 0.5F; 067 float var9 = 0.25F; 068 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); 069 GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); 070 par1Tessellator.startDrawingQuads(); 071 par1Tessellator.setNormal(0.0F, 1.0F, 0.0F); 072 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6); 073 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6); 074 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5); 075 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5); 076 par1Tessellator.draw(); 077 } 078 }