    001    package net.minecraft.client.renderer.entity;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.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.func_90999_ad())
    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    }