    001    package net.minecraft.client.renderer.texturefx;
    002
    003    import cpw.mods.fml.client.FMLTextureFX;
    004    import cpw.mods.fml.common.Side;
    005    import cpw.mods.fml.common.asm.SideOnly;
    006    import net.minecraft.block.Block;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class TextureFlamesFX extends FMLTextureFX
    010    {
    011        protected float[] field_76869_g = new float[320];
    012        protected float[] field_76870_h = new float[320];
    013        private int fireTileSize = 20;
    014        private int fireGridSize = 320;
    015
    016        public TextureFlamesFX(int par1)
    017        {
    018            super(Block.fire.blockIndexInTexture + par1 * 16);
    019            setup();
    020        }
    021
    022        @Override
    023        public void setup()
    024        {
    025            super.setup();
    026            fireTileSize = tileSizeBase + (tileSizeBase >> 2);
    027            fireGridSize = fireTileSize * tileSizeBase;
    028            field_76869_g = new float[fireGridSize];
    029            field_76870_h = new float[fireGridSize];
    030        }
    031
    032        public void onTick()
    033        {
    034            int var3;
    035            float var4;
    036            int var6;
    037            float fireFactor1 = 3.0F + (float)(tileSizeBase >> 4);
    038            float fireFactor2 = 1.01F + (0.8F / tileSizeBase);
    039
    040            for (int var1 = 0; var1 < tileSizeBase; ++var1)
    041            {
    042                for (int var2 = 0; var2 < fireTileSize; ++var2)
    043                {
    044                    var3 = fireTileSize - (tileSizeBase >> 3);
    045                    var4 = this.field_76869_g[var1 + (var2 + 1) % fireTileSize * tileSizeBase] * (float)var3;
    046
    047                    for (int var5 = var1 - 1; var5 <= var1 + 1; ++var5)
    048                    {
    049                        for (var6 = var2; var6 <= var2 + 1; ++var6)
    050                        {
    051                            if (var5 >= 0 && var6 >= 0 && var5 < tileSizeBase && var6 < fireTileSize)
    052                            {
    053                                var4 += this.field_76869_g[var5 + var6 * tileSizeBase];
    054                            }
    055
    056                            ++var3;
    057                        }
    058                    }
    059
    060                    this.field_76870_h[var1 + var2 * tileSizeBase] = var4 / ((float)var3 * fireFactor2);
    061
    062                    if (var2 >= fireTileSize - (tileSizeBase >> 4))
    063                    {
    064                        this.field_76870_h[var1 + var2 * tileSizeBase] = (float)(Math.random() * Math.random() * Math.random() * fireFactor1 + Math.random() * 0.1F + 0.2F);
    065                    }
    066                }
    067            }
    068
    069            float[] var13 = this.field_76870_h;
    070            this.field_76870_h = this.field_76869_g;
    071            this.field_76869_g = var13;
    072
    073            for (var3 = 0; var3 < tileSizeSquare; ++var3)
    074            {
    075                var4 = this.field_76869_g[var3] * 1.8F;
    076
    077                if (var4 > 1.0F)
    078                {
    079                    var4 = 1.0F;
    080                }
    081
    082                if (var4 < 0.0F)
    083                {
    084                    var4 = 0.0F;
    085                }
    086
    087                var6 = (int)(var4 * 155.0F + 100.0F);
    088                int var7 = (int)(var4 * var4 * 255.0F);
    089                int var8 = (int)(var4 * var4 * var4 * var4 * var4 * var4 * var4 * var4 * var4 * var4 * 255.0F);
    090                short var9 = 255;
    091
    092                if (var4 < 0.5F)
    093                {
    094                    var9 = 0;
    095                }
    096
    097                float var14 = (var4 - 0.5F) * 2.0F;
    098
    099                if (this.anaglyphEnabled)
    100                {
    101                    int var10 = (var6 * 30 + var7 * 59 + var8 * 11) / 100;
    102                    int var11 = (var6 * 30 + var7 * 70) / 100;
    103                    int var12 = (var6 * 30 + var8 * 70) / 100;
    104                    var6 = var10;
    105                    var7 = var11;
    106                    var8 = var12;
    107                }
    108
    109                this.imageData[var3 * 4 + 0] = (byte)var6;
    110                this.imageData[var3 * 4 + 1] = (byte)var7;
    111                this.imageData[var3 * 4 + 2] = (byte)var8;
    112                this.imageData[var3 * 4 + 3] = (byte)var9;
    113            }
    114        }
    115    }