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