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 * Reloads the dragon model if not equal to 4. Presumably a leftover debugging field.
013 */
014 private static int updateModelState = 0;
015
016 /** An instance of the dragon model in RenderDragon */
017 protected ModelDragon modelDragon;
018
019 public RenderDragon()
020 {
021 super(new ModelDragon(0.0F), 0.5F);
022 this.modelDragon = (ModelDragon)this.mainModel;
023 this.setRenderPassModel(this.mainModel);
024 }
025
026 /**
027 * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
028 */
029 protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
030 {
031 float var5 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
032 float var6 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
033 GL11.glRotatef(-var5, 0.0F, 1.0F, 0.0F);
034 GL11.glRotatef(var6 * 10.0F, 1.0F, 0.0F, 0.0F);
035 GL11.glTranslatef(0.0F, 0.0F, 1.0F);
036
037 if (par1EntityDragon.deathTime > 0)
038 {
039 float var7 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
040 var7 = MathHelper.sqrt_float(var7);
041
042 if (var7 > 1.0F)
043 {
044 var7 = 1.0F;
045 }
046
047 GL11.glRotatef(var7 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
048 }
049 }
050
051 /**
052 * Renders the dragon model. Called by renderModel.
053 */
054 protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
055 {
056 if (par1EntityDragon.deathTicks > 0)
057 {
058 float var8 = (float)par1EntityDragon.deathTicks / 200.0F;
059 GL11.glDepthFunc(GL11.GL_LEQUAL);
060 GL11.glEnable(GL11.GL_ALPHA_TEST);
061 GL11.glAlphaFunc(GL11.GL_GREATER, var8);
062 this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, "/mob/enderdragon/shuffle.png");
063 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
064 GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
065 GL11.glDepthFunc(GL11.GL_EQUAL);
066 }
067
068 this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, par1EntityDragon.getTexture());
069 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
070
071 if (par1EntityDragon.hurtTime > 0)
072 {
073 GL11.glDepthFunc(GL11.GL_EQUAL);
074 GL11.glDisable(GL11.GL_TEXTURE_2D);
075 GL11.glEnable(GL11.GL_BLEND);
076 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
077 GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
078 this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
079 GL11.glEnable(GL11.GL_TEXTURE_2D);
080 GL11.glDisable(GL11.GL_BLEND);
081 GL11.glDepthFunc(GL11.GL_LEQUAL);
082 }
083 }
084
085 /**
086 * Renders the dragon, along with its dying animation
087 */
088 public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
089 {
090 BossStatus.func_82824_a(par1EntityDragon, false);
091
092 if (updateModelState != 4)
093 {
094 this.mainModel = new ModelDragon(0.0F);
095 updateModelState = 4;
096 }
097
098 super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);
099
100 if (par1EntityDragon.healingEnderCrystal != null)
101 {
102 float var10 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9;
103 float var11 = MathHelper.sin(var10 * 0.2F) / 2.0F + 0.5F;
104 var11 = (var11 * var11 + var11) * 0.2F;
105 float var12 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9));
106 float var13 = (float)((double)var11 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9));
107 float var14 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9));
108 float var15 = MathHelper.sqrt_float(var12 * var12 + var14 * var14);
109 float var16 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14);
110 GL11.glPushMatrix();
111 GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6);
112 GL11.glRotatef((float)(-Math.atan2((double)var14, (double)var12)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
113 GL11.glRotatef((float)(-Math.atan2((double)var15, (double)var13)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
114 Tessellator var17 = Tessellator.instance;
115 RenderHelper.disableStandardItemLighting();
116 GL11.glDisable(GL11.GL_CULL_FACE);
117 this.loadTexture("/mob/enderdragon/beam.png");
118 GL11.glShadeModel(GL11.GL_SMOOTH);
119 float var18 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
120 float var19 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
121 var17.startDrawing(5);
122 byte var20 = 8;
123
124 for (int var21 = 0; var21 <= var20; ++var21)
125 {
126 float var22 = MathHelper.sin((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
127 float var23 = MathHelper.cos((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
128 float var24 = (float)(var21 % var20) * 1.0F / (float)var20;
129 var17.setColorOpaque_I(0);
130 var17.addVertexWithUV((double)(var22 * 0.2F), (double)(var23 * 0.2F), 0.0D, (double)var24, (double)var19);
131 var17.setColorOpaque_I(16777215);
132 var17.addVertexWithUV((double)var22, (double)var23, (double)var16, (double)var24, (double)var18);
133 }
134
135 var17.draw();
136 GL11.glEnable(GL11.GL_CULL_FACE);
137 GL11.glShadeModel(GL11.GL_FLAT);
138 RenderHelper.enableStandardItemLighting();
139 GL11.glPopMatrix();
140 }
141 }
142
143 /**
144 * Renders the animation for when an enderdragon dies
145 */
146 protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
147 {
148 super.renderEquippedItems(par1EntityDragon, par2);
149 Tessellator var3 = Tessellator.instance;
150
151 if (par1EntityDragon.deathTicks > 0)
152 {
153 RenderHelper.disableStandardItemLighting();
154 float var4 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
155 float var5 = 0.0F;
156
157 if (var4 > 0.8F)
158 {
159 var5 = (var4 - 0.8F) / 0.2F;
160 }
161
162 Random var6 = new Random(432L);
163 GL11.glDisable(GL11.GL_TEXTURE_2D);
164 GL11.glShadeModel(GL11.GL_SMOOTH);
165 GL11.glEnable(GL11.GL_BLEND);
166 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
167 GL11.glDisable(GL11.GL_ALPHA_TEST);
168 GL11.glEnable(GL11.GL_CULL_FACE);
169 GL11.glDepthMask(false);
170 GL11.glPushMatrix();
171 GL11.glTranslatef(0.0F, -1.0F, -2.0F);
172
173 for (int var7 = 0; (float)var7 < (var4 + var4 * var4) / 2.0F * 60.0F; ++var7)
174 {
175 GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
176 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
177 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
178 GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
179 GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
180 GL11.glRotatef(var6.nextFloat() * 360.0F + var4 * 90.0F, 0.0F, 0.0F, 1.0F);
181 var3.startDrawing(6);
182 float var8 = var6.nextFloat() * 20.0F + 5.0F + var5 * 10.0F;
183 float var9 = var6.nextFloat() * 2.0F + 1.0F + var5 * 2.0F;
184 var3.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - var5)));
185 var3.addVertex(0.0D, 0.0D, 0.0D);
186 var3.setColorRGBA_I(16711935, 0);
187 var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
188 var3.addVertex(0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
189 var3.addVertex(0.0D, (double)var8, (double)(1.0F * var9));
190 var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
191 var3.draw();
192 }
193
194 GL11.glPopMatrix();
195 GL11.glDepthMask(true);
196 GL11.glDisable(GL11.GL_CULL_FACE);
197 GL11.glDisable(GL11.GL_BLEND);
198 GL11.glShadeModel(GL11.GL_FLAT);
199 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
200 GL11.glEnable(GL11.GL_TEXTURE_2D);
201 GL11.glEnable(GL11.GL_ALPHA_TEST);
202 RenderHelper.enableStandardItemLighting();
203 }
204 }
205
206 /**
207 * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
208 */
209 protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
210 {
211 if (par2 == 1)
212 {
213 GL11.glDepthFunc(GL11.GL_LEQUAL);
214 }
215
216 if (par2 != 0)
217 {
218 return -1;
219 }
220 else
221 {
222 this.loadTexture("/mob/enderdragon/ender_eyes.png");
223 float var4 = 1.0F;
224 GL11.glEnable(GL11.GL_BLEND);
225 GL11.glDisable(GL11.GL_ALPHA_TEST);
226 GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
227 GL11.glDisable(GL11.GL_LIGHTING);
228 GL11.glDepthFunc(GL11.GL_EQUAL);
229 char var5 = 61680;
230 int var6 = var5 % 65536;
231 int var7 = var5 / 65536;
232 OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var6 / 1.0F, (float)var7 / 1.0F);
233 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
234 GL11.glEnable(GL11.GL_LIGHTING);
235 GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
236 return 1;
237 }
238 }
239
240 /**
241 * Queries whether should render the specified pass or not.
242 */
243 protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
244 {
245 return this.renderGlow((EntityDragon)par1EntityLiving, par2, par3);
246 }
247
248 protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
249 {
250 this.renderDragonDying((EntityDragon)par1EntityLiving, par2);
251 }
252
253 protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
254 {
255 this.rotateDragonBody((EntityDragon)par1EntityLiving, par2, par3, par4);
256 }
257
258 /**
259 * Renders the model in RenderLiving
260 */
261 protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
262 {
263 this.renderDragonModel((EntityDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7);
264 }
265
266 public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
267 {
268 this.renderDragon((EntityDragon)par1EntityLiving, par2, par4, par6, par8, par9);
269 }
270
271 /**
272 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
273 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
274 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
275 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
276 */
277 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
278 {
279 this.renderDragon((EntityDragon)par1Entity, par2, par4, par6, par8, par9);
280 }
281 }