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.block.BlockAnvil;
007 import net.minecraft.client.renderer.RenderBlocks;
008 import net.minecraft.client.renderer.Tessellator;
009 import net.minecraft.entity.Entity;
010 import net.minecraft.entity.item.EntityFallingSand;
011 import net.minecraft.util.MathHelper;
012 import net.minecraft.world.World;
013 import org.lwjgl.opengl.GL11;
014
015 @SideOnly(Side.CLIENT)
016 public class RenderFallingSand extends Render
017 {
018 private RenderBlocks renderBlocks = new RenderBlocks();
019
020 public RenderFallingSand()
021 {
022 this.shadowSize = 0.5F;
023 }
024
025 /**
026 * The actual render method that is used in doRender
027 */
028 public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9)
029 {
030 GL11.glPushMatrix();
031 GL11.glTranslatef((float)par2, (float)par4, (float)par6);
032 this.loadTexture("/terrain.png");
033 Block var10 = Block.blocksList[par1EntityFallingSand.blockID];
034 World var11 = par1EntityFallingSand.getWorld();
035 GL11.glDisable(GL11.GL_LIGHTING);
036
037 if (var10 instanceof BlockAnvil && var10.getRenderType() == 35)
038 {
039 this.renderBlocks.blockAccess = var11;
040 Tessellator var12 = Tessellator.instance;
041 var12.startDrawingQuads();
042 var12.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F));
043 this.renderBlocks.func_85096_a((BlockAnvil)var10, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
044 var12.setTranslation(0.0D, 0.0D, 0.0D);
045 var12.draw();
046 }
047 else if (var10 != null)
048 {
049 this.renderBlocks.func_83018_a(var10);
050 this.renderBlocks.func_78588_a(var10, var11, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.metadata);
051 }
052
053 GL11.glEnable(GL11.GL_LIGHTING);
054 GL11.glPopMatrix();
055 }
056
057 /**
058 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
059 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
060 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
061 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
062 */
063 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
064 {
065 this.doRenderFallingSand((EntityFallingSand)par1Entity, par2, par4, par6, par8, par9);
066 }
067 }