001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import org.lwjgl.opengl.GL11; 006 007 @SideOnly(Side.CLIENT) 008 public abstract class Render 009 { 010 protected RenderManager renderManager; 011 private ModelBase modelBase = new ModelBiped(); 012 protected RenderBlocks renderBlocks = new RenderBlocks(); 013 protected float shadowSize = 0.0F; 014 015 /** 016 * Determines the darkness of the object's shadow. Higher value makes a darker shadow. 017 */ 018 protected float shadowOpaque = 1.0F; 019 020 /** 021 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 022 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 023 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 024 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 025 */ 026 public abstract void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9); 027 028 /** 029 * loads the specified texture 030 */ 031 protected void loadTexture(String par1Str) 032 { 033 RenderEngine var2 = this.renderManager.renderEngine; 034 var2.bindTexture(var2.getTexture(par1Str)); 035 } 036 037 /** 038 * loads the specified downloadable texture or alternative built in texture 039 */ 040 protected boolean loadDownloadableImageTexture(String par1Str, String par2Str) 041 { 042 RenderEngine var3 = this.renderManager.renderEngine; 043 int var4 = var3.getTextureForDownloadableImage(par1Str, par2Str); 044 045 if (var4 >= 0) 046 { 047 var3.bindTexture(var4); 048 return true; 049 } 050 else 051 { 052 return false; 053 } 054 } 055 056 /** 057 * Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime 058 */ 059 private void renderEntityOnFire(Entity par1Entity, double par2, double par4, double par6, float par8) 060 { 061 GL11.glDisable(GL11.GL_LIGHTING); 062 int var9 = Block.fire.blockIndexInTexture; 063 int var10 = (var9 & 15) << 4; 064 int var11 = var9 & 240; 065 float var12 = (float)var10 / 256.0F; 066 float var13 = ((float)var10 + 15.99F) / 256.0F; 067 float var14 = (float)var11 / 256.0F; 068 float var15 = ((float)var11 + 15.99F) / 256.0F; 069 GL11.glPushMatrix(); 070 GL11.glTranslatef((float)par2, (float)par4, (float)par6); 071 float var16 = par1Entity.width * 1.4F; 072 GL11.glScalef(var16, var16, var16); 073 this.loadTexture("/terrain.png"); 074 Tessellator var17 = Tessellator.instance; 075 float var18 = 0.5F; 076 float var19 = 0.0F; 077 float var20 = par1Entity.height / var16; 078 float var21 = (float)(par1Entity.posY - par1Entity.boundingBox.minY); 079 GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); 080 GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)((int)var20) * 0.02F); 081 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 082 float var22 = 0.0F; 083 int var23 = 0; 084 var17.startDrawingQuads(); 085 086 while (var20 > 0.0F) 087 { 088 if (var23 % 2 == 0) 089 { 090 var12 = (float)var10 / 256.0F; 091 var13 = ((float)var10 + 15.99F) / 256.0F; 092 var14 = (float)var11 / 256.0F; 093 var15 = ((float)var11 + 15.99F) / 256.0F; 094 } 095 else 096 { 097 var12 = (float)var10 / 256.0F; 098 var13 = ((float)var10 + 15.99F) / 256.0F; 099 var14 = (float)(var11 + 16) / 256.0F; 100 var15 = ((float)(var11 + 16) + 15.99F) / 256.0F; 101 } 102 103 if (var23 / 2 % 2 == 0) 104 { 105 float var24 = var13; 106 var13 = var12; 107 var12 = var24; 108 } 109 110 var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var21), (double)var22, (double)var13, (double)var15); 111 var17.addVertexWithUV((double)(-var18 - var19), (double)(0.0F - var21), (double)var22, (double)var12, (double)var15); 112 var17.addVertexWithUV((double)(-var18 - var19), (double)(1.4F - var21), (double)var22, (double)var12, (double)var14); 113 var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var21), (double)var22, (double)var13, (double)var14); 114 var20 -= 0.45F; 115 var21 -= 0.45F; 116 var18 *= 0.9F; 117 var22 += 0.03F; 118 ++var23; 119 } 120 121 var17.draw(); 122 GL11.glPopMatrix(); 123 GL11.glEnable(GL11.GL_LIGHTING); 124 } 125 126 /** 127 * Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha, 128 * partialTickTime 129 */ 130 private void renderShadow(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 131 { 132 GL11.glEnable(GL11.GL_BLEND); 133 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); 134 RenderEngine var10 = this.renderManager.renderEngine; 135 var10.bindTexture(var10.getTexture("%clamp%/misc/shadow.png")); 136 World var11 = this.getWorldFromRenderManager(); 137 GL11.glDepthMask(false); 138 float var12 = this.shadowSize; 139 140 if (par1Entity instanceof EntityLiving) 141 { 142 EntityLiving var13 = (EntityLiving)par1Entity; 143 var12 *= var13.getRenderSizeModifier(); 144 145 if (var13 instanceof EntityAnimal) 146 { 147 EntityAnimal var14 = (EntityAnimal)var13; 148 149 if (var14.isChild()) 150 { 151 var12 *= 0.5F; 152 } 153 } 154 } 155 156 double var36 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9; 157 double var15 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize(); 158 double var17 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9; 159 int var19 = MathHelper.floor_double(var36 - (double)var12); 160 int var20 = MathHelper.floor_double(var36 + (double)var12); 161 int var21 = MathHelper.floor_double(var15 - (double)var12); 162 int var22 = MathHelper.floor_double(var15); 163 int var23 = MathHelper.floor_double(var17 - (double)var12); 164 int var24 = MathHelper.floor_double(var17 + (double)var12); 165 double var25 = par2 - var36; 166 double var27 = par4 - var15; 167 double var29 = par6 - var17; 168 Tessellator var31 = Tessellator.instance; 169 var31.startDrawingQuads(); 170 171 for (int var32 = var19; var32 <= var20; ++var32) 172 { 173 for (int var33 = var21; var33 <= var22; ++var33) 174 { 175 for (int var34 = var23; var34 <= var24; ++var34) 176 { 177 int var35 = var11.getBlockId(var32, var33 - 1, var34); 178 179 if (var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3) 180 { 181 this.renderShadowOnBlock(Block.blocksList[var35], par2, par4 + (double)par1Entity.getShadowSize(), par6, var32, var33, var34, par8, var12, var25, var27 + (double)par1Entity.getShadowSize(), var29); 182 } 183 } 184 } 185 } 186 187 var31.draw(); 188 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 189 GL11.glDisable(GL11.GL_BLEND); 190 GL11.glDepthMask(true); 191 } 192 193 /** 194 * Returns the render manager's world object 195 */ 196 private World getWorldFromRenderManager() 197 { 198 return this.renderManager.worldObj; 199 } 200 201 /** 202 * Renders a shadow projected down onto the specified block. Brightness of the block plus how far away on the Y axis 203 * determines the alpha of the shadow. Args: block, centerX, centerY, centerZ, blockX, blockY, blockZ, baseAlpha, 204 * shadowSize, xOffset, yOffset, zOffset 205 */ 206 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) 207 { 208 Tessellator var19 = Tessellator.instance; 209 210 if (par1Block.renderAsNormalBlock()) 211 { 212 double var20 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10); 213 214 if (var20 >= 0.0D) 215 { 216 if (var20 > 1.0D) 217 { 218 var20 = 1.0D; 219 } 220 221 var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20); 222 double var22 = (double)par8 + par1Block.minX + par13; 223 double var24 = (double)par8 + par1Block.maxX + par13; 224 double var26 = (double)par9 + par1Block.minY + par15 + 0.015625D; 225 double var28 = (double)par10 + par1Block.minZ + par17; 226 double var30 = (double)par10 + par1Block.maxZ + par17; 227 float var32 = (float)((par2 - var22) / 2.0D / (double)par12 + 0.5D); 228 float var33 = (float)((par2 - var24) / 2.0D / (double)par12 + 0.5D); 229 float var34 = (float)((par6 - var28) / 2.0D / (double)par12 + 0.5D); 230 float var35 = (float)((par6 - var30) / 2.0D / (double)par12 + 0.5D); 231 var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34); 232 var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35); 233 var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35); 234 var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34); 235 } 236 } 237 } 238 239 /** 240 * Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z 241 */ 242 public static void renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5) 243 { 244 GL11.glDisable(GL11.GL_TEXTURE_2D); 245 Tessellator var7 = Tessellator.instance; 246 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 247 var7.startDrawingQuads(); 248 var7.setTranslation(par1, par3, par5); 249 var7.setNormal(0.0F, 0.0F, -1.0F); 250 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 251 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 252 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 253 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 254 var7.setNormal(0.0F, 0.0F, 1.0F); 255 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 256 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 257 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 258 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 259 var7.setNormal(0.0F, -1.0F, 0.0F); 260 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 261 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 262 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 263 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 264 var7.setNormal(0.0F, 1.0F, 0.0F); 265 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 266 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 267 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 268 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 269 var7.setNormal(-1.0F, 0.0F, 0.0F); 270 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 271 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 272 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 273 var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 274 var7.setNormal(1.0F, 0.0F, 0.0F); 275 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 276 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 277 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 278 var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 279 var7.setTranslation(0.0D, 0.0D, 0.0D); 280 var7.draw(); 281 GL11.glEnable(GL11.GL_TEXTURE_2D); 282 } 283 284 /** 285 * Adds to the tesselator a box using the aabb for the bounds. Args: aabb 286 */ 287 public static void renderAABB(AxisAlignedBB par0AxisAlignedBB) 288 { 289 Tessellator var1 = Tessellator.instance; 290 var1.startDrawingQuads(); 291 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 292 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 293 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 294 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 295 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 296 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 297 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 298 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 299 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 300 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 301 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 302 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 303 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 304 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 305 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 306 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 307 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 308 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 309 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 310 var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 311 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ); 312 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ); 313 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ); 314 var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ); 315 var1.draw(); 316 } 317 318 /** 319 * Sets the RenderManager. 320 */ 321 public void setRenderManager(RenderManager par1RenderManager) 322 { 323 this.renderManager = par1RenderManager; 324 } 325 326 /** 327 * Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime 328 */ 329 public void doRenderShadowAndFire(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 330 { 331 if (this.renderManager.options.fancyGraphics && this.shadowSize > 0.0F) 332 { 333 double var10 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ); 334 float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque); 335 336 if (var12 > 0.0F) 337 { 338 this.renderShadow(par1Entity, par2, par4, par6, var12, par9); 339 } 340 } 341 342 if (par1Entity.isBurning()) 343 { 344 this.renderEntityOnFire(par1Entity, par2, par4, par6, par9); 345 } 346 } 347 348 /** 349 * Returns the font renderer from the set render manager 350 */ 351 public FontRenderer getFontRendererFromRenderManager() 352 { 353 return this.renderManager.getFontRenderer(); 354 } 355 }