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 import org.lwjgl.opengl.GL12; 007 008 @SideOnly(Side.CLIENT) 009 public class RenderSnowball extends Render 010 { 011 /** 012 * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this 013 * classes. 014 */ 015 private int itemIconIndex; 016 017 public RenderSnowball(int par1) 018 { 019 this.itemIconIndex = par1; 020 } 021 022 /** 023 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 024 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 025 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 026 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 027 */ 028 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 029 { 030 GL11.glPushMatrix(); 031 GL11.glTranslatef((float)par2, (float)par4, (float)par6); 032 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 033 GL11.glScalef(0.5F, 0.5F, 0.5F); 034 this.loadTexture("/gui/items.png"); 035 Tessellator var10 = Tessellator.instance; 036 037 if (this.itemIconIndex == 154) 038 { 039 int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false); 040 float var12 = (float)(var11 >> 16 & 255) / 255.0F; 041 float var13 = (float)(var11 >> 8 & 255) / 255.0F; 042 float var14 = (float)(var11 & 255) / 255.0F; 043 GL11.glColor3f(var12, var13, var14); 044 GL11.glPushMatrix(); 045 this.func_77026_a(var10, 141); 046 GL11.glPopMatrix(); 047 GL11.glColor3f(1.0F, 1.0F, 1.0F); 048 } 049 050 this.func_77026_a(var10, this.itemIconIndex); 051 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 052 GL11.glPopMatrix(); 053 } 054 055 private void func_77026_a(Tessellator par1Tessellator, int par2) 056 { 057 float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F; 058 float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F; 059 float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F; 060 float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F; 061 float var7 = 1.0F; 062 float var8 = 0.5F; 063 float var9 = 0.25F; 064 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); 065 GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); 066 par1Tessellator.startDrawingQuads(); 067 par1Tessellator.setNormal(0.0F, 1.0F, 0.0F); 068 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6); 069 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6); 070 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5); 071 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5); 072 par1Tessellator.draw(); 073 } 074 }