001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.block.Block;
006import net.minecraft.client.gui.FontRenderer;
007import net.minecraft.client.model.ModelBase;
008import net.minecraft.client.model.ModelBiped;
009import net.minecraft.client.renderer.RenderBlocks;
010import net.minecraft.client.renderer.RenderEngine;
011import net.minecraft.client.renderer.Tessellator;
012import net.minecraft.entity.Entity;
013import net.minecraft.entity.EntityLiving;
014import net.minecraft.util.AxisAlignedBB;
015import net.minecraft.util.MathHelper;
016import net.minecraft.world.World;
017import org.lwjgl.opengl.GL11;
018
019@SideOnly(Side.CLIENT)
020public abstract class Render
021{
022    protected RenderManager renderManager;
023    private ModelBase modelBase = new ModelBiped();
024    protected RenderBlocks renderBlocks = new RenderBlocks();
025    protected float shadowSize = 0.0F;
026
027    /**
028     * Determines the darkness of the object's shadow. Higher value makes a darker shadow.
029     */
030    protected float shadowOpaque = 1.0F;
031
032    /**
033     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
034     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
035     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
036     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
037     */
038    public abstract void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9);
039
040    /**
041     * loads the specified texture
042     */
043    protected void loadTexture(String par1Str)
044    {
045        RenderEngine var2 = this.renderManager.renderEngine;
046        var2.bindTexture(var2.getTexture(par1Str));
047    }
048
049    /**
050     * loads the specified downloadable texture or alternative built in texture
051     */
052    protected boolean loadDownloadableImageTexture(String par1Str, String par2Str)
053    {
054        RenderEngine var3 = this.renderManager.renderEngine;
055        int var4 = var3.getTextureForDownloadableImage(par1Str, par2Str);
056
057        if (var4 >= 0)
058        {
059            var3.bindTexture(var4);
060            return true;
061        }
062        else
063        {
064            return false;
065        }
066    }
067
068    /**
069     * Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
070     */
071    private void renderEntityOnFire(Entity par1Entity, double par2, double par4, double par6, float par8)
072    {
073        GL11.glDisable(GL11.GL_LIGHTING);
074        int var9 = Block.fire.blockIndexInTexture;
075        int var10 = (var9 & 15) << 4;
076        int var11 = var9 & 240;
077        float var12 = (float)var10 / 256.0F;
078        float var13 = ((float)var10 + 15.99F) / 256.0F;
079        float var14 = (float)var11 / 256.0F;
080        float var15 = ((float)var11 + 15.99F) / 256.0F;
081        GL11.glPushMatrix();
082        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
083        float var16 = par1Entity.width * 1.4F;
084        GL11.glScalef(var16, var16, var16);
085        this.loadTexture("/terrain.png");
086        Tessellator var17 = Tessellator.instance;
087        float var18 = 0.5F;
088        float var19 = 0.0F;
089        float var20 = par1Entity.height / var16;
090        float var21 = (float)(par1Entity.posY - par1Entity.boundingBox.minY);
091        GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
092        GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)((int)var20) * 0.02F);
093        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
094        float var22 = 0.0F;
095        int var23 = 0;
096        var17.startDrawingQuads();
097
098        while (var20 > 0.0F)
099        {
100            if (var23 % 2 == 0)
101            {
102                var12 = (float)var10 / 256.0F;
103                var13 = ((float)var10 + 15.99F) / 256.0F;
104                var14 = (float)var11 / 256.0F;
105                var15 = ((float)var11 + 15.99F) / 256.0F;
106            }
107            else
108            {
109                var12 = (float)var10 / 256.0F;
110                var13 = ((float)var10 + 15.99F) / 256.0F;
111                var14 = (float)(var11 + 16) / 256.0F;
112                var15 = ((float)(var11 + 16) + 15.99F) / 256.0F;
113            }
114
115            if (var23 / 2 % 2 == 0)
116            {
117                float var24 = var13;
118                var13 = var12;
119                var12 = var24;
120            }
121
122            var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var21), (double)var22, (double)var13, (double)var15);
123            var17.addVertexWithUV((double)(-var18 - var19), (double)(0.0F - var21), (double)var22, (double)var12, (double)var15);
124            var17.addVertexWithUV((double)(-var18 - var19), (double)(1.4F - var21), (double)var22, (double)var12, (double)var14);
125            var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var21), (double)var22, (double)var13, (double)var14);
126            var20 -= 0.45F;
127            var21 -= 0.45F;
128            var18 *= 0.9F;
129            var22 += 0.03F;
130            ++var23;
131        }
132
133        var17.draw();
134        GL11.glPopMatrix();
135        GL11.glEnable(GL11.GL_LIGHTING);
136    }
137
138    /**
139     * Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
140     * partialTickTime
141     */
142    private void renderShadow(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
143    {
144        GL11.glEnable(GL11.GL_BLEND);
145        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
146        RenderEngine var10 = this.renderManager.renderEngine;
147        var10.bindTexture(var10.getTexture("%clamp%/misc/shadow.png"));
148        World var11 = this.getWorldFromRenderManager();
149        GL11.glDepthMask(false);
150        float var12 = this.shadowSize;
151
152        if (par1Entity instanceof EntityLiving)
153        {
154            EntityLiving var13 = (EntityLiving)par1Entity;
155            var12 *= var13.getRenderSizeModifier();
156
157            if (var13.isChild())
158            {
159                var12 *= 0.5F;
160            }
161        }
162
163        double var36 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9;
164        double var15 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize();
165        double var17 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9;
166        int var19 = MathHelper.floor_double(var36 - (double)var12);
167        int var20 = MathHelper.floor_double(var36 + (double)var12);
168        int var21 = MathHelper.floor_double(var15 - (double)var12);
169        int var22 = MathHelper.floor_double(var15);
170        int var23 = MathHelper.floor_double(var17 - (double)var12);
171        int var24 = MathHelper.floor_double(var17 + (double)var12);
172        double var25 = par2 - var36;
173        double var27 = par4 - var15;
174        double var29 = par6 - var17;
175        Tessellator var31 = Tessellator.instance;
176        var31.startDrawingQuads();
177
178        for (int var32 = var19; var32 <= var20; ++var32)
179        {
180            for (int var33 = var21; var33 <= var22; ++var33)
181            {
182                for (int var34 = var23; var34 <= var24; ++var34)
183                {
184                    int var35 = var11.getBlockId(var32, var33 - 1, var34);
185
186                    if (var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3)
187                    {
188                        this.renderShadowOnBlock(Block.blocksList[var35], par2, par4 + (double)par1Entity.getShadowSize(), par6, var32, var33, var34, par8, var12, var25, var27 + (double)par1Entity.getShadowSize(), var29);
189                    }
190                }
191            }
192        }
193
194        var31.draw();
195        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
196        GL11.glDisable(GL11.GL_BLEND);
197        GL11.glDepthMask(true);
198    }
199
200    /**
201     * Returns the render manager's world object
202     */
203    private World getWorldFromRenderManager()
204    {
205        return this.renderManager.worldObj;
206    }
207
208    /**
209     * Renders a shadow projected down onto the specified block. Brightness of the block plus how far away on the Y axis
210     * determines the alpha of the shadow.  Args: block, centerX, centerY, centerZ, blockX, blockY, blockZ, baseAlpha,
211     * shadowSize, xOffset, yOffset, zOffset
212     */
213    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)
214    {
215        Tessellator var19 = Tessellator.instance;
216
217        if (par1Block.renderAsNormalBlock())
218        {
219            double var20 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10);
220
221            if (var20 >= 0.0D)
222            {
223                if (var20 > 1.0D)
224                {
225                    var20 = 1.0D;
226                }
227
228                var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20);
229                double var22 = (double)par8 + par1Block.getBlockBoundsMinX() + par13;
230                double var24 = (double)par8 + par1Block.getBlockBoundsMaxX() + par13;
231                double var26 = (double)par9 + par1Block.getBlockBoundsMinY() + par15 + 0.015625D;
232                double var28 = (double)par10 + par1Block.getBlockBoundsMinZ() + par17;
233                double var30 = (double)par10 + par1Block.getBlockBoundsMaxZ() + par17;
234                float var32 = (float)((par2 - var22) / 2.0D / (double)par12 + 0.5D);
235                float var33 = (float)((par2 - var24) / 2.0D / (double)par12 + 0.5D);
236                float var34 = (float)((par6 - var28) / 2.0D / (double)par12 + 0.5D);
237                float var35 = (float)((par6 - var30) / 2.0D / (double)par12 + 0.5D);
238                var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34);
239                var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35);
240                var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35);
241                var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34);
242            }
243        }
244    }
245
246    /**
247     * Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z
248     */
249    public static void renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5)
250    {
251        GL11.glDisable(GL11.GL_TEXTURE_2D);
252        Tessellator var7 = Tessellator.instance;
253        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
254        var7.startDrawingQuads();
255        var7.setTranslation(par1, par3, par5);
256        var7.setNormal(0.0F, 0.0F, -1.0F);
257        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
258        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
259        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
260        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
261        var7.setNormal(0.0F, 0.0F, 1.0F);
262        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
263        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
264        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
265        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
266        var7.setNormal(0.0F, -1.0F, 0.0F);
267        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
268        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
269        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
270        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
271        var7.setNormal(0.0F, 1.0F, 0.0F);
272        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
273        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
274        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
275        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
276        var7.setNormal(-1.0F, 0.0F, 0.0F);
277        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
278        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
279        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
280        var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
281        var7.setNormal(1.0F, 0.0F, 0.0F);
282        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
283        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
284        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
285        var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
286        var7.setTranslation(0.0D, 0.0D, 0.0D);
287        var7.draw();
288        GL11.glEnable(GL11.GL_TEXTURE_2D);
289    }
290
291    /**
292     * Adds to the tesselator a box using the aabb for the bounds. Args: aabb
293     */
294    public static void renderAABB(AxisAlignedBB par0AxisAlignedBB)
295    {
296        Tessellator var1 = Tessellator.instance;
297        var1.startDrawingQuads();
298        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
299        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
300        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
301        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
302        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
303        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
304        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
305        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
306        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
307        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
308        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
309        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
310        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
311        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
312        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
313        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
314        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
315        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
316        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
317        var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
318        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
319        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
320        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
321        var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
322        var1.draw();
323    }
324
325    /**
326     * Sets the RenderManager.
327     */
328    public void setRenderManager(RenderManager par1RenderManager)
329    {
330        this.renderManager = par1RenderManager;
331    }
332
333    /**
334     * Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
335     */
336    public void doRenderShadowAndFire(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
337    {
338        if (this.renderManager.options.fancyGraphics && this.shadowSize > 0.0F && !par1Entity.getHasActivePotion())
339        {
340            double var10 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ);
341            float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque);
342
343            if (var12 > 0.0F)
344            {
345                this.renderShadow(par1Entity, par2, par4, par6, var12, par9);
346            }
347        }
348
349        if (par1Entity.canRenderOnFire())
350        {
351            this.renderEntityOnFire(par1Entity, par2, par4, par6, par9);
352        }
353    }
354
355    /**
356     * Returns the font renderer from the set render manager
357     */
358    public FontRenderer getFontRendererFromRenderManager()
359    {
360        return this.renderManager.getFontRenderer();
361    }
362}