001package net.minecraft.client.renderer.entity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.Random;
006import net.minecraft.client.model.ModelDragon;
007import net.minecraft.client.renderer.OpenGlHelper;
008import net.minecraft.client.renderer.RenderHelper;
009import net.minecraft.client.renderer.Tessellator;
010import net.minecraft.entity.Entity;
011import net.minecraft.entity.EntityLiving;
012import net.minecraft.entity.boss.BossStatus;
013import net.minecraft.entity.boss.EntityDragon;
014import net.minecraft.util.MathHelper;
015import org.lwjgl.opengl.GL11;
016
017@SideOnly(Side.CLIENT)
018public class RenderDragon extends RenderLiving
019{
020    /**
021     * Reloads the dragon model if not equal to 4. Presumably a leftover debugging field.
022     */
023    private static int updateModelState = 0;
024
025    /** An instance of the dragon model in RenderDragon */
026    protected ModelDragon modelDragon;
027
028    public RenderDragon()
029    {
030        super(new ModelDragon(0.0F), 0.5F);
031        this.modelDragon = (ModelDragon)this.mainModel;
032        this.setRenderPassModel(this.mainModel);
033    }
034
035    /**
036     * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
037     */
038    protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
039    {
040        float var5 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
041        float var6 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
042        GL11.glRotatef(-var5, 0.0F, 1.0F, 0.0F);
043        GL11.glRotatef(var6 * 10.0F, 1.0F, 0.0F, 0.0F);
044        GL11.glTranslatef(0.0F, 0.0F, 1.0F);
045
046        if (par1EntityDragon.deathTime > 0)
047        {
048            float var7 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
049            var7 = MathHelper.sqrt_float(var7);
050
051            if (var7 > 1.0F)
052            {
053                var7 = 1.0F;
054            }
055
056            GL11.glRotatef(var7 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
057        }
058    }
059
060    /**
061     * Renders the dragon model. Called by renderModel.
062     */
063    protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
064    {
065        if (par1EntityDragon.deathTicks > 0)
066        {
067            float var8 = (float)par1EntityDragon.deathTicks / 200.0F;
068            GL11.glDepthFunc(GL11.GL_LEQUAL);
069            GL11.glEnable(GL11.GL_ALPHA_TEST);
070            GL11.glAlphaFunc(GL11.GL_GREATER, var8);
071            this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, "/mob/enderdragon/shuffle.png");
072            this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
073            GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
074            GL11.glDepthFunc(GL11.GL_EQUAL);
075        }
076
077        this.loadDownloadableImageTexture(par1EntityDragon.skinUrl, par1EntityDragon.getTexture());
078        this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
079
080        if (par1EntityDragon.hurtTime > 0)
081        {
082            GL11.glDepthFunc(GL11.GL_EQUAL);
083            GL11.glDisable(GL11.GL_TEXTURE_2D);
084            GL11.glEnable(GL11.GL_BLEND);
085            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
086            GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
087            this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
088            GL11.glEnable(GL11.GL_TEXTURE_2D);
089            GL11.glDisable(GL11.GL_BLEND);
090            GL11.glDepthFunc(GL11.GL_LEQUAL);
091        }
092    }
093
094    /**
095     * Renders the dragon, along with its dying animation
096     */
097    public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
098    {
099        BossStatus.func_82824_a(par1EntityDragon, false);
100
101        if (updateModelState != 4)
102        {
103            this.mainModel = new ModelDragon(0.0F);
104            updateModelState = 4;
105        }
106
107        super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);
108
109        if (par1EntityDragon.healingEnderCrystal != null)
110        {
111            float var10 = (float)par1EntityDragon.healingEnderCrystal.innerRotation + par9;
112            float var11 = MathHelper.sin(var10 * 0.2F) / 2.0F + 0.5F;
113            var11 = (var11 * var11 + var11) * 0.2F;
114            float var12 = (float)(par1EntityDragon.healingEnderCrystal.posX - par1EntityDragon.posX - (par1EntityDragon.prevPosX - par1EntityDragon.posX) * (double)(1.0F - par9));
115            float var13 = (float)((double)var11 + par1EntityDragon.healingEnderCrystal.posY - 1.0D - par1EntityDragon.posY - (par1EntityDragon.prevPosY - par1EntityDragon.posY) * (double)(1.0F - par9));
116            float var14 = (float)(par1EntityDragon.healingEnderCrystal.posZ - par1EntityDragon.posZ - (par1EntityDragon.prevPosZ - par1EntityDragon.posZ) * (double)(1.0F - par9));
117            float var15 = MathHelper.sqrt_float(var12 * var12 + var14 * var14);
118            float var16 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14);
119            GL11.glPushMatrix();
120            GL11.glTranslatef((float)par2, (float)par4 + 2.0F, (float)par6);
121            GL11.glRotatef((float)(-Math.atan2((double)var14, (double)var12)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
122            GL11.glRotatef((float)(-Math.atan2((double)var15, (double)var13)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
123            Tessellator var17 = Tessellator.instance;
124            RenderHelper.disableStandardItemLighting();
125            GL11.glDisable(GL11.GL_CULL_FACE);
126            this.loadTexture("/mob/enderdragon/beam.png");
127            GL11.glShadeModel(GL11.GL_SMOOTH);
128            float var18 = 0.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
129            float var19 = MathHelper.sqrt_float(var12 * var12 + var13 * var13 + var14 * var14) / 32.0F - ((float)par1EntityDragon.ticksExisted + par9) * 0.01F;
130            var17.startDrawing(5);
131            byte var20 = 8;
132
133            for (int var21 = 0; var21 <= var20; ++var21)
134            {
135                float var22 = MathHelper.sin((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
136                float var23 = MathHelper.cos((float)(var21 % var20) * (float)Math.PI * 2.0F / (float)var20) * 0.75F;
137                float var24 = (float)(var21 % var20) * 1.0F / (float)var20;
138                var17.setColorOpaque_I(0);
139                var17.addVertexWithUV((double)(var22 * 0.2F), (double)(var23 * 0.2F), 0.0D, (double)var24, (double)var19);
140                var17.setColorOpaque_I(16777215);
141                var17.addVertexWithUV((double)var22, (double)var23, (double)var16, (double)var24, (double)var18);
142            }
143
144            var17.draw();
145            GL11.glEnable(GL11.GL_CULL_FACE);
146            GL11.glShadeModel(GL11.GL_FLAT);
147            RenderHelper.enableStandardItemLighting();
148            GL11.glPopMatrix();
149        }
150    }
151
152    /**
153     * Renders the animation for when an enderdragon dies
154     */
155    protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
156    {
157        super.renderEquippedItems(par1EntityDragon, par2);
158        Tessellator var3 = Tessellator.instance;
159
160        if (par1EntityDragon.deathTicks > 0)
161        {
162            RenderHelper.disableStandardItemLighting();
163            float var4 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
164            float var5 = 0.0F;
165
166            if (var4 > 0.8F)
167            {
168                var5 = (var4 - 0.8F) / 0.2F;
169            }
170
171            Random var6 = new Random(432L);
172            GL11.glDisable(GL11.GL_TEXTURE_2D);
173            GL11.glShadeModel(GL11.GL_SMOOTH);
174            GL11.glEnable(GL11.GL_BLEND);
175            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
176            GL11.glDisable(GL11.GL_ALPHA_TEST);
177            GL11.glEnable(GL11.GL_CULL_FACE);
178            GL11.glDepthMask(false);
179            GL11.glPushMatrix();
180            GL11.glTranslatef(0.0F, -1.0F, -2.0F);
181
182            for (int var7 = 0; (float)var7 < (var4 + var4 * var4) / 2.0F * 60.0F; ++var7)
183            {
184                GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
185                GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
186                GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
187                GL11.glRotatef(var6.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
188                GL11.glRotatef(var6.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
189                GL11.glRotatef(var6.nextFloat() * 360.0F + var4 * 90.0F, 0.0F, 0.0F, 1.0F);
190                var3.startDrawing(6);
191                float var8 = var6.nextFloat() * 20.0F + 5.0F + var5 * 10.0F;
192                float var9 = var6.nextFloat() * 2.0F + 1.0F + var5 * 2.0F;
193                var3.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - var5)));
194                var3.addVertex(0.0D, 0.0D, 0.0D);
195                var3.setColorRGBA_I(16711935, 0);
196                var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
197                var3.addVertex(0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
198                var3.addVertex(0.0D, (double)var8, (double)(1.0F * var9));
199                var3.addVertex(-0.866D * (double)var9, (double)var8, (double)(-0.5F * var9));
200                var3.draw();
201            }
202
203            GL11.glPopMatrix();
204            GL11.glDepthMask(true);
205            GL11.glDisable(GL11.GL_CULL_FACE);
206            GL11.glDisable(GL11.GL_BLEND);
207            GL11.glShadeModel(GL11.GL_FLAT);
208            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
209            GL11.glEnable(GL11.GL_TEXTURE_2D);
210            GL11.glEnable(GL11.GL_ALPHA_TEST);
211            RenderHelper.enableStandardItemLighting();
212        }
213    }
214
215    /**
216     * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
217     */
218    protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
219    {
220        if (par2 == 1)
221        {
222            GL11.glDepthFunc(GL11.GL_LEQUAL);
223        }
224
225        if (par2 != 0)
226        {
227            return -1;
228        }
229        else
230        {
231            this.loadTexture("/mob/enderdragon/ender_eyes.png");
232            float var4 = 1.0F;
233            GL11.glEnable(GL11.GL_BLEND);
234            GL11.glDisable(GL11.GL_ALPHA_TEST);
235            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
236            GL11.glDisable(GL11.GL_LIGHTING);
237            GL11.glDepthFunc(GL11.GL_EQUAL);
238            char var5 = 61680;
239            int var6 = var5 % 65536;
240            int var7 = var5 / 65536;
241            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var6 / 1.0F, (float)var7 / 1.0F);
242            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
243            GL11.glEnable(GL11.GL_LIGHTING);
244            GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
245            return 1;
246        }
247    }
248
249    /**
250     * Queries whether should render the specified pass or not.
251     */
252    protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
253    {
254        return this.renderGlow((EntityDragon)par1EntityLiving, par2, par3);
255    }
256
257    protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
258    {
259        this.renderDragonDying((EntityDragon)par1EntityLiving, par2);
260    }
261
262    protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
263    {
264        this.rotateDragonBody((EntityDragon)par1EntityLiving, par2, par3, par4);
265    }
266
267    /**
268     * Renders the model in RenderLiving
269     */
270    protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
271    {
272        this.renderDragonModel((EntityDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7);
273    }
274
275    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
276    {
277        this.renderDragon((EntityDragon)par1EntityLiving, par2, par4, par6, par8, par9);
278    }
279
280    /**
281     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
282     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
283     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
284     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
285     */
286    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
287    {
288        this.renderDragon((EntityDragon)par1Entity, par2, par4, par6, par8, par9);
289    }
290}