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