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