001package net.minecraft.client.renderer.tileentity;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.client.renderer.Tessellator;
006import net.minecraft.tileentity.TileEntity;
007import net.minecraft.tileentity.TileEntityBeacon;
008import net.minecraft.util.MathHelper;
009import org.lwjgl.opengl.GL11;
010
011@SideOnly(Side.CLIENT)
012public class TileEntityBeaconRenderer extends TileEntitySpecialRenderer
013{
014    /**
015     * Render a beacon tile entity.
016     */
017    public void renderTileEntityBeaconAt(TileEntityBeacon par1TileEntityBeacon, double par2, double par4, double par6, float par8)
018    {
019        float var9 = par1TileEntityBeacon.func_82125_v_();
020
021        if (var9 > 0.0F)
022        {
023            Tessellator var10 = Tessellator.instance;
024            this.bindTextureByName("/misc/beam.png");
025            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
026            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
027            GL11.glDisable(GL11.GL_LIGHTING);
028            GL11.glDisable(GL11.GL_CULL_FACE);
029            GL11.glDisable(GL11.GL_BLEND);
030            GL11.glDepthMask(true);
031            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
032            float var11 = (float)par1TileEntityBeacon.getWorldObj().getTotalWorldTime() + par8;
033            float var12 = -var11 * 0.2F - (float)MathHelper.floor_float(-var11 * 0.1F);
034            byte var13 = 1;
035            double var14 = (double)var11 * 0.025D * (1.0D - (double)(var13 & 1) * 2.5D);
036            var10.startDrawingQuads();
037            var10.setColorRGBA(255, 255, 255, 32);
038            double var16 = (double)var13 * 0.2D;
039            double var18 = 0.5D + Math.cos(var14 + 2.356194490192345D) * var16;
040            double var20 = 0.5D + Math.sin(var14 + 2.356194490192345D) * var16;
041            double var22 = 0.5D + Math.cos(var14 + (Math.PI / 4D)) * var16;
042            double var24 = 0.5D + Math.sin(var14 + (Math.PI / 4D)) * var16;
043            double var26 = 0.5D + Math.cos(var14 + 3.9269908169872414D) * var16;
044            double var28 = 0.5D + Math.sin(var14 + 3.9269908169872414D) * var16;
045            double var30 = 0.5D + Math.cos(var14 + 5.497787143782138D) * var16;
046            double var32 = 0.5D + Math.sin(var14 + 5.497787143782138D) * var16;
047            double var34 = (double)(256.0F * var9);
048            double var36 = 0.0D;
049            double var38 = 1.0D;
050            double var40 = (double)(-1.0F + var12);
051            double var42 = (double)(256.0F * var9) * (0.5D / var16) + var40;
052            var10.addVertexWithUV(par2 + var18, par4 + var34, par6 + var20, var38, var42);
053            var10.addVertexWithUV(par2 + var18, par4, par6 + var20, var38, var40);
054            var10.addVertexWithUV(par2 + var22, par4, par6 + var24, var36, var40);
055            var10.addVertexWithUV(par2 + var22, par4 + var34, par6 + var24, var36, var42);
056            var10.addVertexWithUV(par2 + var30, par4 + var34, par6 + var32, var38, var42);
057            var10.addVertexWithUV(par2 + var30, par4, par6 + var32, var38, var40);
058            var10.addVertexWithUV(par2 + var26, par4, par6 + var28, var36, var40);
059            var10.addVertexWithUV(par2 + var26, par4 + var34, par6 + var28, var36, var42);
060            var10.addVertexWithUV(par2 + var22, par4 + var34, par6 + var24, var38, var42);
061            var10.addVertexWithUV(par2 + var22, par4, par6 + var24, var38, var40);
062            var10.addVertexWithUV(par2 + var30, par4, par6 + var32, var36, var40);
063            var10.addVertexWithUV(par2 + var30, par4 + var34, par6 + var32, var36, var42);
064            var10.addVertexWithUV(par2 + var26, par4 + var34, par6 + var28, var38, var42);
065            var10.addVertexWithUV(par2 + var26, par4, par6 + var28, var38, var40);
066            var10.addVertexWithUV(par2 + var18, par4, par6 + var20, var36, var40);
067            var10.addVertexWithUV(par2 + var18, par4 + var34, par6 + var20, var36, var42);
068            var10.draw();
069            GL11.glEnable(GL11.GL_BLEND);
070            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
071            GL11.glDepthMask(false);
072            var10.startDrawingQuads();
073            var10.setColorRGBA(255, 255, 255, 32);
074            double var44 = 0.2D;
075            double var15 = 0.2D;
076            double var17 = 0.8D;
077            double var19 = 0.2D;
078            double var21 = 0.2D;
079            double var23 = 0.8D;
080            double var25 = 0.8D;
081            double var27 = 0.8D;
082            double var29 = (double)(256.0F * var9);
083            double var31 = 0.0D;
084            double var33 = 1.0D;
085            double var35 = (double)(-1.0F + var12);
086            double var37 = (double)(256.0F * var9) + var35;
087            var10.addVertexWithUV(par2 + var44, par4 + var29, par6 + var15, var33, var37);
088            var10.addVertexWithUV(par2 + var44, par4, par6 + var15, var33, var35);
089            var10.addVertexWithUV(par2 + var17, par4, par6 + var19, var31, var35);
090            var10.addVertexWithUV(par2 + var17, par4 + var29, par6 + var19, var31, var37);
091            var10.addVertexWithUV(par2 + var25, par4 + var29, par6 + var27, var33, var37);
092            var10.addVertexWithUV(par2 + var25, par4, par6 + var27, var33, var35);
093            var10.addVertexWithUV(par2 + var21, par4, par6 + var23, var31, var35);
094            var10.addVertexWithUV(par2 + var21, par4 + var29, par6 + var23, var31, var37);
095            var10.addVertexWithUV(par2 + var17, par4 + var29, par6 + var19, var33, var37);
096            var10.addVertexWithUV(par2 + var17, par4, par6 + var19, var33, var35);
097            var10.addVertexWithUV(par2 + var25, par4, par6 + var27, var31, var35);
098            var10.addVertexWithUV(par2 + var25, par4 + var29, par6 + var27, var31, var37);
099            var10.addVertexWithUV(par2 + var21, par4 + var29, par6 + var23, var33, var37);
100            var10.addVertexWithUV(par2 + var21, par4, par6 + var23, var33, var35);
101            var10.addVertexWithUV(par2 + var44, par4, par6 + var15, var31, var35);
102            var10.addVertexWithUV(par2 + var44, par4 + var29, par6 + var15, var31, var37);
103            var10.draw();
104            GL11.glEnable(GL11.GL_LIGHTING);
105            GL11.glEnable(GL11.GL_TEXTURE_2D);
106            GL11.glDepthMask(true);
107        }
108    }
109
110    public void renderTileEntityAt(TileEntity par1TileEntity, double par2, double par4, double par6, float par8)
111    {
112        this.renderTileEntityBeaconAt((TileEntityBeacon)par1TileEntity, par2, par4, par6, par8);
113    }
114}