package net.minecraft.client.renderer.entity;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.Random;
import net.minecraft.client.model.ModelDragon;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.boss.BossStatus;
import net.minecraft.entity.boss.EntityDragon;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class RenderDragon extends RenderLiving
{
private static final ResourceLocation enderDragonExplodingTextures = new ResourceLocation("textures/entity/enderdragon/dragon_exploding.png");
private static final ResourceLocation enderDragonCrystalBeamTextures = new ResourceLocation("textures/entity/endercrystal/endercrystal_beam.png");
private static final ResourceLocation enderDragonEyesTextures = new ResourceLocation("textures/entity/enderdragon/dragon_eyes.png");
private static final ResourceLocation enderDragonTextures = new ResourceLocation("textures/entity/enderdragon/dragon.png");
/** An instance of the dragon model in RenderDragon */
protected ModelDragon modelDragon;
private static final String __OBFID = "CL_00000988";
public RenderDragon()
{
super(new ModelDragon(0.0F), 0.5F);
this.modelDragon = (ModelDragon)this.mainModel;
this.setRenderPassModel(this.mainModel);
}
protected void rotateCorpse(EntityDragon p_77043_1_, float p_77043_2_, float p_77043_3_, float p_77043_4_)
{
float f3 = (float)p_77043_1_.getMovementOffsets(7, p_77043_4_)[0];
float f4 = (float)(p_77043_1_.getMovementOffsets(5, p_77043_4_)[1] - p_77043_1_.getMovementOffsets(10, p_77043_4_)[1]);
GL11.glRotatef(-f3, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(f4 * 10.0F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, 1.0F);
if (p_77043_1_.deathTime > 0)
{
float f5 = ((float)p_77043_1_.deathTime + p_77043_4_ - 1.0F) / 20.0F * 1.6F;
f5 = MathHelper.sqrt_float(f5);
if (f5 > 1.0F)
{
f5 = 1.0F;
}
GL11.glRotatef(f5 * this.getDeathMaxRotation(p_77043_1_), 0.0F, 0.0F, 1.0F);
}
}
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityDragon p_77036_1_, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_)
{
if (p_77036_1_.deathTicks > 0)
{
float f6 = (float)p_77036_1_.deathTicks / 200.0F;
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_GREATER, f6);
this.bindTexture(enderDragonExplodingTextures);
this.mainModel.render(p_77036_1_, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glDepthFunc(GL11.GL_EQUAL);
}
this.bindEntityTexture(p_77036_1_);
this.mainModel.render(p_77036_1_, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
if (p_77036_1_.hurtTime > 0)
{
GL11.glDepthFunc(GL11.GL_EQUAL);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
this.mainModel.render(p_77036_1_, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityDragon p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
BossStatus.setBossStatus(p_76986_1_, false);
super.doRender((EntityLiving)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
if (p_76986_1_.healingEnderCrystal != null)
{
float f2 = (float)p_76986_1_.healingEnderCrystal.innerRotation + p_76986_9_;
float f3 = MathHelper.sin(f2 * 0.2F) / 2.0F + 0.5F;
f3 = (f3 * f3 + f3) * 0.2F;
float f4 = (float)(p_76986_1_.healingEnderCrystal.posX - p_76986_1_.posX - (p_76986_1_.prevPosX - p_76986_1_.posX) * (double)(1.0F - p_76986_9_));
float f5 = (float)((double)f3 + p_76986_1_.healingEnderCrystal.posY - 1.0D - p_76986_1_.posY - (p_76986_1_.prevPosY - p_76986_1_.posY) * (double)(1.0F - p_76986_9_));
float f6 = (float)(p_76986_1_.healingEnderCrystal.posZ - p_76986_1_.posZ - (p_76986_1_.prevPosZ - p_76986_1_.posZ) * (double)(1.0F - p_76986_9_));
float f7 = MathHelper.sqrt_float(f4 * f4 + f6 * f6);
float f8 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6);
GL11.glPushMatrix();
GL11.glTranslatef((float)p_76986_2_, (float)p_76986_4_ + 2.0F, (float)p_76986_6_);
GL11.glRotatef((float)(-Math.atan2((double)f6, (double)f4)) * 180.0F / (float)Math.PI - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef((float)(-Math.atan2((double)f7, (double)f5)) * 180.0F / (float)Math.PI - 90.0F, 1.0F, 0.0F, 0.0F);
Tessellator tessellator = Tessellator.instance;
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL11.GL_CULL_FACE);
this.bindTexture(enderDragonCrystalBeamTextures);
GL11.glShadeModel(GL11.GL_SMOOTH);
float f9 = 0.0F - ((float)p_76986_1_.ticksExisted + p_76986_9_) * 0.01F;
float f10 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6) / 32.0F - ((float)p_76986_1_.ticksExisted + p_76986_9_) * 0.01F;
tessellator.startDrawing(5);
byte b0 = 8;
for (int i = 0; i <= b0; ++i)
{
float f11 = MathHelper.sin((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F;
float f12 = MathHelper.cos((float)(i % b0) * (float)Math.PI * 2.0F / (float)b0) * 0.75F;
float f13 = (float)(i % b0) * 1.0F / (float)b0;
tessellator.setColorOpaque_I(0);
tessellator.addVertexWithUV((double)(f11 * 0.2F), (double)(f12 * 0.2F), 0.0D, (double)f13, (double)f10);
tessellator.setColorOpaque_I(16777215);
tessellator.addVertexWithUV((double)f11, (double)f12, (double)f8, (double)f13, (double)f9);
}
tessellator.draw();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_FLAT);
RenderHelper.enableStandardItemLighting();
GL11.glPopMatrix();
}
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityDragon p_110775_1_)
{
return enderDragonTextures;
}
protected void renderEquippedItems(EntityDragon p_77029_1_, float p_77029_2_)
{
super.renderEquippedItems(p_77029_1_, p_77029_2_);
Tessellator tessellator = Tessellator.instance;
if (p_77029_1_.deathTicks > 0)
{
RenderHelper.disableStandardItemLighting();
float f1 = ((float)p_77029_1_.deathTicks + p_77029_2_) / 200.0F;
float f2 = 0.0F;
if (f1 > 0.8F)
{
f2 = (f1 - 0.8F) / 0.2F;
}
Random random = new Random(432L);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDepthMask(false);
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, -1.0F, -2.0F);
for (int i = 0; (float)i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i)
{
GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F);
tessellator.startDrawing(6);
float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F;
float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F;
tessellator.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - f2)));
tessellator.addVertex(0.0D, 0.0D, 0.0D);
tessellator.setColorRGBA_I(16711935, 0);
tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.addVertex(0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.addVertex(0.0D, (double)f3, (double)(1.0F * f4));
tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
tessellator.draw();
}
GL11.glPopMatrix();
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_ALPHA_TEST);
RenderHelper.enableStandardItemLighting();
}
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityDragon p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ == 1)
{
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
if (p_77032_2_ != 0)
{
return -1;
}
else
{
this.bindTexture(enderDragonEyesTextures);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDepthFunc(GL11.GL_EQUAL);
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
return 1;
}
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityLiving p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityDragon)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityLivingBase p_77032_1_, int p_77032_2_, float p_77032_3_)
{
return this.shouldRenderPass((EntityDragon)p_77032_1_, p_77032_2_, p_77032_3_);
}
protected void renderEquippedItems(EntityLivingBase p_77029_1_, float p_77029_2_)
{
this.renderEquippedItems((EntityDragon)p_77029_1_, p_77029_2_);
}
protected void rotateCorpse(EntityLivingBase p_77043_1_, float p_77043_2_, float p_77043_3_, float p_77043_4_)
{
this.rotateCorpse((EntityDragon)p_77043_1_, p_77043_2_, p_77043_3_, p_77043_4_);
}
/**
* Renders the model in RenderLiving
*/
protected void renderModel(EntityLivingBase p_77036_1_, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_)
{
this.renderModel((EntityDragon)p_77036_1_, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityLivingBase p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityDragon)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity p_110775_1_)
{
return this.getEntityTexture((EntityDragon)p_110775_1_);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity p_76986_1_, double p_76986_2_, double p_76986_4_, double p_76986_6_, float p_76986_8_, float p_76986_9_)
{
this.doRender((EntityDragon)p_76986_1_, p_76986_2_, p_76986_4_, p_76986_6_, p_76986_8_, p_76986_9_);
}
}