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 }