001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import org.lwjgl.opengl.GL11;
006    
007    @SideOnly(Side.CLIENT)
008    public abstract class Render
009    {
010        protected RenderManager renderManager;
011        private ModelBase modelBase = new ModelBiped();
012        protected RenderBlocks renderBlocks = new RenderBlocks();
013        protected float shadowSize = 0.0F;
014    
015        /**
016         * Determines the darkness of the object's shadow. Higher value makes a darker shadow.
017         */
018        protected float shadowOpaque = 1.0F;
019    
020        /**
021         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
022         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
023         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
024         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
025         */
026        public abstract void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9);
027    
028        /**
029         * loads the specified texture
030         */
031        protected void loadTexture(String par1Str)
032        {
033            RenderEngine var2 = this.renderManager.renderEngine;
034            var2.bindTexture(var2.getTexture(par1Str));
035        }
036    
037        /**
038         * loads the specified downloadable texture or alternative built in texture
039         */
040        protected boolean loadDownloadableImageTexture(String par1Str, String par2Str)
041        {
042            RenderEngine var3 = this.renderManager.renderEngine;
043            int var4 = var3.getTextureForDownloadableImage(par1Str, par2Str);
044    
045            if (var4 >= 0)
046            {
047                var3.bindTexture(var4);
048                return true;
049            }
050            else
051            {
052                return false;
053            }
054        }
055    
056        /**
057         * Renders fire on top of the entity. Args: entity, x, y, z, partialTickTime
058         */
059        private void renderEntityOnFire(Entity par1Entity, double par2, double par4, double par6, float par8)
060        {
061            GL11.glDisable(GL11.GL_LIGHTING);
062            int var9 = Block.fire.blockIndexInTexture;
063            int var10 = (var9 & 15) << 4;
064            int var11 = var9 & 240;
065            float var12 = (float)var10 / 256.0F;
066            float var13 = ((float)var10 + 15.99F) / 256.0F;
067            float var14 = (float)var11 / 256.0F;
068            float var15 = ((float)var11 + 15.99F) / 256.0F;
069            GL11.glPushMatrix();
070            GL11.glTranslatef((float)par2, (float)par4, (float)par6);
071            float var16 = par1Entity.width * 1.4F;
072            GL11.glScalef(var16, var16, var16);
073            this.loadTexture("/terrain.png");
074            Tessellator var17 = Tessellator.instance;
075            float var18 = 0.5F;
076            float var19 = 0.0F;
077            float var20 = par1Entity.height / var16;
078            float var21 = (float)(par1Entity.posY - par1Entity.boundingBox.minY);
079            GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
080            GL11.glTranslatef(0.0F, 0.0F, -0.3F + (float)((int)var20) * 0.02F);
081            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
082            float var22 = 0.0F;
083            int var23 = 0;
084            var17.startDrawingQuads();
085    
086            while (var20 > 0.0F)
087            {
088                if (var23 % 2 == 0)
089                {
090                    var12 = (float)var10 / 256.0F;
091                    var13 = ((float)var10 + 15.99F) / 256.0F;
092                    var14 = (float)var11 / 256.0F;
093                    var15 = ((float)var11 + 15.99F) / 256.0F;
094                }
095                else
096                {
097                    var12 = (float)var10 / 256.0F;
098                    var13 = ((float)var10 + 15.99F) / 256.0F;
099                    var14 = (float)(var11 + 16) / 256.0F;
100                    var15 = ((float)(var11 + 16) + 15.99F) / 256.0F;
101                }
102    
103                if (var23 / 2 % 2 == 0)
104                {
105                    float var24 = var13;
106                    var13 = var12;
107                    var12 = var24;
108                }
109    
110                var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var21), (double)var22, (double)var13, (double)var15);
111                var17.addVertexWithUV((double)(-var18 - var19), (double)(0.0F - var21), (double)var22, (double)var12, (double)var15);
112                var17.addVertexWithUV((double)(-var18 - var19), (double)(1.4F - var21), (double)var22, (double)var12, (double)var14);
113                var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var21), (double)var22, (double)var13, (double)var14);
114                var20 -= 0.45F;
115                var21 -= 0.45F;
116                var18 *= 0.9F;
117                var22 += 0.03F;
118                ++var23;
119            }
120    
121            var17.draw();
122            GL11.glPopMatrix();
123            GL11.glEnable(GL11.GL_LIGHTING);
124        }
125    
126        /**
127         * Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
128         * partialTickTime
129         */
130        private void renderShadow(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
131        {
132            GL11.glEnable(GL11.GL_BLEND);
133            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
134            RenderEngine var10 = this.renderManager.renderEngine;
135            var10.bindTexture(var10.getTexture("%clamp%/misc/shadow.png"));
136            World var11 = this.getWorldFromRenderManager();
137            GL11.glDepthMask(false);
138            float var12 = this.shadowSize;
139    
140            if (par1Entity instanceof EntityLiving)
141            {
142                EntityLiving var13 = (EntityLiving)par1Entity;
143                var12 *= var13.getRenderSizeModifier();
144    
145                if (var13.isChild())
146                {
147                    var12 *= 0.5F;
148                }
149            }
150    
151            double var36 = par1Entity.lastTickPosX + (par1Entity.posX - par1Entity.lastTickPosX) * (double)par9;
152            double var15 = par1Entity.lastTickPosY + (par1Entity.posY - par1Entity.lastTickPosY) * (double)par9 + (double)par1Entity.getShadowSize();
153            double var17 = par1Entity.lastTickPosZ + (par1Entity.posZ - par1Entity.lastTickPosZ) * (double)par9;
154            int var19 = MathHelper.floor_double(var36 - (double)var12);
155            int var20 = MathHelper.floor_double(var36 + (double)var12);
156            int var21 = MathHelper.floor_double(var15 - (double)var12);
157            int var22 = MathHelper.floor_double(var15);
158            int var23 = MathHelper.floor_double(var17 - (double)var12);
159            int var24 = MathHelper.floor_double(var17 + (double)var12);
160            double var25 = par2 - var36;
161            double var27 = par4 - var15;
162            double var29 = par6 - var17;
163            Tessellator var31 = Tessellator.instance;
164            var31.startDrawingQuads();
165    
166            for (int var32 = var19; var32 <= var20; ++var32)
167            {
168                for (int var33 = var21; var33 <= var22; ++var33)
169                {
170                    for (int var34 = var23; var34 <= var24; ++var34)
171                    {
172                        int var35 = var11.getBlockId(var32, var33 - 1, var34);
173    
174                        if (var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3)
175                        {
176                            this.renderShadowOnBlock(Block.blocksList[var35], par2, par4 + (double)par1Entity.getShadowSize(), par6, var32, var33, var34, par8, var12, var25, var27 + (double)par1Entity.getShadowSize(), var29);
177                        }
178                    }
179                }
180            }
181    
182            var31.draw();
183            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
184            GL11.glDisable(GL11.GL_BLEND);
185            GL11.glDepthMask(true);
186        }
187    
188        /**
189         * Returns the render manager's world object
190         */
191        private World getWorldFromRenderManager()
192        {
193            return this.renderManager.worldObj;
194        }
195    
196        /**
197         * Renders a shadow projected down onto the specified block. Brightness of the block plus how far away on the Y axis
198         * determines the alpha of the shadow.  Args: block, centerX, centerY, centerZ, blockX, blockY, blockZ, baseAlpha,
199         * shadowSize, xOffset, yOffset, zOffset
200         */
201        private void renderShadowOnBlock(Block par1Block, double par2, double par4, double par6, int par8, int par9, int par10, float par11, float par12, double par13, double par15, double par17)
202        {
203            Tessellator var19 = Tessellator.instance;
204    
205            if (par1Block.renderAsNormalBlock())
206            {
207                double var20 = ((double)par11 - (par4 - ((double)par9 + par15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(par8, par9, par10);
208    
209                if (var20 >= 0.0D)
210                {
211                    if (var20 > 1.0D)
212                    {
213                        var20 = 1.0D;
214                    }
215    
216                    var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20);
217                    double var22 = (double)par8 + par1Block.minX + par13;
218                    double var24 = (double)par8 + par1Block.maxX + par13;
219                    double var26 = (double)par9 + par1Block.minY + par15 + 0.015625D;
220                    double var28 = (double)par10 + par1Block.minZ + par17;
221                    double var30 = (double)par10 + par1Block.maxZ + par17;
222                    float var32 = (float)((par2 - var22) / 2.0D / (double)par12 + 0.5D);
223                    float var33 = (float)((par2 - var24) / 2.0D / (double)par12 + 0.5D);
224                    float var34 = (float)((par6 - var28) / 2.0D / (double)par12 + 0.5D);
225                    float var35 = (float)((par6 - var30) / 2.0D / (double)par12 + 0.5D);
226                    var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34);
227                    var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35);
228                    var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35);
229                    var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34);
230                }
231            }
232        }
233    
234        /**
235         * Renders a white box with the bounds of the AABB translated by the offset. Args: aabb, x, y, z
236         */
237        public static void renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5)
238        {
239            GL11.glDisable(GL11.GL_TEXTURE_2D);
240            Tessellator var7 = Tessellator.instance;
241            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
242            var7.startDrawingQuads();
243            var7.setTranslation(par1, par3, par5);
244            var7.setNormal(0.0F, 0.0F, -1.0F);
245            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
246            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
247            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
248            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
249            var7.setNormal(0.0F, 0.0F, 1.0F);
250            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
251            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
252            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
253            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
254            var7.setNormal(0.0F, -1.0F, 0.0F);
255            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
256            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
257            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
258            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
259            var7.setNormal(0.0F, 1.0F, 0.0F);
260            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
261            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
262            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
263            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
264            var7.setNormal(-1.0F, 0.0F, 0.0F);
265            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
266            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
267            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
268            var7.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
269            var7.setNormal(1.0F, 0.0F, 0.0F);
270            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
271            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
272            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
273            var7.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
274            var7.setTranslation(0.0D, 0.0D, 0.0D);
275            var7.draw();
276            GL11.glEnable(GL11.GL_TEXTURE_2D);
277        }
278    
279        /**
280         * Adds to the tesselator a box using the aabb for the bounds. Args: aabb
281         */
282        public static void renderAABB(AxisAlignedBB par0AxisAlignedBB)
283        {
284            Tessellator var1 = Tessellator.instance;
285            var1.startDrawingQuads();
286            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
287            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
288            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
289            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
290            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
291            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
292            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
293            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
294            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
295            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
296            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
297            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
298            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
299            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
300            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
301            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
302            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
303            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
304            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
305            var1.addVertex(par0AxisAlignedBB.minX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
306            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.minZ);
307            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.minZ);
308            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.maxY, par0AxisAlignedBB.maxZ);
309            var1.addVertex(par0AxisAlignedBB.maxX, par0AxisAlignedBB.minY, par0AxisAlignedBB.maxZ);
310            var1.draw();
311        }
312    
313        /**
314         * Sets the RenderManager.
315         */
316        public void setRenderManager(RenderManager par1RenderManager)
317        {
318            this.renderManager = par1RenderManager;
319        }
320    
321        /**
322         * Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
323         */
324        public void doRenderShadowAndFire(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
325        {
326            if (this.renderManager.options.fancyGraphics && this.shadowSize > 0.0F && !par1Entity.func_82150_aj())
327            {
328                double var10 = this.renderManager.getDistanceToCamera(par1Entity.posX, par1Entity.posY, par1Entity.posZ);
329                float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque);
330    
331                if (var12 > 0.0F)
332                {
333                    this.renderShadow(par1Entity, par2, par4, par6, var12, par9);
334                }
335            }
336    
337            if (par1Entity.isBurning())
338            {
339                this.renderEntityOnFire(par1Entity, par2, par4, par6, par9);
340            }
341        }
342    
343        /**
344         * Returns the font renderer from the set render manager
345         */
346        public FontRenderer getFontRendererFromRenderManager()
347        {
348            return this.renderManager.getFontRenderer();
349        }
350    }