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    }