001package net.minecraft.client.renderer.entity; 002 003import cpw.mods.fml.relauncher.Side; 004import cpw.mods.fml.relauncher.SideOnly; 005import java.util.Random; 006import net.minecraft.client.renderer.Tessellator; 007import net.minecraft.entity.Entity; 008import net.minecraft.entity.effect.EntityLightningBolt; 009import org.lwjgl.opengl.GL11; 010 011@SideOnly(Side.CLIENT) 012public class RenderLightningBolt extends Render 013{ 014 /** 015 * Actually renders the lightning bolt. This method is called through the doRender method. 016 */ 017 public void doRenderLightningBolt(EntityLightningBolt par1EntityLightningBolt, double par2, double par4, double par6, float par8, float par9) 018 { 019 Tessellator tessellator = Tessellator.instance; 020 GL11.glDisable(GL11.GL_TEXTURE_2D); 021 GL11.glDisable(GL11.GL_LIGHTING); 022 GL11.glEnable(GL11.GL_BLEND); 023 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); 024 double[] adouble = new double[8]; 025 double[] adouble1 = new double[8]; 026 double d3 = 0.0D; 027 double d4 = 0.0D; 028 Random random = new Random(par1EntityLightningBolt.boltVertex); 029 030 for (int i = 7; i >= 0; --i) 031 { 032 adouble[i] = d3; 033 adouble1[i] = d4; 034 d3 += (double)(random.nextInt(11) - 5); 035 d4 += (double)(random.nextInt(11) - 5); 036 } 037 038 for (int j = 0; j < 4; ++j) 039 { 040 Random random1 = new Random(par1EntityLightningBolt.boltVertex); 041 042 for (int k = 0; k < 3; ++k) 043 { 044 int l = 7; 045 int i1 = 0; 046 047 if (k > 0) 048 { 049 l = 7 - k; 050 } 051 052 if (k > 0) 053 { 054 i1 = l - 2; 055 } 056 057 double d5 = adouble[l] - d3; 058 double d6 = adouble1[l] - d4; 059 060 for (int j1 = l; j1 >= i1; --j1) 061 { 062 double d7 = d5; 063 double d8 = d6; 064 065 if (k == 0) 066 { 067 d5 += (double)(random1.nextInt(11) - 5); 068 d6 += (double)(random1.nextInt(11) - 5); 069 } 070 else 071 { 072 d5 += (double)(random1.nextInt(31) - 15); 073 d6 += (double)(random1.nextInt(31) - 15); 074 } 075 076 tessellator.startDrawing(5); 077 float f2 = 0.5F; 078 tessellator.setColorRGBA_F(0.9F * f2, 0.9F * f2, 1.0F * f2, 0.3F); 079 double d9 = 0.1D + (double)j * 0.2D; 080 081 if (k == 0) 082 { 083 d9 *= (double)j1 * 0.1D + 1.0D; 084 } 085 086 double d10 = 0.1D + (double)j * 0.2D; 087 088 if (k == 0) 089 { 090 d10 *= (double)(j1 - 1) * 0.1D + 1.0D; 091 } 092 093 for (int k1 = 0; k1 < 5; ++k1) 094 { 095 double d11 = par2 + 0.5D - d9; 096 double d12 = par6 + 0.5D - d9; 097 098 if (k1 == 1 || k1 == 2) 099 { 100 d11 += d9 * 2.0D; 101 } 102 103 if (k1 == 2 || k1 == 3) 104 { 105 d12 += d9 * 2.0D; 106 } 107 108 double d13 = par2 + 0.5D - d10; 109 double d14 = par6 + 0.5D - d10; 110 111 if (k1 == 1 || k1 == 2) 112 { 113 d13 += d10 * 2.0D; 114 } 115 116 if (k1 == 2 || k1 == 3) 117 { 118 d14 += d10 * 2.0D; 119 } 120 121 tessellator.addVertex(d13 + d5, par4 + (double)(j1 * 16), d14 + d6); 122 tessellator.addVertex(d11 + d7, par4 + (double)((j1 + 1) * 16), d12 + d8); 123 } 124 125 tessellator.draw(); 126 } 127 } 128 } 129 130 GL11.glDisable(GL11.GL_BLEND); 131 GL11.glEnable(GL11.GL_LIGHTING); 132 GL11.glEnable(GL11.GL_TEXTURE_2D); 133 } 134 135 /** 136 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 137 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 138 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 139 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 140 */ 141 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 142 { 143 this.doRenderLightningBolt((EntityLightningBolt)par1Entity, par2, par4, par6, par8, par9); 144 } 145}