001package net.minecraft.client.renderer;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.ArrayList;
006import java.util.HashSet;
007import java.util.List;
008import net.minecraft.block.Block;
009import net.minecraft.client.renderer.culling.ICamera;
010import net.minecraft.client.renderer.entity.RenderItem;
011import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
012import net.minecraft.entity.Entity;
013import net.minecraft.tileentity.TileEntity;
014import net.minecraft.util.AxisAlignedBB;
015import net.minecraft.world.ChunkCache;
016import net.minecraft.world.World;
017import net.minecraft.world.chunk.Chunk;
018import org.lwjgl.opengl.GL11;
019
020import net.minecraftforge.client.ForgeHooksClient;
021
022@SideOnly(Side.CLIENT)
023public class WorldRenderer
024{
025    /** Reference to the World object. */
026    public World worldObj;
027    private int glRenderList = -1;
028    //private static Tessellator tessellator = Tessellator.instance;
029    public static int chunksUpdated = 0;
030    public int posX;
031    public int posY;
032    public int posZ;
033
034    /** Pos X minus */
035    public int posXMinus;
036
037    /** Pos Y minus */
038    public int posYMinus;
039
040    /** Pos Z minus */
041    public int posZMinus;
042
043    /** Pos X clipped */
044    public int posXClip;
045
046    /** Pos Y clipped */
047    public int posYClip;
048
049    /** Pos Z clipped */
050    public int posZClip;
051    public boolean isInFrustum = false;
052
053    /** Should this renderer skip this render pass */
054    public boolean[] skipRenderPass = new boolean[2];
055
056    /** Pos X plus */
057    public int posXPlus;
058
059    /** Pos Y plus */
060    public int posYPlus;
061
062    /** Pos Z plus */
063    public int posZPlus;
064
065    /** Boolean for whether this renderer needs to be updated or not */
066    public boolean needsUpdate;
067
068    /** Axis aligned bounding box */
069    public AxisAlignedBB rendererBoundingBox;
070
071    /** Chunk index */
072    public int chunkIndex;
073
074    /** Is this renderer visible according to the occlusion query */
075    public boolean isVisible = true;
076
077    /** Is this renderer waiting on the result of the occlusion query */
078    public boolean isWaitingOnOcclusionQuery;
079
080    /** OpenGL occlusion query */
081    public int glOcclusionQuery;
082
083    /** Is the chunk lit */
084    public boolean isChunkLit;
085    private boolean isInitialized = false;
086
087    /** All the tile entities that have special rendering code for this chunk */
088    public List tileEntityRenderers = new ArrayList();
089    private List tileEntities;
090
091    /** Bytes sent to the GPU */
092    private int bytesDrawn;
093
094    public WorldRenderer(World par1World, List par2List, int par3, int par4, int par5, int par6)
095    {
096        this.worldObj = par1World;
097        this.tileEntities = par2List;
098        this.glRenderList = par6;
099        this.posX = -999;
100        this.setPosition(par3, par4, par5);
101        this.needsUpdate = false;
102    }
103
104    /**
105     * Sets a new position for the renderer and setting it up so it can be reloaded with the new data for that position
106     */
107    public void setPosition(int par1, int par2, int par3)
108    {
109        if (par1 != this.posX || par2 != this.posY || par3 != this.posZ)
110        {
111            this.setDontDraw();
112            this.posX = par1;
113            this.posY = par2;
114            this.posZ = par3;
115            this.posXPlus = par1 + 8;
116            this.posYPlus = par2 + 8;
117            this.posZPlus = par3 + 8;
118            this.posXClip = par1 & 1023;
119            this.posYClip = par2;
120            this.posZClip = par3 & 1023;
121            this.posXMinus = par1 - this.posXClip;
122            this.posYMinus = par2 - this.posYClip;
123            this.posZMinus = par3 - this.posZClip;
124            float f = 6.0F;
125            this.rendererBoundingBox = AxisAlignedBB.getBoundingBox((double)((float)par1 - f), (double)((float)par2 - f), (double)((float)par3 - f), (double)((float)(par1 + 16) + f), (double)((float)(par2 + 16) + f), (double)((float)(par3 + 16) + f));
126            GL11.glNewList(this.glRenderList + 2, GL11.GL_COMPILE);
127            RenderItem.renderAABB(AxisAlignedBB.getAABBPool().getAABB((double)((float)this.posXClip - f), (double)((float)this.posYClip - f), (double)((float)this.posZClip - f), (double)((float)(this.posXClip + 16) + f), (double)((float)(this.posYClip + 16) + f), (double)((float)(this.posZClip + 16) + f)));
128            GL11.glEndList();
129            this.markDirty();
130        }
131    }
132
133    private void setupGLTranslation()
134    {
135        GL11.glTranslatef((float)this.posXClip, (float)this.posYClip, (float)this.posZClip);
136    }
137
138    /**
139     * Will update this chunk renderer
140     */
141    public void updateRenderer()
142    {
143        if (this.needsUpdate)
144        {
145            this.needsUpdate = false;
146            int i = this.posX;
147            int j = this.posY;
148            int k = this.posZ;
149            int l = this.posX + 16;
150            int i1 = this.posY + 16;
151            int j1 = this.posZ + 16;
152
153            for (int k1 = 0; k1 < 2; ++k1)
154            {
155                this.skipRenderPass[k1] = true;
156            }
157
158            Chunk.isLit = false;
159            HashSet hashset = new HashSet();
160            hashset.addAll(this.tileEntityRenderers);
161            this.tileEntityRenderers.clear();
162            byte b0 = 1;
163            ChunkCache chunkcache = new ChunkCache(this.worldObj, i - b0, j - b0, k - b0, l + b0, i1 + b0, j1 + b0, b0);
164
165            if (!chunkcache.extendedLevelsInChunkCache())
166            {
167                ++chunksUpdated;
168                RenderBlocks renderblocks = new RenderBlocks(chunkcache);
169                this.bytesDrawn = 0;
170
171                for (int l1 = 0; l1 < 2; ++l1)
172                {
173                    boolean flag = false;
174                    boolean flag1 = false;
175                    boolean flag2 = false;
176
177                    for (int i2 = j; i2 < i1; ++i2)
178                    {
179                        for (int j2 = k; j2 < j1; ++j2)
180                        {
181                            for (int k2 = i; k2 < l; ++k2)
182                            {
183                                int l2 = chunkcache.getBlockId(k2, i2, j2);
184
185                                if (l2 > 0)
186                                {
187                                    if (!flag2)
188                                    {
189                                        flag2 = true;
190                                        GL11.glNewList(this.glRenderList + l1, GL11.GL_COMPILE);
191                                        GL11.glPushMatrix();
192                                        this.setupGLTranslation();
193                                        float f = 1.000001F;
194                                        GL11.glTranslatef(-8.0F, -8.0F, -8.0F);
195                                        GL11.glScalef(f, f, f);
196                                        GL11.glTranslatef(8.0F, 8.0F, 8.0F);
197                                        //ForgeHooksClient.beforeRenderPass(l1); Noop fo now, TODO: Event if anyone needs
198                                        Tessellator.instance.startDrawingQuads();
199                                        Tessellator.instance.setTranslation((double)(-this.posX), (double)(-this.posY), (double)(-this.posZ));
200                                    }
201
202                                    Block block = Block.blocksList[l2];
203
204                                    if (block != null)
205                                    {
206                                        if (l1 == 0 && block.hasTileEntity(chunkcache.getBlockMetadata(k2, i2, j2)))
207                                        {
208                                            TileEntity tileentity = chunkcache.getBlockTileEntity(k2, i2, j2);
209
210                                            if (TileEntityRenderer.instance.hasSpecialRenderer(tileentity))
211                                            {
212                                                this.tileEntityRenderers.add(tileentity);
213                                            }
214                                        }
215
216                                        int i3 = block.getRenderBlockPass();
217
218                                        if (i3 > l1)
219                                        {
220                                            flag = true;
221                                        }
222                                        if (!block.canRenderInPass(l1))
223                                        {
224                                            continue;
225                                        }
226                                        flag1 |= renderblocks.renderBlockByRenderType(block, k2, i2, j2);
227                                    }
228                                }
229                            }
230                        }
231                    }
232
233                    if (flag2)
234                    {
235                        //ForgeHooksClient.afterRenderPass(l1); Noop fo now, TODO: Event if anyone needs
236                        this.bytesDrawn += Tessellator.instance.draw();
237                        GL11.glPopMatrix();
238                        GL11.glEndList();
239                        Tessellator.instance.setTranslation(0.0D, 0.0D, 0.0D);
240                    }
241                    else
242                    {
243                        flag1 = false;
244                    }
245
246                    if (flag1)
247                    {
248                        this.skipRenderPass[l1] = false;
249                    }
250
251                    if (!flag)
252                    {
253                        break;
254                    }
255                }
256            }
257
258            HashSet hashset1 = new HashSet();
259            hashset1.addAll(this.tileEntityRenderers);
260            hashset1.removeAll(hashset);
261            this.tileEntities.addAll(hashset1);
262            hashset.removeAll(this.tileEntityRenderers);
263            this.tileEntities.removeAll(hashset);
264            this.isChunkLit = Chunk.isLit;
265            this.isInitialized = true;
266        }
267    }
268
269    /**
270     * Returns the distance of this chunk renderer to the entity without performing the final normalizing square root,
271     * for performance reasons.
272     */
273    public float distanceToEntitySquared(Entity par1Entity)
274    {
275        float f = (float)(par1Entity.posX - (double)this.posXPlus);
276        float f1 = (float)(par1Entity.posY - (double)this.posYPlus);
277        float f2 = (float)(par1Entity.posZ - (double)this.posZPlus);
278        return f * f + f1 * f1 + f2 * f2;
279    }
280
281    /**
282     * When called this renderer won't draw anymore until its gets initialized again
283     */
284    public void setDontDraw()
285    {
286        for (int i = 0; i < 2; ++i)
287        {
288            this.skipRenderPass[i] = true;
289        }
290
291        this.isInFrustum = false;
292        this.isInitialized = false;
293    }
294
295    public void stopRendering()
296    {
297        this.setDontDraw();
298        this.worldObj = null;
299    }
300
301    /**
302     * Takes in the pass the call list is being requested for. Args: renderPass
303     */
304    public int getGLCallListForPass(int par1)
305    {
306        return !this.isInFrustum ? -1 : (!this.skipRenderPass[par1] ? this.glRenderList + par1 : -1);
307    }
308
309    public void updateInFrustum(ICamera par1ICamera)
310    {
311        this.isInFrustum = par1ICamera.isBoundingBoxInFrustum(this.rendererBoundingBox);
312    }
313
314    /**
315     * Renders the occlusion query GL List
316     */
317    public void callOcclusionQueryList()
318    {
319        GL11.glCallList(this.glRenderList + 2);
320    }
321
322    /**
323     * Checks if all render passes are to be skipped. Returns false if the renderer is not initialized
324     */
325    public boolean skipAllRenderPasses()
326    {
327        return !this.isInitialized ? false : this.skipRenderPass[0] && this.skipRenderPass[1];
328    }
329
330    /**
331     * Marks the current renderer data as dirty and needing to be updated.
332     */
333    public void markDirty()
334    {
335        this.needsUpdate = true;
336    }
337}