com.shinoow.abyssalcraft.client.render.entity.RenderDragonMinion.java Source code

Java tutorial

Introduction

Here is the source code for com.shinoow.abyssalcraft.client.render.entity.RenderDragonMinion.java

Source

/**
 * AbyssalCraft
 * Copyright 2012-2015 Shinoow
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *  http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package com.shinoow.abyssalcraft.client.render.entity;

import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import com.shinoow.abyssalcraft.client.model.entity.ModelDragonMinion;
import com.shinoow.abyssalcraft.common.entity.EntityDragonMinion;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderDragonMinion extends RenderLiving {

    /** Scale of the model to use */
    private float scale = 0.5F;

    private static final ResourceLocation field_110845_h = new ResourceLocation(
            "abyssalcraft:textures/model/elite/dragonminion_eyes.png");
    private static final ResourceLocation field_110844_k = new ResourceLocation(
            "abyssalcraft:textures/model/elite/dragonminion.png");

    /** An instance of the dragon model in RenderDragon */
    protected ModelDragonMinion modelDragon;

    public RenderDragonMinion() {
        super(new ModelDragonMinion(0.0F), 0.3F);
        modelDragon = (ModelDragonMinion) mainModel;
        setRenderPassModel(mainModel);
    }

    /**
     * Applies the scale to the transform matrix
     */
    protected void preRenderScale(EntityDragonMinion par1EntityDragonMinion, float par2) {
        GL11.glScalef(scale, scale, scale);
    }

    /**
     * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
     */
    protected void rotateDragonBody(EntityDragonMinion par1EntityDragonMinion, float par2, float par3, float par4) {
        float f3 = (float) par1EntityDragonMinion.getMovementOffsets(7, par4)[0];
        float f4 = (float) (par1EntityDragonMinion.getMovementOffsets(5, par4)[1]
                - par1EntityDragonMinion.getMovementOffsets(10, par4)[1]);
        GL11.glRotatef(-f3, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(f4 * 10.0F, 1.0F, 0.0F, 0.0F);
        GL11.glTranslatef(0.0F, 0.0F, 1.0F);

        if (par1EntityDragonMinion.deathTime > 0) {
            float f5 = (par1EntityDragonMinion.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
            f5 = MathHelper.sqrt_float(f5);

            if (f5 > 1.0F)
                f5 = 1.0F;

            GL11.glRotatef(f5 * getDeathMaxRotation(par1EntityDragonMinion), 0.0F, 0.0F, 1.0F);
        }
    }

    /**
     * Renders the dragon model. Called by renderModel.
     */
    protected void renderDragonModel(EntityDragonMinion par1EntityDragonMinion, float par2, float par3, float par4,
            float par5, float par6, float par7) {
        bindEntityTexture(par1EntityDragonMinion);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        mainModel.render(par1EntityDragonMinion, par2, par3, par4, par5, par6, par7);
        GL11.glDisable(GL11.GL_BLEND);

        if (par1EntityDragonMinion.hurtTime > 0) {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
            mainModel.render(par1EntityDragonMinion, par2, par3, par4, par5, par6, par7);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }
    }

    /**
     * Renders the dragon, along with its dying animation
     */
    public void renderDragon(EntityDragonMinion par1EntityDragonMinion, double par2, double par4, double par6,
            float par8, float par9) {

        super.doRender(par1EntityDragonMinion, par2, par4, par6, par8, par9);

    }

    protected ResourceLocation func_110841_a(EntityDragonMinion par1EntityDragonMinion) {
        return field_110844_k;
    }

    /**
     * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
     */
    protected int renderGlow(EntityDragonMinion par1EntityDragonMinion, int par2, float par3) {
        if (par2 == 1)
            GL11.glDepthFunc(GL11.GL_LEQUAL);

        if (par2 != 0)
            return -1;
        else {
            bindTexture(field_110845_h);
            float f1 = 1.0F;
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glDisable(GL11.GL_ALPHA_TEST);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_EQUAL);
            char c0 = 61680;
            int j = c0 % 65536;
            int k = c0 / 65536;
            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
            return 1;
        }
    }

    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8,
            float par9) {
        renderDragon((EntityDragonMinion) par1EntityLiving, par2, par4, par6, par8, par9);
    }

    /**
     * Queries whether should render the specified pass or not.
     */
    @Override
    protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3) {
        return renderGlow((EntityDragonMinion) par1EntityLivingBase, par2, par3);
    }

    @Override
    protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4) {
        rotateDragonBody((EntityDragonMinion) par1EntityLivingBase, par2, par3, par4);
    }

    /**
     * Renders the model in RenderLiving
     */
    @Override
    protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4,
            float par5, float par6, float par7) {
        renderDragonModel((EntityDragonMinion) par1EntityLivingBase, par2, par3, par4, par5, par6, par7);
    }

    public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6,
            float par8, float par9) {
        renderDragon((EntityDragonMinion) par1EntityLivingBase, par2, par4, par6, par8, par9);
    }

    /**
     * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
     * entityLiving, partialTickTime
     */
    @Override
    protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2) {
        preRenderScale((EntityDragonMinion) par1EntityLivingBase, par2);
    }

    @Override
    protected ResourceLocation getEntityTexture(Entity par1Entity) {
        return func_110841_a((EntityDragonMinion) par1Entity);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    @Override
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) {
        renderDragon((EntityDragonMinion) par1Entity, par2, par4, par6, par8, par9);
    }

}