Java tutorial
// Copyright 2012-2014 Matthew Karcz // // This file is part of The Rediscovered Mod. // // The Rediscovered Mod is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // The Rediscovered Mod is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with The Rediscovered Mod. If not, see <http://www.gnu.org/licenses/>. package RediscoveredMod; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.Random; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; 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.entity.boss.BossStatus; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class RenderRedDragon extends RenderLiving { private static final ResourceLocation field_110842_f = new ResourceLocation( "textures/entity/enderdragon/dragon_exploding.png"); private static final ResourceLocation field_110843_g = new ResourceLocation( "textures/entity/endercrystal/endercrystal_beam.png"); private static final ResourceLocation field_110845_h = new ResourceLocation( mod_Rediscovered.modid + ":" + "textures/models/reddragon/red_eyes.png"); private static final ResourceLocation field_110844_k = new ResourceLocation( mod_Rediscovered.modid + ":" + "textures/models/reddragon/red.png"); /** An instance of the dragon model in RenderDragon */ protected ModelRedDragon modelDragon; public RenderRedDragon() { super(new ModelRedDragon(0.0F), 0.5F); this.modelDragon = (ModelRedDragon) this.mainModel; this.setRenderPassModel(this.mainModel); } /** * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method. */ protected void rotateDragonBody(EntityGoodDragon par1EntityGoodDragon, float par2, float par3, float par4) { float f3 = (float) par1EntityGoodDragon.getMovementOffsets(7, par4)[0]; float f4 = (float) (par1EntityGoodDragon.getMovementOffsets(5, par4)[1] - par1EntityGoodDragon.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 (par1EntityGoodDragon.deathTime > 0) { float f5 = ((float) par1EntityGoodDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F; f5 = MathHelper.sqrt_float(f5); if (f5 > 1.0F) { f5 = 1.0F; } GL11.glRotatef(f5 * this.getDeathMaxRotation(par1EntityGoodDragon), 0.0F, 0.0F, 1.0F); } } /** * Renders the dragon model. Called by renderModel. */ protected void renderDragonModel(EntityGoodDragon par1EntityGoodDragon, float par2, float par3, float par4, float par5, float par6, float par7) { if (par1EntityGoodDragon.deathTicks > 0) { float f6 = (float) par1EntityGoodDragon.deathTicks / 200.0F; GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, f6); this.bindTexture(field_110842_f); this.mainModel.render(par1EntityGoodDragon, par2, par3, par4, par5, par6, par7); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glDepthFunc(GL11.GL_EQUAL); } this.bindEntityTexture(par1EntityGoodDragon); this.mainModel.render(par1EntityGoodDragon, par2, par3, par4, par5, par6, par7); if (par1EntityGoodDragon.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); this.mainModel.render(par1EntityGoodDragon, 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(EntityGoodDragon par1EntityGoodDragon, double par2, double par4, double par6, float par8, float par9) { BossStatus.setBossStatus(par1EntityGoodDragon, false); super.doRenderLiving(par1EntityGoodDragon, par2, par4, par6, par8, par9); if (par1EntityGoodDragon.healingEnderCrystal != null) { float f2 = (float) par1EntityGoodDragon.healingEnderCrystal.innerRotation + par9; float f3 = MathHelper.sin(f2 * 0.2F) / 2.0F + 0.5F; f3 = (f3 * f3 + f3) * 0.2F; float f4 = (float) (par1EntityGoodDragon.healingEnderCrystal.posX - par1EntityGoodDragon.posX - (par1EntityGoodDragon.prevPosX - par1EntityGoodDragon.posX) * (double) (1.0F - par9)); float f5 = (float) ((double) f3 + par1EntityGoodDragon.healingEnderCrystal.posY - 1.0D - par1EntityGoodDragon.posY - (par1EntityGoodDragon.prevPosY - par1EntityGoodDragon.posY) * (double) (1.0F - par9)); float f6 = (float) (par1EntityGoodDragon.healingEnderCrystal.posZ - par1EntityGoodDragon.posZ - (par1EntityGoodDragon.prevPosZ - par1EntityGoodDragon.posZ) * (double) (1.0F - par9)); float f7 = MathHelper.sqrt_float(f4 * f4 + f6 * f6); float f8 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6); GL11.glPushMatrix(); GL11.glTranslatef((float) par2, (float) par4 + 2.0F, (float) par6); GL11.glRotatef((float) (-Math.atan2((double) f6, (double) f4)) * 180.0F / (float) Math.PI - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef((float) (-Math.atan2((double) f7, (double) f5)) * 180.0F / (float) Math.PI - 90.0F, 1.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL11.GL_CULL_FACE); this.bindTexture(field_110843_g); GL11.glShadeModel(GL11.GL_SMOOTH); float f9 = 0.0F - ((float) par1EntityGoodDragon.ticksExisted + par9) * 0.01F; float f10 = MathHelper.sqrt_float(f4 * f4 + f5 * f5 + f6 * f6) / 32.0F - ((float) par1EntityGoodDragon.ticksExisted + par9) * 0.01F; tessellator.startDrawing(5); byte b0 = 8; for (int i = 0; i <= b0; ++i) { float f11 = MathHelper.sin((float) (i % b0) * (float) Math.PI * 2.0F / (float) b0) * 0.75F; float f12 = MathHelper.cos((float) (i % b0) * (float) Math.PI * 2.0F / (float) b0) * 0.75F; float f13 = (float) (i % b0) * 1.0F / (float) b0; tessellator.setColorOpaque_I(0); tessellator.addVertexWithUV((double) (f11 * 0.2F), (double) (f12 * 0.2F), 0.0D, (double) f13, (double) f10); tessellator.setColorOpaque_I(16777215); tessellator.addVertexWithUV((double) f11, (double) f12, (double) f8, (double) f13, (double) f9); } tessellator.draw(); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glShadeModel(GL11.GL_FLAT); RenderHelper.enableStandardItemLighting(); GL11.glPopMatrix(); } } /** * Renders the animation for when an enderdragon dies */ protected void renderDragonDying(EntityGoodDragon par1EntityGoodDragon, float par2) { super.renderEquippedItems(par1EntityGoodDragon, par2); Tessellator tessellator = Tessellator.instance; if (par1EntityGoodDragon.deathTicks > 0) { RenderHelper.disableStandardItemLighting(); float f1 = ((float) par1EntityGoodDragon.deathTicks + par2) / 200.0F; float f2 = 0.0F; if (f1 > 0.8F) { f2 = (f1 - 0.8F) / 0.2F; } Random random = new Random(432L); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, -1.0F, -2.0F); for (int i = 0; (float) i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i) { GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F); tessellator.startDrawing(6); float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F; float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F; tessellator.setColorRGBA_I(16777215, (int) (255.0F * (1.0F - f2))); tessellator.addVertex(0.0D, 0.0D, 0.0D); tessellator.setColorRGBA_I(16711935, 0); tessellator.addVertex(-0.866D * (double) f4, (double) f3, (double) (-0.5F * f4)); tessellator.addVertex(0.866D * (double) f4, (double) f3, (double) (-0.5F * f4)); tessellator.addVertex(0.0D, (double) f3, (double) (1.0F * f4)); tessellator.addVertex(-0.866D * (double) f4, (double) f3, (double) (-0.5F * f4)); tessellator.draw(); } GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); RenderHelper.enableStandardItemLighting(); } } /** * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass. */ protected int renderGlow(EntityGoodDragon par1EntityGoodDragon, int par2, float par3) { if (par2 == 1) { GL11.glDepthFunc(GL11.GL_LEQUAL); } if (par2 != 0) { return -1; } else { this.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, (float) j / 1.0F, (float) 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) { this.renderDragon((EntityGoodDragon) par1EntityLiving, par2, par4, par6, par8, par9); } /** * Queries whether should render the specified pass or not. */ protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3) { return this.renderGlow((EntityGoodDragon) par1EntityLivingBase, par2, par3); } protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2) { this.renderDragonDying((EntityGoodDragon) par1EntityLivingBase, par2); } protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4) { this.rotateDragonBody((EntityGoodDragon) par1EntityLivingBase, par2, par3, par4); } /** * Renders the model in RenderLiving */ protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4, float par5, float par6, float par7) { this.renderDragonModel((EntityGoodDragon) par1EntityLivingBase, par2, par3, par4, par5, par6, par7); } public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9) { this.renderDragon((EntityGoodDragon) par1EntityLivingBase, par2, par4, par6, par8, par9); } protected ResourceLocation getSquidTextures(EntityGoodDragon par1EntitySquid) { return field_110844_k; } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(Entity par1Entity) { return this.getSquidTextures((EntityGoodDragon) 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. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderDragon((EntityGoodDragon) par1Entity, par2, par4, par6, par8, par9); } }