package mods.natura.client.entity;
import mods.natura.entity.FusewoodArrow;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class FusewoodArrowRender extends Render
{
private static final ResourceLocation field_110780_a = new ResourceLocation("textures/entity/arrow.png");
public void renderArrow (FusewoodArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9)
{
this.bindEntityTexture(par1EntityArrow);
GL11.glPushMatrix();
GL11.glTranslatef((float) par2, (float) par4, (float) par6);
GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
Tessellator tessellator = Tessellator.instance;
byte b0 = 0;
float f2 = 0.0F;
float f3 = 0.5F;
float f4 = (0 + b0 * 10) / 32.0F;
float f5 = (5 + b0 * 10) / 32.0F;
float f6 = 0.0F;
float f7 = 0.15625F;
float f8 = (5 + b0 * 10) / 32.0F;
float f9 = (10 + b0 * 10) / 32.0F;
float f10 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float f11 = par1EntityArrow.arrowShake - par9;
if (f11 > 0.0F)
{
float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);
}
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(f10, f10, f10);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f6, f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f7, f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f7, f9);
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f6, f9);
tessellator.draw();
GL11.glNormal3f(-f10, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, f6, f8);
tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, f7, f8);
tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, f7, f9);
tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, f6, f9);
tessellator.draw();
for (int i = 0; i < 4; ++i)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, f10);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, f2, f4);
tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, f3, f4);
tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, f3, f5);
tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, f2, f5);
tessellator.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
protected ResourceLocation func_110779_a (FusewoodArrow par1EntityArrow)
{
return field_110780_a;
}
@Override
protected ResourceLocation getEntityTexture (Entity par1Entity)
{
return this.func_110779_a((FusewoodArrow) 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)
{
this.renderArrow((FusewoodArrow) par1Entity, par2, par4, par6, par8, par9);
}
}