001 package net.minecraft.client.renderer.entity;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.client.renderer.Tessellator;
006 import net.minecraft.entity.Entity;
007 import net.minecraft.entity.projectile.EntityPotion;
008 import net.minecraft.potion.PotionHelper;
009 import org.lwjgl.opengl.GL11;
010 import org.lwjgl.opengl.GL12;
011
012 @SideOnly(Side.CLIENT)
013 public class RenderSnowball extends Render
014 {
015 /**
016 * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this
017 * classes.
018 */
019 private int itemIconIndex;
020
021 public RenderSnowball(int par1)
022 {
023 this.itemIconIndex = par1;
024 }
025
026 /**
027 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
028 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
029 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
030 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
031 */
032 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
033 {
034 GL11.glPushMatrix();
035 GL11.glTranslatef((float)par2, (float)par4, (float)par6);
036 GL11.glEnable(GL12.GL_RESCALE_NORMAL);
037 GL11.glScalef(0.5F, 0.5F, 0.5F);
038 this.loadTexture("/gui/items.png");
039 Tessellator var10 = Tessellator.instance;
040
041 if (this.itemIconIndex == 154)
042 {
043 int var11 = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
044 float var12 = (float)(var11 >> 16 & 255) / 255.0F;
045 float var13 = (float)(var11 >> 8 & 255) / 255.0F;
046 float var14 = (float)(var11 & 255) / 255.0F;
047 GL11.glColor3f(var12, var13, var14);
048 GL11.glPushMatrix();
049 this.func_77026_a(var10, 141);
050 GL11.glPopMatrix();
051 GL11.glColor3f(1.0F, 1.0F, 1.0F);
052 }
053
054 this.func_77026_a(var10, this.itemIconIndex);
055 GL11.glDisable(GL12.GL_RESCALE_NORMAL);
056 GL11.glPopMatrix();
057 }
058
059 private void func_77026_a(Tessellator par1Tessellator, int par2)
060 {
061 float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F;
062 float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F;
063 float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F;
064 float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F;
065 float var7 = 1.0F;
066 float var8 = 0.5F;
067 float var9 = 0.25F;
068 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
069 GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
070 par1Tessellator.startDrawingQuads();
071 par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
072 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6);
073 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6);
074 par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5);
075 par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5);
076 par1Tessellator.draw();
077 }
078 }