예제 #1
0
  /** Renders the fire on the screen for first person mode. Arg: partialTickTime */
  private void renderFireInFirstPerson(float par1) {
    Tessellator tessellator = Tessellator.instance;
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    float f1 = 1.0F;

    for (int i = 0; i < 2; ++i) {
      GL11.glPushMatrix();
      Icon icon = Block.fire.func_94438_c(1);
      float f2 = icon.getMinU();
      float f3 = icon.getMaxU();
      float f4 = icon.getMinV();
      float f5 = icon.getMaxV();
      float f6 = (0.0F - f1) / 2.0F;
      float f7 = f6 + f1;
      float f8 = 0.0F - f1 / 2.0F;
      float f9 = f8 + f1;
      float f10 = -0.5F;
      GL11.glTranslatef((float) (-(i * 2 - 1)) * 0.24F, -0.3F, 0.0F);
      GL11.glRotatef((float) (i * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
      tessellator.startDrawingQuads();
      tessellator.addVertexWithUV((double) f6, (double) f8, (double) f10, (double) f3, (double) f5);
      tessellator.addVertexWithUV((double) f7, (double) f8, (double) f10, (double) f2, (double) f5);
      tessellator.addVertexWithUV((double) f7, (double) f9, (double) f10, (double) f2, (double) f4);
      tessellator.addVertexWithUV((double) f6, (double) f9, (double) f10, (double) f3, (double) f4);
      tessellator.draw();
      GL11.glPopMatrix();
    }

    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glDisable(GL11.GL_BLEND);
  }
예제 #2
0
 /**
  * Renders a texture that warps around based on the direction the player is looking. Texture needs
  * to be bound before being called. Used for the water overlay. Args: parialTickTime
  */
 private void renderWarpedTextureOverlay(float par1) {
   Tessellator tessellator = Tessellator.instance;
   float f1 = this.mc.thePlayer.getBrightness(par1);
   GL11.glColor4f(f1, f1, f1, 0.5F);
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
   GL11.glPushMatrix();
   float f2 = 4.0F;
   float f3 = -1.0F;
   float f4 = 1.0F;
   float f5 = -1.0F;
   float f6 = 1.0F;
   float f7 = -0.5F;
   float f8 = -this.mc.thePlayer.rotationYaw / 64.0F;
   float f9 = this.mc.thePlayer.rotationPitch / 64.0F;
   tessellator.startDrawingQuads();
   tessellator.addVertexWithUV(
       (double) f3, (double) f5, (double) f7, (double) (f2 + f8), (double) (f2 + f9));
   tessellator.addVertexWithUV(
       (double) f4, (double) f5, (double) f7, (double) (0.0F + f8), (double) (f2 + f9));
   tessellator.addVertexWithUV(
       (double) f4, (double) f6, (double) f7, (double) (0.0F + f8), (double) (0.0F + f9));
   tessellator.addVertexWithUV(
       (double) f3, (double) f6, (double) f7, (double) (f2 + f8), (double) (0.0F + f9));
   tessellator.draw();
   GL11.glPopMatrix();
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   GL11.glDisable(GL11.GL_BLEND);
 }
예제 #3
0
 /**
  * Renders the texture of the block the player is inside as an overlay. Args: partialTickTime,
  * blockTextureIndex
  */
 private void renderInsideOfBlock(float par1, Icon par2Icon) {
   Tessellator tessellator = Tessellator.instance;
   float f1 = 0.1F;
   GL11.glColor4f(f1, f1, f1, 0.5F);
   GL11.glPushMatrix();
   float f2 = -1.0F;
   float f3 = 1.0F;
   float f4 = -1.0F;
   float f5 = 1.0F;
   float f6 = -0.5F;
   float f7 = par2Icon.getMinU();
   float f8 = par2Icon.getMaxU();
   float f9 = par2Icon.getMinV();
   float f10 = par2Icon.getMaxV();
   tessellator.startDrawingQuads();
   tessellator.addVertexWithUV((double) f2, (double) f4, (double) f6, (double) f8, (double) f10);
   tessellator.addVertexWithUV((double) f3, (double) f4, (double) f6, (double) f7, (double) f10);
   tessellator.addVertexWithUV((double) f3, (double) f5, (double) f6, (double) f7, (double) f9);
   tessellator.addVertexWithUV((double) f2, (double) f5, (double) f6, (double) f8, (double) f9);
   tessellator.draw();
   GL11.glPopMatrix();
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
 }
예제 #4
0
  /**
   * Renders the active item in the player's hand when in first person mode. Args: partialTickTime
   */
  public void renderItemInFirstPerson(float par1) {
    float f1 =
        this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * par1;
    EntityClientPlayerMP entityclientplayermp = this.mc.thePlayer;
    float f2 =
        entityclientplayermp.prevRotationPitch
            + (entityclientplayermp.rotationPitch - entityclientplayermp.prevRotationPitch) * par1;
    GL11.glPushMatrix();
    GL11.glRotatef(f2, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(
        entityclientplayermp.prevRotationYaw
            + (entityclientplayermp.rotationYaw - entityclientplayermp.prevRotationYaw) * par1,
        0.0F,
        1.0F,
        0.0F);
    RenderHelper.enableStandardItemLighting();
    GL11.glPopMatrix();
    float f3;
    float f4;

    if (entityclientplayermp instanceof EntityPlayerSP) {
      EntityPlayerSP entityplayersp = (EntityPlayerSP) entityclientplayermp;
      f3 =
          entityplayersp.prevRenderArmPitch
              + (entityplayersp.renderArmPitch - entityplayersp.prevRenderArmPitch) * par1;
      f4 =
          entityplayersp.prevRenderArmYaw
              + (entityplayersp.renderArmYaw - entityplayersp.prevRenderArmYaw) * par1;
      GL11.glRotatef((entityclientplayermp.rotationPitch - f3) * 0.1F, 1.0F, 0.0F, 0.0F);
      GL11.glRotatef((entityclientplayermp.rotationYaw - f4) * 0.1F, 0.0F, 1.0F, 0.0F);
    }

    ItemStack itemstack = this.itemToRender;
    f3 =
        this.mc.theWorld.getLightBrightness(
            MathHelper.floor_double(entityclientplayermp.posX),
            MathHelper.floor_double(entityclientplayermp.posY),
            MathHelper.floor_double(entityclientplayermp.posZ));
    f3 = 1.0F;
    int i =
        this.mc.theWorld.getLightBrightnessForSkyBlocks(
            MathHelper.floor_double(entityclientplayermp.posX),
            MathHelper.floor_double(entityclientplayermp.posY),
            MathHelper.floor_double(entityclientplayermp.posZ),
            0);
    int j = i % 65536;
    int k = i / 65536;
    OpenGlHelper.setLightmapTextureCoords(
        OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    float f5;
    float f6;
    float f7;

    if (itemstack != null) {
      i = Item.itemsList[itemstack.itemID].getColorFromItemStack(itemstack, 0);
      f7 = (float) (i >> 16 & 255) / 255.0F;
      f6 = (float) (i >> 8 & 255) / 255.0F;
      f5 = (float) (i & 255) / 255.0F;
      GL11.glColor4f(f3 * f7, f3 * f6, f3 * f5, 1.0F);
    } else {
      GL11.glColor4f(f3, f3, f3, 1.0F);
    }

    float f8;
    float f9;
    float f10;
    Render render;
    RenderPlayer renderplayer;

    if (itemstack != null && itemstack.getItem() instanceof ItemMap) {
      GL11.glPushMatrix();
      f4 = 0.8F;
      f7 = entityclientplayermp.getSwingProgress(par1);
      f6 = MathHelper.sin(f7 * (float) Math.PI);
      f5 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI);
      GL11.glTranslatef(
          -f5 * 0.4F,
          MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI * 2.0F) * 0.2F,
          -f6 * 0.2F);
      f7 = 1.0F - f2 / 45.0F + 0.1F;

      if (f7 < 0.0F) {
        f7 = 0.0F;
      }

      if (f7 > 1.0F) {
        f7 = 1.0F;
      }

      f7 = -MathHelper.cos(f7 * (float) Math.PI) * 0.5F + 0.5F;
      GL11.glTranslatef(0.0F, 0.0F * f4 - (1.0F - f1) * 1.2F - f7 * 0.5F + 0.04F, -0.9F * f4);
      GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(f7 * -85.0F, 0.0F, 0.0F, 1.0F);
      GL11.glEnable(GL12.GL_RESCALE_NORMAL);
      GL11.glBindTexture(
          GL11.GL_TEXTURE_2D,
          this.mc.renderEngine.getTextureForDownloadableImage(
              this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
      this.mc.renderEngine.resetBoundTexture();

      for (k = 0; k < 2; ++k) {
        int l = k * 2 - 1;
        GL11.glPushMatrix();
        GL11.glTranslatef(-0.0F, -0.6F, 1.1F * (float) l);
        GL11.glRotatef((float) (-45 * l), 1.0F, 0.0F, 0.0F);
        GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef(59.0F, 0.0F, 0.0F, 1.0F);
        GL11.glRotatef((float) (-65 * l), 0.0F, 1.0F, 0.0F);
        render = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
        renderplayer = (RenderPlayer) render;
        f10 = 1.0F;
        GL11.glScalef(f10, f10, f10);
        renderplayer.renderFirstPersonArm(this.mc.thePlayer);
        GL11.glPopMatrix();
      }

      f6 = entityclientplayermp.getSwingProgress(par1);
      f5 = MathHelper.sin(f6 * f6 * (float) Math.PI);
      f8 = MathHelper.sin(MathHelper.sqrt_float(f6) * (float) Math.PI);
      GL11.glRotatef(-f5 * 20.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(-f8 * 20.0F, 0.0F, 0.0F, 1.0F);
      GL11.glRotatef(-f8 * 80.0F, 1.0F, 0.0F, 0.0F);
      f9 = 0.38F;
      GL11.glScalef(f9, f9, f9);
      GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
      GL11.glTranslatef(-1.0F, -1.0F, 0.0F);
      f10 = 0.015625F;
      GL11.glScalef(f10, f10, f10);
      this.mc.renderEngine.bindTexture("/misc/mapbg.png");
      Tessellator tessellator = Tessellator.instance;
      GL11.glNormal3f(0.0F, 0.0F, -1.0F);
      tessellator.startDrawingQuads();
      byte b0 = 7;
      tessellator.addVertexWithUV((double) (0 - b0), (double) (128 + b0), 0.0D, 0.0D, 1.0D);
      tessellator.addVertexWithUV((double) (128 + b0), (double) (128 + b0), 0.0D, 1.0D, 1.0D);
      tessellator.addVertexWithUV((double) (128 + b0), (double) (0 - b0), 0.0D, 1.0D, 0.0D);
      tessellator.addVertexWithUV((double) (0 - b0), (double) (0 - b0), 0.0D, 0.0D, 0.0D);
      tessellator.draw();

      IItemRenderer custom = MinecraftForgeClient.getItemRenderer(itemstack, FIRST_PERSON_MAP);
      MapData mapdata = ((ItemMap) itemstack.getItem()).getMapData(itemstack, this.mc.theWorld);

      if (custom == null) {
        if (mapdata != null) {
          this.mapItemRenderer.renderMap(this.mc.thePlayer, this.mc.renderEngine, mapdata);
        }
      } else {
        custom.renderItem(FIRST_PERSON_MAP, itemstack, mc.thePlayer, mc.renderEngine, mapdata);
      }

      GL11.glPopMatrix();
    } else if (itemstack != null) {
      GL11.glPushMatrix();
      f4 = 0.8F;

      if (entityclientplayermp.getItemInUseCount() > 0) {
        EnumAction enumaction = itemstack.getItemUseAction();

        if (enumaction == EnumAction.eat || enumaction == EnumAction.drink) {
          f6 = (float) entityclientplayermp.getItemInUseCount() - par1 + 1.0F;
          f5 = 1.0F - f6 / (float) itemstack.getMaxItemUseDuration();
          f8 = 1.0F - f5;
          f8 = f8 * f8 * f8;
          f8 = f8 * f8 * f8;
          f8 = f8 * f8 * f8;
          f9 = 1.0F - f8;
          GL11.glTranslatef(
              0.0F,
              MathHelper.abs(MathHelper.cos(f6 / 4.0F * (float) Math.PI) * 0.1F)
                  * (float) ((double) f5 > 0.2D ? 1 : 0),
              0.0F);
          GL11.glTranslatef(f9 * 0.6F, -f9 * 0.5F, 0.0F);
          GL11.glRotatef(f9 * 90.0F, 0.0F, 1.0F, 0.0F);
          GL11.glRotatef(f9 * 10.0F, 1.0F, 0.0F, 0.0F);
          GL11.glRotatef(f9 * 30.0F, 0.0F, 0.0F, 1.0F);
        }
      } else {
        f7 = entityclientplayermp.getSwingProgress(par1);
        f6 = MathHelper.sin(f7 * (float) Math.PI);
        f5 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI);
        GL11.glTranslatef(
            -f5 * 0.4F,
            MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI * 2.0F) * 0.2F,
            -f6 * 0.2F);
      }

      GL11.glTranslatef(0.7F * f4, -0.65F * f4 - (1.0F - f1) * 0.6F, -0.9F * f4);
      GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
      GL11.glEnable(GL12.GL_RESCALE_NORMAL);
      f7 = entityclientplayermp.getSwingProgress(par1);
      f6 = MathHelper.sin(f7 * f7 * (float) Math.PI);
      f5 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI);
      GL11.glRotatef(-f6 * 20.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(-f5 * 20.0F, 0.0F, 0.0F, 1.0F);
      GL11.glRotatef(-f5 * 80.0F, 1.0F, 0.0F, 0.0F);
      f8 = 0.4F;
      GL11.glScalef(f8, f8, f8);
      float f11;
      float f12;

      if (entityclientplayermp.getItemInUseCount() > 0) {
        EnumAction enumaction1 = itemstack.getItemUseAction();

        if (enumaction1 == EnumAction.block) {
          GL11.glTranslatef(-0.5F, 0.2F, 0.0F);
          GL11.glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
          GL11.glRotatef(-80.0F, 1.0F, 0.0F, 0.0F);
          GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F);
        } else if (enumaction1 == EnumAction.bow) {
          GL11.glRotatef(-18.0F, 0.0F, 0.0F, 1.0F);
          GL11.glRotatef(-12.0F, 0.0F, 1.0F, 0.0F);
          GL11.glRotatef(-8.0F, 1.0F, 0.0F, 0.0F);
          GL11.glTranslatef(-0.9F, 0.2F, 0.0F);
          f10 =
              (float) itemstack.getMaxItemUseDuration()
                  - ((float) entityclientplayermp.getItemInUseCount() - par1 + 1.0F);
          f11 = f10 / 20.0F;
          f11 = (f11 * f11 + f11 * 2.0F) / 3.0F;

          if (f11 > 1.0F) {
            f11 = 1.0F;
          }

          if (f11 > 0.1F) {
            GL11.glTranslatef(
                0.0F, MathHelper.sin((f10 - 0.1F) * 1.3F) * 0.01F * (f11 - 0.1F), 0.0F);
          }

          GL11.glTranslatef(0.0F, 0.0F, f11 * 0.1F);
          GL11.glRotatef(-335.0F, 0.0F, 0.0F, 1.0F);
          GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
          GL11.glTranslatef(0.0F, 0.5F, 0.0F);
          f12 = 1.0F + f11 * 0.2F;
          GL11.glScalef(1.0F, 1.0F, f12);
          GL11.glTranslatef(0.0F, -0.5F, 0.0F);
          GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
          GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
        }
      }

      if (itemstack.getItem().shouldRotateAroundWhenRendering()) {
        GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
      }

      if (itemstack.getItem().requiresMultipleRenderPasses()) {
        this.renderItem(entityclientplayermp, itemstack, 0);
        for (int x = 1; x < itemstack.getItem().getRenderPasses(itemstack.getItemDamage()); x++) {
          int i1 = Item.itemsList[itemstack.itemID].getColorFromItemStack(itemstack, x);
          f10 = (float) (i1 >> 16 & 255) / 255.0F;
          f11 = (float) (i1 >> 8 & 255) / 255.0F;
          f12 = (float) (i1 & 255) / 255.0F;
          GL11.glColor4f(f3 * f10, f3 * f11, f3 * f12, 1.0F);
          this.renderItem(entityclientplayermp, itemstack, x);
        }
      } else {
        this.renderItem(entityclientplayermp, itemstack, 0);
      }

      GL11.glPopMatrix();
    } else if (!entityclientplayermp.getHasActivePotion()) {
      GL11.glPushMatrix();
      f4 = 0.8F;
      f7 = entityclientplayermp.getSwingProgress(par1);
      f6 = MathHelper.sin(f7 * (float) Math.PI);
      f5 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI);
      GL11.glTranslatef(
          -f5 * 0.3F,
          MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI * 2.0F) * 0.4F,
          -f6 * 0.4F);
      GL11.glTranslatef(0.8F * f4, -0.75F * f4 - (1.0F - f1) * 0.6F, -0.9F * f4);
      GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
      GL11.glEnable(GL12.GL_RESCALE_NORMAL);
      f7 = entityclientplayermp.getSwingProgress(par1);
      f6 = MathHelper.sin(f7 * f7 * (float) Math.PI);
      f5 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float) Math.PI);
      GL11.glRotatef(f5 * 70.0F, 0.0F, 1.0F, 0.0F);
      GL11.glRotatef(-f6 * 20.0F, 0.0F, 0.0F, 1.0F);
      GL11.glBindTexture(
          GL11.GL_TEXTURE_2D,
          this.mc.renderEngine.getTextureForDownloadableImage(
              this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
      this.mc.renderEngine.resetBoundTexture();
      GL11.glTranslatef(-1.0F, 3.6F, 3.5F);
      GL11.glRotatef(120.0F, 0.0F, 0.0F, 1.0F);
      GL11.glRotatef(200.0F, 1.0F, 0.0F, 0.0F);
      GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
      GL11.glScalef(1.0F, 1.0F, 1.0F);
      GL11.glTranslatef(5.6F, 0.0F, 0.0F);
      render = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
      renderplayer = (RenderPlayer) render;
      f10 = 1.0F;
      GL11.glScalef(f10, f10, f10);
      renderplayer.renderFirstPersonArm(this.mc.thePlayer);
      GL11.glPopMatrix();
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    RenderHelper.disableStandardItemLighting();
  }
예제 #5
0
  /** Renders an item held in hand as a 2D texture with thickness */
  public static void renderItemIn2D(
      Tessellator par0Tessellator,
      float par1,
      float par2,
      float par3,
      float par4,
      int par5,
      int par6,
      float par7) {
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(0.0F, 0.0F, 1.0F);
    par0Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double) par1, (double) par4);
    par0Tessellator.addVertexWithUV(1.0D, 0.0D, 0.0D, (double) par3, (double) par4);
    par0Tessellator.addVertexWithUV(1.0D, 1.0D, 0.0D, (double) par3, (double) par2);
    par0Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double) par1, (double) par2);
    par0Tessellator.draw();
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(0.0F, 0.0F, -1.0F);
    par0Tessellator.addVertexWithUV(
        0.0D, 1.0D, (double) (0.0F - par7), (double) par1, (double) par2);
    par0Tessellator.addVertexWithUV(
        1.0D, 1.0D, (double) (0.0F - par7), (double) par3, (double) par2);
    par0Tessellator.addVertexWithUV(
        1.0D, 0.0D, (double) (0.0F - par7), (double) par3, (double) par4);
    par0Tessellator.addVertexWithUV(
        0.0D, 0.0D, (double) (0.0F - par7), (double) par1, (double) par4);
    par0Tessellator.draw();
    float f5 = (float) par5 * (par1 - par3);
    float f6 = (float) par6 * (par4 - par2);
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
    int k;
    float f7;
    float f8;

    for (k = 0; (float) k < f5; ++k) {
      f7 = (float) k / f5;
      f8 = par1 + (par3 - par1) * f7 - 0.5F / (float) par5;
      par0Tessellator.addVertexWithUV(
          (double) f7, 0.0D, (double) (0.0F - par7), (double) f8, (double) par4);
      par0Tessellator.addVertexWithUV((double) f7, 0.0D, 0.0D, (double) f8, (double) par4);
      par0Tessellator.addVertexWithUV((double) f7, 1.0D, 0.0D, (double) f8, (double) par2);
      par0Tessellator.addVertexWithUV(
          (double) f7, 1.0D, (double) (0.0F - par7), (double) f8, (double) par2);
    }

    par0Tessellator.draw();
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(1.0F, 0.0F, 0.0F);
    float f9;

    for (k = 0; (float) k < f5; ++k) {
      f7 = (float) k / f5;
      f8 = par1 + (par3 - par1) * f7 - 0.5F / (float) par5;
      f9 = f7 + 1.0F / f5;
      par0Tessellator.addVertexWithUV(
          (double) f9, 1.0D, (double) (0.0F - par7), (double) f8, (double) par2);
      par0Tessellator.addVertexWithUV((double) f9, 1.0D, 0.0D, (double) f8, (double) par2);
      par0Tessellator.addVertexWithUV((double) f9, 0.0D, 0.0D, (double) f8, (double) par4);
      par0Tessellator.addVertexWithUV(
          (double) f9, 0.0D, (double) (0.0F - par7), (double) f8, (double) par4);
    }

    par0Tessellator.draw();
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(0.0F, 1.0F, 0.0F);

    for (k = 0; (float) k < f6; ++k) {
      f7 = (float) k / f6;
      f8 = par4 + (par2 - par4) * f7 - 0.5F / (float) par6;
      f9 = f7 + 1.0F / f6;
      par0Tessellator.addVertexWithUV(0.0D, (double) f9, 0.0D, (double) par1, (double) f8);
      par0Tessellator.addVertexWithUV(1.0D, (double) f9, 0.0D, (double) par3, (double) f8);
      par0Tessellator.addVertexWithUV(
          1.0D, (double) f9, (double) (0.0F - par7), (double) par3, (double) f8);
      par0Tessellator.addVertexWithUV(
          0.0D, (double) f9, (double) (0.0F - par7), (double) par1, (double) f8);
    }

    par0Tessellator.draw();
    par0Tessellator.startDrawingQuads();
    par0Tessellator.setNormal(0.0F, -1.0F, 0.0F);

    for (k = 0; (float) k < f6; ++k) {
      f7 = (float) k / f6;
      f8 = par4 + (par2 - par4) * f7 - 0.5F / (float) par6;
      par0Tessellator.addVertexWithUV(1.0D, (double) f7, 0.0D, (double) par3, (double) f8);
      par0Tessellator.addVertexWithUV(0.0D, (double) f7, 0.0D, (double) par1, (double) f8);
      par0Tessellator.addVertexWithUV(
          0.0D, (double) f7, (double) (0.0F - par7), (double) par1, (double) f8);
      par0Tessellator.addVertexWithUV(
          1.0D, (double) f7, (double) (0.0F - par7), (double) par3, (double) f8);
    }

    par0Tessellator.draw();
  }