#include "stdafx.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "VillagerGolemModel.h"
#include "ModelPart.h"
#include "VillagerGolemRenderer.h"

VillagerGolemRenderer::VillagerGolemRenderer() : MobRenderer(new VillagerGolemModel(), 0.5f)
{
	golemModel = (VillagerGolemModel *) model;
}

int VillagerGolemRenderer::prepareArmor(VillagerGolemModel *villagerGolem, int layer, float a)
{
	return -1;
}

void VillagerGolemRenderer::render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a)
{
	MobRenderer::render(mob, x, y, z, rot, a);
}

void VillagerGolemRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
{
	// 4J - original version used generics and thus had an input parameter of type Blaze rather than shared_ptr<Entity>  we have here - 
	// do some casting around instead
	shared_ptr<VillagerGolem> mob = dynamic_pointer_cast<VillagerGolem>(_mob);
	MobRenderer::setupRotations(mob, bob, bodyRot, a);
	if (mob->walkAnimSpeed < 0.01) return;

	float p = 13;
	float wp = mob->walkAnimPos - mob->walkAnimSpeed * (1 - a) + 6;
	float triangleWave = (abs(fmod(wp ,p) - p * 0.5f) - p * 0.25f) / (p * 0.25f);
	glRotatef(6.5f * triangleWave, 0, 0, 1);
}

void VillagerGolemRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
{
	// 4J - original version used generics and thus had an input parameter of type Blaze rather than shared_ptr<Entity>  we have here - 
	// do some casting around instead
	shared_ptr<VillagerGolem> mob = dynamic_pointer_cast<VillagerGolem>(_mob);
	MobRenderer::additionalRendering(mob, a);
	if (mob->getOfferFlowerTick() == 0) return;

	glEnable(GL_RESCALE_NORMAL);
	glPushMatrix();

	// dont ask me how I got the flower into his hand.
	glRotatef(5 + 180 * golemModel->arm0->xRot / PI, 1, 0, 0);
	glTranslatef(-11 / 16.0f, 20 / 16.0f, -15 / 16.0f);
	glRotatef(90, 1, 0, 0);
	float s = 0.8f;
	glScalef(s, -s, s);

	if (SharedConstants::TEXTURE_LIGHTING)
	{
		int col = mob->getLightColor(a);
		int u = col % 65536;
		int v = col / 65536;
		glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
		glColor4f(1, 1, 1, 1);
	}

	glColor4f(1, 1, 1, 1);
	bindTexture(TN_TERRAIN); //"/terrain.png");
	tileRenderer->renderTile(Tile::rose, 0, 1);
	glPopMatrix();
	glDisable(GL_RESCALE_NORMAL);
}