package net.minecraft.client.renderer.entity.layers;

import com.mojang.blaze3d.platform.GLX;
import com.mojang.blaze3d.platform.GlStateManager;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.entity.IEntityRenderer;
import net.minecraft.client.renderer.entity.model.SpiderModel;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

@OnlyIn(Dist.CLIENT)
public class SpiderEyesLayer<T extends Entity, M extends SpiderModel<T>> extends LayerRenderer<T, M> {
   private static final ResourceLocation SPIDER_EYES = new ResourceLocation("textures/entity/spider_eyes.png");

   public SpiderEyesLayer(IEntityRenderer<T, M> p_i50921_1_) {
      super(p_i50921_1_);
   }

   public void render(T entityIn, float p_212842_2_, float p_212842_3_, float p_212842_4_, float p_212842_5_, float p_212842_6_, float p_212842_7_, float p_212842_8_) {
      this.bindTexture(SPIDER_EYES);
      GlStateManager.enableBlend();
      GlStateManager.disableAlphaTest();
      GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
      if (entityIn.isInvisible()) {
         GlStateManager.depthMask(false);
      } else {
         GlStateManager.depthMask(true);
      }

      int i = 61680;
      int j = i % 65536;
      int k = i / 65536;
      GLX.glMultiTexCoord2f(GLX.GL_TEXTURE1, (float)j, (float)k);
      GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
      GameRenderer gamerenderer = Minecraft.getInstance().gameRenderer;
      gamerenderer.setupFogColor(true);
      ((SpiderModel)this.getEntityModel()).render(entityIn, p_212842_2_, p_212842_3_, p_212842_5_, p_212842_6_, p_212842_7_, p_212842_8_);
      gamerenderer.setupFogColor(false);
      i = entityIn.getBrightnessForRender();
      j = i % 65536;
      k = i / 65536;
      GLX.glMultiTexCoord2f(GLX.GL_TEXTURE1, (float)j, (float)k);
      this.func_215334_a(entityIn);
      GlStateManager.depthMask(true);
      GlStateManager.disableBlend();
      GlStateManager.enableAlphaTest();
   }

   public boolean shouldCombineTextures() {
      return false;
   }
}