package WayofTime.alchemicalWizardry.common.renderer;

import WayofTime.alchemicalWizardry.api.ColourAndCoords;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.TextureManager;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;

public class BeamRenderer
{
    private static final ResourceLocation field_110629_a = new ResourceLocation("textures/entity/beacon_beam.png");

    public int xInit;
    public int yInit;
    public int zInit;

    public int xFinal;
    public int yFinal;
    public int zFinal;

    public int colourRed;
    public int colourGreen;
    public int colourBlue;
    public int colourIntensity;

    public double size;

    public void setInitialPosition(int x, int y, int z)
    {
        this.xInit = x;
        this.yInit = y;
        this.zInit = z;
    }

    public void setColourAndFinalPosition(ColourAndCoords col)
    {
        this.colourRed = col.colourRed;
        this.colourGreen = col.colourGreen;
        this.colourBlue = col.colourBlue;
        this.colourIntensity = col.colourIntensity;

        this.xFinal = col.xCoord;
        this.yFinal = col.yCoord;
        this.zFinal = col.zCoord;
    }

    public void setSize(double size)
    {
        this.size = size;
    }

    protected static void bindTexture(ResourceLocation p_147499_1_)
    {
        TextureManager texturemanager = TileEntityRendererDispatcher.instance.field_147553_e;

        if (texturemanager != null)
        {
            texturemanager.bindTexture(p_147499_1_);
        }
    }

    public void render(double d0, double d1, double d2)
    {
        int xDiff = this.xFinal - this.xInit;
        int yDiff = this.yFinal - this.yInit;
        int zDiff = this.zFinal - this.zInit;

        float planarAngle = (float) (Math.atan2(-zDiff, xDiff) * 180d / Math.PI); //Radians
        float verticalAngle = (float) (Math.atan2(yDiff, Math.sqrt(xDiff * xDiff + zDiff + zDiff)) * 180d / Math.PI);

        float distance = (float) Math.sqrt(xDiff * xDiff + yDiff * yDiff + zDiff * zDiff); //Total distance

        GL11.glPushMatrix();
        float f1 = 1.0f;
        Tessellator tessellator = Tessellator.instance;
        BeamRenderer.bindTexture(field_110629_a);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glDisable(GL11.GL_CULL_FACE);
        float f2 = 0;
        float f3 = -f2 * 0.2F - (float) MathHelper.floor_float(-f2 * 0.1F);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);


        GL11.glDepthMask(false);

        tessellator.startDrawingQuads();
        tessellator.setColorRGBA(colourRed, colourGreen, colourBlue, colourIntensity);

        double inside = -(this.size / 2d);
        double outside = 1.0d - (0.50d - this.size / 2d) - 0.5d;

        double d18 = inside;
        double d19 = inside;
        double d20 = outside;
        double d21 = inside;
        double d22 = inside;
        double d23 = outside;
        double d24 = outside;
        double d25 = outside;
        double d26 = (double) (distance * f1);// + 0.2;
        double d27 = 0.0D;
        double d28 = 1.0D;
        double d29 = (double) (-1.0F + f3);
        double d30 = (double) (distance * f1) + d29;

        GL11.glTranslated(d0 + 0.5, d1 + 0.5, d2 + 0.5);

        GL11.glRotatef(planarAngle, 0F, 1F, 0F); //Rotate on planar axis
        GL11.glRotatef(verticalAngle, 0F, 0F, 1F); //Rotate vertical axis
        //GL11.glRotatef(tileAltar.getWorldObj().getWorldTime()*2f, 1F, 0F, 0F); //Rotate cylindrically

        double offset = 0;

        tessellator.setBrightness(240);
        float s = 1F / 16F;
        tessellator.addVertexWithUV(d26, d18, d19, d28, d30);
        tessellator.addVertexWithUV(offset, d18, d19, d28, d29);
        tessellator.addVertexWithUV(offset, d20, d21, d27, d29);
        tessellator.addVertexWithUV(d26, d20, d21, d27, d30);
        tessellator.addVertexWithUV(d26, d24, d25, d28, d30);
        tessellator.addVertexWithUV(offset, d24, d25, d28, d29);
        tessellator.addVertexWithUV(offset, d22, d23, d27, d29);
        tessellator.addVertexWithUV(d26, d22, d23, d27, d30);
        tessellator.addVertexWithUV(d26, d20, d21, d28, d30);
        tessellator.addVertexWithUV(offset, d20, d21, d28, d29);
        tessellator.addVertexWithUV(offset, d24, d25, d27, d29);
        tessellator.addVertexWithUV(d26, d24, d25, d27, d30);
        tessellator.addVertexWithUV(d26, d22, d23, d28, d30);
        tessellator.addVertexWithUV(offset, d22, d23, d28, d29);
        tessellator.addVertexWithUV(offset, d18, d19, d27, d29);
        tessellator.addVertexWithUV(d26, d18, d19, d27, d30);

        tessellator.draw();
        GL11.glDepthMask(true);

        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
        GL11.glPopMatrix();
    }
}