This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
#include "stdafx.h"
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#include "ArrowRenderer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
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#include "..\Minecraft.World\Mth.h"
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ResourceLocation ArrowRenderer::ARROW_LOCATION = ResourceLocation(TN_ITEM_ARROWS);
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void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double z, float rot, float a)
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{
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// 4J - original version used generics and thus had an input parameter of type Arrow rather than shared_ptr<Entity> we have here -
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// do some casting around instead
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shared_ptr<Arrow> arrow = dynamic_pointer_cast<Arrow>(_arrow);
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bindTexture(_arrow); // 4J - was L"/item/arrows.png"
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glPushMatrix();
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float yRot = arrow->yRot;
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float xRot = arrow->xRot;
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float yRotO = arrow->yRotO;
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float xRotO = arrow->xRotO;
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if( ( yRot - yRotO ) > 180.0f ) yRot -= 360.0f;
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else if( ( yRot - yRotO ) < -180.0f ) yRot += 360.0f;
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if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f;
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else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
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glTranslatef((float)x, (float)y, (float)z);
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glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0);
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glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
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Tesselator *t = Tesselator::getInstance();
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int type = 0;
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float u0 = 0 / 32.0f;
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float u1 = 16 / 32.0f;
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float v0 = (0 + type * 10) / 32.0f;
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float v1 = (5 + type * 10) / 32.0f;
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float u02 = 0 / 32.0f;
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float u12 = 5 / 32.0f;
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float v02 = (5 + type * 10) / 32.0f;
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float v12 = (10 + type * 10) / 32.0f;
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float ss = 0.9f / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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float shake = arrow->shakeTime-a;
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if (shake>0)
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{
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float pow = -Mth::sin(shake*3)*shake;
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glRotatef(pow, 0, 0, 1);
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}
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glRotatef(45, 1, 0, 0);
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glScalef(ss, ss, ss);
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glTranslatef(-4, 0, 0);
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// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
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t->begin();
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t->normal(1,0,0);
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t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02));
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t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02));
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t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12));
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t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12));
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t->end();
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// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
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t->begin();
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t->normal(-1,0,0);
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t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02));
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t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02));
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t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12));
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t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12));
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t->end();
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for (int i = 0; i < 4; i++)
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{
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glRotatef(90, 1, 0, 0);
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// glNormal3f(0, 0, ss); // 4J - changed to use tesselator
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t->begin();
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t->normal(0,0,1);
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t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1));
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t->end();
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}
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glDisable(GL_RESCALE_NORMAL);
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glPopMatrix();
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}
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ResourceLocation *ArrowRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &ARROW_LOCATION;
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} |