Files
MinecraftConsoles/Minecraft.Client/EnderDragonRenderer.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

265 lines
8.2 KiB
C++

#include "stdafx.h"
#include "DragonModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "Tesselator.h"
#include "Lighting.h"
#include "EnderDragonRenderer.h"
#include "BossMobGuiInfo.h"
ResourceLocation EnderDragonRenderer::DRAGON_EXPLODING_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_SHUFFLE);
ResourceLocation EnderDragonRenderer::CRYSTAL_BEAM_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_BEAM);
ResourceLocation EnderDragonRenderer::DRAGON_EYES_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_ENDEREYES);
ResourceLocation EnderDragonRenderer::DRAGON_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON);
EnderDragonRenderer::EnderDragonRenderer() : MobRenderer(new DragonModel(0), 0.5f)
{
dragonModel = (DragonModel *) model;
setArmor(model); // TODO: Make second constructor that assigns this.
}
void EnderDragonRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
// 4J - reorganised a bit so we can free allocations
double lpComponents[3];
doubleArray lp = doubleArray(lpComponents, 3);
mob->getLatencyPos(lp, 7, a);
float yr = lp[0];
//mob->getLatencyPos(lp, 5, a);
//float rot2 = lp[1];
//mob->getLatencyPos(lp, 10,a);
//rot2 -= lp[1];
float rot2 = mob->getTilt(a);
glRotatef(-yr, 0, 1, 0);
glRotatef(rot2, 1, 0, 0);
//glRotatef(rot2 * 10, 1, 0, 0);
glTranslatef(0, 0, 1);
if (mob->deathTime > 0)
{
float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f;
fall = sqrt(fall);
if (fall > 1) fall = 1;
glRotatef(fall * getFlipDegrees(mob), 0, 0, 1);
}
}
void EnderDragonRenderer::renderModel(shared_ptr<LivingEntity> _mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
if (mob->dragonDeathTime > 0)
{
float tt = (mob->dragonDeathTime / 200.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, tt);
bindTexture(&DRAGON_EXPLODING_LOCATION); // 4J was "/mob/enderdragon/shuffle.png"
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
glAlphaFunc(GL_GREATER, 0.1f);
glDepthFunc(GL_EQUAL);
}
bindTexture(mob);
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
if (mob->hurtTime > 0)
{
glDepthFunc(GL_EQUAL);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 0, 0, 0.5f);
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
}
}
void EnderDragonRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
BossMobGuiInfo::setBossHealth(mob, false);
MobRenderer::render(mob, x, y, z, rot, a);
if (mob->nearestCrystal != NULL)
{
float tt = mob->nearestCrystal->time + a;
float hh = sin(tt * 0.2f) / 2 + 0.5f;
hh = (hh * hh + hh) * 0.2f;
float xd = (float) (mob->nearestCrystal->x - mob->x - (mob->xo - mob->x) * (1 - a));
float yd = (float) (hh + mob->nearestCrystal->y - 1 - mob->y - (mob->yo - mob->y) * (1 - a));
float zd = (float) (mob->nearestCrystal->z - mob->z - (mob->zo - mob->z) * (1 - a));
float sdd = sqrt(xd * xd + zd * zd);
float dd = sqrt(xd * xd + yd * yd + zd * zd);
// this fixes a problem when the dragon is hit and the beam goes black because the diffuse colour isn't being reset in MobRenderer::render
glColor4f(1, 1, 1, 1);
glPushMatrix();
glTranslatef((float) x, (float) y + 2, (float) z);
glRotatef((float) (-atan2(zd, xd)) * 180.0f / PI - 90.0f, 0, 1, 0);
glRotatef((float) (-atan2(sdd, yd)) * 180.0f / PI - 90.0f, 1, 0, 0);
// 4J-PB - Rotating the healing beam too
static float fRot=0.0f;
glRotatef(fRot, 0, 0, 1);
fRot+=0.5f; // 4J - rate of rotation changed from 5.0 to 0.5 for photosensitivity reasons
if(fRot>=360.0f)
{
fRot=0.0f;
}
Tesselator *t = Tesselator::getInstance();
Lighting::turnOff();
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
bindTexture(&CRYSTAL_BEAM_LOCATION); // 4J was "/mob/enderdragon/beam.png"
glShadeModel(GL_SMOOTH);
float v0 = 0 - (mob->tickCount + a) * 0.005f; // 4J - rate of movement changed from 0.01 to 0.005 for photosensitivity reasons
float v1 = sqrt(xd * xd + yd * yd + zd * zd) / 32.0f - (mob->tickCount + a) * 0.005f;
t->begin(GL_TRIANGLE_STRIP);
int steps = 8;
for (int i = 0; i <= steps; i++)
{
double d=i % steps * PI * 2 / steps;
float s = sin(i % steps * PI * 2 / steps) * 0.75f;
float c = cos(i % steps * PI * 2 / steps) * 0.75f;
float u = i % steps * 1.0f / steps;
//t->color(0x000000);
t->vertexUV(s * 0.2f, c * 0.2f, 0, u, v1);
//t->color(0xffffff);
t->vertexUV(s, c, dd, u, v0);
}
t->end();
glEnable(GL_CULL_FACE);
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
glPopMatrix();
Lighting::turnOn();
}
}
ResourceLocation *EnderDragonRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &DRAGON_LOCATION;
}
void EnderDragonRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
MobRenderer::additionalRendering(mob, a);
Tesselator *t = Tesselator::getInstance();
if (mob->dragonDeathTime > 0)
{
Lighting::turnOff();
float tt = ((mob->dragonDeathTime + a) / 200.0f);
float overDrive = 0;
if (tt > 0.8f)
{
overDrive = (tt - 0.8f) / 0.2f;
}
Random random(432);
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_ALPHA_TEST);
glEnable(GL_CULL_FACE);
glDepthMask(false);
glPushMatrix();
glTranslatef(0, -1, -2);
for (int i = 0; i < (tt + tt * tt) / 2 * 60; i++)
{
glRotatef(random.nextFloat() * 360, 1, 0, 0);
glRotatef(random.nextFloat() * 360, 0, 1, 0);
glRotatef(random.nextFloat() * 360, 0, 0, 1);
glRotatef(random.nextFloat() * 360, 1, 0, 0);
glRotatef(random.nextFloat() * 360, 0, 1, 0);
glRotatef(random.nextFloat() * 360 + tt * 90, 0, 0, 1);
t->begin(GL_TRIANGLE_FAN);
float dist = random.nextFloat() * 20 + 5 + overDrive * 10;
float w = random.nextFloat() * 2 + 1 + overDrive * 2;
t->color(0xffffff, (int) (255 * (1 - overDrive)));
t->vertex(0, 0, 0);
t->color(0xff00ff, 0);
t->vertex(-0.866 * w, dist, -0.5f * w);
t->vertex(+0.866 * w, dist, -0.5f * w);
t->vertex(0, dist, 1 * w);
t->vertex(-0.866 * w, dist, -0.5f * w);
t->end();
}
glPopMatrix();
glDepthMask(true);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
Lighting::turnOn();
}
}
int EnderDragonRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
if (layer == 1)
{
glDepthFunc(GL_LEQUAL);
}
if (layer != 0) return -1;
bindTexture(&DRAGON_EYES_LOCATION); // 4J was "/mob/enderdragon/ender_eyes.png"
float br = 1;
glEnable(GL_BLEND);
// 4J Stu - We probably don't need to do this on 360 either (as we force it back on the renderer)
// However we do want it off for other platforms that don't force it on in the render lib CBuff handling
// Several texture packs have fully transparent bits that break if this is off
#ifdef _XBOX
glDisable(GL_ALPHA_TEST);
#endif
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_LIGHTING);
glDepthFunc(GL_EQUAL);
if (SharedConstants::TEXTURE_LIGHTING)
{
int col = 0xf0f0;
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
glColor4f(1, 1, 1, 1);
}
glEnable(GL_LIGHTING);
glColor4f(1, 1, 1, br);
return 1;
}