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