Files
MinecraftConsoles/Minecraft.Client/EndermanRenderer.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

122 lines
3.5 KiB
C++

#include "stdafx.h"
#include "EndermanRenderer.h"
#include "EndermanModel.h"
#include "TextureAtlas.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
ResourceLocation EndermanRenderer::ENDERMAN_EYES_LOCATION = ResourceLocation(TN_MOB_ENDERMAN_EYES);
ResourceLocation EndermanRenderer::ENDERMAN_LOCATION = ResourceLocation(TN_MOB_ENDERMAN);
EndermanRenderer::EndermanRenderer() : MobRenderer(new EndermanModel(), 0.5f)
{
model = (EndermanModel *) MobRenderer::model;
this->setArmor(model);
}
void EndermanRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
// do some casting around instead
shared_ptr<EnderMan> mob = dynamic_pointer_cast<EnderMan>(_mob);
model->carrying = mob->getCarryingTile() > 0;
model->creepy = mob->isCreepy();
if (mob->isCreepy())
{
double d = 0.02;
x += random.nextGaussian() * d;
z += random.nextGaussian() * d;
}
MobRenderer::render(mob, x, y, z, rot, a);
}
ResourceLocation *EndermanRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &ENDERMAN_LOCATION;
}
void EndermanRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
// do some casting around instead
shared_ptr<EnderMan> mob = dynamic_pointer_cast<EnderMan>(_mob);
MobRenderer::additionalRendering(_mob, a);
if (mob->getCarryingTile() > 0)
{
glEnable(GL_RESCALE_NORMAL);
glPushMatrix();
float s = 8 / 16.0f;
glTranslatef(-0 / 16.0f, 11 / 16.0f, -12 / 16.0f);
s *= 1.00f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
glScalef(-s, -s, s);
if (SharedConstants::TEXTURE_LIGHTING)
{
int col = mob->getLightColor(a);
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
glColor4f(1, 1, 1, 1);
}
glColor4f(1, 1, 1, 1);
bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: bind by icon
tileRenderer->renderTile(Tile::tiles[mob->getCarryingTile()], mob->getCarryingData(), 1);
glPopMatrix();
glDisable(GL_RESCALE_NORMAL);
}
}
int EndermanRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
// do some casting around instead
shared_ptr<EnderMan> mob = dynamic_pointer_cast<EnderMan>(_mob);
if (layer != 0) return -1;
bindTexture(&ENDERMAN_EYES_LOCATION); // 4J was L"/mob/enderman_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);
if (mob->isInvisible())
{
glDepthMask(false);
}
else
{
glDepthMask(true);
}
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;
}