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