Files
MinecraftConsoles/Minecraft.Client/FireballRenderer.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

115 lines
3.6 KiB
C++

#include "stdafx.h"
#include "FireballRenderer.h"
#include "EntityRenderDispatcher.h"
#include "TextureAtlas.h"
#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.phys.h"
#include "..\Minecraft.World\net.minecraft.world.h"
FireballRenderer::FireballRenderer(float scale)
{
this->scale = scale;
}
void FireballRenderer::render(shared_ptr<Entity> _fireball, 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<Fireball> fireball = dynamic_pointer_cast<Fireball>(_fireball);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
glEnable(GL_RESCALE_NORMAL);
float s = scale;
glScalef(s / 1.0f, s / 1.0f, s / 1.0f);
Icon *icon = Item::fireball->getIcon(fireball->GetType()==eTYPE_DRAGON_FIREBALL?1:0);//14 + 2 * 16;
MemSect(31);
bindTexture(fireball);
MemSect(0);
Tesselator *t = Tesselator::getInstance();
float u0 = icon->getU0();
float u1 = icon->getU1();
float v0 = icon->getV0();
float v1 = icon->getV1();
float r = 1.0f;
float xo = 0.5f;
float yo = 0.25f;
glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
t->begin();
t->normal(0, 1, 0);
t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
t->end();
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
}
// 4J Added override. Based on EntityRenderer::renderFlame
void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
{
glDisable(GL_LIGHTING);
Icon *tex = Tile::fire->getTextureLayer(0);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
float s = e->bbWidth * 1.4f;
glScalef(s, s, s);
MemSect(31);
bindTexture(&TextureAtlas::LOCATION_BLOCKS);
MemSect(0);
Tesselator *t = Tesselator::getInstance();
float r = 1.0f;
float xo = 0.5f;
// float yo = 0.0f;
float h = e->bbHeight / s;
float yo = (float) (e->y - e->bb->y0);
//glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
glTranslatef(0,0,0.1f);
//glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
glColor4f(1, 1, 1, 1);
// glRotatef(-playerRotX, 1, 0, 0);
float zo = 0;
t->begin();
t->normal(0, 1, 0);
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
float tmp = u1;
u1 = u0;
u0 = tmp;
t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( 1.4f - yo), (float)( 0), (float)( u1), (float)( v0));
t->end();
glPopMatrix();
glEnable(GL_LIGHTING);
}
ResourceLocation *FireballRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &TextureAtlas::LOCATION_ITEMS;
}