Files
MinecraftConsoles/Minecraft.Client/SpiderRenderer.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

61 lines
2.1 KiB
C++

#include "stdafx.h"
#include "SpiderRenderer.h"
#include "SpiderModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
ResourceLocation SpiderRenderer::SPIDER_LOCATION = ResourceLocation(TN_MOB_SPIDER);
ResourceLocation SpiderRenderer::SPIDER_EYES_LOCATION = ResourceLocation(TN_MOB_SPIDER_EYES);
SpiderRenderer::SpiderRenderer() : MobRenderer(new SpiderModel(), 1.0f)
{
this->setArmor(new SpiderModel());
}
float SpiderRenderer::getFlipDegrees(shared_ptr<LivingEntity> spider)
{
return 180;
}
int SpiderRenderer::prepareArmor(shared_ptr<LivingEntity> _spider, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Spider> spider = dynamic_pointer_cast<Spider>(_spider);
if (layer!=0) return -1;
MemSect(31);
bindTexture(&SPIDER_EYES_LOCATION);
MemSect(0);
// 4J - changes brought forward from 1.8.2
float br = 1.0f; // was (1-spider->getBrightness(1))*0.5f;
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
// 4J - changes brought forward from 1.8.2
glBlendFunc(GL_ONE, GL_ONE);
if (spider->isInvisible()) glDepthMask(false);
else glDepthMask(true);
if (SharedConstants::TEXTURE_LIGHTING)
{
// 4J - was 0xf0f0 but that looks like it is a mistake - maybe meant to be 0xf000f0 to enable both sky & block lighting? choosing 0x00f0 here instead
// as most likely replicates what the java game does, without breaking our lighting (which doesn't like UVs out of the 0 to 255 range)
int col = 0x00f0;
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
glColor4f(1, 1, 1, 1);
}
// 4J - this doesn't seem right - surely there should be an else in here?
glColor4f(1, 1, 1, br);
return 1;
}
ResourceLocation *SpiderRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &SPIDER_LOCATION;
}