* 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
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Co-authored-by: Loki <lokirautio@gmail.com>
61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
#include "stdafx.h"
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#include "SpiderRenderer.h"
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#include "SpiderModel.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
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ResourceLocation SpiderRenderer::SPIDER_LOCATION = ResourceLocation(TN_MOB_SPIDER);
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ResourceLocation SpiderRenderer::SPIDER_EYES_LOCATION = ResourceLocation(TN_MOB_SPIDER_EYES);
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SpiderRenderer::SpiderRenderer() : MobRenderer(new SpiderModel(), 1.0f)
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{
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this->setArmor(new SpiderModel());
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}
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float SpiderRenderer::getFlipDegrees(shared_ptr<LivingEntity> spider)
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{
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return 180;
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}
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int SpiderRenderer::prepareArmor(shared_ptr<LivingEntity> _spider, 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<Spider> spider = dynamic_pointer_cast<Spider>(_spider);
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if (layer!=0) return -1;
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MemSect(31);
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bindTexture(&SPIDER_EYES_LOCATION);
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MemSect(0);
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// 4J - changes brought forward from 1.8.2
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float br = 1.0f; // was (1-spider->getBrightness(1))*0.5f;
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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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// 4J - changes brought forward from 1.8.2
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glBlendFunc(GL_ONE, GL_ONE);
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if (spider->isInvisible()) glDepthMask(false);
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else glDepthMask(true);
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if (SharedConstants::TEXTURE_LIGHTING)
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{
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// 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
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// 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)
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int col = 0x00f0;
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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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// 4J - this doesn't seem right - surely there should be an else in here?
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glColor4f(1, 1, 1, br);
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return 1;
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}
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ResourceLocation *SpiderRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &SPIDER_LOCATION;
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} |