Files
MinecraftConsoles/Minecraft.Client/ArrowRenderer.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

93 lines
3.3 KiB
C++

#include "stdafx.h"
#include "ArrowRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
#include "..\Minecraft.World\Mth.h"
ResourceLocation ArrowRenderer::ARROW_LOCATION = ResourceLocation(TN_ITEM_ARROWS);
void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double z, float rot, float a)
{
// 4J - original version used generics and thus had an input parameter of type Arrow rather than shared_ptr<Entity> we have here -
// do some casting around instead
shared_ptr<Arrow> arrow = dynamic_pointer_cast<Arrow>(_arrow);
bindTexture(_arrow); // 4J - was L"/item/arrows.png"
glPushMatrix();
float yRot = arrow->yRot;
float xRot = arrow->xRot;
float yRotO = arrow->yRotO;
float xRotO = arrow->xRotO;
if( ( yRot - yRotO ) > 180.0f ) yRot -= 360.0f;
else if( ( yRot - yRotO ) < -180.0f ) yRot += 360.0f;
if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f;
else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
glTranslatef((float)x, (float)y, (float)z);
glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0);
glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
Tesselator *t = Tesselator::getInstance();
int type = 0;
float u0 = 0 / 32.0f;
float u1 = 16 / 32.0f;
float v0 = (0 + type * 10) / 32.0f;
float v1 = (5 + type * 10) / 32.0f;
float u02 = 0 / 32.0f;
float u12 = 5 / 32.0f;
float v02 = (5 + type * 10) / 32.0f;
float v12 = (10 + type * 10) / 32.0f;
float ss = 0.9f / 16.0f;
glEnable(GL_RESCALE_NORMAL);
float shake = arrow->shakeTime-a;
if (shake>0)
{
float pow = -Mth::sin(shake*3)*shake;
glRotatef(pow, 0, 0, 1);
}
glRotatef(45, 1, 0, 0);
glScalef(ss, ss, ss);
glTranslatef(-4, 0, 0);
// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(1,0,0);
t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02));
t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02));
t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12));
t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12));
t->end();
// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
t->begin();
t->normal(-1,0,0);
t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02));
t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02));
t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12));
t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12));
t->end();
for (int i = 0; i < 4; i++)
{
glRotatef(90, 1, 0, 0);
// glNormal3f(0, 0, ss); // 4J - changed to use tesselator
t->begin();
t->normal(0,0,1);
t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1));
t->end();
}
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
}
ResourceLocation *ArrowRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &ARROW_LOCATION;
}