Files
MinecraftConsoles/Minecraft.Client/SkullTileRenderer.cpp
2026-03-01 12:16:08 +08:00

113 lines
2.7 KiB
C++

#include "stdafx.h"
#include "..\Minecraft.World\SkullTileEntity.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "SkeletonHeadModel.h"
#include "SkullTileRenderer.h"
SkullTileRenderer *SkullTileRenderer::instance = NULL;
SkullTileRenderer::SkullTileRenderer()
{
skeletonModel = new SkeletonHeadModel(0, 0, 64, 32);
zombieModel = new SkeletonHeadModel(0, 0, 64, 64);
}
SkullTileRenderer::~SkullTileRenderer()
{
delete skeletonModel;
delete zombieModel;
}
void SkullTileRenderer::render(shared_ptr<TileEntity> _skull, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
shared_ptr<SkullTileEntity> skull = dynamic_pointer_cast<SkullTileEntity>(_skull);
renderSkull((float) x, (float) y, (float) z, skull->getData() & SkullTile::PLACEMENT_MASK, skull->getRotation() * 360 / 16.0f, skull->getSkullType(), skull->getExtraType());
}
void SkullTileRenderer::init(TileEntityRenderDispatcher *tileEntityRenderDispatcher)
{
TileEntityRenderer::init(tileEntityRenderDispatcher);
instance = this;
}
void SkullTileRenderer::renderSkull(float x, float y, float z, int face, float rot, int type, const wstring &extra)
{
Model *model = skeletonModel;
switch (type)
{
case SkullTileEntity::TYPE_WITHER:
bindTexture(TN_MOB_WITHER_SKELETON);
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(TN_MOB_ZOMBIE);
//model = zombieModel;
break;
case SkullTileEntity::TYPE_CHAR:
//if (!extra.empty())
//{
// wstring url = "http://skins.minecraft.net/MinecraftSkins/" + StringUtil.stripColor(extra) + ".png";
// if (!instance->tileEntityRenderDispatcher->textures->hasHttpTexture(url))
// {
// instance->tileEntityRenderDispatcher->textures->addHttpTexture(url, new MobSkinTextureProcessor());
// }
// bindTexture(url, "/mob/char.png");
//}
//else
{
bindTexture(TN_MOB_CHAR);
}
break;
case SkullTileEntity::TYPE_CREEPER:
bindTexture(TN_MOB_CREEPER);
break;
case SkullTileEntity::TYPE_SKELETON:
default:
bindTexture(TN_MOB_SKELETON);
break;
}
glPushMatrix();
glDisable(GL_CULL_FACE);
if (face != Facing::UP)
{
switch (face)
{
case Facing::NORTH:
glTranslatef(x + 0.5f, y + .25f, z + 0.74f);
break;
case Facing::SOUTH:
glTranslatef(x + 0.5f, y + .25f, z + 0.26f);
rot = 180.0f;
break;
case Facing::WEST:
glTranslatef(x + 0.74f, y + .25f, z + 0.5f);
rot = 270.0f;
break;
case Facing::EAST:
default:
glTranslatef(x + 0.26f, y + .25f, z + 0.5f);
rot = 90.0f;
break;
}
}
else
{
glTranslatef(x + 0.5f, y, z + 0.5f);
}
float scale = 1 / 16.0f;
glEnable(GL_RESCALE_NORMAL);
glScalef(-1, -1, 1);
glEnable(GL_ALPHA_TEST);
model->render(nullptr, 0, 0, 0, rot, 0, scale,true);
glPopMatrix();
}