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

90 lines
2.5 KiB
C++

#include "stdafx.h"
#include "CreeperRenderer.h"
#include "CreeperModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\Mth.h"
CreeperRenderer::CreeperRenderer() : MobRenderer( new CreeperModel(), 0.5f )
{
armorModel = new CreeperModel(2);
}
void CreeperRenderer::scale(shared_ptr<Mob> mob, float a)
{
shared_ptr<Creeper> creeper = dynamic_pointer_cast<Creeper>(mob);
float g = creeper->getSwelling(a);
float wobble = 1.0f + Mth::sin(g * 100) * g * 0.01f;
if (g < 0) g = 0;
if (g > 1) g = 1;
g = g * g;
g = g * g;
float s = (1.0f + g * 0.4f) * wobble;
float hs = (1.0f + g * 0.1f) / wobble;
glScalef(s, hs, s);
}
int CreeperRenderer::getOverlayColor(shared_ptr<Mob> mob, float br, float a)
{
shared_ptr<Creeper> creeper = dynamic_pointer_cast<Creeper>(mob);
float step = creeper->getSwelling(a);
if ((int) (step * 10) % 2 == 0) return 0;
int _a = (int) (step * 0.2f * 255) + 25; // 4J - added 25 here as our entities are rendered with alpha test still enabled, and so anything less is invisible
if (_a < 0) _a = 0;
if (_a > 255) _a = 255;
int r = 255;
int g = 255;
int b = 255;
return (_a << 24) | (r << 16) | (g << 8) | b;
}
int CreeperRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Creeper> mob = dynamic_pointer_cast<Creeper>(_mob);
if (mob->isPowered())
{
if (mob->isInvisible()) glDepthMask(false);
else glDepthMask(true);
if (layer == 1)
{
float time = mob->tickCount + a;
bindTexture(TN_POWERED_CREEPER);// was L"/armor/power.png");
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
float uo = time * 0.01f;
float vo = time * 0.01f;
glTranslatef(uo, vo, 0);
setArmor(armorModel);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
float br = 0.5f;
glColor4f(br, br, br, 1);
glDisable(GL_LIGHTING);
glBlendFunc(GL_ONE, GL_ONE);
return 1;
}
if (layer == 2)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
}
}
return -1;
}
int CreeperRenderer::prepareArmorOverlay(shared_ptr<Mob> mob, int layer, float a)
{
return -1;
}