#include "stdafx.h" #include "..\Minecraft.World\net.minecraft.world.entity.monster.h" #include "PhantomRenderer.h" #include "PhantomModel.h" #include "../Minecraft.World/Phantom.h" #include "Textures.h" ResourceLocation PhantomRenderer::PHANTOM_LOCATION = ResourceLocation(TN_MOB_PHANTOM); ResourceLocation PhantomRenderer::PHANTOM_EYES_LOCATION = ResourceLocation(TN_MOB_PHANTOM_EYES); PhantomRenderer::PhantomRenderer() : MobRenderer(new PhantomModel(), 0.5f) { modelVersion = static_cast(model)->modelVersion(); this->setArmor(model); } void PhantomRenderer::render(shared_ptr _mob, double x, double y, double z, float rot, float a) { int currentVersion = static_cast(model)->modelVersion(); if (currentVersion != modelVersion) { modelVersion = currentVersion; model = new PhantomModel(); this->setArmor(model); } MobRenderer::render(_mob, x, y, z, rot, a); } ResourceLocation *PhantomRenderer::getTextureLocation(shared_ptr mob) { return &PHANTOM_LOCATION; } void PhantomRenderer::scale(shared_ptr mob, float a) { shared_ptr phantom = dynamic_pointer_cast(mob); if (phantom) { float s = 1.0f + 0.15f * phantom->getPhantomSize(); glScalef(s, s, s); } //glScalef(0.35f, 0.35f, 0.35f); } void PhantomRenderer::setupPosition(shared_ptr mob, double x, double y, double z) { MobRenderer::setupPosition(mob, x, y-0.5, z ); } void PhantomRenderer::setupRotations(shared_ptr _mob, float bob, float bodyRot, float a) { glTranslatef(0.0f, -0.5f, 0.0f); glTranslatef(0.0f, cos(bob * 0.3f) * 0.1f, 0.0f); MobRenderer::setupRotations(_mob, bob, bodyRot, a); } int PhantomRenderer::prepareArmor(shared_ptr _mob, int layer, float a) { shared_ptr mob = dynamic_pointer_cast(_mob); if (layer != 0) return -1; bindTexture(&PHANTOM_EYES_LOCATION); float br = 1; glEnable(GL_BLEND); #ifdef _XBOX glDisable(GL_ALPHA_TEST); #endif glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_LIGHTING); if (mob->isInvisible()) { glDepthMask(false); } else { glDepthMask(true); } if (SharedConstants::TEXTURE_LIGHTING) { int col = 0xf0f0; int u = col % 65536; int v = col / 65536; glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f); glColor4f(1, 1, 1, 1); } glEnable(GL_LIGHTING); glColor4f(1, 1, 1, br); return 1; }