Files
BluTac10-Xbox_Neo/Minecraft.Client/PhantomRenderer.cpp
Lord_Cambion 138c7ab028 bug fixes
2026-03-31 18:00:31 +02:00

108 lines
2.7 KiB
C++

#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<PhantomModel *>(model)->modelVersion();
this->setArmor(model);
}
void PhantomRenderer::render(shared_ptr<Entity> _mob,
double x, double y, double z,
float rot, float a)
{
int currentVersion = static_cast<PhantomModel *>(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<Entity> mob)
{
return &PHANTOM_LOCATION;
}
void PhantomRenderer::scale(shared_ptr<LivingEntity> mob, float a)
{
shared_ptr<Phantom> phantom = dynamic_pointer_cast<Phantom>(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<LivingEntity> mob,
double x, double y, double z)
{
MobRenderer::setupPosition(mob, x, y-0.5, z );
}
void PhantomRenderer::setupRotations(shared_ptr<LivingEntity> _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<LivingEntity> _mob, int layer, float a)
{
shared_ptr<Phantom> mob = dynamic_pointer_cast<Phantom>(_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;
}