Files
deadvoxelx-HellishEnds/Minecraft.Client/WhiteEndermanRenderer.cpp
2026-04-12 16:21:46 -04:00

82 lines
2.1 KiB
C++

#include "stdafx.h"
#include "WhiteEndermanRenderer.h"
#include "EndermanModel.h"
#include "TextureAtlas.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
ResourceLocation WhiteEndermanRenderer::WHITE_ENDERMAN_EYES_LOCATION = ResourceLocation(TN_MOB_WHITE_ENDERMAN_EYES);
ResourceLocation WhiteEndermanRenderer::WHITE_ENDERMAN_LOCATION = ResourceLocation(TN_MOB_WHITE_ENDERMAN);
WhiteEndermanRenderer::WhiteEndermanRenderer() : MobRenderer(new EndermanModel(), 0.5f)
{
model = static_cast<EndermanModel *>(MobRenderer::model);
this->setArmor(model);
}
void WhiteEndermanRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
shared_ptr<WhiteEnderman> mob = dynamic_pointer_cast<WhiteEnderman>(_mob);
model->creepy = mob->isCreepy();
if (mob->isCreepy())
{
double d = 0.02;
x += random.nextGaussian() * d;
z += random.nextGaussian() * d;
}
MobRenderer::render(mob, x, y, z, rot, a);
}
ResourceLocation *WhiteEndermanRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &WHITE_ENDERMAN_LOCATION;
}
void WhiteEndermanRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
shared_ptr<WhiteEnderman> mob = dynamic_pointer_cast<WhiteEnderman>(_mob);
MobRenderer::additionalRendering(_mob, a);
}
int WhiteEndermanRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
shared_ptr<WhiteEnderman> mob = dynamic_pointer_cast<WhiteEnderman>(_mob);
if (layer != 0) return -1;
bindTexture(&WHITE_ENDERMAN_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;
}