#include "stdafx.h" #include "DragonModel.h" #include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h" #include "Tesselator.h" #include "Lighting.h" #include "EnderDragonRenderer.h" shared_ptr EnderDragonRenderer::bossInstance; int EnderDragonRenderer::currentModel; EnderDragonRenderer::EnderDragonRenderer() : MobRenderer(new DragonModel(0), 0.5f) { currentModel = 0; dragonModel = (DragonModel *) model; this->setArmor(model); } void EnderDragonRenderer::setupRotations(shared_ptr _mob, float bob, float bodyRot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); // 4J - reorganised a bit so we can free allocations double lpComponents[3]; doubleArray lp = doubleArray(lpComponents, 3); mob->getLatencyPos(lp, 7, a); float yr = lp[0]; //mob->getLatencyPos(lp, 5, a); //float rot2 = lp[1]; //mob->getLatencyPos(lp, 10,a); //rot2 -= lp[1]; float rot2 = mob->getTilt(a); glRotatef(-yr, 0, 1, 0); glRotatef(rot2, 1, 0, 0); //glRotatef(rot2 * 10, 1, 0, 0); glTranslatef(0, 0, 1); if (mob->deathTime > 0) { float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f; fall = sqrt(fall); if (fall > 1) fall = 1; glRotatef(fall * getFlipDegrees(mob), 0, 0, 1); } } void EnderDragonRenderer::renderModel(shared_ptr _mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); if (mob->dragonDeathTime > 0) { float tt = (mob->dragonDeathTime / 200.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, tt); bindTexture(mob->customTextureUrl, TN_MOB_ENDERDRAGON_SHUFFLE); // 4J was "/mob/enderdragon/shuffle.png" model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); glAlphaFunc(GL_GREATER, 0.1f); glDepthFunc(GL_EQUAL); } bindTexture(mob->customTextureUrl, mob->getTexture()); model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); if (mob->hurtTime > 0) { glDepthFunc(GL_EQUAL); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 0, 0, 0.5f); model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, false); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); } } void EnderDragonRenderer::render(shared_ptr _mob, double x, double y, double z, float rot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); EnderDragonRenderer::bossInstance = mob; if (currentModel != DragonModel::MODEL_ID) { model = new DragonModel(0); currentModel = DragonModel::MODEL_ID; } MobRenderer::render(mob, x, y, z, rot, a); if (mob->nearestCrystal != NULL) { float tt = mob->nearestCrystal->time + a; float hh = sin(tt * 0.2f) / 2 + 0.5f; hh = (hh * hh + hh) * 0.2f; float xd = (float) (mob->nearestCrystal->x - mob->x - (mob->xo - mob->x) * (1 - a)); float yd = (float) (hh + mob->nearestCrystal->y - 1 - mob->y - (mob->yo - mob->y) * (1 - a)); float zd = (float) (mob->nearestCrystal->z - mob->z - (mob->zo - mob->z) * (1 - a)); float sdd = sqrt(xd * xd + zd * zd); float dd = sqrt(xd * xd + yd * yd + zd * zd); // this fixes a problem when the dragon is hit and the beam goes black because the diffuse colour isn't being reset in MobRenderer::render glColor4f(1, 1, 1, 1); glPushMatrix(); glTranslatef((float) x, (float) y + 2, (float) z); glRotatef((float) (-atan2(zd, xd)) * 180.0f / PI - 90.0f, 0, 1, 0); glRotatef((float) (-atan2(sdd, yd)) * 180.0f / PI - 90.0f, 1, 0, 0); // 4J-PB - Rotating the healing beam too static float fRot=0.0f; glRotatef(fRot, 0, 0, 1); fRot+=0.5f; // 4J - rate of rotation changed from 5.0 to 0.5 for photosensitivity reasons if(fRot>=360.0f) { fRot=0.0f; } Tesselator *t = Tesselator::getInstance(); Lighting::turnOff(); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); bindTexture(TN_MOB_ENDERDRAGON_BEAM); // 4J was "/mob/enderdragon/beam.png" glShadeModel(GL_SMOOTH); float v0 = 0 - (mob->tickCount + a) * 0.005f; // 4J - rate of movement changed from 0.01 to 0.005 for photosensitivity reasons float v1 = sqrt(xd * xd + yd * yd + zd * zd) / 32.0f - (mob->tickCount + a) * 0.005f; t->begin(GL_TRIANGLE_STRIP); int steps = 8; for (int i = 0; i <= steps; i++) { double d=i % steps * PI * 2 / steps; float s = sin(i % steps * PI * 2 / steps) * 0.75f; float c = cos(i % steps * PI * 2 / steps) * 0.75f; float u = i % steps * 1.0f / steps; //t->color(0x000000); t->vertexUV(s * 0.2f, c * 0.2f, 0, u, v1); //t->color(0xffffff); t->vertexUV(s, c, dd, u, v0); } t->end(); glEnable(GL_CULL_FACE); glShadeModel(GL_FLAT); glDisable(GL_BLEND); glPopMatrix(); Lighting::turnOn(); } } void EnderDragonRenderer::additionalRendering(shared_ptr _mob, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); MobRenderer::additionalRendering(mob, a); Tesselator *t = Tesselator::getInstance(); if (mob->dragonDeathTime > 0) { Lighting::turnOff(); float tt = ((mob->dragonDeathTime + a) / 200.0f); float overDrive = 0; if (tt > 0.8f) { overDrive = (tt - 0.8f) / 0.2f; } Random random(432); glDisable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glDisable(GL_ALPHA_TEST); glEnable(GL_CULL_FACE); glDepthMask(false); glPushMatrix(); glTranslatef(0, -1, -2); for (int i = 0; i < (tt + tt * tt) / 2 * 60; i++) { glRotatef(random.nextFloat() * 360, 1, 0, 0); glRotatef(random.nextFloat() * 360, 0, 1, 0); glRotatef(random.nextFloat() * 360, 0, 0, 1); glRotatef(random.nextFloat() * 360, 1, 0, 0); glRotatef(random.nextFloat() * 360, 0, 1, 0); glRotatef(random.nextFloat() * 360 + tt * 90, 0, 0, 1); t->begin(GL_TRIANGLE_FAN); float dist = random.nextFloat() * 20 + 5 + overDrive * 10; float w = random.nextFloat() * 2 + 1 + overDrive * 2; t->color(0xffffff, (int) (255 * (1 - overDrive))); t->vertex(0, 0, 0); t->color(0xff00ff, 0); t->vertex(-0.866 * w, dist, -0.5f * w); t->vertex(+0.866 * w, dist, -0.5f * w); t->vertex(0, dist, 1 * w); t->vertex(-0.866 * w, dist, -0.5f * w); t->end(); } glPopMatrix(); glDepthMask(true); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glShadeModel(GL_FLAT); glColor4f(1, 1, 1, 1); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); Lighting::turnOn(); } } int EnderDragonRenderer::prepareArmor(shared_ptr _mob, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); if (layer == 1) { glDepthFunc(GL_LEQUAL); } if (layer != 0) return -1; bindTexture(TN_MOB_ENDERDRAGON_ENDEREYES); // 4J was "/mob/enderdragon/ender_eyes.png" float br = 1; glEnable(GL_BLEND); // 4J Stu - We probably don't need to do this on 360 either (as we force it back on the renderer) // However we do want it off for other platforms that don't force it on in the render lib CBuff handling // Several texture packs have fully transparent bits that break if this is off glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_LIGHTING); glDepthFunc(GL_EQUAL); 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; }