#include "stdafx.h" #include "EndermanRenderer.h" #include "EndermanModel.h" #include "..\Minecraft.World\net.minecraft.world.entity.monster.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" EndermanRenderer::EndermanRenderer() : MobRenderer(new EndermanModel(), 0.5f) { model = (EndermanModel *) MobRenderer::model; this->setArmor(model); } void EndermanRenderer::render(shared_ptr _mob, double x, double y, double z, float rot, float a) { // 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr we have here - // do some casting around instead shared_ptr mob = dynamic_pointer_cast(_mob); model->carrying = mob->getCarryingTile() > 0; 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); } void EndermanRenderer::additionalRendering(shared_ptr _mob, float a) { // 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr we have here - // do some casting around instead shared_ptr mob = dynamic_pointer_cast(_mob); MobRenderer::additionalRendering(_mob, a); if (mob->getCarryingTile() > 0) { glEnable(GL_RESCALE_NORMAL); glPushMatrix(); float s = 8 / 16.0f; glTranslatef(-0 / 16.0f, 11 / 16.0f, -12 / 16.0f); s *= 1.00f; glRotatef(20, 1, 0, 0); glRotatef(45, 0, 1, 0); glScalef(s, -s, s); if (SharedConstants::TEXTURE_LIGHTING) { int col = mob->getLightColor(a); int u = col % 65536; int v = col / 65536; glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f); glColor4f(1, 1, 1, 1); } glColor4f(1, 1, 1, 1); bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" tileRenderer->renderTile(Tile::tiles[mob->getCarryingTile()], mob->getCarryingData(), 1); glPopMatrix(); glDisable(GL_RESCALE_NORMAL); } } int EndermanRenderer::prepareArmor(shared_ptr _mob, int layer, float a) { // 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr we have here - // do some casting around instead shared_ptr mob = dynamic_pointer_cast(_mob); if (layer != 0) return -1; bindTexture(TN_MOB_ENDERMAN_EYES); // 4J was L"/mob/enderman_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); 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; }