#include "stdafx.h" #include "SpiderRenderer.h" #include "SpiderModel.h" #include "..\Minecraft.World\net.minecraft.world.entity.monster.h" SpiderRenderer::SpiderRenderer() : MobRenderer(new SpiderModel(), 1.0f) { this->setArmor(new SpiderModel()); } float SpiderRenderer::getFlipDegrees(shared_ptr spider) { return 180; } int SpiderRenderer::prepareArmor(shared_ptr _spider, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr spider = dynamic_pointer_cast(_spider); if (layer!=0) return -1; MemSect(31); bindTexture(TN_MOB_SPIDER_EYES); // 4J was L"/mob/spider_eyes.png" MemSect(0); // 4J - changes brought forward from 1.8.2 float br = 1.0f; // was (1-spider->getBrightness(1))*0.5f; 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 // 4J - changes brought forward from 1.8.2 glBlendFunc(GL_ONE, GL_ONE); if (spider->isInvisible()) glDepthMask(false); else glDepthMask(true); if (SharedConstants::TEXTURE_LIGHTING) { // 4J - was 0xf0f0 but that looks like it is a mistake - maybe meant to be 0xf000f0 to enable both sky & block lighting? choosing 0x00f0 here instead // as most likely replicates what the java game does, without breaking our lighting (which doesn't like UVs out of the 0 to 255 range) int col = 0x00f0; int u = col % 65536; int v = col / 65536; glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f); glColor4f(1, 1, 1, 1); } // 4J - this doesn't seem right - surely there should be an else in here? glColor4f(1, 1, 1, br); return 1; } void SpiderRenderer::scale(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); float scale = mob->getModelScale(); glScalef(scale, scale, scale); }