#include "../../Platform/stdafx.h" #include "ArrowRenderer.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.entity.projectile.h" #include "../../../Minecraft.World/Util/Mth.h" ResourceLocation ArrowRenderer::ARROW_LOCATION = ResourceLocation(TN_ITEM_ARROWS); void ArrowRenderer::render(std::shared_ptr _arrow, double x, double y, double z, float rot, float a) { // 4J - original version used generics and thus had an input parameter of // type Arrow rather than shared_ptr we have here - do some casting // around instead std::shared_ptr arrow = std::dynamic_pointer_cast(_arrow); bindTexture(_arrow); // 4J - was L"/item/arrows.png" glPushMatrix(); float yRot = arrow->yRot; float xRot = arrow->xRot; float yRotO = arrow->yRotO; float xRotO = arrow->xRotO; if ((yRot - yRotO) > 180.0f) yRot -= 360.0f; else if ((yRot - yRotO) < -180.0f) yRot += 360.0f; if ((xRot - xRotO) > 180.0f) xRot -= 360.0f; else if ((xRot - xRotO) < -180.0f) xRot += 360.0f; glTranslatef((float)x, (float)y, (float)z); glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0); glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1); Tesselator* t = Tesselator::getInstance(); int type = 0; float u0 = 0 / 32.0f; float u1 = 16 / 32.0f; float v0 = (0 + type * 10) / 32.0f; float v1 = (5 + type * 10) / 32.0f; float u02 = 0 / 32.0f; float u12 = 5 / 32.0f; float v02 = (5 + type * 10) / 32.0f; float v12 = (10 + type * 10) / 32.0f; float ss = 0.9f / 16.0f; glEnable(GL_RESCALE_NORMAL); float shake = arrow->shakeTime - a; if (shake > 0) { float pow = -Mth::sin(shake * 3) * shake; glRotatef(pow, 0, 0, 1); } glRotatef(45, 1, 0, 0); glScalef(ss, ss, ss); glTranslatef(-4, 0, 0); // glNormal3f(ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(1, 0, 0); t->vertexUV((float)(-7), (float)(-2), (float)(-2), (float)(u02), (float)(v02)); t->vertexUV((float)(-7), (float)(-2), (float)(+2), (float)(u12), (float)(v02)); t->vertexUV((float)(-7), (float)(+2), (float)(+2), (float)(u12), (float)(v12)); t->vertexUV((float)(-7), (float)(+2), (float)(-2), (float)(u02), (float)(v12)); t->end(); // glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(-1, 0, 0); t->vertexUV((float)(-7), (float)(+2), (float)(-2), (float)(u02), (float)(v02)); t->vertexUV((float)(-7), (float)(+2), (float)(+2), (float)(u12), (float)(v02)); t->vertexUV((float)(-7), (float)(-2), (float)(+2), (float)(u12), (float)(v12)); t->vertexUV((float)(-7), (float)(-2), (float)(-2), (float)(u02), (float)(v12)); t->end(); for (int i = 0; i < 4; i++) { glRotatef(90, 1, 0, 0); // glNormal3f(0, 0, ss); // 4J - changed to use // tesselator t->begin(); t->normal(0, 0, 1); t->vertexUV((float)(-8), (float)(-2), (float)(0), (float)(u0), (float)(v0)); t->vertexUV((float)(+8), (float)(-2), (float)(0), (float)(u1), (float)(v0)); t->vertexUV((float)(+8), (float)(+2), (float)(0), (float)(u1), (float)(v1)); t->vertexUV((float)(-8), (float)(+2), (float)(0), (float)(u0), (float)(v1)); t->end(); } glDisable(GL_RESCALE_NORMAL); glPopMatrix(); } ResourceLocation* ArrowRenderer::getTextureLocation( std::shared_ptr mob) { return &ARROW_LOCATION; }