4jcraft/Minecraft.Client/Rendering/EntityRenderers/SheepRenderer.cpp
2026-03-21 22:28:58 -05:00

74 lines
2.8 KiB
C++

#include "../../Platform/stdafx.h"
#include "SheepRenderer.h"
#include "../../Player/MultiPlayerLocalPlayer.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.animal.h"
ResourceLocation SheepRenderer::SHEEP_LOCATION = ResourceLocation(TN_MOB_SHEEP);
ResourceLocation SheepRenderer::SHEEP_FUR_LOCATION =
ResourceLocation(TN_MOB_SHEEP_FUR);
SheepRenderer::SheepRenderer(Model* model, Model* armor, float shadow)
: MobRenderer(model, shadow) {
setArmor(armor);
}
int SheepRenderer::prepareArmor(std::shared_ptr<LivingEntity> _sheep, int layer,
float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Sheep> sheep = std::dynamic_pointer_cast<Sheep>(_sheep);
if (layer == 0 && !sheep->isSheared() &&
!sheep->isInvisibleTo(
Minecraft::GetInstance()
->player)) // 4J-JEV: Todo, merge with java fix (for invisible
// sheep armour) in '1.7.5'.
{
MemSect(31);
bindTexture(&SHEEP_FUR_LOCATION);
MemSect(0);
if (sheep->hasCustomName() &&
sheep->getCustomName().compare(L"jeb_") == 0) {
// easter egg...
int colorDuration = 25;
int value = (sheep->tickCount / colorDuration) + sheep->entityId;
int c1 = value % Sheep::COLOR_LENGTH;
int c2 = (value + 1) % Sheep::COLOR_LENGTH;
float subStep =
((sheep->tickCount % colorDuration) + a) / (float)colorDuration;
glColor3f(Sheep::COLOR[c1][0] * (1.0f - subStep) +
Sheep::COLOR[c2][0] * subStep,
Sheep::COLOR[c1][1] * (1.0f - subStep) +
Sheep::COLOR[c2][1] * subStep,
Sheep::COLOR[c1][2] * (1.0f - subStep) +
Sheep::COLOR[c2][2] * subStep);
} else {
int color = sheep->getColor();
glColor3f(Sheep::COLOR[color][0], Sheep::COLOR[color][1],
Sheep::COLOR[color][2]);
}
// 4J - change brought forward from 1.8.2
float brightness =
SharedConstants::TEXTURE_LIGHTING ? 1.0f : sheep->getBrightness(a);
int color = sheep->getColor();
glColor3f(brightness * Sheep::COLOR[color][0],
brightness * Sheep::COLOR[color][1],
brightness * Sheep::COLOR[color][2]);
return 1;
}
return -1;
}
void SheepRenderer::render(std::shared_ptr<Entity> mob, double x, double y,
double z, float rot, float a) {
MobRenderer::render(mob, x, y, z, rot, a);
}
ResourceLocation* SheepRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return &SHEEP_LOCATION;
}