4jcraft/Minecraft.Client/Rendering/EntityRenderers/SpiderRenderer.cpp

64 lines
2.3 KiB
C++

#include "../../Platform/stdafx.h"
#include "SpiderRenderer.h"
#include "../Models/SpiderModel.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.monster.h"
ResourceLocation SpiderRenderer::SPIDER_LOCATION =
ResourceLocation(TN_MOB_SPIDER);
ResourceLocation SpiderRenderer::SPIDER_EYES_LOCATION =
ResourceLocation(TN_MOB_SPIDER_EYES);
SpiderRenderer::SpiderRenderer() : MobRenderer(new SpiderModel(), 1.0f) {
this->setArmor(new SpiderModel());
}
float SpiderRenderer::getFlipDegrees(std::shared_ptr<LivingEntity> spider) {
return 180;
}
int SpiderRenderer::prepareArmor(std::shared_ptr<LivingEntity> _spider,
int layer, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<Spider> spider = std::dynamic_pointer_cast<Spider>(_spider);
if (layer != 0) return -1;
MemSect(31);
bindTexture(&SPIDER_EYES_LOCATION);
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;
}
ResourceLocation* SpiderRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return &SPIDER_LOCATION;
}