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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/EndermanRenderer.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/EndermanRenderer.cpp')
-rw-r--r--Minecraft.Client/EndermanRenderer.cpp29
1 files changed, 22 insertions, 7 deletions
diff --git a/Minecraft.Client/EndermanRenderer.cpp b/Minecraft.Client/EndermanRenderer.cpp
index 8802376a..f6e5220a 100644
--- a/Minecraft.Client/EndermanRenderer.cpp
+++ b/Minecraft.Client/EndermanRenderer.cpp
@@ -1,9 +1,13 @@
#include "stdafx.h"
#include "EndermanRenderer.h"
#include "EndermanModel.h"
+#include "TextureAtlas.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
+ResourceLocation EndermanRenderer::ENDERMAN_EYES_LOCATION = ResourceLocation(TN_MOB_ENDERMAN_EYES);
+ResourceLocation EndermanRenderer::ENDERMAN_LOCATION = ResourceLocation(TN_MOB_ENDERMAN);
+
EndermanRenderer::EndermanRenderer() : MobRenderer(new EndermanModel(), 0.5f)
{
model = (EndermanModel *) MobRenderer::model;
@@ -29,7 +33,12 @@ void EndermanRenderer::render(shared_ptr<Entity> _mob, double x, double y, doubl
MobRenderer::render(mob, x, y, z, rot, a);
}
-void EndermanRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
+ResourceLocation *EndermanRenderer::getTextureLocation(shared_ptr<Entity> mob)
+{
+ return &ENDERMAN_LOCATION;
+}
+
+void EndermanRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
// do some casting around instead
@@ -47,7 +56,7 @@ void EndermanRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
s *= 1.00f;
glRotatef(20, 1, 0, 0);
glRotatef(45, 0, 1, 0);
- glScalef(s, -s, s);
+ glScalef(-s, -s, s);
if (SharedConstants::TEXTURE_LIGHTING)
@@ -61,14 +70,14 @@ void EndermanRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
}
glColor4f(1, 1, 1, 1);
- bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
+ bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: bind by icon
tileRenderer->renderTile(Tile::tiles[mob->getCarryingTile()], mob->getCarryingData(), 1);
glPopMatrix();
glDisable(GL_RESCALE_NORMAL);
}
}
-int EndermanRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
+int EndermanRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
// 4J - original version used generics and thus had an input parameter of type Boat rather than shared_ptr<Entity> we have here -
// do some casting around instead
@@ -76,7 +85,7 @@ int EndermanRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
if (layer != 0) return -1;
- bindTexture(TN_MOB_ENDERMAN_EYES); // 4J was L"/mob/enderman_eyes.png"
+ bindTexture(&ENDERMAN_EYES_LOCATION); // 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)
@@ -88,8 +97,14 @@ int EndermanRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_LIGHTING);
- if (mob->isInvisible()) glDepthMask(false);
- else glDepthMask(true);
+ if (mob->isInvisible())
+ {
+ glDepthMask(false);
+ }
+ else
+ {
+ glDepthMask(true);
+ }
if (SharedConstants::TEXTURE_LIGHTING)
{