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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/SpiderRenderer.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/SpiderRenderer.cpp')
-rw-r--r--Minecraft.Client/SpiderRenderer.cpp61
1 files changed, 61 insertions, 0 deletions
diff --git a/Minecraft.Client/SpiderRenderer.cpp b/Minecraft.Client/SpiderRenderer.cpp
new file mode 100644
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+++ b/Minecraft.Client/SpiderRenderer.cpp
@@ -0,0 +1,61 @@
+#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<Mob> spider)
+{
+ return 180;
+}
+
+int SpiderRenderer::prepareArmor(shared_ptr<Mob> _spider, int layer, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<Spider> spider = dynamic_pointer_cast<Spider>(_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
+#ifdef _XBOX
+ glDisable(GL_ALPHA_TEST);
+#endif
+ // 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> _mob, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<Spider> mob = dynamic_pointer_cast<Spider>(_mob);
+ float scale = mob->getModelScale();
+ glScalef(scale, scale, scale);
+} \ No newline at end of file