diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/SpiderRenderer.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.Client/SpiderRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/SpiderRenderer.cpp | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/Minecraft.Client/SpiderRenderer.cpp b/Minecraft.Client/SpiderRenderer.cpp new file mode 100644 index 00000000..9c31eb9e --- /dev/null +++ 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); +}
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