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-rw-r--r--Minecraft.Client/EnderDragonRenderer.cpp267
1 files changed, 267 insertions, 0 deletions
diff --git a/Minecraft.Client/EnderDragonRenderer.cpp b/Minecraft.Client/EnderDragonRenderer.cpp
new file mode 100644
index 00000000..8c531d4e
--- /dev/null
+++ b/Minecraft.Client/EnderDragonRenderer.cpp
@@ -0,0 +1,267 @@
+#include "stdafx.h"
+#include "DragonModel.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
+#include "Tesselator.h"
+#include "Lighting.h"
+#include "EnderDragonRenderer.h"
+
+shared_ptr<EnderDragon> EnderDragonRenderer::bossInstance;
+int EnderDragonRenderer::currentModel;
+
+EnderDragonRenderer::EnderDragonRenderer() : MobRenderer(new DragonModel(0), 0.5f)
+{
+ currentModel = 0;
+ dragonModel = (DragonModel *) model;
+ this->setArmor(model);
+}
+
+void EnderDragonRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
+
+ // 4J - reorganised a bit so we can free allocations
+ double lpComponents[3];
+ doubleArray lp = doubleArray(lpComponents, 3);
+ mob->getLatencyPos(lp, 7, a);
+ float yr = lp[0];
+ //mob->getLatencyPos(lp, 5, a);
+ //float rot2 = lp[1];
+ //mob->getLatencyPos(lp, 10,a);
+ //rot2 -= lp[1];
+ float rot2 = mob->getTilt(a);
+
+ glRotatef(-yr, 0, 1, 0);
+
+ glRotatef(rot2, 1, 0, 0);
+ //glRotatef(rot2 * 10, 1, 0, 0);
+
+ glTranslatef(0, 0, 1);
+ if (mob->deathTime > 0)
+ {
+ float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f;
+ fall = sqrt(fall);
+ if (fall > 1) fall = 1;
+ glRotatef(fall * getFlipDegrees(mob), 0, 0, 1);
+ }
+}
+
+void EnderDragonRenderer::renderModel(shared_ptr<Entity> _mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
+
+ if (mob->dragonDeathTime > 0)
+ {
+ float tt = (mob->dragonDeathTime / 200.0f);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, tt);
+ bindTexture(mob->customTextureUrl, TN_MOB_ENDERDRAGON_SHUFFLE); // 4J was "/mob/enderdragon/shuffle.png"
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
+ glAlphaFunc(GL_GREATER, 0.1f);
+
+ glDepthFunc(GL_EQUAL);
+ }
+
+
+ bindTexture(mob->customTextureUrl, mob->getTexture());
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
+
+ if (mob->hurtTime > 0)
+ {
+ glDepthFunc(GL_EQUAL);
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(1, 0, 0, 0.5f);
+#ifdef __PSVITA__
+ // AP - not sure that the usecompiled flag is supposed to be false. This makes it really slow on vita. Making it true still seems to look the same
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
+#else
+ model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, false);
+#endif
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ }
+}
+
+void EnderDragonRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
+ EnderDragonRenderer::bossInstance = mob;
+ if (currentModel != DragonModel::MODEL_ID)
+ {
+ model = new DragonModel(0);
+ currentModel = DragonModel::MODEL_ID;
+ }
+ MobRenderer::render(mob, x, y, z, rot, a);
+ if (mob->nearestCrystal != NULL)
+ {
+ float tt = mob->nearestCrystal->time + a;
+ float hh = sin(tt * 0.2f) / 2 + 0.5f;
+ hh = (hh * hh + hh) * 0.2f;
+
+ float xd = (float) (mob->nearestCrystal->x - mob->x - (mob->xo - mob->x) * (1 - a));
+ float yd = (float) (hh + mob->nearestCrystal->y - 1 - mob->y - (mob->yo - mob->y) * (1 - a));
+ float zd = (float) (mob->nearestCrystal->z - mob->z - (mob->zo - mob->z) * (1 - a));
+
+ float sdd = sqrt(xd * xd + zd * zd);
+ float dd = sqrt(xd * xd + yd * yd + zd * zd);
+
+ // this fixes a problem when the dragon is hit and the beam goes black because the diffuse colour isn't being reset in MobRenderer::render
+ glColor4f(1, 1, 1, 1);
+
+ glPushMatrix();
+ glTranslatef((float) x, (float) y + 2, (float) z);
+ glRotatef((float) (-atan2(zd, xd)) * 180.0f / PI - 90.0f, 0, 1, 0);
+ glRotatef((float) (-atan2(sdd, yd)) * 180.0f / PI - 90.0f, 1, 0, 0);
+
+ // 4J-PB - Rotating the healing beam too
+ static float fRot=0.0f;
+ glRotatef(fRot, 0, 0, 1);
+ fRot+=0.5f; // 4J - rate of rotation changed from 5.0 to 0.5 for photosensitivity reasons
+ if(fRot>=360.0f)
+ {
+ fRot=0.0f;
+ }
+
+ Tesselator *t = Tesselator::getInstance();
+ Lighting::turnOff();
+ glDisable(GL_CULL_FACE);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
+
+ bindTexture(TN_MOB_ENDERDRAGON_BEAM); // 4J was "/mob/enderdragon/beam.png"
+
+ glShadeModel(GL_SMOOTH);
+
+ float v0 = 0 - (mob->tickCount + a) * 0.005f; // 4J - rate of movement changed from 0.01 to 0.005 for photosensitivity reasons
+ float v1 = sqrt(xd * xd + yd * yd + zd * zd) / 32.0f - (mob->tickCount + a) * 0.005f;
+
+ t->begin(GL_TRIANGLE_STRIP);
+
+ int steps = 8;
+ for (int i = 0; i <= steps; i++)
+ {
+ double d=i % steps * PI * 2 / steps;
+ float s = sin(i % steps * PI * 2 / steps) * 0.75f;
+ float c = cos(i % steps * PI * 2 / steps) * 0.75f;
+ float u = i % steps * 1.0f / steps;
+ //t->color(0x000000);
+ t->vertexUV(s * 0.2f, c * 0.2f, 0, u, v1);
+ //t->color(0xffffff);
+ t->vertexUV(s, c, dd, u, v0);
+ }
+
+ t->end();
+ glEnable(GL_CULL_FACE);
+ glShadeModel(GL_FLAT);
+ glDisable(GL_BLEND);
+
+ glPopMatrix();
+ Lighting::turnOn();
+ }
+}
+
+void EnderDragonRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
+ MobRenderer::additionalRendering(mob, a);
+ Tesselator *t = Tesselator::getInstance();
+
+ if (mob->dragonDeathTime > 0)
+ {
+ Lighting::turnOff();
+ float tt = ((mob->dragonDeathTime + a) / 200.0f);
+ float overDrive = 0;
+ if (tt > 0.8f)
+ {
+ overDrive = (tt - 0.8f) / 0.2f;
+ }
+
+ Random random(432);
+ glDisable(GL_TEXTURE_2D);
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glDisable(GL_ALPHA_TEST);
+ glEnable(GL_CULL_FACE);
+ glDepthMask(false);
+ glPushMatrix();
+ glTranslatef(0, -1, -2);
+ for (int i = 0; i < (tt + tt * tt) / 2 * 60; i++)
+ {
+ glRotatef(random.nextFloat() * 360, 1, 0, 0);
+ glRotatef(random.nextFloat() * 360, 0, 1, 0);
+ glRotatef(random.nextFloat() * 360, 0, 0, 1);
+ glRotatef(random.nextFloat() * 360, 1, 0, 0);
+ glRotatef(random.nextFloat() * 360, 0, 1, 0);
+ glRotatef(random.nextFloat() * 360 + tt * 90, 0, 0, 1);
+ t->begin(GL_TRIANGLE_FAN);
+ float dist = random.nextFloat() * 20 + 5 + overDrive * 10;
+ float w = random.nextFloat() * 2 + 1 + overDrive * 2;
+ t->color(0xffffff, (int) (255 * (1 - overDrive)));
+ t->vertex(0, 0, 0);
+ t->color(0xff00ff, 0);
+ t->vertex(-0.866 * w, dist, -0.5f * w);
+ t->vertex(+0.866 * w, dist, -0.5f * w);
+ t->vertex(0, dist, 1 * w);
+ t->vertex(-0.866 * w, dist, -0.5f * w);
+ t->end();
+ }
+ glPopMatrix();
+ glDepthMask(true);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glShadeModel(GL_FLAT);
+ glColor4f(1, 1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_ALPHA_TEST);
+ Lighting::turnOn();
+ }
+
+}
+
+int EnderDragonRenderer::prepareArmor(shared_ptr<Mob> _mob, int layer, float a)
+{
+ // 4J - dynamic cast required because we aren't using templates/generics in our version
+ shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
+
+ if (layer == 1)
+ {
+ glDepthFunc(GL_LEQUAL);
+ }
+ if (layer != 0) return -1;
+
+ bindTexture(TN_MOB_ENDERDRAGON_ENDEREYES); // 4J was "/mob/enderdragon/ender_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)
+ // 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
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_LIGHTING);
+ glDepthFunc(GL_EQUAL);
+
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ int col = 0xf0f0;
+ int u = col % 65536;
+ int v = col / 65536;
+
+ glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
+ glColor4f(1, 1, 1, 1);
+ }
+
+ glEnable(GL_LIGHTING);
+ glColor4f(1, 1, 1, br);
+ return 1;
+}