From b3feddfef372618c8a9d7a0abcaf18cfad866c18 Mon Sep 17 00:00:00 2001 From: daoge <3523206925@qq.com> Date: Tue, 3 Mar 2026 03:04:10 +0800 Subject: 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 --- Minecraft.Client/EnderDragonRenderer.cpp | 38 +++++++++++++++++--------------- 1 file changed, 20 insertions(+), 18 deletions(-) (limited to 'Minecraft.Client/EnderDragonRenderer.cpp') diff --git a/Minecraft.Client/EnderDragonRenderer.cpp b/Minecraft.Client/EnderDragonRenderer.cpp index 8c531d4e..037552ed 100644 --- a/Minecraft.Client/EnderDragonRenderer.cpp +++ b/Minecraft.Client/EnderDragonRenderer.cpp @@ -4,18 +4,20 @@ #include "Tesselator.h" #include "Lighting.h" #include "EnderDragonRenderer.h" +#include "BossMobGuiInfo.h" -shared_ptr EnderDragonRenderer::bossInstance; -int EnderDragonRenderer::currentModel; +ResourceLocation EnderDragonRenderer::DRAGON_EXPLODING_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_SHUFFLE); +ResourceLocation EnderDragonRenderer::CRYSTAL_BEAM_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_BEAM); +ResourceLocation EnderDragonRenderer::DRAGON_EYES_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_ENDEREYES); +ResourceLocation EnderDragonRenderer::DRAGON_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON); EnderDragonRenderer::EnderDragonRenderer() : MobRenderer(new DragonModel(0), 0.5f) { - currentModel = 0; dragonModel = (DragonModel *) model; - this->setArmor(model); + setArmor(model); // TODO: Make second constructor that assigns this. } -void EnderDragonRenderer::setupRotations(shared_ptr _mob, float bob, float bodyRot, float a) +void EnderDragonRenderer::setupRotations(shared_ptr _mob, float bob, float bodyRot, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); @@ -46,7 +48,7 @@ void EnderDragonRenderer::setupRotations(shared_ptr _mob, float bob, float } } -void EnderDragonRenderer::renderModel(shared_ptr _mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale) +void EnderDragonRenderer::renderModel(shared_ptr _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 mob = dynamic_pointer_cast(_mob); @@ -57,7 +59,7 @@ void EnderDragonRenderer::renderModel(shared_ptr _mob, float wp, float w glDepthFunc(GL_LEQUAL); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, tt); - bindTexture(mob->customTextureUrl, TN_MOB_ENDERDRAGON_SHUFFLE); // 4J was "/mob/enderdragon/shuffle.png" + bindTexture(&DRAGON_EXPLODING_LOCATION); // 4J was "/mob/enderdragon/shuffle.png" model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); glAlphaFunc(GL_GREATER, 0.1f); @@ -65,7 +67,7 @@ void EnderDragonRenderer::renderModel(shared_ptr _mob, float wp, float w } - bindTexture(mob->customTextureUrl, mob->getTexture()); + bindTexture(mob); model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); if (mob->hurtTime > 0) @@ -91,12 +93,7 @@ void EnderDragonRenderer::render(shared_ptr _mob, double x, double y, do { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); - EnderDragonRenderer::bossInstance = mob; - if (currentModel != DragonModel::MODEL_ID) - { - model = new DragonModel(0); - currentModel = DragonModel::MODEL_ID; - } + BossMobGuiInfo::setBossHealth(mob, false); MobRenderer::render(mob, x, y, z, rot, a); if (mob->nearestCrystal != NULL) { @@ -135,7 +132,7 @@ void EnderDragonRenderer::render(shared_ptr _mob, double x, double y, do glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); - bindTexture(TN_MOB_ENDERDRAGON_BEAM); // 4J was "/mob/enderdragon/beam.png" + bindTexture(&CRYSTAL_BEAM_LOCATION); // 4J was "/mob/enderdragon/beam.png" glShadeModel(GL_SMOOTH); @@ -167,7 +164,12 @@ void EnderDragonRenderer::render(shared_ptr _mob, double x, double y, do } } -void EnderDragonRenderer::additionalRendering(shared_ptr _mob, float a) +ResourceLocation *EnderDragonRenderer::getTextureLocation(shared_ptr mob) +{ + return &DRAGON_LOCATION; +} + +void EnderDragonRenderer::additionalRendering(shared_ptr _mob, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); @@ -227,7 +229,7 @@ void EnderDragonRenderer::additionalRendering(shared_ptr _mob, float a) } -int EnderDragonRenderer::prepareArmor(shared_ptr _mob, int layer, float a) +int EnderDragonRenderer::prepareArmor(shared_ptr _mob, int layer, float a) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr mob = dynamic_pointer_cast(_mob); @@ -238,7 +240,7 @@ int EnderDragonRenderer::prepareArmor(shared_ptr _mob, int layer, float a) } if (layer != 0) return -1; - bindTexture(TN_MOB_ENDERDRAGON_ENDEREYES); // 4J was "/mob/enderdragon/ender_eyes.png" + bindTexture(&DRAGON_EYES_LOCATION); // 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) -- cgit v1.2.3