From b691c43c44ff180d10e7d4a9afc83b98551ff586 Mon Sep 17 00:00:00 2001 From: daoge_cmd <3523206925@qq.com> Date: Sun, 1 Mar 2026 12:16:08 +0800 Subject: Initial commit --- Minecraft.Client/EnderDragonRenderer.cpp | 267 +++++++++++++++++++++++++++++++ 1 file changed, 267 insertions(+) create mode 100644 Minecraft.Client/EnderDragonRenderer.cpp (limited to 'Minecraft.Client/EnderDragonRenderer.cpp') 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 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, 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); + + // 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 _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); + + 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 _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 mob = dynamic_pointer_cast(_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, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr mob = dynamic_pointer_cast(_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, 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); + + 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; +} -- cgit v1.2.3