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/SpiderRenderer.cpp | 61 +++++++++++++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) create mode 100644 Minecraft.Client/SpiderRenderer.cpp (limited to 'Minecraft.Client/SpiderRenderer.cpp') 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 spider) +{ + return 180; +} + +int SpiderRenderer::prepareArmor(shared_ptr _spider, int layer, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr spider = dynamic_pointer_cast(_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, float a) +{ + // 4J - dynamic cast required because we aren't using templates/generics in our version + shared_ptr mob = dynamic_pointer_cast(_mob); + float scale = mob->getModelScale(); + glScalef(scale, scale, scale); +} \ No newline at end of file -- cgit v1.2.3