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path: root/Minecraft.Client/BoatRenderer.cpp
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#include "stdafx.h"
#include "BoatRenderer.h"
#include "BoatModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\Mth.h"

BoatRenderer::BoatRenderer()  : EntityRenderer()
{
    this->shadowRadius = 0.5f;
    model = new BoatModel();
}

void BoatRenderer::render(std::shared_ptr<Entity> _boat, double x, double y, double z, float rot, float a)
{
	// 4J - original version used generics and thus had an input parameter of type Boat rather than std::shared_ptr<Entity>  we have here -
	// do some casting around instead
 	std::shared_ptr<Boat> boat = dynamic_pointer_cast<Boat>(_boat);

    glPushMatrix();

    glTranslatef((float) x, (float) y, (float) z);

    glRotatef(180-rot, 0, 1, 0);
    float hurt = boat->getHurtTime() - a;
    float dmg = boat->getDamage() - a;
    if (dmg<0) dmg = 0;
    if (hurt>0)
	{
        glRotatef(Mth::sin(hurt)*hurt*dmg/10*boat->getHurtDir(), 1, 0, 0);
    }

    bindTexture(TN_TERRAIN);	// 4J was L"/terrain.png"
    float ss = 12/16.0f;
    glScalef(ss, ss, ss);
    glScalef(1/ss, 1/ss, 1/ss);

    bindTexture(TN_ITEM_BOAT);	// 4J was L"/item/boat.png"
    glScalef(-1, -1, 1);
    model->render(boat, 0, 0, -0.1f, 0, 0, 1 / 16.0f, true);
    glPopMatrix();
}