the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "DragonModel.h"
3#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
4#include "Tesselator.h"
5#include "Lighting.h"
6#include "EnderDragonRenderer.h"
7#include "BossMobGuiInfo.h"
8
9ResourceLocation EnderDragonRenderer::DRAGON_EXPLODING_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_SHUFFLE);
10ResourceLocation EnderDragonRenderer::CRYSTAL_BEAM_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_BEAM);
11ResourceLocation EnderDragonRenderer::DRAGON_EYES_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON_ENDEREYES);
12ResourceLocation EnderDragonRenderer::DRAGON_LOCATION = ResourceLocation(TN_MOB_ENDERDRAGON);
13
14EnderDragonRenderer::EnderDragonRenderer() : MobRenderer(new DragonModel(0), 0.5f)
15{
16 dragonModel = (DragonModel *) model;
17 setArmor(model); // TODO: Make second constructor that assigns this.
18}
19
20void EnderDragonRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
21{
22 // 4J - dynamic cast required because we aren't using templates/generics in our version
23 shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
24
25 // 4J - reorganised a bit so we can free allocations
26 double lpComponents[3];
27 doubleArray lp = doubleArray(lpComponents, 3);
28 mob->getLatencyPos(lp, 7, a);
29 float yr = lp[0];
30 //mob->getLatencyPos(lp, 5, a);
31 //float rot2 = lp[1];
32 //mob->getLatencyPos(lp, 10,a);
33 //rot2 -= lp[1];
34 float rot2 = mob->getTilt(a);
35
36 glRotatef(-yr, 0, 1, 0);
37
38 glRotatef(rot2, 1, 0, 0);
39 //glRotatef(rot2 * 10, 1, 0, 0);
40
41 glTranslatef(0, 0, 1);
42 if (mob->deathTime > 0)
43 {
44 float fall = (mob->deathTime + a - 1) / 20.0f * 1.6f;
45 fall = sqrt(fall);
46 if (fall > 1) fall = 1;
47 glRotatef(fall * getFlipDegrees(mob), 0, 0, 1);
48 }
49}
50
51void EnderDragonRenderer::renderModel(shared_ptr<LivingEntity> _mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
52{
53 // 4J - dynamic cast required because we aren't using templates/generics in our version
54 shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
55
56 if (mob->dragonDeathTime > 0)
57 {
58 float tt = (mob->dragonDeathTime / 200.0f);
59 glDepthFunc(GL_LEQUAL);
60 glEnable(GL_ALPHA_TEST);
61 glAlphaFunc(GL_GREATER, tt);
62 bindTexture(&DRAGON_EXPLODING_LOCATION); // 4J was "/mob/enderdragon/shuffle.png"
63 model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
64 glAlphaFunc(GL_GREATER, 0.1f);
65
66 glDepthFunc(GL_EQUAL);
67 }
68
69
70 bindTexture(mob);
71 model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
72
73 if (mob->hurtTime > 0)
74 {
75 glDepthFunc(GL_EQUAL);
76 glDisable(GL_TEXTURE_2D);
77 glEnable(GL_BLEND);
78 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
79 glColor4f(1, 0, 0, 0.5f);
80#ifdef __PSVITA__
81 // 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
82 model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
83#else
84 model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, false);
85#endif
86 glEnable(GL_TEXTURE_2D);
87 glDisable(GL_BLEND);
88 glDepthFunc(GL_LEQUAL);
89 }
90}
91
92void EnderDragonRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
93{
94 // 4J - dynamic cast required because we aren't using templates/generics in our version
95 shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
96 BossMobGuiInfo::setBossHealth(mob, false);
97 MobRenderer::render(mob, x, y, z, rot, a);
98 if (mob->nearestCrystal != NULL)
99 {
100 float tt = mob->nearestCrystal->time + a;
101 float hh = sin(tt * 0.2f) / 2 + 0.5f;
102 hh = (hh * hh + hh) * 0.2f;
103
104 float xd = (float) (mob->nearestCrystal->x - mob->x - (mob->xo - mob->x) * (1 - a));
105 float yd = (float) (hh + mob->nearestCrystal->y - 1 - mob->y - (mob->yo - mob->y) * (1 - a));
106 float zd = (float) (mob->nearestCrystal->z - mob->z - (mob->zo - mob->z) * (1 - a));
107
108 float sdd = sqrt(xd * xd + zd * zd);
109 float dd = sqrt(xd * xd + yd * yd + zd * zd);
110
111 // 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
112 glColor4f(1, 1, 1, 1);
113
114 glPushMatrix();
115 glTranslatef((float) x, (float) y + 2, (float) z);
116 glRotatef((float) (-atan2(zd, xd)) * 180.0f / PI - 90.0f, 0, 1, 0);
117 glRotatef((float) (-atan2(sdd, yd)) * 180.0f / PI - 90.0f, 1, 0, 0);
118
119 // 4J-PB - Rotating the healing beam too
120 static float fRot=0.0f;
121 glRotatef(fRot, 0, 0, 1);
122 fRot+=0.5f; // 4J - rate of rotation changed from 5.0 to 0.5 for photosensitivity reasons
123 if(fRot>=360.0f)
124 {
125 fRot=0.0f;
126 }
127
128 Tesselator *t = Tesselator::getInstance();
129 Lighting::turnOff();
130 glDisable(GL_CULL_FACE);
131
132 glEnable(GL_BLEND);
133 glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
134
135 bindTexture(&CRYSTAL_BEAM_LOCATION); // 4J was "/mob/enderdragon/beam.png"
136
137 glShadeModel(GL_SMOOTH);
138
139 float v0 = 0 - (mob->tickCount + a) * 0.005f; // 4J - rate of movement changed from 0.01 to 0.005 for photosensitivity reasons
140 float v1 = sqrt(xd * xd + yd * yd + zd * zd) / 32.0f - (mob->tickCount + a) * 0.005f;
141
142 t->begin(GL_TRIANGLE_STRIP);
143
144 int steps = 8;
145 for (int i = 0; i <= steps; i++)
146 {
147 double d=i % steps * PI * 2 / steps;
148 float s = sin(i % steps * PI * 2 / steps) * 0.75f;
149 float c = cos(i % steps * PI * 2 / steps) * 0.75f;
150 float u = i % steps * 1.0f / steps;
151 //t->color(0x000000);
152 t->vertexUV(s * 0.2f, c * 0.2f, 0, u, v1);
153 //t->color(0xffffff);
154 t->vertexUV(s, c, dd, u, v0);
155 }
156
157 t->end();
158 glEnable(GL_CULL_FACE);
159 glShadeModel(GL_FLAT);
160 glDisable(GL_BLEND);
161
162 glPopMatrix();
163 Lighting::turnOn();
164 }
165}
166
167ResourceLocation *EnderDragonRenderer::getTextureLocation(shared_ptr<Entity> mob)
168{
169 return &DRAGON_LOCATION;
170}
171
172void EnderDragonRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
173{
174 // 4J - dynamic cast required because we aren't using templates/generics in our version
175 shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
176 MobRenderer::additionalRendering(mob, a);
177 Tesselator *t = Tesselator::getInstance();
178
179 if (mob->dragonDeathTime > 0)
180 {
181 Lighting::turnOff();
182 float tt = ((mob->dragonDeathTime + a) / 200.0f);
183 float overDrive = 0;
184 if (tt > 0.8f)
185 {
186 overDrive = (tt - 0.8f) / 0.2f;
187 }
188
189 Random random(432);
190 glDisable(GL_TEXTURE_2D);
191 glShadeModel(GL_SMOOTH);
192 glEnable(GL_BLEND);
193 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
194 glDisable(GL_ALPHA_TEST);
195 glEnable(GL_CULL_FACE);
196 glDepthMask(false);
197 glPushMatrix();
198 glTranslatef(0, -1, -2);
199 for (int i = 0; i < (tt + tt * tt) / 2 * 60; i++)
200 {
201 glRotatef(random.nextFloat() * 360, 1, 0, 0);
202 glRotatef(random.nextFloat() * 360, 0, 1, 0);
203 glRotatef(random.nextFloat() * 360, 0, 0, 1);
204 glRotatef(random.nextFloat() * 360, 1, 0, 0);
205 glRotatef(random.nextFloat() * 360, 0, 1, 0);
206 glRotatef(random.nextFloat() * 360 + tt * 90, 0, 0, 1);
207 t->begin(GL_TRIANGLE_FAN);
208 float dist = random.nextFloat() * 20 + 5 + overDrive * 10;
209 float w = random.nextFloat() * 2 + 1 + overDrive * 2;
210 t->color(0xffffff, (int) (255 * (1 - overDrive)));
211 t->vertex(0, 0, 0);
212 t->color(0xff00ff, 0);
213 t->vertex(-0.866 * w, dist, -0.5f * w);
214 t->vertex(+0.866 * w, dist, -0.5f * w);
215 t->vertex(0, dist, 1 * w);
216 t->vertex(-0.866 * w, dist, -0.5f * w);
217 t->end();
218 }
219 glPopMatrix();
220 glDepthMask(true);
221 glDisable(GL_CULL_FACE);
222 glDisable(GL_BLEND);
223 glShadeModel(GL_FLAT);
224 glColor4f(1, 1, 1, 1);
225 glEnable(GL_TEXTURE_2D);
226 glEnable(GL_ALPHA_TEST);
227 Lighting::turnOn();
228 }
229
230}
231
232int EnderDragonRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
233{
234 // 4J - dynamic cast required because we aren't using templates/generics in our version
235 shared_ptr<EnderDragon> mob = dynamic_pointer_cast<EnderDragon>(_mob);
236
237 if (layer == 1)
238 {
239 glDepthFunc(GL_LEQUAL);
240 }
241 if (layer != 0) return -1;
242
243 bindTexture(&DRAGON_EYES_LOCATION); // 4J was "/mob/enderdragon/ender_eyes.png"
244 float br = 1;
245 glEnable(GL_BLEND);
246 // 4J Stu - We probably don't need to do this on 360 either (as we force it back on the renderer)
247 // However we do want it off for other platforms that don't force it on in the render lib CBuff handling
248 // Several texture packs have fully transparent bits that break if this is off
249#ifdef _XBOX
250 glDisable(GL_ALPHA_TEST);
251#endif
252 glBlendFunc(GL_ONE, GL_ONE);
253 glDisable(GL_LIGHTING);
254 glDepthFunc(GL_EQUAL);
255
256 if (SharedConstants::TEXTURE_LIGHTING)
257 {
258 int col = 0xf0f0;
259 int u = col % 65536;
260 int v = col / 65536;
261
262 glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
263 glColor4f(1, 1, 1, 1);
264 }
265
266 glEnable(GL_LIGHTING);
267 glColor4f(1, 1, 1, br);
268 return 1;
269}