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 "FireballRenderer.h"
3#include "EntityRenderDispatcher.h"
4#include "TextureAtlas.h"
5#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
6#include "..\Minecraft.World\net.minecraft.world.item.h"
7#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
8#include "..\Minecraft.World\net.minecraft.world.phys.h"
9#include "..\Minecraft.World\net.minecraft.world.h"
10
11FireballRenderer::FireballRenderer(float scale)
12{
13 this->scale = scale;
14}
15
16void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y, double z, float rot, float a)
17{
18 // 4J - dynamic cast required because we aren't using templates/generics in our version
19 shared_ptr<Fireball> fireball = dynamic_pointer_cast<Fireball>(_fireball);
20
21 glPushMatrix();
22
23 glTranslatef((float) x, (float) y, (float) z);
24 glEnable(GL_RESCALE_NORMAL);
25 float s = scale;
26 glScalef(s / 1.0f, s / 1.0f, s / 1.0f);
27 Icon *icon = Item::fireball->getIcon(fireball->GetType()==eTYPE_DRAGON_FIREBALL?1:0);//14 + 2 * 16;
28 MemSect(31);
29 bindTexture(fireball);
30 MemSect(0);
31 Tesselator *t = Tesselator::getInstance();
32
33 float u0 = icon->getU0();
34 float u1 = icon->getU1();
35 float v0 = icon->getV0();
36 float v1 = icon->getV1();
37
38 float r = 1.0f;
39 float xo = 0.5f;
40 float yo = 0.25f;
41
42 glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
43 glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
44 t->begin();
45 t->normal(0, 1, 0);
46 t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
47 t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
48 t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
49 t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
50 t->end();
51
52 glDisable(GL_RESCALE_NORMAL);
53 glPopMatrix();
54
55}
56
57// 4J Added override. Based on EntityRenderer::renderFlame
58void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
59{
60 glDisable(GL_LIGHTING);
61 Icon *tex = Tile::fire->getTextureLayer(0);
62
63 glPushMatrix();
64 glTranslatef((float) x, (float) y, (float) z);
65
66 float s = e->bbWidth * 1.4f;
67 glScalef(s, s, s);
68 MemSect(31);
69 bindTexture(&TextureAtlas::LOCATION_BLOCKS);
70 MemSect(0);
71 Tesselator *t = Tesselator::getInstance();
72
73 float r = 1.0f;
74 float xo = 0.5f;
75// float yo = 0.0f;
76
77 float h = e->bbHeight / s;
78 float yo = (float) (e->y - e->bb->y0);
79
80 //glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
81
82
83 glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
84 glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
85 glTranslatef(0,0,0.1f);
86 //glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
87 glColor4f(1, 1, 1, 1);
88 // glRotatef(-playerRotX, 1, 0, 0);
89 float zo = 0;
90 t->begin();
91 t->normal(0, 1, 0);
92
93 float u0 = tex->getU0();
94 float v0 = tex->getV0();
95 float u1 = tex->getU1();
96 float v1 = tex->getV1();
97
98 float tmp = u1;
99 u1 = u0;
100 u0 = tmp;
101
102 t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
103 t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
104 t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( 0), (float)( u0), (float)( v0));
105 t->vertexUV((float)(0 - xo), (float)( 1.4f - yo), (float)( 0), (float)( u1), (float)( v0));
106
107 t->end();
108 glPopMatrix();
109 glEnable(GL_LIGHTING);
110}
111
112ResourceLocation *FireballRenderer::getTextureLocation(shared_ptr<Entity> mob)
113{
114 return &TextureAtlas::LOCATION_ITEMS;
115}