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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.4 kB · 93 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293#include "stdafx.h"#include "ArrowRenderer.h"#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"#include "..\Minecraft.World\Mth.h"
ResourceLocation ArrowRenderer::ARROW_LOCATION = ResourceLocation(TN_ITEM_ARROWS);
void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double z, float rot, float a){ // 4J - original version used generics and thus had an input parameter of type Arrow rather than shared_ptr<Entity> we have here - // do some casting around instead shared_ptr<Arrow> arrow = dynamic_pointer_cast<Arrow>(_arrow); bindTexture(_arrow); // 4J - was L"/item/arrows.png"
glPushMatrix();
float yRot = arrow->yRot; float xRot = arrow->xRot; float yRotO = arrow->yRotO; float xRotO = arrow->xRotO; if( ( yRot - yRotO ) > 180.0f ) yRot -= 360.0f; else if( ( yRot - yRotO ) < -180.0f ) yRot += 360.0f; if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f; else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
glTranslatef((float)x, (float)y, (float)z); glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0); glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
Tesselator *t = Tesselator::getInstance(); int type = 0;
float u0 = 0 / 32.0f; float u1 = 16 / 32.0f; float v0 = (0 + type * 10) / 32.0f; float v1 = (5 + type * 10) / 32.0f;
float u02 = 0 / 32.0f; float u12 = 5 / 32.0f; float v02 = (5 + type * 10) / 32.0f; float v12 = (10 + type * 10) / 32.0f; float ss = 0.9f / 16.0f; glEnable(GL_RESCALE_NORMAL); float shake = arrow->shakeTime-a; if (shake>0) { float pow = -Mth::sin(shake*3)*shake; glRotatef(pow, 0, 0, 1); } glRotatef(45, 1, 0, 0); glScalef(ss, ss, ss);
glTranslatef(-4, 0, 0);
// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(1,0,0); t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02)); t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02)); t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12)); t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12)); t->end();
// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator t->begin(); t->normal(-1,0,0); t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02)); t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02)); t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12)); t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12)); t->end();
for (int i = 0; i < 4; i++) {
glRotatef(90, 1, 0, 0);// glNormal3f(0, 0, ss); // 4J - changed to use tesselator t->begin(); t->normal(0,0,1); t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0)); t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0)); t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1)); t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1)); t->end(); } glDisable(GL_RESCALE_NORMAL); glPopMatrix();}
ResourceLocation *ArrowRenderer::getTextureLocation(shared_ptr<Entity> mob){ return &ARROW_LOCATION;}