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109
Minecraft.Client/FireballRenderer.cpp
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109
Minecraft.Client/FireballRenderer.cpp
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#include "stdafx.h"
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#include "FireballRenderer.h"
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#include "EntityRenderDispatcher.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.phys.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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FireballRenderer::FireballRenderer(float scale)
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{
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this->scale = scale;
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}
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void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y, double z, float rot, float a)
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{
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// 4J - dynamic cast required because we aren't using templates/generics in our version
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shared_ptr<Fireball> fireball = dynamic_pointer_cast<Fireball>(_fireball);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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glEnable(GL_RESCALE_NORMAL);
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float s = scale;
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glScalef(s / 1.0f, s / 1.0f, s / 1.0f);
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Icon *icon = Item::fireball->getIcon(fireball->GetType()==eTYPE_DRAGON_FIREBALL?1:0);//14 + 2 * 16;
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MemSect(31);
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bindTexture(TN_GUI_ITEMS); // 4J was L"/gui/items.png"
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MemSect(0);
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Tesselator *t = Tesselator::getInstance();
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float u0 = icon->getU0();
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float u1 = icon->getU1();
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float v0 = icon->getV0();
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float v1 = icon->getV1();
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float r = 1.0f;
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float xo = 0.5f;
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float yo = 0.25f;
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glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
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t->begin();
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t->normal(0, 1, 0);
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
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t->end();
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glDisable(GL_RESCALE_NORMAL);
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glPopMatrix();
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}
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// 4J Added override. Based on EntityRenderer::renderFlame
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void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a)
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{
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glDisable(GL_LIGHTING);
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Icon *tex = Tile::fire->getTextureLayer(0);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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float s = e->bbWidth * 1.4f;
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glScalef(s, s, s);
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MemSect(31);
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bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
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MemSect(0);
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Tesselator *t = Tesselator::getInstance();
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float r = 1.0f;
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float xo = 0.5f;
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// float yo = 0.0f;
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float h = e->bbHeight / s;
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float yo = (float) (e->y - e->bb->y0);
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//glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
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glTranslatef(0,0,0.1f);
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//glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f);
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glColor4f(1, 1, 1, 1);
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// glRotatef(-playerRotX, 1, 0, 0);
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float zo = 0;
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t->begin();
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t->normal(0, 1, 0);
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float u0 = tex->getU0();
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float v0 = tex->getV0();
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float u1 = tex->getU1();
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float v1 = tex->getV1();
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float tmp = u1;
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u1 = u0;
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u0 = tmp;
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1.4f - yo), (float)( 0), (float)( u1), (float)( v0));
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t->end();
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glPopMatrix();
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glEnable(GL_LIGHTING);
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}
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