#include "TntRenderer.h" #include "../Tesselator.h" #include "../../../world/level/tile/Tile.h" #include "../../../world/entity/item/PrimedTnt.h" TntRenderer::TntRenderer() { this->shadowRadius = 0.5f; } void TntRenderer::render( Entity* tnt_, float x, float y, float z, float rot, float a ) { PrimedTnt* tnt = (PrimedTnt*)tnt_; glPushMatrix2(); glTranslatef2((float) x, (float) y, (float) z); if (tnt->life - a + 1 < 10) { float g = 1 - ((tnt->life - a + 1) / 10.0f); if (g < 0) g = 0; if (g > 1) g = 1; g = g * g; g = g * g; float s = 1.0f + g * 0.3f; glScalef2(s, s, s); } float br = (1 - ((tnt->life - a + 1) / 100.0f)) * 0.8f; bindTexture("terrain.png"); Tesselator& t = Tesselator::instance; t.color(1.0f, 1.0f, 1.0f); tileRenderer.renderTile(Tile::tnt, 0); if (((tnt->life / 5) & 1) == 0) { glDisable2(GL_TEXTURE_2D); glEnable2(GL_BLEND); glBlendFunc2(GL_SRC_ALPHA, GL_DST_ALPHA); glColor4f2(1, 1, 1, br); //t.color(1.0f, 1.0f, 1.0f, br); tileRenderer.renderTile(Tile::tnt, 0); glColor4f2(1, 1, 1, 1); glDisable2(GL_BLEND); //glEnable2(GL_LIGHTING); glEnable2(GL_TEXTURE_2D); } glPopMatrix2(); }