feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -1,15 +1,17 @@
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#pragma once
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#include "Model.h"
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#include "TileRenderer.h"
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#include "Tesselator.h"
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#include "Textures.h"
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#include "ItemInHandRenderer.h"
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#include "ResourceLocation.h"
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class Tile;
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class Entity;
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class Level;
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class AABB;
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class IconRegister;
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class ResourceLocation;
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using namespace std;
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@@ -24,7 +26,11 @@ protected:
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EntityRenderDispatcher *entityRenderDispatcher;
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private:
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Model *model; // 4J - TODO - check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
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static ResourceLocation SHADOW_LOCATION;
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protected:
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Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
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protected:
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TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
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@@ -38,11 +44,12 @@ public:
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public:
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virtual void render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a) = 0;
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protected:
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virtual void bindTexture(int resourceName); // 4J - added
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virtual void bindTexture(const wstring& resourceName);
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virtual void bindTexture(shared_ptr<Entity> entity);
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virtual void bindTexture(ResourceLocation *location);
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virtual bool bindTexture(const wstring& urlTexture, int backupTexture);
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virtual bool bindTexture(const wstring& urlTexture, const wstring& backupTexture);
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virtual bool bindTexture(const wstring& urlTexture, int backupTexture); // 4J added
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virtual bool bindTexture(const wstring& urlTexture, const wstring& backupTexture);
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virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);
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private:
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virtual void renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a);
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virtual void renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a);
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