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
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "stdafx.h"
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#include "FallingTileRenderer.h"
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#include "TextureAtlas.h"
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#include "TileRenderer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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@@ -16,41 +17,51 @@ void FallingTileRenderer::render(shared_ptr<Entity> _tile, double x, double y, d
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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<FallingTile> tile = dynamic_pointer_cast<FallingTile>(_tile);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
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Tile *tt = Tile::tiles[tile->tile];
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Level *level = tile->getLevel();
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glDisable(GL_LIGHTING);
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glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this
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if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL)
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if (level->getTile(floor(tile->x), floor(tile->y), floor(tile->z)) != tile->tile)
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{
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tileRenderer->level = level;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
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tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
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t->offset(0, 0, 0);
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t->end();
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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bindTexture(tile); // 4J was L"/terrain.png"
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Tile *tt = Tile::tiles[tile->tile];
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Level *level = tile->getLevel();
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glDisable(GL_LIGHTING);
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glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this
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if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL)
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{
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tileRenderer->level = level;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
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tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
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t->offset(0, 0, 0);
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t->end();
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}
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else if (tt == Tile::dragonEgg)
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{
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tileRenderer->level = level;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
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tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z));
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t->offset(0, 0, 0);
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t->end();
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}
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else if( tt != NULL )
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{
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tileRenderer->setShape(tt);
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tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
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}
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glEnable(GL_LIGHTING);
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glPopMatrix();
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}
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else if (tt == Tile::dragonEgg)
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{
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tileRenderer->level = level;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
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tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z));
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t->offset(0, 0, 0);
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t->end();
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}
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else if( tt != NULL )
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{
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tileRenderer->setShape(tt);
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tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
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}
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glEnable(GL_LIGHTING);
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glPopMatrix();
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}
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ResourceLocation *FallingTileRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &TextureAtlas::LOCATION_BLOCKS;
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}
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