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:
@@ -6,6 +6,8 @@
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#include "..\Minecraft.World\Random.h"
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#include "..\Minecraft.World\Mth.h"
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ResourceLocation PaintingRenderer::PAINTING_LOCATION(TN_ART_KZ);
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PaintingRenderer::PaintingRenderer()
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{
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random = new Random();
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@@ -22,7 +24,7 @@ void PaintingRenderer::render(shared_ptr<Entity> _painting, double x, double y,
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glTranslatef((float)x, (float)y, (float)z);
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glRotatef(rot, 0, 1, 0);
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glEnable(GL_RESCALE_NORMAL);
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bindTexture(TN_ART_KZ); // 4J was L"/art/kz.png"
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bindTexture(painting); // 4J was L"/art/kz.png"
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Painting::Motive *motive = painting->motive;
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@@ -35,82 +37,85 @@ void PaintingRenderer::render(shared_ptr<Entity> _painting, double x, double y,
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void PaintingRenderer::renderPainting(shared_ptr<Painting> painting, int w, int h, int uo, int vo)
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{
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float xx0 = -w / 2.0f;
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float yy0 = -h / 2.0f;
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float xx0 = -w / 2.0f;
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float yy0 = -h / 2.0f;
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float z0 = -0.5f;
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float z1 = +0.5f;
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float edgeWidth = 0.5f;
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for (int xs = 0; xs < w / 16; xs++)
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for (int ys = 0; ys < h / 16; ys++)
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{
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float x0 = xx0 + (xs + 1) * 16;
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float x1 = xx0 + (xs) * 16;
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float y0 = yy0 + (ys + 1) * 16;
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float y1 = yy0 + (ys) * 16;
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// Back
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float bu0 = (12 * 16) / 256.0f;
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float bu1 = (12 * 16 + 16) / 256.0f;
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float bv0 = (0) / 256.0f;
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float bv1 = (0 + 16) / 256.0f;
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setBrightness(painting, (x0 + x1) / 2, (y0 + y1) / 2);
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// Border
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float uu0 = (12 * 16) / 256.0f;
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float uu1 = (12 * 16 + 16) / 256.0f;
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float uv0 = (0.5f) / 256.0f;
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float uv1 = (0.5f) / 256.0f;
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float fu0 = (uo + w - (xs) * 16) / 256.0f;
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float fu1 = (uo + w - (xs + 1) * 16) / 256.0f;
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float fv0 = (vo + h - (ys) * 16) / 256.0f;
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float fv1 = (vo + h - (ys + 1) * 16) / 256.0f;
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// Border
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float su0 = (12 * 16 + 0.5f) / 256.0f;
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float su1 = (12 * 16 + 0.5f) / 256.0f;
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float sv0 = (0) / 256.0f;
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float sv1 = (0 + 16) / 256.0f;
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float bu0 = (12 * 16) / 256.0f;
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float bu1 = (12 * 16 + 16) / 256.0f;
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float bv0 = (0) / 256.0f;
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float bv1 = (0 + 16) / 256.0f;
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for (int xs = 0; xs < w / 16; xs++)
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{
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for (int ys = 0; ys < h / 16; ys++) {
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float x0 = xx0 + (xs + 1) * 16;
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float x1 = xx0 + (xs) * 16;
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float y0 = yy0 + (ys + 1) * 16;
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float y1 = yy0 + (ys) * 16;
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float uu0 = (12 * 16) / 256.0f;
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float uu1 = (12 * 16 + 16) / 256.0f;
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float uv0 = (0.5f) / 256.0f;
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float uv1 = (0.5f) / 256.0f;
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setBrightness(painting, (x0 + x1) / 2, (y0 + y1) / 2);
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float su0 = (12 * 16 + 0.5f) / 256.0f;
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float su1 = (12 * 16 + 0.5f) / 256.0f;
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float sv0 = (0) / 256.0f;
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float sv1 = (0 + 16) / 256.0f;
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// Painting
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float fu0 = (uo + w - (xs) * 16) / 256.0f;
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float fu1 = (uo + w - (xs + 1) * 16) / 256.0f;
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float fv0 = (vo + h - (ys) * 16) / 256.0f;
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float fv1 = (vo + h - (ys + 1) * 16) / 256.0f;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->normal(0, 0, -1);
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t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( fu1), (float)( fv0));
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t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( fu0), (float)( fv0));
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t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( fu0), (float)( fv1));
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t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( fu1), (float)( fv1));
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->normal(0, 0, -1);
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t->vertexUV(x0, y1, -edgeWidth, fu1, fv0);
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t->vertexUV(x1, y1, -edgeWidth, fu0, fv0);
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t->vertexUV(x1, y0, -edgeWidth, fu0, fv1);
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t->vertexUV(x0, y0, -edgeWidth, fu1, fv1);
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t->normal(0, 0, 1);
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t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( bu0), (float)( bv0));
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t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( bu1), (float)( bv0));
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t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( bu1), (float)( bv1));
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t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( bu0), (float)( bv1));
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t->normal(0, 1, 0);
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t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( uu0), (float)( uv0));
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t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( uu1), (float)( uv0));
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t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( uu1), (float)( uv1));
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t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( uu0), (float)( uv1));
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t->normal(0, -1, 0);
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t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( uu0), (float)( uv0));
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t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( uu1), (float)( uv0));
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t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( uu1), (float)( uv1));
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t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( uu0), (float)( uv1));
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t->normal(-1, 0, 0);
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t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( su1), (float)( sv0));
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t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( su1), (float)( sv1));
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t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( su0), (float)( sv1));
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t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( su0), (float)( sv0));
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t->normal(1, 0, 0);
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t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( su1), (float)( sv0));
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t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( su1), (float)( sv1));
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t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( su0), (float)( sv1));
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t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( su0), (float)( sv0));
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t->end();
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}
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t->normal(0, 0, 1);
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t->vertexUV(x0, y0, edgeWidth, bu0, bv0);
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t->vertexUV(x1, y0, edgeWidth, bu1, bv0);
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t->vertexUV(x1, y1, edgeWidth, bu1, bv1);
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t->vertexUV(x0, y1, edgeWidth, bu0, bv1);
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t->normal(0, 1, 0);
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t->vertexUV(x0, y0, -edgeWidth, uu0, uv0);
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t->vertexUV(x1, y0, -edgeWidth, uu1, uv0);
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t->vertexUV(x1, y0, edgeWidth, uu1, uv1);
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t->vertexUV(x0, y0, edgeWidth, uu0, uv1);
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t->normal(0, -1, 0);
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t->vertexUV(x0, y1, edgeWidth, uu0, uv0);
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t->vertexUV(x1, y1, edgeWidth, uu1, uv0);
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t->vertexUV(x1, y1, -edgeWidth, uu1, uv1);
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t->vertexUV(x0, y1, -edgeWidth, uu0, uv1);
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t->normal(-1, 0, 0);
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t->vertexUV(x0, y0, edgeWidth, su1, sv0);
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t->vertexUV(x0, y1, edgeWidth, su1, sv1);
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t->vertexUV(x0, y1, -edgeWidth, su0, sv1);
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t->vertexUV(x0, y0, -edgeWidth, su0, sv0);
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t->normal(1, 0, 0);
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t->vertexUV(x1, y0, -edgeWidth, su1, sv0);
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t->vertexUV(x1, y1, -edgeWidth, su1, sv1);
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t->vertexUV(x1, y1, edgeWidth, su0, sv1);
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t->vertexUV(x1, y0, edgeWidth, su0, sv0);
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t->end();
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}
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}
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}
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void PaintingRenderer::setBrightness(shared_ptr<Painting> painting, float ss, float ya)
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@@ -128,4 +133,9 @@ void PaintingRenderer::setBrightness(shared_ptr<Painting> painting, float ss, fl
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int v = col / 65536;
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glMultiTexCoord2f(0, u, v);
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glColor3f(1, 1, 1);
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}
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ResourceLocation *PaintingRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &PAINTING_LOCATION;
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}
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