#include "stdafx.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "BeaconRenderer.h" #include "Tesselator.h" ResourceLocation BeaconRenderer::BEAM_LOCATION = ResourceLocation(TN_MISC_BEACON_BEAM); void BeaconRenderer::render(shared_ptr _beacon, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled) { shared_ptr beacon = dynamic_pointer_cast(_beacon); float scale = beacon->getAndUpdateClientSideScale(); if (scale > 0) { Tesselator *t = Tesselator::getInstance(); bindTexture(&BEAM_LOCATION); // TODO: 4J: Put this back in //assert(0); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE); float tt = beacon->getLevel()->getGameTime() + a; float texVOff = -tt * .20f - floor(-tt * .10f); { int r = 1; double rot = tt * .025 * (1 - (r & 1) * 2.5); t->begin(); t->color(255, 255, 255, 32); double rr1 = r * 0.2; double wnx = .5 + cos(rot + PI * .75) * rr1; double wnz = .5 + sin(rot + PI * .75) * rr1; double enx = .5 + cos(rot + PI * .25) * rr1; double enz = .5 + sin(rot + PI * .25) * rr1; double wsx = .5 + cos(rot + PI * 1.25) * rr1; double wsz = .5 + sin(rot + PI * 1.25) * rr1; double esx = .5 + cos(rot + PI * 1.75) * rr1; double esz = .5 + sin(rot + PI * 1.75) * rr1; double top = 256 * scale; double uu1 = 0; double uu2 = 1; double vv2 = -1 + texVOff; double vv1 = 256 * scale * (.5 / rr1) + vv2; t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1); t->vertexUV(x + wnx, y, z + wnz, uu2, vv2); t->vertexUV(x + enx, y, z + enz, uu1, vv2); t->vertexUV(x + enx, y + top, z + enz, uu1, vv1); t->vertexUV(x + esx, y + top, z + esz, uu2, vv1); t->vertexUV(x + esx, y, z + esz, uu2, vv2); t->vertexUV(x + wsx, y, z + wsz, uu1, vv2); t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1); t->vertexUV(x + enx, y + top, z + enz, uu2, vv1); t->vertexUV(x + enx, y, z + enz, uu2, vv2); t->vertexUV(x + esx, y, z + esz, uu1, vv2); t->vertexUV(x + esx, y + top, z + esz, uu1, vv1); t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1); t->vertexUV(x + wsx, y, z + wsz, uu2, vv2); t->vertexUV(x + wnx, y, z + wnz, uu1, vv2); t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1); t->end(); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(false); { t->begin(); t->color(255, 255, 255, 32); double wnx = .2; double wnz = .2; double enx = .8; double enz = .2; double wsx = .2; double wsz = .8; double esx = .8; double esz = .8; double top = 256 * scale; double uu1 = 0; double uu2 = 1; double vv2 = -1 + texVOff; double vv1 = 256 * scale + vv2; t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1); t->vertexUV(x + wnx, y, z + wnz, uu2, vv2); t->vertexUV(x + enx, y, z + enz, uu1, vv2); t->vertexUV(x + enx, y + top, z + enz, uu1, vv1); t->vertexUV(x + esx, y + top, z + esz, uu2, vv1); t->vertexUV(x + esx, y, z + esz, uu2, vv2); t->vertexUV(x + wsx, y, z + wsz, uu1, vv2); t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1); t->vertexUV(x + enx, y + top, z + enz, uu2, vv1); t->vertexUV(x + enx, y, z + enz, uu2, vv2); t->vertexUV(x + esx, y, z + esz, uu1, vv2); t->vertexUV(x + esx, y + top, z + esz, uu1, vv1); t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1); t->vertexUV(x + wsx, y, z + wsz, uu2, vv2); t->vertexUV(x + wnx, y, z + wnz, uu1, vv2); t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1); t->end(); } glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glDepthMask(true); } }