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