Files
MinecraftConsoles/Minecraft.Client/BeaconRenderer.cpp
daoge b3feddfef3 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>
2026-03-03 03:04:10 +08:00

138 lines
3.9 KiB
C++

#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<TileEntity> _beacon, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
shared_ptr<BeaconTileEntity> beacon = dynamic_pointer_cast<BeaconTileEntity>(_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);
}
}