This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
#include "stdafx.h"
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#include "BookModel.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "..\Minecraft.World\Mth.h"
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#include "EnchantTableRenderer.h"
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ResourceLocation EnchantTableRenderer::BOOK_LOCATION = ResourceLocation(TN_ITEM_BOOK);
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EnchantTableRenderer::EnchantTableRenderer()
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{
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bookModel = new BookModel();
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}
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EnchantTableRenderer::~EnchantTableRenderer()
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{
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delete bookModel;
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}
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void EnchantTableRenderer::render(shared_ptr<TileEntity> _table, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
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{
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// 4J Convert as we aren't using a templated class
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shared_ptr<EnchantmentTableEntity> table = dynamic_pointer_cast<EnchantmentTableEntity>(_table);
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#ifdef __PSVITA__
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// AP - the book pages are made with 0 depth so the front and back polys are at the same location. This can cause z-fighting if culling is disabled which can sometimes happen
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// depending on what object was last seen so make sure culling is always enabled. Should this be a problem for other platforms?
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glEnable(GL_CULL_FACE);
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#endif
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glPushMatrix();
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glTranslatef((float) x + 0.5f, (float) y + 12 / 16.0f, (float) z + 0.5f);
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float tt = table->time + a;
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glTranslatef(0, 0.1f + sin(tt * 0.1f) * 0.01f, 0);
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float orot = (table->rot - table->oRot);
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while (orot >= PI)
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orot -= PI * 2;
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while (orot < -PI)
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orot += PI * 2;
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float yRot = table->oRot + orot * a;
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glRotatef(-yRot * 180 / PI, 0, 1, 0);
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glRotatef(80, 0, 0, 1);
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bindTexture(&BOOK_LOCATION); // 4J was "/item/book.png"
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float ff1 = table->oFlip + (table->flip - table->oFlip) * a + 0.25f;
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float ff2 = table->oFlip + (table->flip - table->oFlip) * a + 0.75f;
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ff1 = (ff1 - Mth::fastFloor(ff1)) * 1.6f - 0.3f;
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ff2 = (ff2 - Mth::fastFloor(ff2)) * 1.6f - 0.3f;
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if (ff1 < 0) ff1 = 0;
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if (ff2 < 0) ff2 = 0;
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if (ff1 > 1) ff1 = 1;
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if (ff2 > 1) ff2 = 1;
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float o = table->oOpen + (table->open - table->oOpen) * a;
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glEnable(GL_CULL_FACE);
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bookModel->render(nullptr, tt, ff1, ff2, o, 0, 1 / 16.0f,true);
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glPopMatrix();
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}
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