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.
93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
#include "stdafx.h"
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#include "ExperienceOrbRenderer.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "Tesselator.h"
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#include "EntityRenderDispatcher.h"
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#include "..\Minecraft.World\Mth.h"
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#include "..\Minecraft.World\JavaMath.h"
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ResourceLocation ExperienceOrbRenderer::XP_ORB_LOCATION = ResourceLocation(TN_ITEM_EXPERIENCE_ORB);
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ExperienceOrbRenderer::ExperienceOrbRenderer()
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{
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shadowRadius = 0.15f;
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shadowStrength = 0.75f;
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}
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void ExperienceOrbRenderer::render(shared_ptr<Entity> _orb, double x, double y, double z, float rot, float a)
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{
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shared_ptr<ExperienceOrb> orb = dynamic_pointer_cast<ExperienceOrb>(_orb);
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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int icon = orb->getIcon();
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bindTexture(orb); // 4J was L"/item/xporb.png"
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float u0 = ((icon % 4) * 16 + 0) / 64.0f;
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float u1 = ((icon % 4) * 16 + 16) / 64.0f;
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float v0 = ((icon / 4) * 16 + 0) / 64.0f;
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float v1 = ((icon / 4) * 16 + 16) / 64.0f;
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float r = 1.0f;
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float xo = 0.5f;
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float yo = 0.25f;
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if (SharedConstants::TEXTURE_LIGHTING)
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{
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int col = orb->getLightColor(a);
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int u = col % 65536;
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int v = col / 65536;
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glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
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glColor4f(1, 1, 1, 1);
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}
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else
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{
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float br = orb->getBrightness(a);
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glColor4f(br, br, br, 1);
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}
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float br = 255.0f;
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float rr = (orb->tickCount + a) / 2;
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int rc = (int) ((Mth::sin(rr + 0 * PI * 2 / 3) + 1) * 0.5f * br);
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int gc = (int) (br);
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int bc = (int) ((Mth::sin(rr + 2 * PI * 2 / 3) + 1) * 0.1f * br);
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int col = rc << 16 | gc << 8 | bc;
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glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
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float s = 0.3f;
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glScalef(s, s, s);
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->color(col, 128);
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t->normal(0, 1, 0);
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t->vertexUV(0 - xo, 0 - yo, 0, u0, v1);
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t->vertexUV(r - xo, 0 - yo, 0, u1, v1);
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t->vertexUV(r - xo, 1 - yo, 0, u1, v0);
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t->vertexUV(0 - xo, 1 - yo, 0, u0, v0);
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t->end();
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glDisable(GL_BLEND);
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glDisable(GL_RESCALE_NORMAL);
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glPopMatrix();
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}
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ResourceLocation *ExperienceOrbRenderer::getTextureLocation(shared_ptr<Entity> mob)
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{
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return &XP_ORB_LOCATION;
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}
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void ExperienceOrbRenderer::blit(int x, int y, int sx, int sy, int w, int h)
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{
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float blitOffset = 0;
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float us = 1 / 256.0f;
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float vs = 1 / 256.0f;
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->vertexUV(x + 0, y + h, blitOffset, (sx + 0) * us, (sy + h) * vs);
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t->vertexUV(x + w, y + h, blitOffset, (sx + w) * us, (sy + h) * vs);
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t->vertexUV(x + w, y + 0, blitOffset, (sx + w) * us, (sy + 0) * vs);
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t->vertexUV(x + 0, y + 0, blitOffset, (sx + 0) * us, (sy + 0) * vs);
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t->end();
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} |