Files
MinecraftConsoles/Minecraft.Client/FootstepParticle.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

66 lines
1.8 KiB
C++

#include "stdafx.h"
#include "FootstepParticle.h"
#include "Textures.h"
#include "Tesselator.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "ResourceLocation.h"
ResourceLocation FootstepParticle::FOOTPRINT_LOCATION = ResourceLocation(TN_MISC_FOOTSTEP);
FootstepParticle::FootstepParticle(Textures *textures, Level *level, double x, double y, double z) : Particle(level, x, y, z, 0, 0, 0)
{
// 4J added initialisers
life = 0;
lifeTime = 0;
this->textures = textures;
xd = yd = zd = 0;
lifeTime = 200;
}
void FootstepParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
{
float time = (life + a) / lifeTime;
time = time * time;
float alpha = 2 - time * 2;
if (alpha > 1) alpha = 1;
alpha = alpha * 0.2f;
glDisable(GL_LIGHTING);
float r = 2 / 16.0f;
float xx = (float) (x - xOff);
float yy = (float) (y - yOff);
float zz = (float) (z - zOff);
float br = level->getBrightness(Mth::floor(x), Mth::floor(y), Mth::floor(z));
textures->bindTexture(&FOOTPRINT_LOCATION);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
t->begin();
t->color(br, br, br, alpha);
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz + r), (float)( 0), (float)( 1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz + r), (float)( 1), (float)( 1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz - r), (float)( 1), (float)( 0));
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz - r), (float)( 0), (float)( 0));
t->end();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
}
void FootstepParticle::tick()
{
life++;
if (life == lifeTime) remove();
}
int FootstepParticle::getParticleTexture()
{
return ParticleEngine::ENTITY_PARTICLE_TEXTURE;
}