Files
MinecraftConsoles/Minecraft.Client/PaintingRenderer.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

141 lines
4.2 KiB
C++

#include "stdafx.h"
#include "PaintingRenderer.h"
#include "entityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\Random.h"
#include "..\Minecraft.World\Mth.h"
ResourceLocation PaintingRenderer::PAINTING_LOCATION(TN_ART_KZ);
PaintingRenderer::PaintingRenderer()
{
random = new Random();
}
void PaintingRenderer::render(shared_ptr<Entity> _painting, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Painting> painting = dynamic_pointer_cast<Painting>(_painting);
random->setSeed(187);
glPushMatrix();
glTranslatef((float)x, (float)y, (float)z);
glRotatef(rot, 0, 1, 0);
glEnable(GL_RESCALE_NORMAL);
bindTexture(painting); // 4J was L"/art/kz.png"
Painting::Motive *motive = painting->motive;
float s = 1 / 16.0f;
glScalef(s, s, s);
renderPainting(painting, motive->w, motive->h, motive->uo, motive->vo);
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
}
void PaintingRenderer::renderPainting(shared_ptr<Painting> painting, int w, int h, int uo, int vo)
{
float xx0 = -w / 2.0f;
float yy0 = -h / 2.0f;
float edgeWidth = 0.5f;
// Back
float bu0 = (12 * 16) / 256.0f;
float bu1 = (12 * 16 + 16) / 256.0f;
float bv0 = (0) / 256.0f;
float bv1 = (0 + 16) / 256.0f;
// Border
float uu0 = (12 * 16) / 256.0f;
float uu1 = (12 * 16 + 16) / 256.0f;
float uv0 = (0.5f) / 256.0f;
float uv1 = (0.5f) / 256.0f;
// Border
float su0 = (12 * 16 + 0.5f) / 256.0f;
float su1 = (12 * 16 + 0.5f) / 256.0f;
float sv0 = (0) / 256.0f;
float sv1 = (0 + 16) / 256.0f;
for (int xs = 0; xs < w / 16; xs++)
{
for (int ys = 0; ys < h / 16; ys++) {
float x0 = xx0 + (xs + 1) * 16;
float x1 = xx0 + (xs) * 16;
float y0 = yy0 + (ys + 1) * 16;
float y1 = yy0 + (ys) * 16;
setBrightness(painting, (x0 + x1) / 2, (y0 + y1) / 2);
// Painting
float fu0 = (uo + w - (xs) * 16) / 256.0f;
float fu1 = (uo + w - (xs + 1) * 16) / 256.0f;
float fv0 = (vo + h - (ys) * 16) / 256.0f;
float fv1 = (vo + h - (ys + 1) * 16) / 256.0f;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->normal(0, 0, -1);
t->vertexUV(x0, y1, -edgeWidth, fu1, fv0);
t->vertexUV(x1, y1, -edgeWidth, fu0, fv0);
t->vertexUV(x1, y0, -edgeWidth, fu0, fv1);
t->vertexUV(x0, y0, -edgeWidth, fu1, fv1);
t->normal(0, 0, 1);
t->vertexUV(x0, y0, edgeWidth, bu0, bv0);
t->vertexUV(x1, y0, edgeWidth, bu1, bv0);
t->vertexUV(x1, y1, edgeWidth, bu1, bv1);
t->vertexUV(x0, y1, edgeWidth, bu0, bv1);
t->normal(0, 1, 0);
t->vertexUV(x0, y0, -edgeWidth, uu0, uv0);
t->vertexUV(x1, y0, -edgeWidth, uu1, uv0);
t->vertexUV(x1, y0, edgeWidth, uu1, uv1);
t->vertexUV(x0, y0, edgeWidth, uu0, uv1);
t->normal(0, -1, 0);
t->vertexUV(x0, y1, edgeWidth, uu0, uv0);
t->vertexUV(x1, y1, edgeWidth, uu1, uv0);
t->vertexUV(x1, y1, -edgeWidth, uu1, uv1);
t->vertexUV(x0, y1, -edgeWidth, uu0, uv1);
t->normal(-1, 0, 0);
t->vertexUV(x0, y0, edgeWidth, su1, sv0);
t->vertexUV(x0, y1, edgeWidth, su1, sv1);
t->vertexUV(x0, y1, -edgeWidth, su0, sv1);
t->vertexUV(x0, y0, -edgeWidth, su0, sv0);
t->normal(1, 0, 0);
t->vertexUV(x1, y0, -edgeWidth, su1, sv0);
t->vertexUV(x1, y1, -edgeWidth, su1, sv1);
t->vertexUV(x1, y1, edgeWidth, su0, sv1);
t->vertexUV(x1, y0, edgeWidth, su0, sv0);
t->end();
}
}
}
void PaintingRenderer::setBrightness(shared_ptr<Painting> painting, float ss, float ya)
{
int x = Mth::floor(painting->x);
int y = Mth::floor(painting->y + ya/16.0f);
int z = Mth::floor(painting->z);
if (painting->dir == 0) x = Mth::floor(painting->x + ss/16.0f);
if (painting->dir == 1) z = Mth::floor(painting->z - ss/16.0f);
if (painting->dir == 2) x = Mth::floor(painting->x - ss/16.0f);
if (painting->dir == 3) z = Mth::floor(painting->z + ss/16.0f);
int col = this->entityRenderDispatcher->level->getLightColor(x, y, z, 0);
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(0, u, v);
glColor3f(1, 1, 1);
}
ResourceLocation *PaintingRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &PAINTING_LOCATION;
}