Files
MinecraftConsoles/Minecraft.Client/PistonPieceRenderer.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

72 lines
2.9 KiB
C++

#include "stdafx.h"
#include "PistonPieceRenderer.h"
#include "Lighting.h"
#include "Tesselator.h"
#include "TextureAtlas.h"
#include "TileRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\PistonPieceEntity.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
ResourceLocation PistonPieceRenderer::SIGN_LOCATION = ResourceLocation(TN_ITEM_SIGN);
PistonPieceRenderer::PistonPieceRenderer()
{
tileRenderer = NULL;
}
void PistonPieceRenderer::render(shared_ptr<TileEntity> _entity, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<PistonPieceEntity> entity = dynamic_pointer_cast<PistonPieceEntity>(_entity);
Tile *tile = Tile::tiles[entity->getId()];
if (tile != NULL && entity->getProgress(a) <= 1) // 4J - changed condition from < to <= as our chunk update is async to main thread and so we can have to render these with progress of 1
{
Tesselator *t = Tesselator::getInstance();
bindTexture(&TextureAtlas::LOCATION_BLOCKS);
Lighting::turnOff();
glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
t->begin();
t->offset((float) x - entity->x + entity->getXOff(a), (float) y - entity->y + entity->getYOff(a), (float) z - entity->z + entity->getZOff(a));
t->color(1, 1, 1);
if (tile == Tile::pistonExtension && entity->getProgress(a) < 0.5f)
{
// extending arms may appear through the base block
tileRenderer->tesselatePistonArmNoCulling(tile, entity->x, entity->y, entity->z, false, entity->getData());
}
else if (entity->isSourcePiston() && !entity->isExtending())
{
// special case for withdrawing the arm back into the base
Tile::pistonExtension->setOverrideTopTexture(((PistonBaseTile *) tile)->getPlatformTexture());
tileRenderer->tesselatePistonArmNoCulling(Tile::pistonExtension, entity->x, entity->y, entity->z, entity->getProgress(a) < 0.5f, entity->getData());
Tile::pistonExtension->clearOverrideTopTexture();
t->offset((float) x - entity->x, (float) y - entity->y, (float) z - entity->z);
tileRenderer->tesselatePistonBaseForceExtended(tile, entity->x, entity->y, entity->z, entity->getData());
}
else
{
tileRenderer->tesselateInWorldNoCulling(tile, entity->x, entity->y, entity->z, entity->getData(), entity);
}
t->offset(0, 0, 0);
t->end();
Lighting::turnOn();
}
}
void PistonPieceRenderer::onNewLevel(Level *level)
{
delete tileRenderer;
tileRenderer = new TileRenderer(level);
}