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.
135 lines
4.1 KiB
C++
135 lines
4.1 KiB
C++
#include "stdafx.h"
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#include "..\Minecraft.World\Random.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "Tesselator.h"
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#include "TileEntityRenderDispatcher.h"
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#include "Camera.h"
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#include "..\Minecraft.World\FloatBuffer.h"
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#include "TheEndPortalRenderer.h"
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ResourceLocation TheEndPortalRenderer::END_SKY_LOCATION = ResourceLocation(TN_MISC_TUNNEL);
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ResourceLocation TheEndPortalRenderer::END_PORTAL_LOCATION = ResourceLocation(TN_MISC_PARTICLEFIELD);
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int TheEndPortalRenderer::RANDOM_SEED = 31100;
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Random TheEndPortalRenderer::RANDOM = Random(RANDOM_SEED);
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void TheEndPortalRenderer::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<TheEndPortalTileEntity> table = dynamic_pointer_cast<TheEndPortalTileEntity>(_table);
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float xx = (float) tileEntityRenderDispatcher->xPlayer;
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float yy = (float) tileEntityRenderDispatcher->yPlayer;
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float zz = (float) tileEntityRenderDispatcher->zPlayer;
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glDisable(GL_LIGHTING);
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RANDOM.setSeed(RANDOM_SEED);
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float hoff = 12 / 16.0f;
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for (int i = 0; i < 16; i++)
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{
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glPushMatrix();
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float dist = (16 - (i));
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float sscale = 1 / 16.0f;
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float br = 1.0f / (dist + 1);
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if (i == 0)
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{
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this->bindTexture(&END_SKY_LOCATION);
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br = 0.1f;
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dist = 65;
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sscale = 1 / 8.0f;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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if (i == 1)
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{
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this->bindTexture(&END_PORTAL_LOCATION);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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sscale = 1 / 2.0f;
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}
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float dd = (float) -(y + hoff);
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{
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float ss1 = (float) (dd + Camera::yPlayerOffs);
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float ss2 = (float) (dd + dist + Camera::yPlayerOffs);
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float s = ss1 / ss2;
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s = (float) (y + hoff) + s;
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glTranslatef(xx, s, zz);
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}
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// 4J - note that the glTexGeni/glEnable calls don't actually do anything in our opengl wrapper version, everything is currently just inferred from the glTexGen calls.
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGen(GL_S, GL_OBJECT_PLANE, getBuffer(1, 0, 0, 0));
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glTexGen(GL_T, GL_OBJECT_PLANE, getBuffer(0, 0, 1, 0));
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glTexGen(GL_R, GL_OBJECT_PLANE, getBuffer(0, 0, 0, 1));
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glTexGen(GL_Q, GL_EYE_PLANE, getBuffer(0, 1, 0, 0));
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_GEN_Q);
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glPopMatrix();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0, System::currentTimeMillis() % 700000 / 700000.0f, 0);
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glScalef(sscale, sscale, sscale);
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glTranslatef(0.5f, 0.5f, 0);
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glRotatef((i * i * 4321 + i * 9) * 2.0f, 0, 0, 1);
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glTranslatef(-0.5f, -0.5f, 0);
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glTranslatef(-xx, -zz, -yy);
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float ss1 = (float) (dd + Camera::yPlayerOffs);
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glTranslatef(Camera::xPlayerOffs * dist / ss1, Camera::zPlayerOffs * dist / ss1, -yy);
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Tesselator *t = Tesselator::getInstance();
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t->useProjectedTexture(true); // 4J added - turns on both the generation of texture coordinates in the vertex shader & perspective divide of the texture coord in the pixel shader
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t->begin();
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float r = RANDOM.nextFloat() * 0.5f + 0.1f;
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float g = RANDOM.nextFloat() * 0.5f + 0.4f;
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float b = RANDOM.nextFloat() * 0.5f + 0.5f;
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if (i == 0) r = g = b = 1;
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t->color(r * br, g * br, b * br, 1.0f);
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t->vertex(x, y + hoff, z);
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t->vertex(x, y + hoff, z + 1);
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t->vertex(x + 1, y + hoff, z + 1);
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t->vertex(x + 1, y + hoff, z);
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t->end();
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t->useProjectedTexture(false); // 4J added
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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glEnable(GL_LIGHTING);
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}
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TheEndPortalRenderer::TheEndPortalRenderer()
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{
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lb = MemoryTracker::createFloatBuffer(16);
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}
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FloatBuffer *TheEndPortalRenderer::getBuffer(float a, float b, float c, float d)
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{
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lb->clear();
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lb->put(a)->put(b)->put(c)->put(d);
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lb->flip();
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return lb;
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}
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