Files
MinecraftConsoles/Minecraft.Client/TileEntityRenderDispatcher.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

166 lines
4.9 KiB
C++

#include "stdafx.h"
#include "TileEntityRenderDispatcher.h"
#include "TileEntityRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\PistonPieceEntity.h"
#include "SignRenderer.h"
#include "MobSpawnerRenderer.h"
#include "PistonPieceRenderer.h"
#include "ChestRenderer.h"
#include "EnchantTableRenderer.h"
#include "TheEndPortalRenderer.h"
#include "SkullTileRenderer.h"
#include "EnderChestRenderer.h"
#include "BeaconRenderer.h"
TileEntityRenderDispatcher *TileEntityRenderDispatcher::instance = NULL;
double TileEntityRenderDispatcher::xOff = 0;
double TileEntityRenderDispatcher::yOff = 0;
double TileEntityRenderDispatcher::zOff = 0;
void TileEntityRenderDispatcher::staticCtor()
{
instance = new TileEntityRenderDispatcher();
}
TileEntityRenderDispatcher::TileEntityRenderDispatcher()
{
// 4J -a dded
font = NULL;
textures = NULL;
level = NULL;
cameraEntity = nullptr;
playerRotY = 0.0f;
playerRotX = 0.0f;;
xPlayer = yPlayer = zPlayer = 0;
glEnable(GL_LIGHTING);
renderers[eTYPE_SIGNTILEENTITY] = new SignRenderer();
renderers[eTYPE_MOBSPAWNERTILEENTITY] = new MobSpawnerRenderer();
renderers[eTYPE_PISTONPIECEENTITY] = new PistonPieceRenderer();
renderers[eTYPE_CHESTTILEENTITY] = new ChestRenderer();
renderers[eTYPE_ENDERCHESTTILEENTITY] = new EnderChestRenderer();
renderers[eTYPE_ENCHANTMENTTABLEENTITY] = new EnchantTableRenderer();
renderers[eTYPE_THEENDPORTALTILEENTITY] = new TheEndPortalRenderer();
renderers[eTYPE_SKULLTILEENTITY] = new SkullTileRenderer();
renderers[eTYPE_FURNACETILEENTITY] = NULL;
renderers[eTYPE_BEACONTILEENTITY] = new BeaconRenderer();
glDisable(GL_LIGHTING);
for(auto& renderer : renderers)
{
if(renderer.second) renderer.second->init(this);
}
}
TileEntityRenderer *TileEntityRenderDispatcher::getRenderer(eINSTANCEOF e)
{
TileEntityRenderer *r = NULL;
//TileEntityRenderer *r = renderers[e];
auto it = renderers.find(e); // 4J Stu - The .at and [] accessors insert elements if they don't exist
if( it == renderers.end() )
{
return NULL;
}
/* 4J - not doing this hierarchical search anymore. We need to explicitly add renderers for any eINSTANCEOF type that we want to be able to render
if (it == renderers.end() && e != TileEntity::_class)
{
r = getRenderer(dynamic_cast<TileEntity::Class *>( e->getSuperclass() ));
// 4J - added condition here to only add if a valid renderer found
if( r ) renderers.insert( classToTileRendererMap::value_type( e, r ) );
//assert(false);
}
else if(it != renderers.end() && e != TileEntity::_class)
r = (*it).second;
*/
return it->second;
}
bool TileEntityRenderDispatcher::hasRenderer(shared_ptr<TileEntity> e)
{
return getRenderer(e) != NULL;
}
TileEntityRenderer *TileEntityRenderDispatcher::getRenderer(shared_ptr<TileEntity> e)
{
if (e == NULL) return NULL;
return getRenderer(e->GetType());
}
void TileEntityRenderDispatcher::prepare(Level *level, Textures *textures, Font *font, shared_ptr<LivingEntity> player, float a)
{
if( this->level != level )
{
setLevel( level );
}
this->textures = textures;
cameraEntity = player;
this->font = font;
playerRotY = player->yRotO + (player->yRot - player->yRotO) * a;
playerRotX = player->xRotO + (player->xRot - player->xRotO) * a;
xPlayer = player->xOld + (player->x - player->xOld) * a;
yPlayer = player->yOld + (player->y - player->yOld) * a;
zPlayer = player->zOld + (player->z - player->zOld) * a;
}
void TileEntityRenderDispatcher::render(shared_ptr<TileEntity> e, float a, bool setColor/*=true*/)
{
if (e->distanceToSqr(xPlayer, yPlayer, zPlayer) < e->getViewDistance())
{
// 4J - changes brought forward from 1.8.2
if (SharedConstants::TEXTURE_LIGHTING)
{
int col = level->getLightColor(e->x, e->y, e->z, 0);
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
glColor4f(1, 1, 1, 1);
}
else
{
float br = level->getBrightness(e->x, e->y, e->z);
glColor4f(br, br, br, 1);
}
render(e, e->x - xOff, e->y - yOff, e->z - zOff, a, setColor);
}
}
void TileEntityRenderDispatcher::render(shared_ptr<TileEntity> entity, double x, double y, double z, float a, bool setColor/*=true*/, float alpha, bool useCompiled)
{
TileEntityRenderer *renderer = getRenderer(entity);
if (renderer != NULL)
{
renderer->render(entity, x, y, z, a, setColor, alpha, useCompiled);
}
}
void TileEntityRenderDispatcher::setLevel(Level *level)
{
this->level = level;
for(auto& renderer : renderers)
{
if(renderer.second) renderer.second->onNewLevel(level);
}
}
double TileEntityRenderDispatcher::distanceToSqr(double x, double y, double z)
{
double xd = x - xPlayer;
double yd = y - yPlayer;
double zd = z - zPlayer;
return xd * xd + yd * yd + zd * zd;
}
Font *TileEntityRenderDispatcher::getFont()
{
return font;
}