Files
MinecraftConsoles/Minecraft.Client/FallingTileRenderer.cpp
2026-03-02 17:37:16 +07:00

56 lines
2.1 KiB
C++

#include "stdafx.h"
#include "FallingTileRenderer.h"
#include "TileRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "EntityRenderDispatcher.h"
FallingTileRenderer::FallingTileRenderer() : EntityRenderer()
{
tileRenderer = new TileRenderer();
this->shadowRadius = 0.5f;
}
void FallingTileRenderer::render(shared_ptr<Entity> _tile, 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<FallingTile> tile = dynamic_pointer_cast<FallingTile>(_tile);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
Tile *tt = Tile::tiles[tile->tile];
Level *level = tile->getLevel();
glDisable(GL_LIGHTING);
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
if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL)
{
tileRenderer->level = level;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
t->offset(0, 0, 0);
t->end();
}
else if (tt == Tile::dragonEgg)
{
tileRenderer->level = level;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z));
t->offset(0, 0, 0);
t->end();
}
else if( tt != NULL )
{
tileRenderer->setShape(tt);
tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
}
glEnable(GL_LIGHTING);
glPopMatrix();
}