Files
MinecraftConsoles/Minecraft.Client/TntRenderer.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

58 lines
1.9 KiB
C++

#include "stdafx.h"
#include "TntRenderer.h"
#include "TextureAtlas.h"
#include "TileRenderer.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
TntRenderer::TntRenderer()
{
renderer = new TileRenderer();
this->shadowRadius = 0.5f;
}
void TntRenderer::render(shared_ptr<Entity> _tnt, 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<PrimedTnt> tnt = dynamic_pointer_cast<PrimedTnt>(_tnt);
glPushMatrix();
glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
if (tnt->life - a + 1 < 10)
{
float g = 1 - ((tnt->life - a + 1) / 10.0f);
if (g < 0) g = 0;
if (g > 1) g = 1;
g = g * g;
g = g * g;
float s = 1.0f + g * 0.3f;
glScalef(s, s, s);
}
float br = (1 - ((tnt->life - a + 1) / 100.0f)) * 0.8f;
bindTexture(tnt);
// 4J - change brought forward from 1.8.2
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1.0f : tnt->getBrightness(a);
renderer->renderTile(Tile::tnt, 0, brightness);
if (tnt->life / 5 % 2 == 0)
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glColor4f(1, 1, 1, br);
renderer->setColor = false; // 4J added so that renderTile doesn't set its own colour here
renderer->renderTile(Tile::tnt, 0, 1);
renderer->setColor = true; // 4J added so that renderTile doesn't set its own colour here
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
}
glPopMatrix();
}
ResourceLocation *TntRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return &TextureAtlas::LOCATION_BLOCKS;
}