4jcraft/targets/minecraft/client/renderer/entity/FallingTileRenderer.cpp

82 lines
3.2 KiB
C++

#include "FallingTileRenderer.h"
#include <cmath>
#include <memory>
#include "platform/renderer/renderer.h"
#include "minecraft/client/renderer/Tesselator.h"
#include "minecraft/client/renderer/TileRenderer.h"
#include "minecraft/client/renderer/entity/EntityRenderer.h"
#include "minecraft/client/renderer/texture/TextureAtlas.h"
#include "minecraft/world/entity/Entity.h"
#include "minecraft/world/entity/item/FallingTile.h"
#include "minecraft/world/level/Level.h"
#include "minecraft/world/level/tile/AnvilTile.h"
#include "minecraft/world/level/tile/Tile.h"
FallingTileRenderer::FallingTileRenderer() : EntityRenderer() {
tileRenderer = new TileRenderer();
this->shadowRadius = 0.5f;
}
void FallingTileRenderer::render(std::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
std::shared_ptr<FallingTile> tile =
std::dynamic_pointer_cast<FallingTile>(_tile);
Level* level = tile->getLevel();
if (level->getTile(floor(tile->x), floor(tile->y), floor(tile->z)) !=
tile->tile) {
glPushMatrix();
glTranslatef((float)x, (float)y, (float)z);
bindTexture(tile); // 4J was "/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(-std::floor(tile->x) - 0.5f, -std::floor(tile->y) - 0.5f,
-std::floor(tile->z) - 0.5f);
tileRenderer->tesselateAnvilInWorld(
(AnvilTile*)tt, std::floor(tile->x), std::floor(tile->y),
std::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(-std::floor(tile->x) - 0.5f, -std::floor(tile->y) - 0.5f,
-std::floor(tile->z) - 0.5f);
tileRenderer->tesselateInWorld(tt, std::floor(tile->x),
std::floor(tile->y),
std::floor(tile->z));
t->offset(0, 0, 0);
t->end();
} else if (tt != nullptr) {
tileRenderer->setShape(tt);
tileRenderer->renderBlock(tt, level, std::floor(tile->x),
std::floor(tile->y), std::floor(tile->z),
tile->data);
}
glEnable(GL_LIGHTING);
glPopMatrix();
}
}
ResourceLocation* FallingTileRenderer::getTextureLocation(
std::shared_ptr<Entity> mob) {
return &TextureAtlas::LOCATION_BLOCKS;
}