4jcraft/Minecraft.Client/Rendering/EntityRenderers/TheEndPortalRenderer.cpp
2026-03-21 22:28:58 -05:00

140 lines
4.9 KiB
C++

#include "../../Platform/stdafx.h"
#include "../../../Minecraft.World/Util/Random.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h"
#include "../Tesselator.h"
#include "TileEntityRenderDispatcher.h"
#include "../Camera.h"
#include "../../../Minecraft.World/IO/Streams/FloatBuffer.h"
#include "TheEndPortalRenderer.h"
ResourceLocation TheEndPortalRenderer::END_SKY_LOCATION =
ResourceLocation(TN_MISC_TUNNEL);
ResourceLocation TheEndPortalRenderer::END_PORTAL_LOCATION =
ResourceLocation(TN_MISC_PARTICLEFIELD);
int TheEndPortalRenderer::RANDOM_SEED = 31100;
Random TheEndPortalRenderer::RANDOM = Random(RANDOM_SEED);
void TheEndPortalRenderer::render(std::shared_ptr<TileEntity> _table, double x,
double y, double z, float a, bool setColor,
float alpha, bool useCompiled) {
// 4J Convert as we aren't using a templated class
std::shared_ptr<TheEndPortalTileEntity> table =
std::dynamic_pointer_cast<TheEndPortalTileEntity>(_table);
float xx = (float)tileEntityRenderDispatcher->xPlayer;
float yy = (float)tileEntityRenderDispatcher->yPlayer;
float zz = (float)tileEntityRenderDispatcher->zPlayer;
glDisable(GL_LIGHTING);
RANDOM.setSeed(RANDOM_SEED);
float hoff = 12 / 16.0f;
for (int i = 0; i < 16; i++) {
glPushMatrix();
float dist = (16 - (i));
float sscale = 1 / 16.0f;
float br = 1.0f / (dist + 1);
if (i == 0) {
this->bindTexture(&END_SKY_LOCATION);
br = 0.1f;
dist = 65;
sscale = 1 / 8.0f;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if (i == 1) {
this->bindTexture(&END_PORTAL_LOCATION);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
sscale = 1 / 2.0f;
}
float dd = (float)-(y + hoff);
{
float ss1 = (float)(dd + Camera::yPlayerOffs);
float ss2 = (float)(dd + dist + Camera::yPlayerOffs);
float s = ss1 / ss2;
s = (float)(y + hoff) + s;
glTranslatef(xx, s, zz);
}
// 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.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGen(GL_S, GL_OBJECT_PLANE, getBuffer(1, 0, 0, 0));
glTexGen(GL_T, GL_OBJECT_PLANE, getBuffer(0, 0, 1, 0));
glTexGen(GL_R, GL_OBJECT_PLANE, getBuffer(0, 0, 0, 1));
glTexGen(GL_Q, GL_EYE_PLANE, getBuffer(0, 1, 0, 0));
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glTranslatef(0, System::currentTimeMillis() % 700000 / 700000.0f, 0);
glScalef(sscale, sscale, sscale);
glTranslatef(0.5f, 0.5f, 0);
glRotatef((i * i * 4321 + i * 9) * 2.0f, 0, 0, 1);
glTranslatef(-0.5f, -0.5f, 0);
glTranslatef(-xx, -zz, -yy);
float ss1 = (float)(dd + Camera::yPlayerOffs);
glTranslatef(Camera::xPlayerOffs * dist / ss1,
Camera::zPlayerOffs * dist / ss1, -yy);
Tesselator* t = Tesselator::getInstance();
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
t->begin();
float r = RANDOM.nextFloat() * 0.5f + 0.1f;
float g = RANDOM.nextFloat() * 0.5f + 0.4f;
float b = RANDOM.nextFloat() * 0.5f + 0.5f;
if (i == 0) r = g = b = 1;
t->color(r * br, g * br, b * br, 1.0f);
t->vertex(x, y + hoff, z);
t->vertex(x, y + hoff, z + 1);
t->vertex(x + 1, y + hoff, z + 1);
t->vertex(x + 1, y + hoff, z);
t->end();
t->useProjectedTexture(false); // 4J added
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glEnable(GL_LIGHTING);
}
TheEndPortalRenderer::TheEndPortalRenderer() {
lb = MemoryTracker::createFloatBuffer(16);
}
FloatBuffer* TheEndPortalRenderer::getBuffer(float a, float b, float c,
float d) {
lb->clear();
lb->put(a)->put(b)->put(c)->put(d);
lb->flip();
return lb;
}