4jcraft/Minecraft.Client/Rendering/EntityRenderers/PaintingRenderer.cpp
2026-03-13 17:10:10 -05:00

152 lines
6.2 KiB
C++

#include "../../Platform/stdafx.h"
#include "PaintingRenderer.h"
#include "EntityRenderDispatcher.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../../Minecraft.World/Util/Random.h"
#include "../../../Minecraft.World/Util/Mth.h"
PaintingRenderer::PaintingRenderer() { random = new Random(); }
void PaintingRenderer::render(std::shared_ptr<Entity> _painting, 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<Painting> painting =
std::dynamic_pointer_cast<Painting>(_painting);
random->setSeed(187);
glPushMatrix();
glTranslatef((float)x, (float)y, (float)z);
glRotatef(rot, 0, 1, 0);
glEnable(GL_RESCALE_NORMAL);
bindTexture(TN_ART_KZ); // 4J was L"/art/kz.png"
Painting::Motive* motive = painting->motive;
float s = 1 / 16.0f;
glScalef(s, s, s);
renderPainting(painting, motive->w, motive->h, motive->uo, motive->vo);
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
}
void PaintingRenderer::renderPainting(std::shared_ptr<Painting> painting, int w,
int h, int uo, int vo) {
float xx0 = -w / 2.0f;
float yy0 = -h / 2.0f;
float z0 = -0.5f;
float z1 = +0.5f;
for (int xs = 0; xs < w / 16; xs++)
for (int ys = 0; ys < h / 16; ys++) {
float x0 = xx0 + (xs + 1) * 16;
float x1 = xx0 + (xs) * 16;
float y0 = yy0 + (ys + 1) * 16;
float y1 = yy0 + (ys) * 16;
setBrightness(painting, (x0 + x1) / 2, (y0 + y1) / 2);
float fu0 = (uo + w - (xs) * 16) / 256.0f;
float fu1 = (uo + w - (xs + 1) * 16) / 256.0f;
float fv0 = (vo + h - (ys) * 16) / 256.0f;
float fv1 = (vo + h - (ys + 1) * 16) / 256.0f;
float bu0 = (12 * 16) / 256.0f;
float bu1 = (12 * 16 + 16) / 256.0f;
float bv0 = (0) / 256.0f;
float bv1 = (0 + 16) / 256.0f;
float uu0 = (12 * 16) / 256.0f;
float uu1 = (12 * 16 + 16) / 256.0f;
float uv0 = (0.5f) / 256.0f;
float uv1 = (0.5f) / 256.0f;
float su0 = (12 * 16 + 0.5f) / 256.0f;
float su1 = (12 * 16 + 0.5f) / 256.0f;
float sv0 = (0) / 256.0f;
float sv1 = (0 + 16) / 256.0f;
Tesselator* t = Tesselator::getInstance();
t->begin();
t->normal(0, 0, -1);
t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(fu1),
(float)(fv0));
t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(fu0),
(float)(fv0));
t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(fu0),
(float)(fv1));
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(fu1),
(float)(fv1));
t->normal(0, 0, 1);
t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(bu0),
(float)(bv0));
t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(bu1),
(float)(bv0));
t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(bu1),
(float)(bv1));
t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(bu0),
(float)(bv1));
t->normal(0, 1, 0);
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(uu0),
(float)(uv0));
t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(uu1),
(float)(uv0));
t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(uu1),
(float)(uv1));
t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(uu0),
(float)(uv1));
t->normal(0, -1, 0);
t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(uu0),
(float)(uv0));
t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(uu1),
(float)(uv0));
t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(uu1),
(float)(uv1));
t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(uu0),
(float)(uv1));
t->normal(-1, 0, 0);
t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(su1),
(float)(sv0));
t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(su1),
(float)(sv1));
t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(su0),
(float)(sv1));
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(su0),
(float)(sv0));
t->normal(1, 0, 0);
t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(su1),
(float)(sv0));
t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(su1),
(float)(sv1));
t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(su0),
(float)(sv1));
t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(su0),
(float)(sv0));
t->end();
}
}
void PaintingRenderer::setBrightness(std::shared_ptr<Painting> painting,
float ss, float ya) {
int x = Mth::floor(painting->x);
int y = Mth::floor(painting->y + ya / 16.0f);
int z = Mth::floor(painting->z);
if (painting->dir == 0) x = Mth::floor(painting->x + ss / 16.0f);
if (painting->dir == 1) z = Mth::floor(painting->z - ss / 16.0f);
if (painting->dir == 2) x = Mth::floor(painting->x - ss / 16.0f);
if (painting->dir == 3) z = Mth::floor(painting->z + ss / 16.0f);
int col = this->entityRenderDispatcher->level->getLightColor(x, y, z, 0);
int u = col % 65536;
int v = col / 65536;
glMultiTexCoord2f(0, u, v);
glColor3f(1, 1, 1);
}