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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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4.0 kB · 138 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138#include "stdafx.h"#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"#include "..\Minecraft.World\net.minecraft.world.level.h"#include "BeaconRenderer.h"#include "Tesselator.h"
ResourceLocation BeaconRenderer::BEAM_LOCATION = ResourceLocation(TN_MISC_BEACON_BEAM);
void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled){ shared_ptr<BeaconTileEntity> beacon = dynamic_pointer_cast<BeaconTileEntity>(_beacon);
float scale = beacon->getAndUpdateClientSideScale();
if (scale > 0) { Tesselator *t = Tesselator::getInstance();
bindTexture(&BEAM_LOCATION);
// TODO: 4J: Put this back in //assert(0); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
float tt = beacon->getLevel()->getGameTime() + a; float texVOff = -tt * .20f - floor(-tt * .10f);
{ int r = 1;
double rot = tt * .025 * (1 - (r & 1) * 2.5);
t->begin(); t->color(255, 255, 255, 32);
double rr1 = r * 0.2;
double wnx = .5 + cos(rot + PI * .75) * rr1; double wnz = .5 + sin(rot + PI * .75) * rr1; double enx = .5 + cos(rot + PI * .25) * rr1; double enz = .5 + sin(rot + PI * .25) * rr1;
double wsx = .5 + cos(rot + PI * 1.25) * rr1; double wsz = .5 + sin(rot + PI * 1.25) * rr1; double esx = .5 + cos(rot + PI * 1.75) * rr1; double esz = .5 + sin(rot + PI * 1.75) * rr1;
double top = 256 * scale;
double uu1 = 0; double uu2 = 1; double vv2 = -1 + texVOff; double vv1 = 256 * scale * (.5 / rr1) + vv2;
t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1); t->vertexUV(x + wnx, y, z + wnz, uu2, vv2); t->vertexUV(x + enx, y, z + enz, uu1, vv2); t->vertexUV(x + enx, y + top, z + enz, uu1, vv1);
t->vertexUV(x + esx, y + top, z + esz, uu2, vv1); t->vertexUV(x + esx, y, z + esz, uu2, vv2); t->vertexUV(x + wsx, y, z + wsz, uu1, vv2); t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1);
t->vertexUV(x + enx, y + top, z + enz, uu2, vv1); t->vertexUV(x + enx, y, z + enz, uu2, vv2); t->vertexUV(x + esx, y, z + esz, uu1, vv2); t->vertexUV(x + esx, y + top, z + esz, uu1, vv1); t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1); t->vertexUV(x + wsx, y, z + wsz, uu2, vv2); t->vertexUV(x + wnx, y, z + wnz, uu1, vv2); t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1); t->end(); }
glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(false);
{ t->begin(); t->color(255, 255, 255, 32);
double wnx = .2; double wnz = .2; double enx = .8; double enz = .2;
double wsx = .2; double wsz = .8; double esx = .8; double esz = .8;
double top = 256 * scale;
double uu1 = 0; double uu2 = 1; double vv2 = -1 + texVOff; double vv1 = 256 * scale + vv2;
t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1); t->vertexUV(x + wnx, y, z + wnz, uu2, vv2); t->vertexUV(x + enx, y, z + enz, uu1, vv2); t->vertexUV(x + enx, y + top, z + enz, uu1, vv1); t->vertexUV(x + esx, y + top, z + esz, uu2, vv1); t->vertexUV(x + esx, y, z + esz, uu2, vv2); t->vertexUV(x + wsx, y, z + wsz, uu1, vv2); t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1); t->vertexUV(x + enx, y + top, z + enz, uu2, vv1); t->vertexUV(x + enx, y, z + enz, uu2, vv2); t->vertexUV(x + esx, y, z + esz, uu1, vv2); t->vertexUV(x + esx, y + top, z + esz, uu1, vv1); t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1); t->vertexUV(x + wsx, y, z + wsz, uu2, vv2); t->vertexUV(x + wnx, y, z + wnz, uu1, vv2); t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1); t->end(); }
glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D);
glDepthMask(true); }}