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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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2.0 kB · 62 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263#include "stdafx.h"#include "BookModel.h"#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"#include "..\Minecraft.World\Mth.h"#include "EnchantTableRenderer.h"
ResourceLocation EnchantTableRenderer::BOOK_LOCATION = ResourceLocation(TN_ITEM_BOOK);
EnchantTableRenderer::EnchantTableRenderer(){ bookModel = new BookModel();}
EnchantTableRenderer::~EnchantTableRenderer(){ delete bookModel;}
void EnchantTableRenderer::render(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 shared_ptr<EnchantmentTableEntity> table = dynamic_pointer_cast<EnchantmentTableEntity>(_table);
#ifdef __PSVITA__ // AP - the book pages are made with 0 depth so the front and back polys are at the same location. This can cause z-fighting if culling is disabled which can sometimes happen // depending on what object was last seen so make sure culling is always enabled. Should this be a problem for other platforms? glEnable(GL_CULL_FACE);#endif
glPushMatrix(); glTranslatef((float) x + 0.5f, (float) y + 12 / 16.0f, (float) z + 0.5f);
float tt = table->time + a;
glTranslatef(0, 0.1f + sin(tt * 0.1f) * 0.01f, 0); float orot = (table->rot - table->oRot); while (orot >= PI) orot -= PI * 2; while (orot < -PI) orot += PI * 2;
float yRot = table->oRot + orot * a;
glRotatef(-yRot * 180 / PI, 0, 1, 0); glRotatef(80, 0, 0, 1); bindTexture(&BOOK_LOCATION); // 4J was "/item/book.png"
float ff1 = table->oFlip + (table->flip - table->oFlip) * a + 0.25f; float ff2 = table->oFlip + (table->flip - table->oFlip) * a + 0.75f; ff1 = (ff1 - Mth::fastFloor(ff1)) * 1.6f - 0.3f; ff2 = (ff2 - Mth::fastFloor(ff2)) * 1.6f - 0.3f;
if (ff1 < 0) ff1 = 0; if (ff2 < 0) ff2 = 0; if (ff1 > 1) ff1 = 1; if (ff2 > 1) ff2 = 1;
float o = table->oOpen + (table->open - table->oOpen) * a; glEnable(GL_CULL_FACE); bookModel->render(nullptr, tt, ff1, ff2, o, 0, 1 / 16.0f,true); glPopMatrix();}