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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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2.5 kB · 72 lines
C
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273#pragma once#include "Model.h"#include "TileRenderer.h"#include "Tesselator.h"#include "Textures.h"#include "ItemInHandRenderer.h"#include "ResourceLocation.h"
class Tile;class Entity;class Level;class AABB;class IconRegister;class ResourceLocation;
using namespace std;
class EntityRenderDispatcher;class Font;
// 4J - this was originally a generic of type EntityRenderer<T extends Entity>class EntityRenderer{ friend class PlayerRenderer; // 4J Added to allow PlayerRenderer to call renderShadowprotected: EntityRenderDispatcher *entityRenderDispatcher;
private: static ResourceLocation SHADOW_LOCATION;
protected: Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
protected: TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
protected: float shadowRadius; float shadowStrength;
public: EntityRenderer(); // 4J - added virtual ~EntityRenderer();public: virtual void render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a) = 0;protected: virtual void bindTexture(shared_ptr<Entity> entity); virtual void bindTexture(ResourceLocation *location); virtual bool bindTexture(const wstring& urlTexture, int backupTexture); virtual bool bindTexture(const wstring& urlTexture, const wstring& backupTexture);
virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);private: virtual void renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a); virtual void renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a);
virtual Level *getLevel(); virtual void renderTileShadow(Tile *tt, double x, double y, double z, int xt, int yt, int zt, float pow, float r, double xo, double yo, double zo);public: virtual void render(AABB *bb, double xo, double yo, double zo); static void renderFlat(AABB *bb); static void renderFlat(float x0, float y0, float z0, float x1, float y1, float z1); virtual void init(EntityRenderDispatcher *entityRenderDispatcher); virtual void postRender(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow); virtual Font *getFont(); virtual void registerTerrainTextures(IconRegister *iconRegister);
public: // 4J Added virtual Model *getModel() { return model; } virtual void SetItemFrame(bool bSet) {}};