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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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2.4 kB · 67 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667#include "stdafx.h"#include "FallingTileRenderer.h"#include "TextureAtlas.h"#include "TileRenderer.h"#include "..\Minecraft.World\net.minecraft.world.entity.item.h"#include "..\Minecraft.World\net.minecraft.world.level.h"#include "..\Minecraft.World\net.minecraft.world.level.tile.h"#include "EntityRenderDispatcher.h"
FallingTileRenderer::FallingTileRenderer() : EntityRenderer(){ tileRenderer = new TileRenderer(); this->shadowRadius = 0.5f;}
void FallingTileRenderer::render(shared_ptr<Entity> _tile, double x, double y, double z, float rot, float a){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<FallingTile> tile = dynamic_pointer_cast<FallingTile>(_tile); Level *level = tile->getLevel();
if (level->getTile(floor(tile->x), floor(tile->y), floor(tile->z)) != tile->tile) { glPushMatrix(); glTranslatef((float) x, (float) y, (float) z);
bindTexture(tile); // 4J was L"/terrain.png" Tile *tt = Tile::tiles[tile->tile];
Level *level = tile->getLevel();
glDisable(GL_LIGHTING); glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL) { tileRenderer->level = level; Tesselator *t = Tesselator::getInstance(); t->begin(); t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f); tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data); t->offset(0, 0, 0); t->end(); } else if (tt == Tile::dragonEgg) { tileRenderer->level = level; Tesselator *t = Tesselator::getInstance(); t->begin(); t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f); tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z)); t->offset(0, 0, 0); t->end(); } else if( tt != NULL ) { tileRenderer->setShape(tt); tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data); } glEnable(GL_LIGHTING); glPopMatrix(); }}
ResourceLocation *FallingTileRenderer::getTextureLocation(shared_ptr<Entity> mob){ return &TextureAtlas::LOCATION_BLOCKS;}