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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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4.3 kB · 141 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141#include "stdafx.h"#include "PaintingRenderer.h"#include "entityRenderDispatcher.h"#include "..\Minecraft.World\net.minecraft.world.entity.h"#include "..\Minecraft.World\net.minecraft.world.level.h"#include "..\Minecraft.World\Random.h"#include "..\Minecraft.World\Mth.h"
ResourceLocation PaintingRenderer::PAINTING_LOCATION(TN_ART_KZ);
PaintingRenderer::PaintingRenderer(){ random = new Random();}
void PaintingRenderer::render(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 shared_ptr<Painting> painting = 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(painting); // 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(shared_ptr<Painting> painting, int w, int h, int uo, int vo){ float xx0 = -w / 2.0f; float yy0 = -h / 2.0f;
float edgeWidth = 0.5f;
// Back float bu0 = (12 * 16) / 256.0f; float bu1 = (12 * 16 + 16) / 256.0f; float bv0 = (0) / 256.0f; float bv1 = (0 + 16) / 256.0f;
// Border 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;
// Border 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;
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);
// Painting 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;
Tesselator *t = Tesselator::getInstance(); t->begin(); t->normal(0, 0, -1); t->vertexUV(x0, y1, -edgeWidth, fu1, fv0); t->vertexUV(x1, y1, -edgeWidth, fu0, fv0); t->vertexUV(x1, y0, -edgeWidth, fu0, fv1); t->vertexUV(x0, y0, -edgeWidth, fu1, fv1);
t->normal(0, 0, 1); t->vertexUV(x0, y0, edgeWidth, bu0, bv0); t->vertexUV(x1, y0, edgeWidth, bu1, bv0); t->vertexUV(x1, y1, edgeWidth, bu1, bv1); t->vertexUV(x0, y1, edgeWidth, bu0, bv1);
t->normal(0, 1, 0); t->vertexUV(x0, y0, -edgeWidth, uu0, uv0); t->vertexUV(x1, y0, -edgeWidth, uu1, uv0); t->vertexUV(x1, y0, edgeWidth, uu1, uv1); t->vertexUV(x0, y0, edgeWidth, uu0, uv1); t->normal(0, -1, 0); t->vertexUV(x0, y1, edgeWidth, uu0, uv0); t->vertexUV(x1, y1, edgeWidth, uu1, uv0); t->vertexUV(x1, y1, -edgeWidth, uu1, uv1); t->vertexUV(x0, y1, -edgeWidth, uu0, uv1); t->normal(-1, 0, 0); t->vertexUV(x0, y0, edgeWidth, su1, sv0); t->vertexUV(x0, y1, edgeWidth, su1, sv1); t->vertexUV(x0, y1, -edgeWidth, su0, sv1); t->vertexUV(x0, y0, -edgeWidth, su0, sv0); t->normal(1, 0, 0); t->vertexUV(x1, y0, -edgeWidth, su1, sv0); t->vertexUV(x1, y1, -edgeWidth, su1, sv1); t->vertexUV(x1, y1, edgeWidth, su0, sv1); t->vertexUV(x1, y0, edgeWidth, su0, sv0); t->end(); } }}
void PaintingRenderer::setBrightness(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);}
ResourceLocation *PaintingRenderer::getTextureLocation(shared_ptr<Entity> mob){ return &PAINTING_LOCATION;}