the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "FallingTileRenderer.h" 3#include "TextureAtlas.h" 4#include "TileRenderer.h" 5#include "..\Minecraft.World\net.minecraft.world.entity.item.h" 6#include "..\Minecraft.World\net.minecraft.world.level.h" 7#include "..\Minecraft.World\net.minecraft.world.level.tile.h" 8#include "EntityRenderDispatcher.h" 9 10FallingTileRenderer::FallingTileRenderer() : EntityRenderer() 11{ 12 tileRenderer = new TileRenderer(); 13 this->shadowRadius = 0.5f; 14} 15 16void FallingTileRenderer::render(shared_ptr<Entity> _tile, double x, double y, double z, float rot, float a) 17{ 18 // 4J - dynamic cast required because we aren't using templates/generics in our version 19 shared_ptr<FallingTile> tile = dynamic_pointer_cast<FallingTile>(_tile); 20 Level *level = tile->getLevel(); 21 22 if (level->getTile(floor(tile->x), floor(tile->y), floor(tile->z)) != tile->tile) 23 { 24 glPushMatrix(); 25 glTranslatef((float) x, (float) y, (float) z); 26 27 bindTexture(tile); // 4J was L"/terrain.png" 28 Tile *tt = Tile::tiles[tile->tile]; 29 30 Level *level = tile->getLevel(); 31 32 glDisable(GL_LIGHTING); 33 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 34 if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL) 35 { 36 tileRenderer->level = level; 37 Tesselator *t = Tesselator::getInstance(); 38 t->begin(); 39 t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f); 40 tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data); 41 t->offset(0, 0, 0); 42 t->end(); 43 } 44 else if (tt == Tile::dragonEgg) 45 { 46 tileRenderer->level = level; 47 Tesselator *t = Tesselator::getInstance(); 48 t->begin(); 49 t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f); 50 tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z)); 51 t->offset(0, 0, 0); 52 t->end(); 53 } 54 else if( tt != NULL ) 55 { 56 tileRenderer->setShape(tt); 57 tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data); 58 } 59 glEnable(GL_LIGHTING); 60 glPopMatrix(); 61 } 62} 63 64ResourceLocation *FallingTileRenderer::getTextureLocation(shared_ptr<Entity> mob) 65{ 66 return &TextureAtlas::LOCATION_BLOCKS; 67}