#include "stdafx.h" #include "BreakingItemParticle.h" #include "Tesselator.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\net.minecraft.world.item.h" #include "..\Minecraft.World\net.minecraft.world.h" void BreakingItemParticle::_init(Item *item, Textures *textures, int data) { this->setTex(textures, item->getIcon(data)); rCol = gCol = bCol = 1.0f; gravity = Tile::snow->gravity; size /= 2; } BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0) { _init(item, textures, data); } BreakingItemParticle::BreakingItemParticle(Level *level, double x, double y, double z, double xa, double ya, double za, Item *item, Textures *textures, int data) : Particle(level, x, y, z, 0, 0, 0) { _init(item, textures, data); xd *= 0.1f; yd *= 0.1f; zd *= 0.1f; xd += xa; yd += ya; zd += za; } int BreakingItemParticle::getParticleTexture() { return ParticleEngine::ITEM_TEXTURE; } void BreakingItemParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2) { float u0 = (texX + uo / 4.0f) / 16.0f; float u1 = u0 + 0.999f / 16.0f / 4; float v0 = (texY + vo / 4.0f) / 16.0f; float v1 = v0 + 0.999f / 16.0f / 4; float r = 0.1f * size; if (tex != NULL) { u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION); u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION); v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); } float x = (float) (xo + (this->x - xo) * a - xOff); float y = (float) (yo + (this->y - yo) * a - yOff); float z = (float) (zo + (this->z - zo) * a - zOff); float br = SharedConstants::TEXTURE_LIGHTING ? 1 : getBrightness(a); // 4J - change brought forward from 1.8.2 t->color(br * rCol, br * gCol, br * bCol); t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1)); t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0)); t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0)); t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1)); }