#include "stdafx.h" #include "ChestRenderer.h" #include "ChestModel.h" #include "LargeChestModel.h" #include "ModelPart.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" ChestRenderer::ChestRenderer() { chestModel = new ChestModel(); largeChestModel = new LargeChestModel(); } ChestRenderer::~ChestRenderer() { delete chestModel; delete largeChestModel; } void ChestRenderer::render(shared_ptr _chest, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled) { // 4J Convert as we aren't using a templated class shared_ptr chest = dynamic_pointer_cast(_chest); int data; if (!chest->hasLevel()) { data = 0; } else { Tile *tile = chest->getTile(); data = chest->getData(); if (tile != NULL && data == 0) { ((ChestTile *) tile)->recalcLockDir(chest->getLevel(), chest->x, chest->y, chest->z); data = chest->getData(); } chest->checkNeighbors(); } if (chest->n.lock() != NULL || chest->w.lock() != NULL) return; ChestModel *model; if (chest->e.lock() != NULL || chest->s.lock() != NULL) { model = largeChestModel; bindTexture(TN_TILE_LARGE_CHEST); // 4J Was "/item/largechest.png" } else { model = chestModel; bindTexture(TN_TILE_CHEST); // 4J Was "/item/chest.png" } glPushMatrix(); glEnable(GL_RESCALE_NORMAL); //if( setColor ) glColor4f(1, 1, 1, 1); if( setColor ) glColor4f(1, 1, 1, alpha); glTranslatef((float) x, (float) y + 1, (float) z + 1); glScalef(1, -1, -1); glTranslatef(0.5f, 0.5f, 0.5f); int rot = 0; if (data == 2) rot = 180; if (data == 3) rot = 0; if (data == 4) rot = 90; if (data == 5) rot = -90; if (data == 2 && chest->e.lock() != NULL) { glTranslatef(1, 0, 0); } if (data == 5 && chest->s.lock() != NULL) { glTranslatef(0, 0, -1); } glRotatef(rot, 0, 1, 0); glTranslatef(-0.5f, -0.5f, -0.5f); float open = chest->oOpenness + (chest->openness - chest->oOpenness) * a; if (chest->n.lock() != NULL) { float open2 = chest->n.lock()->oOpenness + (chest->n.lock()->openness - chest->n.lock()->oOpenness) * a; if (open2 > open) open = open2; } if (chest->w.lock() != NULL) { float open2 = chest->w.lock()->oOpenness + (chest->w.lock()->openness - chest->w.lock()->oOpenness) * a; if (open2 > open) open = open2; } open = 1 - open; open = 1 - open * open * open; model->lid->xRot = -(open * PI / 2); model->render(useCompiled); glDisable(GL_RESCALE_NORMAL); glPopMatrix(); if( setColor ) glColor4f(1, 1, 1, 1); }