#include "stdafx.h" #include "FallingTileRenderer.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 _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 tile = dynamic_pointer_cast(_tile); glPushMatrix(); glTranslatef((float) x, (float) y, (float) z); bindTexture(TN_TERRAIN); // 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(); }