#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" PaintingRenderer::PaintingRenderer() { random = new Random(); } void PaintingRenderer::render(shared_ptr _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 = dynamic_pointer_cast(_painting); random->setSeed(187); glPushMatrix(); glTranslatef((float)x, (float)y, (float)z); glRotatef(rot, 0, 1, 0); glEnable(GL_RESCALE_NORMAL); bindTexture(TN_ART_KZ); // 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, int w, int h, int uo, int vo) { float xx0 = -w / 2.0f; float yy0 = -h / 2.0f; float z0 = -0.5f; float z1 = +0.5f; 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); 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; float bu0 = (12 * 16) / 256.0f; float bu1 = (12 * 16 + 16) / 256.0f; float bv0 = (0) / 256.0f; float bv1 = (0 + 16) / 256.0f; 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; 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; Tesselator *t = Tesselator::getInstance(); t->begin(); t->normal(0, 0, -1); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( fu1), (float)( fv0)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( fu0), (float)( fv0)); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( fu0), (float)( fv1)); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( fu1), (float)( fv1)); t->normal(0, 0, 1); t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( bu0), (float)( bv0)); t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( bu1), (float)( bv0)); t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( bu1), (float)( bv1)); t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( bu0), (float)( bv1)); t->normal(0, 1, 0); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( uu0), (float)( uv0)); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( uu1), (float)( uv0)); t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( uu1), (float)( uv1)); t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( uu0), (float)( uv1)); t->normal(0, -1, 0); t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( uu0), (float)( uv0)); t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( uu1), (float)( uv0)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( uu1), (float)( uv1)); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( uu0), (float)( uv1)); t->normal(-1, 0, 0); t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( su1), (float)( sv0)); t->vertexUV((float)(x0), (float)( y1), (float)( z1), (float)( su1), (float)( sv1)); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( su0), (float)( sv1)); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( su0), (float)( sv0)); t->normal(1, 0, 0); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( su1), (float)( sv0)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( su1), (float)( sv1)); t->vertexUV((float)(x1), (float)( y1), (float)( z1), (float)( su0), (float)( sv1)); t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( su0), (float)( sv0)); t->end(); } } void PaintingRenderer::setBrightness(shared_ptr 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); }