#include "stdafx.h" #include "..\Minecraft.World\Random.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "Tesselator.h" #include "TileEntityRenderDispatcher.h" #include "Camera.h" #include "..\Minecraft.World\FloatBuffer.h" #include "TheEndPortalRenderer.h" void TheEndPortalRenderer::render(shared_ptr _table, 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 table = dynamic_pointer_cast(_table); float xx = (float) (tileEntityRenderDispatcher->xPlayer); float yy = (float) (tileEntityRenderDispatcher->yPlayer); float zz = (float) (tileEntityRenderDispatcher->zPlayer); glDisable(GL_LIGHTING); Random random(31100); float hoff = (12) / 16.0f; for (int i = 0; i < 16; i++) { glPushMatrix(); float dist = (16 - (i)); float sscale = 1 / 16.0f; float br = 1.0f / (dist + 1); if (i == 0) { this->bindTexture(TN_MISC_TUNNEL); // 4J was "/misc/tunnel.png" br = 0.1f; dist = 65; sscale = 1 / 8.0f; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (i == 1) { this->bindTexture(TN_MISC_PARTICLEFIELD); // 4J was "/misc/particlefield.png" glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); sscale = 1 / 2.0f; } float dd = (float) -(y + hoff); { float ss1 = (float) (dd + Camera::yPlayerOffs); float ss2 = (float) (dd + dist + Camera::yPlayerOffs); float s = ss1 / ss2; s = (float) (y + hoff) + s; glTranslatef(xx, s, zz); } // 4J - note that the glTexGeni/glEnable calls don't actually do anything in our opengl wrapper version, everything is currently just inferred from the glTexGen calls. glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGen(GL_S, GL_OBJECT_PLANE, getBuffer(1, 0, 0, 0)); glTexGen(GL_T, GL_OBJECT_PLANE, getBuffer(0, 0, 1, 0)); glTexGen(GL_R, GL_OBJECT_PLANE, getBuffer(0, 0, 0, 1)); glTexGen(GL_Q, GL_EYE_PLANE, getBuffer(0, 1, 0, 0)); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glEnable(GL_TEXTURE_GEN_Q); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glTranslatef(0, (System::currentTimeMillis() % 700000 / 700000.0f), 0); glScalef(sscale, sscale, sscale); glTranslatef(0.5f, 0.5f, 0); glRotatef((i * i * 4321 + i * 9) * 2.0f, 0, 0, 1); glTranslatef(-0.5f, -0.5f, 0); glTranslatef(-xx, -zz, -yy); float ss1 = (float) (dd + Camera::yPlayerOffs); glTranslatef(Camera::xPlayerOffs * dist / ss1, Camera::zPlayerOffs * dist / ss1, -yy); Tesselator *t = Tesselator::getInstance(); t->useProjectedTexture(true); // 4J added - turns on both the generation of texture coordinates in the vertex shader & perspective divide of the texture coord in the pixel shader t->begin(); float r = random.nextFloat() * 0.5f + 0.1f; float g = random.nextFloat() * 0.5f + 0.4f; float b = random.nextFloat() * 0.5f + 0.5f; if (i == 0) r = g = b = 1; t->color(r * br, g * br, b * br, 1.0f); t->vertex(x, y + hoff, z); t->vertex(x, y + hoff, z + 1); t->vertex(x + 1, y + hoff, z + 1); t->vertex(x + 1, y + hoff, z); t->end(); t->useProjectedTexture(false); // 4J added glPopMatrix(); glMatrixMode(GL_MODELVIEW); } glDisable(GL_BLEND); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glDisable(GL_TEXTURE_GEN_Q); glEnable(GL_LIGHTING); } TheEndPortalRenderer::TheEndPortalRenderer() { lb = MemoryTracker::createFloatBuffer(16); } FloatBuffer *TheEndPortalRenderer::getBuffer(float a, float b, float c, float d) { lb->clear(); lb->put(a)->put(b)->put(c)->put(d); lb->flip(); return lb; }