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authorLoki Rautio <lokirautio@gmail.com>2026-03-04 03:56:03 -0600
committerLoki Rautio <lokirautio@gmail.com>2026-03-04 03:56:03 -0600
commit42aec6dac53dffa6afe072560a7e1d4986112538 (patch)
tree0836426857391df1b6a83f6368a183f83ec9b104 /Minecraft.Client/BeaconRenderer.cpp
parentc9d58eeac7c72f0b3038e084667b4d89a6249fce (diff)
parentef9b6fd500dfabd9463267b0dd9e29577eea8a2b (diff)
Merge branch 'main' into pr/win64-world-saves
# Conflicts: # Minecraft.Client/MinecraftServer.cpp # README.md
Diffstat (limited to 'Minecraft.Client/BeaconRenderer.cpp')
-rw-r--r--Minecraft.Client/BeaconRenderer.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/Minecraft.Client/BeaconRenderer.cpp b/Minecraft.Client/BeaconRenderer.cpp
new file mode 100644
index 00000000..959df6a8
--- /dev/null
+++ b/Minecraft.Client/BeaconRenderer.cpp
@@ -0,0 +1,138 @@
+#include "stdafx.h"
+#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
+#include "..\Minecraft.World\net.minecraft.world.level.h"
+#include "BeaconRenderer.h"
+#include "Tesselator.h"
+
+ResourceLocation BeaconRenderer::BEAM_LOCATION = ResourceLocation(TN_MISC_BEACON_BEAM);
+
+void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
+{
+ shared_ptr<BeaconTileEntity> beacon = dynamic_pointer_cast<BeaconTileEntity>(_beacon);
+
+ float scale = beacon->getAndUpdateClientSideScale();
+
+ if (scale > 0)
+ {
+ Tesselator *t = Tesselator::getInstance();
+
+ bindTexture(&BEAM_LOCATION);
+
+ // TODO: 4J: Put this back in
+ //assert(0);
+ //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(true);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ float tt = beacon->getLevel()->getGameTime() + a;
+ float texVOff = -tt * .20f - floor(-tt * .10f);
+
+ {
+ int r = 1;
+
+ double rot = tt * .025 * (1 - (r & 1) * 2.5);
+
+ t->begin();
+ t->color(255, 255, 255, 32);
+
+ double rr1 = r * 0.2;
+
+ double wnx = .5 + cos(rot + PI * .75) * rr1;
+ double wnz = .5 + sin(rot + PI * .75) * rr1;
+ double enx = .5 + cos(rot + PI * .25) * rr1;
+ double enz = .5 + sin(rot + PI * .25) * rr1;
+
+ double wsx = .5 + cos(rot + PI * 1.25) * rr1;
+ double wsz = .5 + sin(rot + PI * 1.25) * rr1;
+ double esx = .5 + cos(rot + PI * 1.75) * rr1;
+ double esz = .5 + sin(rot + PI * 1.75) * rr1;
+
+ double top = 256 * scale;
+
+ double uu1 = 0;
+ double uu2 = 1;
+ double vv2 = -1 + texVOff;
+ double vv1 = 256 * scale * (.5 / rr1) + vv2;
+
+ t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1);
+ t->vertexUV(x + wnx, y, z + wnz, uu2, vv2);
+ t->vertexUV(x + enx, y, z + enz, uu1, vv2);
+ t->vertexUV(x + enx, y + top, z + enz, uu1, vv1);
+
+ t->vertexUV(x + esx, y + top, z + esz, uu2, vv1);
+ t->vertexUV(x + esx, y, z + esz, uu2, vv2);
+ t->vertexUV(x + wsx, y, z + wsz, uu1, vv2);
+ t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1);
+
+ t->vertexUV(x + enx, y + top, z + enz, uu2, vv1);
+ t->vertexUV(x + enx, y, z + enz, uu2, vv2);
+ t->vertexUV(x + esx, y, z + esz, uu1, vv2);
+ t->vertexUV(x + esx, y + top, z + esz, uu1, vv1);
+
+ t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1);
+ t->vertexUV(x + wsx, y, z + wsz, uu2, vv2);
+ t->vertexUV(x + wnx, y, z + wnz, uu1, vv2);
+ t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1);
+
+ t->end();
+ }
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(false);
+
+ {
+ t->begin();
+ t->color(255, 255, 255, 32);
+
+ double wnx = .2;
+ double wnz = .2;
+ double enx = .8;
+ double enz = .2;
+
+ double wsx = .2;
+ double wsz = .8;
+ double esx = .8;
+ double esz = .8;
+
+ double top = 256 * scale;
+
+ double uu1 = 0;
+ double uu2 = 1;
+ double vv2 = -1 + texVOff;
+ double vv1 = 256 * scale + vv2;
+
+ t->vertexUV(x + wnx, y + top, z + wnz, uu2, vv1);
+ t->vertexUV(x + wnx, y, z + wnz, uu2, vv2);
+ t->vertexUV(x + enx, y, z + enz, uu1, vv2);
+ t->vertexUV(x + enx, y + top, z + enz, uu1, vv1);
+
+ t->vertexUV(x + esx, y + top, z + esz, uu2, vv1);
+ t->vertexUV(x + esx, y, z + esz, uu2, vv2);
+ t->vertexUV(x + wsx, y, z + wsz, uu1, vv2);
+ t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1);
+
+ t->vertexUV(x + enx, y + top, z + enz, uu2, vv1);
+ t->vertexUV(x + enx, y, z + enz, uu2, vv2);
+ t->vertexUV(x + esx, y, z + esz, uu1, vv2);
+ t->vertexUV(x + esx, y + top, z + esz, uu1, vv1);
+
+ t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1);
+ t->vertexUV(x + wsx, y, z + wsz, uu2, vv2);
+ t->vertexUV(x + wnx, y, z + wnz, uu1, vv2);
+ t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1);
+
+ t->end();
+ }
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+
+ glDepthMask(true);
+ }
+} \ No newline at end of file