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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/BeaconRenderer.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
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