diff options
Diffstat (limited to 'Minecraft.Client/EntityRenderer.cpp')
| -rw-r--r-- | Minecraft.Client/EntityRenderer.cpp | 130 |
1 files changed, 65 insertions, 65 deletions
diff --git a/Minecraft.Client/EntityRenderer.cpp b/Minecraft.Client/EntityRenderer.cpp index fa41dfa6..9aa4ad7d 100644 --- a/Minecraft.Client/EntityRenderer.cpp +++ b/Minecraft.Client/EntityRenderer.cpp @@ -18,7 +18,7 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M // 4J - added EntityRenderer::EntityRenderer() { - model = nullptr; + model = NULL; tileRenderer = new TileRenderer(); shadowRadius = 0; shadowStrength = 1.0f; @@ -89,7 +89,7 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl Icon *fire2 = Tile::fire->getTextureLayer(1); glPushMatrix(); - glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)); + glTranslatef((float) x, (float) y, (float) z); float s = e->bbWidth * 1.4f; glScalef(s, s, s); @@ -102,18 +102,18 @@ void EntityRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, doubl float xo = 0.0f; float h = e->bbHeight / s; - float yo = static_cast<float>(e->y - e->bb->y0); + float yo = (float) (e->y - e->bb->y0); glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0); - glTranslatef(0, 0, -0.3f + static_cast<int>(h) * 0.02f); + glTranslatef(0, 0, -0.3f + ((int) h) * 0.02f); glColor4f(1, 1, 1, 1); float zo = 0; int ss = 0; t->begin(); while (h > 0) { - Icon *tex = nullptr; + Icon *tex = NULL; if (ss % 2 == 0) { tex = fire1; @@ -238,7 +238,7 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in if (a < 0) return; if (a > 1) a = 1; - t->color(1.0f, 1.0f, 1.0f, static_cast<float>(a)); + t->color(1.0f, 1.0f, 1.0f, (float) a); // glColor4f(1, 1, 1, (float) a); double x0 = xt + tt->getShapeX0() + xo; @@ -247,20 +247,20 @@ void EntityRenderer::renderTileShadow(Tile *tt, double x, double y, double z, in double z0 = zt + tt->getShapeZ0() + zo; double z1 = zt + tt->getShapeZ1() + zo; - float u0 = static_cast<float>((x - (x0)) / 2 / r + 0.5f); - float u1 = static_cast<float>((x - (x1)) / 2 / r + 0.5f); - float v0 = static_cast<float>((z - (z0)) / 2 / r + 0.5f); - float v1 = static_cast<float>((z - (z1)) / 2 / r + 0.5f); + float u0 = (float) ((x - (x0)) / 2 / r + 0.5f); + float u1 = (float) ((x - (x1)) / 2 / r + 0.5f); + float v0 = (float) ((z - (z0)) / 2 / r + 0.5f); + float v1 = (float) ((z - (z1)) / 2 / r + 0.5f); // u0 = 0; // v0 = 0; // u1 = 1; // v1 = 1; - t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z0), (float)( u0), (float)( v0)); - t->vertexUV(static_cast<float>(x0), static_cast<float>(y0), static_cast<float>(z1), (float)( u0), (float)( v1)); - t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z1), (float)( u1), (float)( v1)); - t->vertexUV(static_cast<float>(x1), static_cast<float>(y0), static_cast<float>(z0), (float)( u1), (float)( v0)); + t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u0), (float)( v0)); + t->vertexUV((float)(x0), (float)( y0), (float)( z1), (float)( u0), (float)( v1)); + t->vertexUV((float)(x1), (float)( y0), (float)( z1), (float)( u1), (float)( v1)); + t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u1), (float)( v0)); } void EntityRenderer::render(AABB *bb, double xo, double yo, double zo) @@ -269,42 +269,42 @@ void EntityRenderer::render(AABB *bb, double xo, double yo, double zo) Tesselator *t = Tesselator::getInstance(); glColor4f(1, 1, 1, 1); t->begin(); - t->offset(static_cast<float>(xo), static_cast<float>(yo), static_cast<float>(zo)); + t->offset((float)xo, (float)yo, (float)zo); t->normal(0, 0, -1); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); t->normal(0, 0, 1); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); t->normal(0, -1, 0); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); t->normal(0, 1, 0); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); t->normal(-1, 0, 0); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); t->normal(1, 0, 0); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); t->offset(0, 0, 0); t->end(); glEnable(GL_TEXTURE_2D); @@ -315,30 +315,30 @@ void EntityRenderer::renderFlat(AABB *bb) { Tesselator *t = Tesselator::getInstance(); t->begin(); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x0), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z0)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y1), static_cast<float>(bb->z1)); - t->vertex(static_cast<float>(bb->x1), static_cast<float>(bb->y0), static_cast<float>(bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x0), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x0), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z0)); + t->vertex((float)(bb->x1), (float)( bb->y1), (float)( bb->z1)); + t->vertex((float)(bb->x1), (float)( bb->y0), (float)( bb->z1)); t->end(); } @@ -385,7 +385,7 @@ void EntityRenderer::postRender(shared_ptr<Entity> entity, double x, double y, d if (bRenderPlayerShadow && entityRenderDispatcher->options->fancyGraphics && shadowRadius > 0 && !entity->isInvisible()) { double dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z); - float pow = static_cast<float>((1 - dist / (16.0f * 16.0f)) * shadowStrength); + float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength); if (pow > 0) { renderShadow(entity, x, y, z, pow, a); @@ -406,5 +406,5 @@ void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister) ResourceLocation *EntityRenderer::getTextureLocation(shared_ptr<Entity> mob) { - return nullptr; + return NULL; }
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