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#pragma once
#include "Model.h"
#include "TileRenderer.h"
#include "Tesselator.h"
#include "Textures.h"
#include "ItemInHandRenderer.h"
#include "ResourceLocation.h"
class Tile;
class Entity;
class Level;
class AABB;
class IconRegister;
class ResourceLocation;
using namespace std;
class EntityRenderDispatcher;
class Font;
// 4J - this was originally a generic of type EntityRenderer<T extends Entity>
class EntityRenderer
{
friend class PlayerRenderer; // 4J Added to allow PlayerRenderer to call renderShadow
protected:
EntityRenderDispatcher *entityRenderDispatcher;
private:
static ResourceLocation SHADOW_LOCATION;
protected:
Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
protected:
TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
protected:
float shadowRadius;
float shadowStrength;
public:
EntityRenderer(); // 4J - added
virtual ~EntityRenderer();
public:
virtual void render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a) = 0;
protected:
virtual void bindTexture(shared_ptr<Entity> entity);
virtual void bindTexture(ResourceLocation *location);
virtual bool bindTexture(const wstring& urlTexture, int backupTexture);
virtual bool bindTexture(const wstring& urlTexture, const wstring& backupTexture);
virtual ResourceLocation *getTextureLocation(shared_ptr<Entity> mob);
private:
virtual void renderFlame(shared_ptr<Entity> e, double x, double y, double z, float a);
virtual void renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a);
virtual Level *getLevel();
virtual void renderTileShadow(Tile *tt, double x, double y, double z, int xt, int yt, int zt, float pow, float r, double xo, double yo, double zo);
public:
virtual void render(AABB *bb, double xo, double yo, double zo);
static void renderFlat(AABB *bb);
static void renderFlat(float x0, float y0, float z0, float x1, float y1, float z1);
virtual void init(EntityRenderDispatcher *entityRenderDispatcher);
virtual void postRender(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a, bool bRenderPlayerShadow);
virtual Font *getFont();
virtual void registerTerrainTextures(IconRegister *iconRegister);
public:
// 4J Added
virtual Model *getModel() { return model; }
virtual void SetItemFrame(bool bSet) {}
};
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