Files
neoLegacy/Minecraft.Client/BannerRenderer.cpp
Tranqlmao be3bf0aebd TU43 Release 4
+ Banners, Banners, Banners!
2026-07-07 19:47:42 -04:00

148 lines
4.2 KiB
C++

#include "stdafx.h"
#include "BannerRenderer.h"
#include "BannerModel.h"
#include "ModelPart.h"
#include "TileEntityRenderDispatcher.h"
#include "../Minecraft.World/net.minecraft.world.level.tile.entity.h"
#include "../Minecraft.World/net.minecraft.world.level.tile.h"
#include "../Minecraft.World/net.minecraft.world.level.h"
#include "../Minecraft.World/DyePowderItem.h"
#include "../Minecraft.World/Entity.h"
#include "../Minecraft.World/Level.h"
#include "Lighting.h"
#include <cmath>
BannerRenderer *BannerRenderer::instance = nullptr;
ResourceLocation BannerRenderer::BANNER_LOCATION = ResourceLocation(TN_MOB_BANNER_BANNER_BASE);
BannerRenderer::BannerRenderer()
{
bannerModel = new BannerModel();
}
void BannerRenderer::init(TileEntityRenderDispatcher *dispatcher)
{
TileEntityRenderer::init(dispatcher);
instance = this;
}
static void applyBannerColor(int baseColor, float alpha, float brightness = 1.0f)
{
if (baseColor >= 0 && baseColor < 16)
{
int rgb = DyePowderItem::COLOR_RGB[baseColor];
float r = ((rgb >> 16) & 0xFF) / 255.0f * brightness;
float g = ((rgb >> 8) & 0xFF) / 255.0f * brightness;
float b = ( rgb & 0xFF) / 255.0f * brightness;
glColor4f(r, g, b, alpha);
}
else
{
glColor4f(brightness, brightness, brightness, alpha);
}
}
void BannerRenderer::renderModelColoured(int baseColor, float alpha, bool useCompiled, float brightness)
{
bindTexture(&BANNER_LOCATION);
applyBannerColor(baseColor, alpha, brightness);
bannerModel->bannerSlate->render(1.0f / 16.0f, false);
glColor4f(brightness, brightness, brightness, alpha);
bannerModel->bannerStand->render(1.0f / 16.0f, useCompiled);
bannerModel->bannerTop->render(1.0f / 16.0f, useCompiled);
}
void BannerRenderer::render(shared_ptr<TileEntity> _banner, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
shared_ptr<BannerTileEntity> banner = dynamic_pointer_cast<BannerTileEntity>(_banner);
if (!banner) return;
Tile *tile = banner->getTile();
if (tile != Tile::standing_banner && tile != Tile::wall_banner) return;
const float f = 0.6666667f;
glDisable(GL_LIGHTING);
glPushMatrix();
if (tile == Tile::standing_banner)
{
glTranslatef((float)x + 0.5f, (float)y + 0.75f * f, (float)z + 0.5f);
float rot = banner->getData() * 360.0f / 16.0f;
glRotatef(-rot, 0.0f, 1.0f, 0.0f);
bannerModel->bannerStand->visible = true;
}
else
{
glTranslatef((float)x + 0.5f, (float)y - 0.25f * f, (float)z + 0.5f);
int face = banner->getData();
float rot = 0.0f;
if (face == 2) rot = 180.0f;
if (face == 4) rot = 90.0f;
if (face == 5) rot = -90.0f;
glRotatef(-rot, 0.0f, 1.0f, 0.0f);
glTranslatef(0.0f, -0.3125f, -0.4375f);
bannerModel->bannerStand->visible = false;
}
bannerModel->bannerSlate->y = -32.0f;
float f3 = (float)(banner->x * 7 + banner->y * 9 + banner->z * 13)
+ (float)banner->level->getGameTime() + a;
bannerModel->bannerSlate->xRot = (-0.0125f + 0.01f * cosf(f3 * 3.14159265f * 0.02f)) * 3.14159265f;
glScalef(f, -f, -f);
renderModelColoured(banner->getBaseColor(), alpha, useCompiled);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPopMatrix();
glEnable(GL_LIGHTING);
}
void BannerRenderer::renderBannerForGui(float x, float y, float scaleX, float scaleY, float alpha, int baseColor)
{
glPushMatrix();
glEnable(GL_COLOR_MATERIAL);
glTranslatef(x, y, 0.0f);
glScalef(16.0f * scaleX, 16.0f * scaleY, 1.0f);
glTranslatef(0.5f, 0.72f, 0.0f);
glRotatef(-25.0f, 1.0f, 0.0f, 0.0f);
glRotatef(199.0f, 0.0f, 1.0f, 0.0f);
glScalef(-1.0f, 1.0f, 1.0f);
const float s = 0.33f;
glScalef(s, s, s);
bannerModel->bannerSlate->y = -32.0f;
bannerModel->bannerSlate->xRot = 0.0f;
bannerModel->bannerStand->visible = true;
Lighting::setAmbient(0.6f);
renderModelColoured(baseColor, alpha, false);
Lighting::setAmbient(0.4f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_COLOR_MATERIAL);
glPopMatrix();
}
void BannerRenderer::renderBannerForHand(float alpha, int baseColor)
{
glDisable(GL_LIGHTING);
glPushMatrix();
bannerModel->bannerSlate->y = -32.0f;
bannerModel->bannerSlate->xRot = 0.0f;
bannerModel->bannerStand->visible = true;
renderModelColoured(baseColor, alpha, false);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPopMatrix();
glEnable(GL_LIGHTING);
}