Files
mcpe/source/client/renderer/entity/TripodCameraRenderer.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

84 lines
2.1 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "TripodCameraRenderer.hpp"
#include "client/app/Minecraft.hpp"
TripodCameraRenderer::TripodCameraRenderer() :
m_tile(),
m_cube(0, 0)
{
m_cube.addBox(-4.0f, -4.0f, -6.0f, 8, 8, 10);
m_cube.m_posY = 11.0f;
field_4 = 0.5f;
}
float TripodCameraRenderer::getFlashTime(TripodCamera* camera, float f)
{
if (camera->field_B90 > 7 || camera->field_B90 < 0)
return -1.0f;
return 0.125f * (float(camera->field_B90) - f);
}
void TripodCameraRenderer::render(Entity* entity, float x, float y, float z, float a, float b)
{
glPushMatrix();
glTranslatef(x, y, z);
m_cube.m_rotX = 0.017453f * (180.0f + 0.5f * entity->m_pitch);
m_cube.m_rotY = -0.017453f * entity->m_yaw;
Tesselator& t = Tesselator::instance;
t.color(1.0f, 1.0f, 1.0f);
float brightness = entity->getBrightness(1.0f);
bindTexture("gui/items.png");
t.begin();
//m_renderer.tesselateCrossTexture(&m_tile, 0, -0.5f, -0.5f, -0.5f);
m_renderer.renderTile(&m_tile, 0, brightness);
t.draw();
bindTexture("item/camera.png");
m_cube.setBrightness(brightness);
m_cube.render(0.0625f);
Entity* pHREntity = m_pDispatcher->m_pMinecraft->m_hitResult.m_pEnt;
float time = getFlashTime((TripodCamera*)entity, b);
if (time >= 0.0f)
{
glColor4f(1.0f, 1.0f, 1.0f, sinf(float(M_PI) * 2.0f * time));
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // @BUG: overwriting the sinf result with 1.0f
}
if (entity == pHREntity)
{
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// @TODO FIX: With ENH_ENTITY_SHADING on, the cube is fully opaque.
glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
m_cube.render(0.0625f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
}
glPopMatrix();
}
TripodTile::TripodTile() : Tile(0, 243, Material::plant)
{
}
int TripodTile::getRenderShape()
{
return SHAPE_CROSS;
}