Files
mc-lce/Minecraft.Client/ChestRenderer.cpp
2026-03-01 02:38:58 +02:00

106 lines
2.5 KiB
C++

#include "stdafx.h"
#include "ChestRenderer.h"
#include "ChestModel.h"
#include "LargeChestModel.h"
#include "ModelPart.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
ChestRenderer::ChestRenderer()
{
chestModel = new ChestModel();
largeChestModel = new LargeChestModel();
}
ChestRenderer::~ChestRenderer()
{
delete chestModel;
delete largeChestModel;
}
void ChestRenderer::render(shared_ptr<TileEntity> _chest, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
// 4J Convert as we aren't using a templated class
shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(_chest);
int data;
if (!chest->hasLevel())
{
data = 0;
}
else
{
Tile *tile = chest->getTile();
data = chest->getData();
if (tile != NULL && data == 0)
{
((ChestTile *) tile)->recalcLockDir(chest->getLevel(), chest->x, chest->y, chest->z);
data = chest->getData();
}
chest->checkNeighbors();
}
if (chest->n.lock() != NULL || chest->w.lock() != NULL) return;
ChestModel *model;
if (chest->e.lock() != NULL || chest->s.lock() != NULL)
{
model = largeChestModel;
bindTexture(TN_TILE_LARGE_CHEST); // 4J Was "/item/largechest.png"
}
else
{
model = chestModel;
bindTexture(TN_TILE_CHEST); // 4J Was "/item/chest.png"
}
glPushMatrix();
glEnable(GL_RESCALE_NORMAL);
//if( setColor ) glColor4f(1, 1, 1, 1);
if( setColor ) glColor4f(1, 1, 1, alpha);
glTranslatef((float) x, (float) y + 1, (float) z + 1);
glScalef(1, -1, -1);
glTranslatef(0.5f, 0.5f, 0.5f);
int rot = 0;
if (data == 2) rot = 180;
if (data == 3) rot = 0;
if (data == 4) rot = 90;
if (data == 5) rot = -90;
if (data == 2 && chest->e.lock() != NULL)
{
glTranslatef(1, 0, 0);
}
if (data == 5 && chest->s.lock() != NULL)
{
glTranslatef(0, 0, -1);
}
glRotatef(rot, 0, 1, 0);
glTranslatef(-0.5f, -0.5f, -0.5f);
float open = chest->oOpenness + (chest->openness - chest->oOpenness) * a;
if (chest->n.lock() != NULL)
{
float open2 = chest->n.lock()->oOpenness + (chest->n.lock()->openness - chest->n.lock()->oOpenness) * a;
if (open2 > open) open = open2;
}
if (chest->w.lock() != NULL)
{
float open2 = chest->w.lock()->oOpenness + (chest->w.lock()->openness - chest->w.lock()->oOpenness) * a;
if (open2 > open) open = open2;
}
open = 1 - open;
open = 1 - open * open * open;
model->lid->xRot = -(open * PI / 2);
model->render(useCompiled);
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
if( setColor ) glColor4f(1, 1, 1, 1);
}