chore: format Minecraft.Client

This commit is contained in:
Tropical
2026-03-13 17:10:10 -05:00
parent 33d0737d1d
commit e8424f2000
531 changed files with 67709 additions and 62690 deletions

View File

@@ -6,51 +6,57 @@
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "EntityRenderDispatcher.h"
FallingTileRenderer::FallingTileRenderer() : EntityRenderer()
{
tileRenderer = new TileRenderer();
this->shadowRadius = 0.5f;
FallingTileRenderer::FallingTileRenderer() : EntityRenderer() {
tileRenderer = new TileRenderer();
this->shadowRadius = 0.5f;
}
void FallingTileRenderer::render(std::shared_ptr<Entity> _tile, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
std::shared_ptr<FallingTile> tile = std::dynamic_pointer_cast<FallingTile>(_tile);
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
void FallingTileRenderer::render(std::shared_ptr<Entity> _tile, double x,
double y, double z, float rot, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<FallingTile> tile =
std::dynamic_pointer_cast<FallingTile>(_tile);
glPushMatrix();
glTranslatef((float)x, (float)y, (float)z);
bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
Tile *tt = Tile::tiles[tile->tile];
bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
Tile* tt = Tile::tiles[tile->tile];
Level *level = tile->getLevel();
Level* level = tile->getLevel();
glDisable(GL_LIGHTING);
glColor4f(1, 1, 1, 1); // 4J added - this wouldn't be needed in real opengl as the block render has vertex colours and so this isn't use, but our pretend gl always modulates with this
if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL)
{
tileRenderer->level = level;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateAnvilInWorld((AnvilTile *) tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
t->offset(0, 0, 0);
t->end();
}
else if (tt == Tile::dragonEgg)
{
tileRenderer->level = level;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f, -Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateInWorld(tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z));
t->offset(0, 0, 0);
t->end();
}
else if( tt != NULL )
{
tileRenderer->setShape(tt);
tileRenderer->renderBlock(tt, level, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z), tile->data);
}
glEnable(GL_LIGHTING);
glPopMatrix();
glDisable(GL_LIGHTING);
glColor4f(1, 1, 1,
1); // 4J added - this wouldn't be needed in real opengl as the
// block render has vertex colours and so this isn't use, but
// our pretend gl always modulates with this
if (tt == Tile::anvil && tt->getRenderShape() == Tile::SHAPE_ANVIL) {
tileRenderer->level = level;
Tesselator* t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f,
-Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateAnvilInWorld((AnvilTile*)tt, Mth::floor(tile->x),
Mth::floor(tile->y),
Mth::floor(tile->z), tile->data);
t->offset(0, 0, 0);
t->end();
} else if (tt == Tile::dragonEgg) {
tileRenderer->level = level;
Tesselator* t = Tesselator::getInstance();
t->begin();
t->offset(-Mth::floor(tile->x) - 0.5f, -Mth::floor(tile->y) - 0.5f,
-Mth::floor(tile->z) - 0.5f);
tileRenderer->tesselateInWorld(
tt, Mth::floor(tile->x), Mth::floor(tile->y), Mth::floor(tile->z));
t->offset(0, 0, 0);
t->end();
} else if (tt != NULL) {
tileRenderer->setShape(tt);
tileRenderer->renderBlock(tt, level, Mth::floor(tile->x),
Mth::floor(tile->y), Mth::floor(tile->z),
tile->data);
}
glEnable(GL_LIGHTING);
glPopMatrix();
}