fix: beacon outer halo washed out behind water

This commit is contained in:
itsRevela
2026-04-28 14:19:22 -05:00
parent 0df5cd865b
commit 89ed116fe0
5 changed files with 50 additions and 19 deletions

View File

@@ -6,6 +6,8 @@
ResourceLocation BeaconRenderer::BEAM_LOCATION = ResourceLocation(TN_MISC_BEACON_BEAM);
bool BeaconRenderer::s_renderOuterHalo = false;
void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
shared_ptr<BeaconTileEntity> beacon = dynamic_pointer_cast<BeaconTileEntity>(_beacon);
@@ -18,21 +20,18 @@ void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y,
bindTexture(&BEAM_LOCATION);
// TODO: 4J: Put this back in
//assert(0);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
float tt = beacon->getLevel()->getGameTime() + a;
float texVOff = -tt * .20f - floor(-tt * .10f);
if (!s_renderOuterHalo)
{
glDisable(GL_BLEND);
glDepthMask(true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
int r = 1;
double rot = tt * .025 * (1 - (r & 1) * 2.5);
@@ -73,20 +72,20 @@ void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y,
t->vertexUV(x + enx, y, z + enz, uu2, vv2);
t->vertexUV(x + esx, y, z + esz, uu1, vv2);
t->vertexUV(x + esx, y + top, z + esz, uu1, vv1);
t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1);
t->vertexUV(x + wsx, y, z + wsz, uu2, vv2);
t->vertexUV(x + wnx, y, z + wnz, uu1, vv2);
t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1);
t->end();
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
t->begin();
t->color(255, 255, 255, 32);
@@ -111,22 +110,22 @@ void BeaconRenderer::render(shared_ptr<TileEntity> _beacon, double x, double y,
t->vertexUV(x + wnx, y, z + wnz, uu2, vv2);
t->vertexUV(x + enx, y, z + enz, uu1, vv2);
t->vertexUV(x + enx, y + top, z + enz, uu1, vv1);
t->vertexUV(x + esx, y + top, z + esz, uu2, vv1);
t->vertexUV(x + esx, y, z + esz, uu2, vv2);
t->vertexUV(x + wsx, y, z + wsz, uu1, vv2);
t->vertexUV(x + wsx, y + top, z + wsz, uu1, vv1);
t->vertexUV(x + enx, y + top, z + enz, uu2, vv1);
t->vertexUV(x + enx, y, z + enz, uu2, vv2);
t->vertexUV(x + esx, y, z + esz, uu1, vv2);
t->vertexUV(x + esx, y + top, z + esz, uu1, vv1);
t->vertexUV(x + wsx, y + top, z + wsz, uu2, vv1);
t->vertexUV(x + wsx, y, z + wsz, uu2, vv2);
t->vertexUV(x + wnx, y, z + wnz, uu1, vv2);
t->vertexUV(x + wnx, y + top, z + wnz, uu1, vv1);
t->end();
}