Fix shadows and fire overlay

This commit is contained in:
PeytonPlayz595 2023-12-17 10:14:20 -05:00
parent 301f840019
commit 554f270734
6 changed files with 365 additions and 384 deletions

493
js/app.js
View File

@ -6210,10 +6210,6 @@ function olo_WebGLManager_glDepthFunc($p1) {
olo_WebGL_$callClinit();
olo_WebGL_webgl.depthFunc($f);
}
function olo_WebGLManager_glAlphaFunc($p1, $p2) {
olo_WebGLManager_$callClinit();
olo_WebGLManager_alphaThresh = $p2;
}
function olo_WebGLManager_glMatrixMode($p1) {
olo_WebGLManager_$callClinit();
olo_WebGLManager_matrixMode = $p1;
@ -7134,11 +7130,11 @@ function nmc_Minecraft_displayGuiScreen($this, $var1) {
$rt_nativeThread().push($this, $var1, $var2, $ptr);
}
function nmc_Minecraft_run($this) {
var $var24, $var31, $e, var$4, $var28, $var23, $var29, $var30, var$9, var$10, var$11, $$je, $ptr, $tmp;
var $var24, $var31, $e, var$4, $var28, $var23, $var29, $var30, var$9, var$10, $$je, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();var$11 = $thread.pop();var$10 = $thread.pop();var$9 = $thread.pop();$var30 = $thread.pop();$var29 = $thread.pop();$var23 = $thread.pop();$var28 = $thread.pop();var$4 = $thread.pop();$e = $thread.pop();$var31 = $thread.pop();$var24 = $thread.pop();$this = $thread.pop();
$ptr = $thread.pop();var$10 = $thread.pop();var$9 = $thread.pop();$var30 = $thread.pop();$var29 = $thread.pop();$var23 = $thread.pop();$var28 = $thread.pop();var$4 = $thread.pop();$e = $thread.pop();$var31 = $thread.pop();$var24 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
@ -7151,7 +7147,7 @@ function nmc_Minecraft_run($this) {
olo_WebGLManager_glEnable(2929);
olo_WebGLManager_glDepthFunc(515);
olo_WebGLManager_glEnable(3008);
olo_WebGLManager_glAlphaFunc(516, 0.10000000149011612);
olo_WebGLManager_alphaThresh = 0.10000000149011612;
olo_WebGL_webgl.cullFace(1029);
olo_WebGLManager_glMatrixMode(5889);
olo_WebGLManager_glLoadIdentity();
@ -7351,20 +7347,11 @@ function nmc_Minecraft_run($this) {
if (!(olo_WebGL_getCanvasWidth() == $this.$displayWidth && olo_WebGL_getCanvasHeight() == $this.$displayHeight)) {
$this.$displayWidth = olo_WebGL_getCanvasWidth();
$this.$displayHeight = olo_WebGL_getCanvasHeight();
$var30 = $this.$displayWidth;
var$9 = $this.$displayHeight;
$this.$displayWidth = $var30;
$this.$displayHeight = var$9;
if ($this.$currentScreen !== null) {
$var24 = nmcg_ScaledResolution__init_($var30, var$9);
var$9 = $var24.$scaledWidth;
$var30 = nmcg_ScaledResolution_getScaledHeight($var24);
nmcg_GuiScreen_setWorldAndResolution($this.$currentScreen, $this, var$9, $var30);
}
nmc_Minecraft_resize($this, $this.$displayWidth, $this.$displayHeight);
}
if ($this.$options.$limitFramerate) {
try {
var$10 = Long_fromInt(5);
var$9 = Long_fromInt(5);
$ptr = 6;
continue main;
} catch ($$e) {
@ -7380,16 +7367,18 @@ function nmc_Minecraft_run($this) {
$var28 = $var28 + 1 | 0;
$this.$isGamePaused = $this.$currentScreen !== null && $this.$currentScreen.$doesGuiPauseGame() ? 1 : 0;
while (true) {
var$10 = jl_System_currentTimeMillis();
var$11 = Long_add($var23, Long_fromInt(1000));
if (Long_lt(var$10, var$11))
var$9 = jl_System_currentTimeMillis();
var$10 = Long_add($var23, Long_fromInt(1000));
if (Long_lt(var$9, var$10))
break;
$var24 = jl_StringBuilder_append(jl_StringBuilder_append1(jl_StringBuilder_append(jl_StringBuilder__init_(), $rt_s(203)), $var28), $rt_s(204));
$var24 = new jl_StringBuilder;
jl_AbstractStringBuilder__init_($var24);
$var24 = jl_StringBuilder_append(jl_StringBuilder_append1(jl_StringBuilder_append($var24, $rt_s(203)), $var28), $rt_s(204));
nmcr_WorldRenderer_$callClinit();
$this.$debug = jl_StringBuilder_toString(jl_StringBuilder_append1($var24, nmcr_WorldRenderer_chunksUpdated));
$this.$debug = jl_AbstractStringBuilder_toString(jl_StringBuilder_append1($var24, nmcr_WorldRenderer_chunksUpdated));
nmcr_WorldRenderer_chunksUpdated = 0;
$var28 = 0;
$var23 = var$11;
$var23 = var$10;
}
if (!$this.$running)
return;
@ -7432,7 +7421,7 @@ function nmc_Minecraft_run($this) {
case 6:
a: {
try {
jl_Thread_sleep(var$10);
jl_Thread_sleep(var$9);
if ($rt_suspending()) {
break main;
}
@ -7450,16 +7439,18 @@ function nmc_Minecraft_run($this) {
$var28 = $var28 + 1 | 0;
$this.$isGamePaused = $this.$currentScreen !== null && $this.$currentScreen.$doesGuiPauseGame() ? 1 : 0;
while (true) {
var$10 = jl_System_currentTimeMillis();
var$11 = Long_add($var23, Long_fromInt(1000));
if (Long_lt(var$10, var$11))
var$9 = jl_System_currentTimeMillis();
var$10 = Long_add($var23, Long_fromInt(1000));
if (Long_lt(var$9, var$10))
break;
$var24 = jl_StringBuilder_append(jl_StringBuilder_append1(jl_StringBuilder_append(jl_StringBuilder__init_(), $rt_s(203)), $var28), $rt_s(204));
$var24 = new jl_StringBuilder;
jl_AbstractStringBuilder__init_($var24);
$var24 = jl_StringBuilder_append(jl_StringBuilder_append1(jl_StringBuilder_append($var24, $rt_s(203)), $var28), $rt_s(204));
nmcr_WorldRenderer_$callClinit();
$this.$debug = jl_StringBuilder_toString(jl_StringBuilder_append1($var24, nmcr_WorldRenderer_chunksUpdated));
$this.$debug = jl_AbstractStringBuilder_toString(jl_StringBuilder_append1($var24, nmcr_WorldRenderer_chunksUpdated));
nmcr_WorldRenderer_chunksUpdated = 0;
$var28 = 0;
$var23 = var$11;
$var23 = var$10;
}
if (!$this.$running)
return;
@ -7486,7 +7477,7 @@ function nmc_Minecraft_run($this) {
continue main;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var24, $var31, $e, var$4, $var28, $var23, $var29, $var30, var$9, var$10, var$11, $ptr);
$rt_nativeThread().push($this, $var24, $var31, $e, var$4, $var28, $var23, $var29, $var30, var$9, var$10, $ptr);
}
function nmc_Minecraft_setIngameFocus($this) {
var var$1, $ptr, $tmp;
@ -7673,6 +7664,17 @@ function nmc_Minecraft_clickMouse($this, $var1) {
}}
$rt_nativeThread().push($this, $var1, $var2, $var3, $var7, $var5, $var4, $var14, $var12, $var11, $var9, $var17, $var10, $var13, $var15, $var6, $var16, $ptr);
}
function nmc_Minecraft_resize($this, $var1, $var2) {
var $var3;
$this.$displayWidth = $var1;
$this.$displayHeight = $var2;
if ($this.$currentScreen !== null) {
$var3 = nmcg_ScaledResolution__init_($var1, $var2);
$var2 = $var3.$scaledWidth;
$var1 = $var3.$scaledHeight;
nmcg_GuiScreen_setWorldAndResolution($this.$currentScreen, $this, $var2, $var1);
}
}
function nmc_Minecraft_runTick($this) {
var $var1, $var10001, $var5, $var10000, $var3, $var2, $var8, $var4, $var7, $ptr, $tmp;
$ptr = 0;
@ -14332,83 +14334,24 @@ function nmcr_ItemRenderer_renderItemInFirstPerson($this, $var1) {
$rt_nativeThread().push($this, $var1, $var2, $var3, $var9, $var4, var$6, $var11, $var5, $var6, $var12, var$11, var$12, var$13, var$14, var$15, var$16, $var7, $var8, var$19, var$20, var$21, $ptr);
}
function nmcr_ItemRenderer_renderOverlays($this, $var1) {
var $var3, var$3, $var2, var$5, $var4, $var5, $var8, $var6, $var10, $var7, $var9, var$13, var$14, var$15, $ptr, $tmp;
var var$2, $var3, $var2, $var8, $var7, $var9, var$8, var$9, var$10, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();var$15 = $thread.pop();var$14 = $thread.pop();var$13 = $thread.pop();$var9 = $thread.pop();$var7 = $thread.pop();$var10 = $thread.pop();$var6 = $thread.pop();$var8 = $thread.pop();$var5 = $thread.pop();$var4 = $thread.pop();var$5 = $thread.pop();$var2 = $thread.pop();var$3 = $thread.pop();$var3 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
$ptr = $thread.pop();var$10 = $thread.pop();var$9 = $thread.pop();var$8 = $thread.pop();$var9 = $thread.pop();$var7 = $thread.pop();$var8 = $thread.pop();$var2 = $thread.pop();$var3 = $thread.pop();var$2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
olo_WebGLManager_glDisable(3008);
if ($this.$mc1.$thePlayer.$fire > 0) {
$var3 = $this.$mc1.$renderEngine;
var$3 = $rt_s(205);
$ptr = 1;
continue main;
}
if (!nmge_Entity_isInsideOfWater($this.$mc1.$thePlayer)) {
olo_WebGLManager_glEnable(3008);
return;
}
var$3 = $this.$mc1.$renderEngine;
var$2 = $this.$mc1.$renderEngine;
$var3 = $rt_s(210);
$ptr = 2;
continue main;
$ptr = 1;
case 1:
$tmp = nmcr_RenderEngine_getTexture($var3, var$3);
if ($rt_suspending()) {
break main;
}
$var2 = $tmp;
olo_WebGLManager_glBindTexture(3553, $var2);
nmcr_Tessellator_$callClinit();
$var3 = nmcr_Tessellator_instance;
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 0.8999999761581421);
olo_WebGLManager_glEnable(3042);
olo_WebGLManager_glBlendFunc(770, 771);
var$5 = 0;
while (var$5 < 2) {
olo_WebGLManager_glPushMatrix();
nmglb_Block_$callClinit();
$var4 = nmglb_Block_fire.$blockIndexInTexture + (var$5 << 4) | 0;
$var5 = ($var4 & 15) << 4;
$var2 = $var4 & 240;
$var8 = $var5;
$var6 = $var8 / 256.0;
$var10 = ($var8 + 15.989999771118164) / 256.0;
$var8 = $var2;
$var7 = $var8 / 256.0;
$var9 = ($var8 + 15.989999771118164) / 256.0;
$var2 = (var$5 << 1) - 1 | 0;
olo_WebGLManager_glTranslatef( -$var2 * 0.23999999463558197, (-0.30000001192092896), 0.0);
olo_WebGLManager_glRotatef($var2 * 10.0, 0.0, 1.0, 0.0);
nmcr_Tessellator_startDrawingQuads($var3);
var$13 = $var10;
var$14 = $var9;
nmcr_Tessellator_addVertexWithUV($var3, (-0.5), (-0.5), (-0.5), var$13, var$14);
var$15 = $var6;
nmcr_Tessellator_addVertexWithUV($var3, 0.5, (-0.5), (-0.5), var$15, var$14);
var$14 = $var7;
nmcr_Tessellator_addVertexWithUV($var3, 0.5, 0.5, (-0.5), var$15, var$14);
nmcr_Tessellator_addVertexWithUV($var3, (-0.5), 0.5, (-0.5), var$13, var$14);
olo_WebGLManager_flipLightMatrix();
nmcr_Tessellator_draw($var3);
olo_WebGLManager_flipLightMatrix();
olo_WebGLManager_glPopMatrix();
var$5 = var$5 + 1 | 0;
}
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
olo_WebGLManager_glDisable(3042);
if (!nmge_Entity_isInsideOfWater($this.$mc1.$thePlayer)) {
olo_WebGLManager_glEnable(3008);
return;
}
var$3 = $this.$mc1.$renderEngine;
$var3 = $rt_s(210);
$ptr = 2;
case 2:
$tmp = nmcr_RenderEngine_getTexture(var$3, $var3);
$tmp = nmcr_RenderEngine_getTexture(var$2, $var3);
if ($rt_suspending()) {
break main;
}
@ -14424,14 +14367,14 @@ function nmcr_ItemRenderer_renderOverlays($this, $var1) {
$var7 = -$this.$mc1.$thePlayer.$rotationYaw / 64.0;
$var9 = $this.$mc1.$thePlayer.$rotationPitch / 64.0;
nmcr_Tessellator_startDrawingQuads($var3);
var$13 = $var7 + 4.0;
var$14 = $var9 + 4.0;
nmcr_Tessellator_addVertexWithUV($var3, (-1.0), (-1.0), (-0.5), var$13, var$14);
var$15 = $var7 + 0.0;
nmcr_Tessellator_addVertexWithUV($var3, 1.0, (-1.0), (-0.5), var$15, var$14);
var$14 = $var9 + 0.0;
nmcr_Tessellator_addVertexWithUV($var3, 1.0, 1.0, (-0.5), var$15, var$14);
nmcr_Tessellator_addVertexWithUV($var3, (-1.0), 1.0, (-0.5), var$13, var$14);
var$8 = $var7 + 4.0;
var$9 = $var9 + 4.0;
nmcr_Tessellator_addVertexWithUV($var3, (-1.0), (-1.0), (-0.5), var$8, var$9);
var$10 = $var7 + 0.0;
nmcr_Tessellator_addVertexWithUV($var3, 1.0, (-1.0), (-0.5), var$10, var$9);
var$9 = $var9 + 0.0;
nmcr_Tessellator_addVertexWithUV($var3, 1.0, 1.0, (-0.5), var$10, var$9);
nmcr_Tessellator_addVertexWithUV($var3, (-1.0), 1.0, (-0.5), var$8, var$9);
olo_WebGLManager_flipLightMatrix();
nmcr_Tessellator_draw($var3);
olo_WebGLManager_flipLightMatrix();
@ -14442,7 +14385,7 @@ function nmcr_ItemRenderer_renderOverlays($this, $var1) {
return;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var1, $var3, var$3, $var2, var$5, $var4, $var5, $var8, $var6, $var10, $var7, $var9, var$13, var$14, var$15, $ptr);
$rt_nativeThread().push($this, $var1, var$2, $var3, $var2, $var8, $var7, $var9, var$8, var$9, var$10, $ptr);
}
function nmcr_ItemRenderer_updateEquippedItem($this) {
var $var3, $var2;
@ -32765,173 +32708,219 @@ function nmcre_Render_renderOffsetAABB($var0) {
function nmcre_Render_setRenderManager($this, $var1) {
$this.$renderManager = $var1;
}
function nmcre_Render_renderShadow($this, $var1, $var2, $var3, $var4, $var5) {
var $var31, $var10, $var35, $var26, $var29, $var30, $var12, $var32, $var33, $var34, $var36, $var18, $var19, var$19, var$20, var$21, var$22, var$23, var$24, $var11, $var12_0, $var29_0, var$28, var$29, $var13, $var14, $var15, $var16, $var25, $var20, $var21, $var22, $var17, $var23, var$40, var$41, $ptr, $tmp;
function nmcre_Render_renderEntityOnFire($this, $var1, $var2, $var4, $var6, $var8) {
var $var9, $var10, $var11, $var12, $var13, $var14, $var15, $var16, $var17, $var18, $var20, $var21, var$18, var$19, var$20, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();var$41 = $thread.pop();var$40 = $thread.pop();$var23 = $thread.pop();$var17 = $thread.pop();$var22 = $thread.pop();$var21 = $thread.pop();$var20 = $thread.pop();$var25 = $thread.pop();$var16 = $thread.pop();$var15 = $thread.pop();$var14 = $thread.pop();$var13 = $thread.pop();var$29 = $thread.pop();var$28 = $thread.pop();$var29_0 = $thread.pop();$var12_0 = $thread.pop();$var11 = $thread.pop();var$24 = $thread.pop();var$23 = $thread.pop();var$22 = $thread.pop();var$21 = $thread.pop();var$20
= $thread.pop();var$19 = $thread.pop();$var19 = $thread.pop();$var18 = $thread.pop();$var36 = $thread.pop();$var34 = $thread.pop();$var33 = $thread.pop();$var32 = $thread.pop();$var12 = $thread.pop();$var30 = $thread.pop();$var29 = $thread.pop();$var26 = $thread.pop();$var35 = $thread.pop();$var10 = $thread.pop();$var31 = $thread.pop();$var5 = $thread.pop();$var4 = $thread.pop();$var3 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
$ptr = $thread.pop();var$20 = $thread.pop();var$19 = $thread.pop();var$18 = $thread.pop();$var21 = $thread.pop();$var20 = $thread.pop();$var18 = $thread.pop();$var17 = $thread.pop();$var16 = $thread.pop();$var15 = $thread.pop();$var14 = $thread.pop();$var13 = $thread.pop();$var12 = $thread.pop();$var11 = $thread.pop();$var10 = $thread.pop();$var9 = $thread.pop();$var8 = $thread.pop();$var6 = $thread.pop();$var4 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
if ($this.$shadowSize > 0.0) {
$var31 = (1.0 - nmcre_RenderManager_getDistanceToCamera($this.$renderManager, $var2, $var3, $var4) / 256.0) * $this.$shadowOpaque;
if ($var31 > 0.0) {
olo_WebGLManager_glAlphaFunc(516, 0.10000000149011612);
$var10 = $this.$renderManager.$renderEngine2;
$var35 = $rt_s(460);
olo_WebGLManager_glDisable(2896);
nmglb_Block_$callClinit();
$var9 = nmglb_Block_fire.$blockIndexInTexture;
$var10 = ($var9 & 15) << 4;
$var11 = $var9 & 240;
$var8 = $var10;
$var12 = $var8 / 256.0;
$var13 = ($var8 + 15.989999771118164) / 256.0;
$var8 = $var11;
$var14 = $var8 / 256.0;
$var15 = ($var8 + 15.989999771118164) / 256.0;
olo_WebGLManager_glPushMatrix();
olo_WebGLManager_glTranslatef($var2, $var4, $var6);
$var16 = $var1.$width2 * 1.399999976158142;
olo_WebGLManager_glScalef($var16, $var16, $var16);
$var17 = $rt_s(205);
$ptr = 1;
case 1:
nmcre_Render_loadTexture($this, $var17);
if ($rt_suspending()) {
break main;
}
nmcr_Tessellator_$callClinit();
$var17 = nmcr_Tessellator_instance;
$var18 = 1.0;
$var20 = 0.0;
$var21 = $var1.$height2 / $var1.$width2;
olo_WebGLManager_glRotatef( -$this.$renderManager.$playerViewY, 0.0, 1.0, 0.0);
olo_WebGLManager_glTranslatef(0.0, 0.0, 0.4000000059604645 + ($var21 | 0) * 0.019999999552965164);
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
nmcr_Tessellator_startDrawingQuads($var17);
$var6 = $var13;
var$18 = $var15;
var$19 = $var12;
var$20 = $var14;
while ($var21 > 0.0) {
$var2 = $var18 - 0.5;
$var4 = 0.0 - $var20;
nmcr_Tessellator_addVertexWithUV($var17, $var2, $var4, 0.0, $var6, var$18);
nmcr_Tessellator_addVertexWithUV($var17, (-0.5), $var4, 0.0, var$19, var$18);
$var4 = 1.399999976158142 - $var20;
nmcr_Tessellator_addVertexWithUV($var17, (-0.5), $var4, 0.0, var$19, var$20);
nmcr_Tessellator_addVertexWithUV($var17, $var2, $var4, 0.0, $var6, var$20);
$var21 = $var21 - 1.0;
$var20 = $var20 - 1.0;
$var18 = $var18 * 0.8999999761581421;
olo_WebGLManager_glTranslatef(0.0, 0.0, (-0.03999999910593033));
}
nmcr_Tessellator_draw($var17);
olo_WebGLManager_glPopMatrix();
olo_WebGLManager_glEnable(2896);
return;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var1, $var2, $var4, $var6, $var8, $var9, $var10, $var11, $var12, $var13, $var14, $var15, $var16, $var17, $var18, $var20, $var21, var$18, var$19, var$20, $ptr);
}
function nmcre_Render_renderShadow($this, $var1, $var2, $var4, $var6, $var8, $var9) {
var $var10, $var11, $var32, $var12, $var17, var$12, var$13, $var13, $var15, $var20, $var21, $var22, $var23, $var24, var$21, $var25, var$23, $var27, var$25, $var29, $var31, var$28, $var33, $var34, $var35, var$32, var$33, var$34, var$35, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();var$35 = $thread.pop();var$34 = $thread.pop();var$33 = $thread.pop();var$32 = $thread.pop();$var35 = $thread.pop();$var34 = $thread.pop();$var33 = $thread.pop();var$28 = $thread.pop();$var31 = $thread.pop();$var29 = $thread.pop();var$25 = $thread.pop();$var27 = $thread.pop();var$23 = $thread.pop();$var25 = $thread.pop();var$21 = $thread.pop();$var24 = $thread.pop();$var23 = $thread.pop();$var22 = $thread.pop();$var21 = $thread.pop();$var20 = $thread.pop();$var15 = $thread.pop();$var13
= $thread.pop();var$13 = $thread.pop();var$12 = $thread.pop();$var17 = $thread.pop();$var12 = $thread.pop();$var32 = $thread.pop();$var11 = $thread.pop();$var10 = $thread.pop();$var9 = $thread.pop();$var8 = $thread.pop();$var6 = $thread.pop();$var4 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
olo_WebGLManager_glEnable(3042);
olo_WebGLManager_glBlendFunc(770, 771);
$var10 = $this.$renderManager.$renderEngine2;
$var11 = $rt_s(460);
$ptr = 1;
case 1:
$tmp = nmcr_RenderEngine_getTexture($var10, $var11);
if ($rt_suspending()) {
break main;
}
$var32 = $tmp;
nmcr_RenderEngine_bindTexture($var32);
$var11 = nmcre_Render_getWorldFromRenderManager($this);
olo_WebGLManager_glDepthMask(0);
$var12 = $this.$shadowSize;
$var17 = $var1.$lastTickPosX;
var$12 = $var1.$posX - $var1.$lastTickPosX;
var$13 = $var9;
$var13 = $var17 + var$12 * var$13;
$var15 = $var1.$lastTickPosY + ($var1.$posY - $var1.$lastTickPosY) * var$13;
$var17 = $var1.$lastTickPosZ + ($var1.$posZ - $var1.$lastTickPosZ) * var$13;
var$12 = $var12;
$var32 = nPm_MathHelper_floor_double($var13 - var$12);
$var20 = nPm_MathHelper_floor_double($var13 + var$12);
$var21 = nPm_MathHelper_floor_double($var15 - var$12);
$var22 = nPm_MathHelper_floor_double($var15);
$var23 = nPm_MathHelper_floor_double($var17 - var$12);
$var24 = nPm_MathHelper_floor_double($var17 + var$12);
var$21 = $var2;
$var25 = var$21 - $var13;
var$23 = $var4;
$var27 = var$23 - $var15;
var$25 = $var6;
$var29 = var$25 - $var17;
nmcr_Tessellator_$callClinit();
$var31 = nmcr_Tessellator_instance;
nmcr_Tessellator_startDrawingQuads($var31);
var$28 = $var8;
while ($var32 <= $var20) {
$var33 = $var21;
while ($var33 <= $var22) {
$var34 = $var23;
while ($var34 <= $var24) {
$var35 = nmgl_World_getBlockId($var11, $var32, $var33 - 1 | 0, $var34);
if ($var35 > 0 && nmgl_World_getBlockLightValue($var11, $var32, $var33, $var34) > 3) {
nmglb_Block_$callClinit();
$var1 = nmglb_Block_blocksList.data[$var35];
$var10 = nmcr_Tessellator_instance;
if ($var1.$renderAsNormalBlock()) {
$var15 = $var33;
var$13 = (var$28 - (var$23 - ($var15 + $var27)) / 2.0) * 0.5 * nmgl_World_getLightBrightness(nmcre_Render_getWorldFromRenderManager($this), $var32, $var33, $var34);
if (var$13 >= 0.0) {
if (var$13 > 1.0)
var$13 = 1.0;
nmcr_Tessellator_setColorRGBA_F($var10, 1.0, 1.0, 1.0, var$13);
$var17 = $var32;
var$13 = $var17 + $var1.$minX + $var25;
var$32 = $var17 + $var1.$maxX + $var25;
var$33 = $var15 + $var1.$minY + $var27 + 0.015625;
$var17 = $var34;
var$34 = $var17 + $var1.$minZ + $var29;
var$35 = $var17 + $var1.$maxZ + $var29;
$var6 = (var$21 - var$13) / 2.0 / var$12 + 0.5;
$var8 = (var$21 - var$32) / 2.0 / var$12 + 0.5;
$var4 = (var$25 - var$34) / 2.0 / var$12 + 0.5;
$var2 = (var$25 - var$35) / 2.0 / var$12 + 0.5;
$var17 = $var6;
$var13 = $var4;
nmcr_Tessellator_addVertexWithUV($var10, var$13, var$33, var$34, $var17, $var13);
$var15 = $var2;
nmcr_Tessellator_addVertexWithUV($var10, var$13, var$33, var$35, $var17, $var15);
$var17 = $var8;
nmcr_Tessellator_addVertexWithUV($var10, var$32, var$33, var$35, $var17, $var15);
nmcr_Tessellator_addVertexWithUV($var10, var$32, var$33, var$34, $var17, $var13);
}
}
}
$var34 = $var34 + 1 | 0;
}
$var33 = $var33 + 1 | 0;
}
$var32 = $var32 + 1 | 0;
}
nmcr_Tessellator_draw($var31);
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
olo_WebGLManager_glDisable(3042);
olo_WebGLManager_glDepthMask(1);
return;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var1, $var2, $var4, $var6, $var8, $var9, $var10, $var11, $var32, $var12, $var17, var$12, var$13, $var13, $var15, $var20, $var21, $var22, $var23, $var24, var$21, $var25, var$23, $var27, var$25, $var29, $var31, var$28, $var33, $var34, $var35, var$32, var$33, var$34, var$35, $ptr);
}
function nmcre_Render_getWorldFromRenderManager($this) {
return $this.$renderManager.$worldObj1;
}
function nmcre_Render_doRenderShadowAndFire($this, $var1, $var2, $var4, $var6, $var8, $var9) {
var $var12, $var10, var$9, var$10, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();var$10 = $thread.pop();var$9 = $thread.pop();$var10 = $thread.pop();$var12 = $thread.pop();$var9 = $thread.pop();$var8 = $thread.pop();$var6 = $thread.pop();$var4 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
if (nmc_Minecraft_mc.$options.$fancyGraphics && $this.$shadowSize > 0.0) {
$var12 = (1.0 - nmcre_RenderManager_getDistanceToCamera($this.$renderManager, $var1.$posX, $var1.$posY, $var1.$posZ) / 256.0) * $this.$shadowOpaque;
if ($var12 > 0.0) {
$ptr = 2;
continue main;
}
}
if ($var1.$fire <= 0)
return;
olo_WebGLManager_glDisable(2896);
nmglb_Block_$callClinit();
$var26 = nmglb_Block_fire.$blockIndexInTexture;
$var29 = ($var26 & 15) << 4;
$var30 = $var26 & 240;
$var5 = $var29;
$var12 = $var5 / 256.0;
$var31 = ($var5 + 15.989999771118164) / 256.0;
$var5 = $var30;
$var32 = $var5 / 256.0;
$var33 = ($var5 + 15.989999771118164) / 256.0;
olo_WebGLManager_glPushMatrix();
olo_WebGLManager_glTranslatef($var2, $var3, $var4);
$var34 = $var1.$width2 * 1.399999976158142;
olo_WebGLManager_glScalef($var34, $var34, $var34);
$var35 = $rt_s(205);
$var10 = $var2;
var$9 = $var4;
var$10 = $var6;
$ptr = 1;
case 1:
nmcre_Render_loadTexture($this, $var35);
nmcre_Render_renderEntityOnFire($this, $var1, $var10, var$9, var$10, $var9);
if ($rt_suspending()) {
break main;
}
nmcr_Tessellator_$callClinit();
$var35 = nmcr_Tessellator_instance;
$var36 = 1.0;
$var18 = 0.0;
$var19 = $var1.$height2 / $var1.$width2;
olo_WebGLManager_glRotatef( -$this.$renderManager.$playerViewY, 0.0, 1.0, 0.0);
olo_WebGLManager_glTranslatef(0.0, 0.0, 0.4000000059604645 + ($var19 | 0) * 0.019999999552965164);
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
nmcr_Tessellator_startDrawingQuads($var35);
var$19 = $var31;
var$20 = $var33;
var$21 = $var12;
var$22 = $var32;
while ($var19 > 0.0) {
var$23 = $var36 - 0.5;
var$24 = 0.0 - $var18;
nmcr_Tessellator_addVertexWithUV($var35, var$23, var$24, 0.0, var$19, var$20);
nmcr_Tessellator_addVertexWithUV($var35, (-0.5), var$24, 0.0, var$21, var$20);
var$24 = 1.399999976158142 - $var18;
nmcr_Tessellator_addVertexWithUV($var35, (-0.5), var$24, 0.0, var$21, var$22);
nmcr_Tessellator_addVertexWithUV($var35, var$23, var$24, 0.0, var$19, var$22);
$var19 = $var19 - 1.0;
$var18 = $var18 - 1.0;
$var36 = $var36 * 0.8999999761581421;
olo_WebGLManager_glTranslatef(0.0, 0.0, (-0.03999999910593033));
}
nmcr_Tessellator_draw($var35);
olo_WebGLManager_flipLightMatrix();
olo_WebGLManager_glPopMatrix();
olo_WebGLManager_flipLightMatrix();
olo_WebGLManager_glEnable(2896);
return;
case 2:
$tmp = nmcr_RenderEngine_getTexture($var10, $var35);
nmcre_Render_renderShadow($this, $var1, $var2, $var4, $var6, $var12, $var9);
if ($rt_suspending()) {
break main;
}
$var30 = $tmp;
nmcr_RenderEngine_bindTexture($var30);
$var11 = $this.$renderManager.$worldObj1;
olo_WebGLManager_glDepthMask(0);
$var12_0 = $this.$shadowSize;
$var29_0 = $var2 - $var12_0 | 0;
var$28 = $var2 + $var12_0 | 0;
$var30 = $var3 - 2.0 | 0;
$var29 = $var3 | 0;
$var26 = $var4 - $var12_0 | 0;
var$29 = $var4 + $var12_0 | 0;
while ($var29_0 <= var$28) {
$var13 = $var30;
while ($var13 <= $var29) {
$var14 = $var26;
while ($var14 <= var$29) {
$var15 = nmgl_World_getBlockId($var11, $var29_0, $var13 - 1 | 0, $var14);
if ($var15 > 0 && nmgl_World_getBlockLightValue($var11, $var29_0, $var13, $var14) > 3) {
nmglb_Block_$callClinit();
$var16 = nmglb_Block_blocksList.data[$var15];
nmcr_Tessellator_$callClinit();
$var25 = nmcr_Tessellator_instance;
$var20 = $var13;
$var34 = ($var31 - ($var3 - $var20) / 2.0) * 0.5 * nmgl_World_getLightBrightness($this.$renderManager.$worldObj1, $var29_0, $var13, $var14);
if ($var34 >= 0.0) {
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, $var34);
nmcr_Tessellator_startDrawingQuads($var25);
$var5 = $var29_0;
$var12 = $var5 + $var16.$minX;
$var18 = $var5 + $var16.$maxX;
$var20 = $var20 + $var16.$minY;
$var5 = $var14;
$var21 = $var5 + $var16.$minZ;
$var36 = $var5 + $var16.$maxZ;
$var22 = ($var2 - $var12) / 2.0 / $var12_0 + 0.5;
$var17 = ($var2 - $var18) / 2.0 / $var12_0 + 0.5;
$var23 = ($var4 - $var21) / 2.0 / $var12_0 + 0.5;
$var19 = ($var4 - $var36) / 2.0 / $var12_0 + 0.5;
var$19 = $var12;
var$20 = $var20;
var$21 = $var21;
var$40 = $var22;
var$23 = $var23;
nmcr_Tessellator_addVertexWithUV($var25, var$19, var$20, var$21, var$40, var$23);
var$24 = $var36;
var$41 = $var19;
nmcr_Tessellator_addVertexWithUV($var25, var$19, var$20, var$24, var$40, var$41);
var$19 = $var18;
var$40 = $var17;
nmcr_Tessellator_addVertexWithUV($var25, var$19, var$20, var$24, var$40, var$41);
nmcr_Tessellator_addVertexWithUV($var25, var$19, var$20, var$21, var$40, var$23);
nmcr_Tessellator_draw($var25);
}
}
$var14 = $var14 + 1 | 0;
}
$var13 = $var13 + 1 | 0;
}
$var29_0 = $var29_0 + 1 | 0;
}
olo_WebGLManager_glColor4f(1.0, 1.0, 1.0, 1.0);
olo_WebGLManager_glDisable(3042);
olo_WebGLManager_glDepthMask(1);
if ($var1.$fire <= 0)
return;
olo_WebGLManager_glDisable(2896);
nmglb_Block_$callClinit();
$var26 = nmglb_Block_fire.$blockIndexInTexture;
$var29 = ($var26 & 15) << 4;
$var30 = $var26 & 240;
$var5 = $var29;
$var12 = $var5 / 256.0;
$var31 = ($var5 + 15.989999771118164) / 256.0;
$var5 = $var30;
$var32 = $var5 / 256.0;
$var33 = ($var5 + 15.989999771118164) / 256.0;
olo_WebGLManager_glPushMatrix();
olo_WebGLManager_glTranslatef($var2, $var3, $var4);
$var34 = $var1.$width2 * 1.399999976158142;
olo_WebGLManager_glScalef($var34, $var34, $var34);
$var35 = $rt_s(205);
$var10 = $var2;
var$9 = $var4;
var$10 = $var6;
$ptr = 1;
continue main;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var1, $var2, $var3, $var4, $var5, $var31, $var10, $var35, $var26, $var29, $var30, $var12, $var32, $var33, $var34, $var36, $var18, $var19, var$19, var$20, var$21, var$22, var$23, var$24, $var11, $var12_0, $var29_0, var$28, var$29, $var13, $var14, $var15, $var16, $var25, $var20, $var21, $var22, $var17, $var23, var$40, var$41, $ptr);
$rt_nativeThread().push($this, $var1, $var2, $var4, $var6, $var8, $var9, $var12, $var10, var$9, var$10, $ptr);
}
function nmcre_RenderItem() {
var a = this; nmcre_Render.call(a);
@ -40998,34 +40987,34 @@ function nmcre_RenderManager_renderEntity($this, $var1, $var2) {
}}
$rt_nativeThread().push($this, $var1, $var2, $var3, $var4, $var5, $var6, $var7, $ptr);
}
function nmcre_RenderManager_renderEntityWithPosYaw($this, $var1, $var2, $var3, $var4, $var5, $var6) {
var $var7, $ptr, $tmp;
function nmcre_RenderManager_renderEntityWithPosYaw($this, $var1, $var2, $var4, $var6, $var8, $var9) {
var $var10, $ptr, $tmp;
$ptr = 0;
if ($rt_resuming()) {
var $thread = $rt_nativeThread();
$ptr = $thread.pop();$var7 = $thread.pop();$var6 = $thread.pop();$var5 = $thread.pop();$var4 = $thread.pop();$var3 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
$ptr = $thread.pop();$var10 = $thread.pop();$var9 = $thread.pop();$var8 = $thread.pop();$var6 = $thread.pop();$var4 = $thread.pop();$var2 = $thread.pop();$var1 = $thread.pop();$this = $thread.pop();
}
main: while (true) { switch ($ptr) {
case 0:
$var7 = nmcre_RenderManager_getEntityRenderObject($this, $var1);
if ($var7 === null)
$var10 = nmcre_RenderManager_getEntityRenderObject($this, $var1);
if ($var10 === null)
return;
$ptr = 1;
case 1:
$var7.$doRender($var1, $var2, $var3, $var4, $var5, $var6);
$var10.$doRender($var1, $var2, $var4, $var6, $var8, $var9);
if ($rt_suspending()) {
break main;
}
$ptr = 2;
case 2:
nmcre_Render_renderShadow($var7, $var1, $var2, $var3, $var4, $var6);
nmcre_Render_doRenderShadowAndFire($var10, $var1, $var2, $var4, $var6, $var8, $var9);
if ($rt_suspending()) {
break main;
}
return;
default: $rt_invalidPointer();
}}
$rt_nativeThread().push($this, $var1, $var2, $var3, $var4, $var5, $var6, $var7, $ptr);
$rt_nativeThread().push($this, $var1, $var2, $var4, $var6, $var8, $var9, $var10, $ptr);
}
function nmcre_RenderManager_set($this, $var1) {
$this.$worldObj1 = $var1;

File diff suppressed because one or more lines are too long

View File

@ -1,7 +1,7 @@
<!DOCTYPE html>
<html>
<head>
<title>Main page</title>
<title>Indev</title>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
<script type="text/javascript" charset="utf-8" src="app.js"></script>
<script type = text/javascript>
@ -17,4 +17,4 @@
</head>
<body style="margin:0px;width:100vw;height:100vh;" id="game_frame">
</body>
</html>
</html>

View File

@ -211,39 +211,6 @@ public final class ItemRenderer {
Tessellator var3;
float var7;
float var9;
if(this.mc.thePlayer.fire > 0) {
var2 = this.mc.renderEngine.getTexture("/terrain.png");
GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
var3 = Tessellator.instance;
GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
for(var2 = 0; var2 < 2; ++var2) {
GL11.glPushMatrix();
int var4 = Block.fire.blockIndexInTexture + (var2 << 4);
int var5 = (var4 & 15) << 4;
var4 &= 240;
float var6 = (float)var5 / 256.0F;
float var10 = ((float)var5 + 15.99F) / 256.0F;
var7 = (float)var4 / 256.0F;
var9 = ((float)var4 + 15.99F) / 256.0F;
GL11.glTranslatef((float)(-((var2 << 1) - 1)) * 0.24F, -0.3F, 0.0F);
GL11.glRotatef((float)((var2 << 1) - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
var3.startDrawingQuads();
var3.addVertexWithUV(-0.5F, -0.5F, -0.5F, var10, var9);
var3.addVertexWithUV(0.5F, -0.5F, -0.5F, var6, var9);
var3.addVertexWithUV(0.5F, 0.5F, -0.5F, var6, var7);
var3.addVertexWithUV(-0.5F, 0.5F, -0.5F, var10, var7);
GL11.flipLightMatrix();
var3.draw();
GL11.flipLightMatrix();
GL11.glPopMatrix();
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
}
if(this.mc.thePlayer.isInsideOfWater()) {
var2 = this.mc.renderEngine.getTexture("/water.png");

View File

@ -1,5 +1,7 @@
package net.minecraft.client.render.entity;
import net.PeytonPlayz585.math.MathHelper;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.render.RenderBlocks;
import net.minecraft.client.render.RenderEngine;
@ -76,106 +78,129 @@ public abstract class Render {
public final void setRenderManager(RenderManager var1) {
this.renderManager = var1;
}
private void renderEntityOnFire(Entity var1, double var2, double var4, double var6, float var8) {
GL11.glDisable(GL11.GL_LIGHTING);
int var9 = Block.fire.blockIndexInTexture;
int var10 = (var9 & 15) << 4;
int var11 = var9 & 240;
float var12 = (float)var10 / 256.0F;
float var13 = ((float)var10 + 15.99F) / 256.0F;
float var14 = (float)var11 / 256.0F;
float var15 = ((float)var11 + 15.99F) / 256.0F;
GL11.glPushMatrix();
GL11.glTranslatef((float)var2, (float)var4, (float)var6);
float var16 = var1.width * 1.4F;
GL11.glScalef(var16, var16, var16);
this.loadTexture("/terrain.png");
Tessellator var17 = Tessellator.instance;
float var18 = 1.0F;
float var19 = 0.5F;
float var20 = 0.0F;
float var21 = var1.height / var1.width;
GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, 0.4F + (float)((int)var21) * 0.02F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
var17.startDrawingQuads();
public final void renderShadow(Entity var1, float var2, float var3, float var4, float var5) {
float var12;
float var18;
float var19;
int var29;
float var34;
float var36;
if(this.shadowSize > 0.0F) {
var5 = this.renderManager.getDistanceToCamera(var2, var3, var4);
var5 = (1.0F - var5 / 256.0F) * this.shadowOpaque;
if(var5 > 0.0F) {
float var9 = var5;
float var8 = var4;
float var7 = var3;
float var6 = var2;
Render var27 = this;
GL11.glAlphaFunc(516, 0.1F);
RenderEngine var10 = this.renderManager.renderEngine;
RenderEngine.bindTexture(var10.getTexture("%clamp%/shadow.png"));
World var11 = this.renderManager.worldObj;
GL11.glDepthMask(false);
var12 = this.shadowSize;
while(var21 > 0.0F) {
var17.addVertexWithUV((double)(var18 - var19), (double)(0.0F - var20), 0.0D, (double)var13, (double)var15);
var17.addVertexWithUV((double)(0.0F - var19), (double)(0.0F - var20), 0.0D, (double)var12, (double)var15);
var17.addVertexWithUV((double)(0.0F - var19), (double)(1.4F - var20), 0.0D, (double)var12, (double)var14);
var17.addVertexWithUV((double)(var18 - var19), (double)(1.4F - var20), 0.0D, (double)var13, (double)var14);
--var21;
--var20;
var18 *= 0.9F;
GL11.glTranslatef(0.0F, 0.0F, -0.04F);
}
for(var29 = (int)(var2 - var12); var29 <= (int)(var6 + var12); ++var29) {
for(int var13 = (int)(var7 - 2.0F); var13 <= (int)var7; ++var13) {
for(int var14 = (int)(var8 - var12); var14 <= (int)(var8 + var12); ++var14) {
int var15 = var11.getBlockId(var29, var13 - 1, var14);
if(var15 > 0 && var11.getBlockLightValue(var29, var13, var14) > 3) {
Block var16 = Block.blocksList[var15];
Tessellator var25 = Tessellator.instance;
var34 = (var9 - (var7 - (float)var13) / 2.0F) * 0.5F * var27.renderManager.worldObj.getLightBrightness(var29, var13, var14);
if(var34 >= 0.0F) {
GL11.glColor4f(1.0F, 1.0F, 1.0F, var34);
var25.startDrawingQuads();
var34 = (float)var29 + var16.minX;
var18 = (float)var29 + var16.maxX;
float var20 = (float)var13 + var16.minY;
float var21 = (float)var14 + var16.minZ;
var36 = (float)var14 + var16.maxZ;
float var22 = (var6 - var34) / 2.0F / var12 + 0.5F;
float var17 = (var6 - var18) / 2.0F / var12 + 0.5F;
float var23 = (var8 - var21) / 2.0F / var12 + 0.5F;
var19 = (var8 - var36) / 2.0F / var12 + 0.5F;
var25.addVertexWithUV(var34, var20, var21, var22, var23);
var25.addVertexWithUV(var34, var20, var36, var22, var19);
var25.addVertexWithUV(var18, var20, var36, var17, var19);
var25.addVertexWithUV(var18, var20, var21, var17, var23);
var25.draw();
}
}
}
var17.draw();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
}
private void renderShadow(Entity var1, float var2, float var4, float var6, float var8, float var9) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
RenderEngine var10 = this.renderManager.renderEngine;
var10.bindTexture(var10.getTexture("%clamp%/shadow.png"));
World var11 = this.getWorldFromRenderManager();
GL11.glDepthMask(false);
float var12 = this.shadowSize;
double var13 = var1.lastTickPosX + (var1.posX - var1.lastTickPosX) * (double)var9;
double var15 = var1.lastTickPosY + (var1.posY - var1.lastTickPosY) * (double)var9;
double var17 = var1.lastTickPosZ + (var1.posZ - var1.lastTickPosZ) * (double)var9;
int var19 = MathHelper.floor_double(var13 - (double)var12);
int var20 = MathHelper.floor_double(var13 + (double)var12);
int var21 = MathHelper.floor_double(var15 - (double)var12);
int var22 = MathHelper.floor_double(var15);
int var23 = MathHelper.floor_double(var17 - (double)var12);
int var24 = MathHelper.floor_double(var17 + (double)var12);
double var25 = var2 - var13;
double var27 = var4 - var15;
double var29 = var6 - var17;
Tessellator var31 = Tessellator.instance;
var31.startDrawingQuads();
for(int var32 = var19; var32 <= var20; ++var32) {
for(int var33 = var21; var33 <= var22; ++var33) {
for(int var34 = var23; var34 <= var24; ++var34) {
int var35 = var11.getBlockId(var32, var33 - 1, var34);
if(var35 > 0 && var11.getBlockLightValue(var32, var33, var34) > 3) {
this.renderShadowOnBlock(Block.blocksList[var35], var2, var4, var6, var32, var33, var34, var8, var12, var25, var27, var29);
}
}
}
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
var31.draw();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
}
private World getWorldFromRenderManager() {
return this.renderManager.worldObj;
}
private void renderShadowOnBlock(Block var1, double var2, double var4, double var6, int var8, int var9, int var10, float var11, float var12, double var13, double var15, double var17) {
Tessellator var19 = Tessellator.instance;
if(var1.renderAsNormalBlock()) {
double var20 = ((double)var11 - (var4 - ((double)var9 + var15)) / 2.0D) * 0.5D * (double)this.getWorldFromRenderManager().getLightBrightness(var8, var9, var10);
if(var20 >= 0.0D) {
if(var20 > 1.0D) {
var20 = 1.0D;
}
var19.setColorRGBA_F(1.0F, 1.0F, 1.0F, (float)var20);
double var22 = (double)var8 + var1.minX + var13;
double var24 = (double)var8 + var1.maxX + var13;
double var26 = (double)var9 + var1.minY + var15 + 1.0D / 64.0D;
double var28 = (double)var10 + var1.minZ + var17;
double var30 = (double)var10 + var1.maxZ + var17;
float var32 = (float)((var2 - var22) / 2.0D / (double)var12 + 0.5D);
float var33 = (float)((var2 - var24) / 2.0D / (double)var12 + 0.5D);
float var34 = (float)((var6 - var28) / 2.0D / (double)var12 + 0.5D);
float var35 = (float)((var6 - var30) / 2.0D / (double)var12 + 0.5D);
var19.addVertexWithUV(var22, var26, var28, (double)var32, (double)var34);
var19.addVertexWithUV(var22, var26, var30, (double)var32, (double)var35);
var19.addVertexWithUV(var24, var26, var30, (double)var33, (double)var35);
var19.addVertexWithUV(var24, var26, var28, (double)var33, (double)var34);
}
}
}
public void doRenderShadowAndFire(Entity var1, float var2, float var4, float var6, float var8, float var9) {
if(Minecraft.getMinecraft().options.fancyGraphics && this.shadowSize > 0.0F) {
double var10 = this.renderManager.getDistanceToCamera(var1.posX, var1.posY, var1.posZ);
float var12 = (float)((1.0D - var10 / 256.0D) * (double)this.shadowOpaque);
if(var12 > 0.0F) {
this.renderShadow(var1, var2, var4, var6, var12, var9);
}
}
if(var1.fire > 0) {
GL11.glDisable(GL11.GL_LIGHTING);
int var26 = Block.fire.blockIndexInTexture;
var29 = (var26 & 15) << 4;
int var30 = var26 & 240;
var12 = (float)var29 / 256.0F;
float var31 = ((float)var29 + 15.99F) / 256.0F;
float var32 = (float)var30 / 256.0F;
float var33 = ((float)var30 + 15.99F) / 256.0F;
GL11.glPushMatrix();
GL11.glTranslatef(var2, var3, var4);
var34 = var1.width * 1.4F;
GL11.glScalef(var34, var34, var34);
this.loadTexture("/terrain.png");
Tessellator var35 = Tessellator.instance;
var36 = 1.0F;
var18 = 0.0F;
var19 = var1.height / var1.width;
GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(0.0F, 0.0F, 0.4F + (float)((int)var19) * 0.02F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
var35.startDrawingQuads();
while(var19 > 0.0F) {
var35.addVertexWithUV(var36 - 0.5F, 0.0F - var18, 0.0F, var31, var33);
var35.addVertexWithUV(-0.5F, 0.0F - var18, 0.0F, var12, var33);
var35.addVertexWithUV(-0.5F, 1.4F - var18, 0.0F, var12, var32);
var35.addVertexWithUV(var36 - 0.5F, 1.4F - var18, 0.0F, var31, var32);
--var19;
--var18;
var36 *= 0.9F;
GL11.glTranslatef(0.0F, 0.0F, -0.04F);
}
var35.draw();
GL11.flipLightMatrix();
GL11.glPopMatrix();
GL11.flipLightMatrix();
GL11.glEnable(GL11.GL_LIGHTING);
this.renderEntityOnFire(var1, var2, var4, var6, var9);
}
}

View File

@ -91,11 +91,11 @@ public final class RenderManager {
this.renderEntityWithPosYaw(var1, var3, var4, var5, var6, var2);
}
public final void renderEntityWithPosYaw(Entity var1, float var2, float var3, float var4, float var5, float var6) {
Render var7 = this.getEntityRenderObject(var1);
if(var7 != null) {
var7.doRender(var1, var2, var3, var4, var5, var6);
var7.renderShadow(var1, var2, var3, var4, var6);
public void renderEntityWithPosYaw(Entity var1, float var2, float var4, float var6, float var8, float var9) {
Render var10 = this.getEntityRenderObject(var1);
if(var10 != null) {
var10.doRender(var1, var2, var4, var6, var8, var9);
var10.doRenderShadowAndFire(var1, var2, var4, var6, var8, var9);
}
}