Added Rendering and Dynamic texture for Fire and it's behaviour
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "../../world/level/tile/BedTile.h"
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#include "../../world/level/tile/StemTile.h"
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#include "../../world/level/tile/StairTile.h"
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#include "../../world/level/tile/FireTile.h"
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#include "../../world/Direction.h"
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#include "../../world/Facing.h"
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#include "tileentity/TileEntityRenderer.h"
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@@ -157,8 +158,8 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z )
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return tesselateRowInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_TORCH) {
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return tesselateTorchInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_FIRE) {
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// return tesselateFireInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_FIRE) {
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return tesselateFireInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_RED_DUST) {
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// return tesselateDustInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_LADDER) {
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@@ -222,6 +223,299 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
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return true;
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}
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bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
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{
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Tesselator& t = Tesselator::instance;
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//Icon *firstTex = tt->getTextureLayer(0);
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//Icon *secondTex = tt->getTextureLayer(1);
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//Icon *tex = firstTex;
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int tex = tt->getTexture(0);
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// if (hasFixedTexture()) tex = fixedTexture;
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if (fixedTexture >= 0) tex = fixedTexture;
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// t.color( 1.0f, 1.0f, 1.0f );
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// t.tex( getLightColor(tt, level, x, y, z ) );
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float br = tt->getBrightness( level, x, y, z );
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t.color( br, br, br );
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int xt = ((tex & 0xf) << 4);
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int yt = tex & 0xf0;
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float u0 = (xt) / 256.0f;
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float u1 = (xt + 15.99f) / 256.0f;
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float v0 = (yt) / 256.0f;
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float v1 = (yt + 15.99f) / 256.0f;
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float h = 1.4f;
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if ( level->isSolidBlockingTile( x, y - 1, z ) || Tile::fire->canBurn( level, x, y - 1, z ) )
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{
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float x0 = x + 0.5f + 0.2f;
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float x1 = x + 0.5f - 0.2f;
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float z0 = z + 0.5f + 0.2f;
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float z1 = z + 0.5f - 0.2f;
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float x0_ = x + 0.5f - 0.3f;
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float x1_ = x + 0.5f + 0.3f;
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float z0_ = z + 0.5f - 0.3f;
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float z1_ = z + 0.5f + 0.3f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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// u0 = tex->getU0(true);
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// v0 = tex->getV0(true);
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// u1 = tex->getU1(true);
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// v1 = tex->getV1(true);
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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x0 = x + 0.5f - 0.5f;
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x1 = x + 0.5f + 0.5f;
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z0 = z + 0.5f - 0.5f;
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z1 = z + 0.5f + 0.5f;
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x0_ = x + 0.5f - 0.4f;
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x1_ = x + 0.5f + 0.4f;
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z0_ = z + 0.5f - 0.4f;
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z1_ = z + 0.5f + 0.4f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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// tex = firstTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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}
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else
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{
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float r = 0.2f;
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float yo = 1 / 16.0f;
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if ( ( ( x + y + z ) & 1 ) == 1 )
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{
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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}
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if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
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{
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float tmp = u1;
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u1 = u0;
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u0 = tmp;
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}
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if ( Tile::fire->canBurn( level, x - 1, y, z ) )
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{
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x + 1, y, z ) )
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{
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - 0 ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z - 1 ) )
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{
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z + 1 ) )
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{
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y + 1.0f, z ) )
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{
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double x0 = x + 0.5f + 0.5f;
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double x1 = x + 0.5f - 0.5f;
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double z0 = z + 0.5f + 0.5f;
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double z1 = z + 0.5f - 0.5f;
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double x0_ = x + 0.5f - 0.5f;
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double x1_ = x + 0.5f + 0.5f;
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double z0_ = z + 0.5f - 0.5f;
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double z1_ = z + 0.5f + 0.5f;
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// tex = firstTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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y += 1;
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h = -0.2f;
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if ( ( ( x + y + z ) & 1 ) == 0 )
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{
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
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0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
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0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
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1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
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1 ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
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0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
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0 ), ( float )( u0 ), ( float )( v0 ) );
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}
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else
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{
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
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h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
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0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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0.0f ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
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||||
0.0f ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
||||
t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
||||
h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
bool TileRenderer::tesselateLadderInWorld( Tile* tt, int x, int y, int z )
|
||||
{
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
Reference in New Issue
Block a user