Merge branch 'dedicated-rewrite'
This commit is contained in:
@@ -69,7 +69,7 @@ LevelRenderer::LevelRenderer( Minecraft* mc)
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destroyProgress(0)
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{
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#ifdef OPENGL_ES
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int maxChunksWidth = 2 * LEVEL_WIDTH / CHUNK_SIZE + 1;
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int maxChunksWidth = 2 * LevelConstants::LEVEL_WIDTH / CHUNK_SIZE + 1;
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numListsOrBuffers = maxChunksWidth * maxChunksWidth * (128/CHUNK_SIZE) * 3;
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chunkBuffers = new GLuint[numListsOrBuffers];
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glGenBuffers2(numListsOrBuffers, chunkBuffers);
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@@ -339,15 +339,15 @@ int LevelRenderer::render( Mob* player, int layer, float alpha )
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allChanged();
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}
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int currentFogType = mc->options.getIntValue(OPTIONS_FOG_TYPE);
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if (currentFogType != lastFogType) {
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lastFogType = currentFogType;
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if (level && level->dimension) {
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level->dimension->FogType = currentFogType; // use new fog stuff
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}
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allChanged();
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int currentFogType = mc->options.getIntValue(OPTIONS_FOG_TYPE);
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if (currentFogType != lastFogType) {
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lastFogType = currentFogType;
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if (level && level->dimension) {
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level->dimension->FogType = currentFogType; // use new fog stuff
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}
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allChanged();
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}
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bool SmoothLightState = mc->options.getBooleanValue(OPTIONS_AMBIENT_OCCLUSION);
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if (SmoothLightState != mc->useAmbientOcclusion){
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@@ -1073,56 +1073,56 @@ std::string LevelRenderer::gatherStats1() {
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// int[] toRender = new int[50000];
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// IntBuffer resultBuffer = MemoryTracker.createIntBuffer(64);
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void LevelRenderer::generateStars() {
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// ported from java beta again,
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// converted the doubles into floats to be consistent, shouldnt affect much - shredder
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Random random = Random(10842L);
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Tesselator& t = Tesselator::instance;
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t.begin();
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starVertexCount = 0;
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for (int i = 0; i < 1500; i++) {
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float d = random.nextFloat() * 2.0F - 1.0F;
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float e = random.nextFloat() * 2.0F - 1.0F;
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float f = random.nextFloat() * 2.0F - 1.0F;
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float g = 0.25F + random.nextFloat() * 0.25F;
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float h = d * d + e * e + f * f;
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if (h < 1.0 && h > 0.01) {
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h = 1.0 / Mth::sqrt(h);
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d *= h;
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e *= h;
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f *= h;
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float j = d * 100.0;
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float k = e * 100.0;
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float l = f * 100.0;
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float m = Mth::atan2(d, f);
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float n = Mth::sin(m);
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float o = Mth::cos(m);
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float p = Mth::atan2(Mth::sqrt(d * d + f * f), e);
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float q = Mth::sin(p);
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float r = Mth::cos(p);
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float s = random.nextDouble() * Mth::PI * 2.0;
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float t2 = Mth::sin(s);
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float u = Mth::cos(s);
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for (int v = 0; v < 4; v++) {
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float w = 0.0;
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float x = ((v & 2) - 1) * g;
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float y = ((v + 1 & 2) - 1) * g;
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float aa = x * u - y * t2;
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float ab = y * u + x * t2;
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float ad = aa * q + w * r;
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float ae = w * q - aa * r;
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float af = ae * n - ab * o;
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float ah = ab * n + ae * o;
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t.vertex(j + af, k + ad, l + ah);
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}
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starVertexCount += 4;
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}
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}
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t.end(true, starBuffer);
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void LevelRenderer::generateStars() {
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// ported from java beta again,
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// converted the doubles into floats to be consistent, shouldnt affect much - shredder
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Random random = Random(10842L);
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Tesselator& t = Tesselator::instance;
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t.begin();
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starVertexCount = 0;
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for (int i = 0; i < 1500; i++) {
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float d = random.nextFloat() * 2.0F - 1.0F;
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float e = random.nextFloat() * 2.0F - 1.0F;
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float f = random.nextFloat() * 2.0F - 1.0F;
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float g = 0.25F + random.nextFloat() * 0.25F;
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float h = d * d + e * e + f * f;
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if (h < 1.0 && h > 0.01) {
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h = 1.0 / Mth::sqrt(h);
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d *= h;
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e *= h;
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f *= h;
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float j = d * 100.0;
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float k = e * 100.0;
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float l = f * 100.0;
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float m = Mth::atan2(d, f);
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float n = Mth::sin(m);
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float o = Mth::cos(m);
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float p = Mth::atan2(Mth::sqrt(d * d + f * f), e);
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float q = Mth::sin(p);
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float r = Mth::cos(p);
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float s = random.nextDouble() * Mth::PI * 2.0;
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float t2 = Mth::sin(s);
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float u = Mth::cos(s);
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for (int v = 0; v < 4; v++) {
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float w = 0.0;
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float x = ((v & 2) - 1) * g;
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float y = ((v + 1 & 2) - 1) * g;
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float aa = x * u - y * t2;
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float ab = y * u + x * t2;
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float ad = aa * q + w * r;
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float ae = w * q - aa * r;
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float af = ae * n - ab * o;
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float ah = ab * n + ae * o;
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t.vertex(j + af, k + ad, l + ah);
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}
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starVertexCount += 4;
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}
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}
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t.end(true, starBuffer);
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}
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void LevelRenderer::renderSky(float alpha) {
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if (mc->level->dimension->foggy) return;
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@@ -1155,100 +1155,100 @@ void LevelRenderer::renderSky(float alpha) {
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#ifdef OPENGL_ES
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drawArrayVT(skyBuffer, skyVertexCount);
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#endif
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glDisable(GL_FOG);
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glDisable(GL_ALPHA_TEST);
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// re ported this again from beta 1.6.6, thanks to the mcpe 0.1 decomp team's code for some bit of help about the void layer - shredder
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// Sunrise
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if (mc->options.getBooleanValue(OPTIONS_BEAUTIFUL_SKY)) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Lighting::turnOff();
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float* c = level->dimension->getSunriseColor(level->getTimeOfDay(alpha), alpha);
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if (c != nullptr)
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{
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glDisable(GL_TEXTURE_2D);
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// glShadeModel(GL_SMOOTH); //
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glPushMatrix();
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glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(level->getTimeOfDay(alpha) > 0.5f ? 180 : 0, 0.0f, 0.0f, 1.0f);
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t.begin(GL_TRIANGLE_FAN);
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t.color(c[0], c[1], c[2], c[3]);
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t.vertex(0.0f, 100.0f, 0.0f);
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t.color(c[0], c[1], c[2], 0.0f);
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int steps = 16;
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for (int i = 0; i <= steps; i++)
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{
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float a = i * 3.1415927f * 2.0f / steps;
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float sin = Mth::sin(a);
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float cos = Mth::cos(a);
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t.vertex((sin * 120.0f), (cos * 120.0f), (-cos * 40.0f * c[3]));
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}
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t.draw();
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glPopMatrix();
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// glShadeModel(GL_FLAT); //
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}
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// gets the time of day and rotates the sun and moon png based on the time
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glDisable(GL_FOG);
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glDisable(GL_ALPHA_TEST);
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// re ported this again from beta 1.6.6, thanks to the mcpe 0.1 decomp team's code for some bit of help about the void layer - shredder
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// Sunrise
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if (mc->options.getBooleanValue(OPTIONS_BEAUTIFUL_SKY)) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Lighting::turnOff();
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float* c = level->dimension->getSunriseColor(level->getTimeOfDay(alpha), alpha);
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if (c != nullptr)
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{
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glDisable(GL_TEXTURE_2D);
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// glShadeModel(GL_SMOOTH); //
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glPushMatrix();
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glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(level->getTimeOfDay(alpha) > 0.5f ? 180 : 0, 0.0f, 0.0f, 1.0f);
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t.begin(GL_TRIANGLE_FAN);
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t.color(c[0], c[1], c[2], c[3]);
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t.vertex(0.0f, 100.0f, 0.0f);
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t.color(c[0], c[1], c[2], 0.0f);
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int steps = 16;
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for (int i = 0; i <= steps; i++)
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{
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float a = i * 3.1415927f * 2.0f / steps;
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float sin = Mth::sin(a);
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float cos = Mth::cos(a);
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t.vertex((sin * 120.0f), (cos * 120.0f), (-cos * 40.0f * c[3]));
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}
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t.draw();
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glPopMatrix();
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// glShadeModel(GL_FLAT); //
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}
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// gets the time of day and rotates the sun and moon png based on the time
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glPushMatrix();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glTranslatef(sc.x, sc.y, sc.z);
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glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
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glRotatef(level->getTimeOfDay(alpha) * 360.0f, 1.0f, 0.0f, 0.0f);
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float ss = 30.0f;
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textures->loadAndBindTexture("terrain/sun.png");
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t.begin();
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t.vertexUV(-ss, 100.0f, -ss, 0.0f, 0.0f);
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t.vertexUV(ss, 100.0f, -ss, 1.0f, 0.0f);
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t.vertexUV(ss, 100.0f, ss, 1.0f, 1.0f);
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t.vertexUV(-ss, 100.0f, ss, 0.0f, 1.0f);
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t.draw();
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ss = 20.0f;
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textures->loadAndBindTexture("terrain/moon.png");
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t.begin();
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t.vertexUV(-ss, -100.0f, ss, 1.0f, 1.0f);
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t.vertexUV(ss, -100.0f, ss, 0.0f, 1.0f);
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t.vertexUV(ss, -100.0f, -ss, 0.0f, 0.0f);
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t.vertexUV(-ss, -100.0f, -ss, 1.0f, 0.0f);
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t.draw();
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glDisable(GL_TEXTURE_2D);
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float a = level->getStarBrightness(alpha);
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if (a > 0.0f)
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{
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glColor4f(a, a, a, a);
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drawArrayVT(starBuffer, starVertexCount);
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}
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}
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_FOG);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glTranslatef(sc.x, sc.y, sc.z);
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glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
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glRotatef(level->getTimeOfDay(alpha) * 360.0f, 1.0f, 0.0f, 0.0f);
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float ss = 30.0f;
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textures->loadAndBindTexture("terrain/sun.png");
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t.begin();
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t.vertexUV(-ss, 100.0f, -ss, 0.0f, 0.0f);
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t.vertexUV(ss, 100.0f, -ss, 1.0f, 0.0f);
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t.vertexUV(ss, 100.0f, ss, 1.0f, 1.0f);
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t.vertexUV(-ss, 100.0f, ss, 0.0f, 1.0f);
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t.draw();
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ss = 20.0f;
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textures->loadAndBindTexture("terrain/moon.png");
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t.begin();
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t.vertexUV(-ss, -100.0f, ss, 1.0f, 1.0f);
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t.vertexUV(ss, -100.0f, ss, 0.0f, 1.0f);
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t.vertexUV(ss, -100.0f, -ss, 0.0f, 0.0f);
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t.vertexUV(-ss, -100.0f, -ss, 1.0f, 0.0f);
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t.draw();
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glDisable(GL_TEXTURE_2D);
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float a = level->getStarBrightness(alpha);
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if (a > 0.0f)
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{
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glColor4f(a, a, a, a);
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drawArrayVT(starBuffer, starVertexCount);
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}
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}
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_FOG);
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glPopMatrix();
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// ported over void plane (the blue bottom plane seen in java) because pocket edition lacks it @TODO test if it's buggy - shredder
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// glColor3f(sc.x * 0.2f + 0.04f, sc.y * 0.2f + 0.04f, sc.z * 0.6f + 0.1f);
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glColor4f(sc.x * 0.2f + 0.04f, sc.y * 0.2f + 0.04f, sc.z * 0.6f + 0.1f, 1.0f);
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glDisable(GL_TEXTURE_2D);
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if(mc->options.getBooleanValue(OPTIONS_BETA_SKY)){
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drawArrayVT(voidBuffer, voidVertexCount);
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}
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// glColor3f(sc.x * 0.2f + 0.04f, sc.y * 0.2f + 0.04f, sc.z * 0.6f + 0.1f);
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glColor4f(sc.x * 0.2f + 0.04f, sc.y * 0.2f + 0.04f, sc.z * 0.6f + 0.1f, 1.0f);
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glDisable(GL_TEXTURE_2D);
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if(mc->options.getBooleanValue(OPTIONS_BETA_SKY)){
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drawArrayVT(voidBuffer, voidVertexCount);
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}
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glEnable(GL_TEXTURE_2D);
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// @TODO shredder - should not enable or disable depth mask if using legacy sky because mcpe sky rendering is awful and will render clouds above terrain
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@@ -1311,194 +1311,195 @@ void LevelRenderer::renderClouds( float alpha ) {
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glEnable(GL_CULL_FACE);
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}
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||||
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void LevelRenderer::renderAdvancedClouds(float alpha) {
|
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|
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// ported from java beta, tesselation code for the 3d clouds, renders broken if mcpe sky rendering option is used - shredder
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|
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glDisable(GL_CULL_FACE);
|
||||
|
||||
float px = mc->player->xOld + (mc->player->x - mc->player->xOld) * alpha;
|
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float py = mc->player->yOld + (mc->player->y - mc->player->yOld) * alpha;
|
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float pz = mc->player->zOld + (mc->player->z - mc->player->zOld) * alpha;
|
||||
|
||||
Tesselator& t = Tesselator::instance;
|
||||
float ss = 12.0f;
|
||||
float h = 4.0f;
|
||||
|
||||
float cloudTime = (float)ticks + alpha;
|
||||
|
||||
float xo = (px + cloudTime * 0.03f) / ss;
|
||||
float zo = pz / ss + 0.33f;
|
||||
|
||||
float yy = 108.0f - py + 0.33f;
|
||||
|
||||
int xWraps = Mth::floor(xo / 2048.0);
|
||||
int zWraps = Mth::floor(zo / 2048.0);
|
||||
xo -= xWraps * 2048;
|
||||
zo -= zWraps * 2048;
|
||||
|
||||
textures->loadAndBindTexture("environment/clouds.png");
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
Vec3 cc = level->getCloudColor(alpha);
|
||||
float cr = cc.x;
|
||||
float cg = cc.y;
|
||||
float cb = cc.z;
|
||||
|
||||
float uvScale = 1.0f / 256.0f;
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||||
float uo = (float)Mth::floor(xo) * uvScale;
|
||||
float vo = (float)Mth::floor(zo) * uvScale;
|
||||
|
||||
float xOffs = (float)(xo - Mth::floor(xo));
|
||||
float zOffs = (float)(zo - Mth::floor(zo));
|
||||
|
||||
int D = 8;
|
||||
int radius = 3;
|
||||
float e = 1.0f / 1024.0f;
|
||||
|
||||
glPushMatrix();
|
||||
glScalef(ss, 1.0f, ss);
|
||||
|
||||
for (int pass = 0; pass < 2; pass++) {
|
||||
|
||||
if (pass == 0) glColorMask(false, false, false, false);
|
||||
else glColorMask(true, true, true, true);
|
||||
|
||||
for (int xPos = -radius + 1; xPos <= radius; xPos++) {
|
||||
for (int zPos = -radius + 1; zPos <= radius; zPos++) {
|
||||
t.begin();
|
||||
float xx = (float)(xPos * D);
|
||||
float zz = (float)(zPos * D);
|
||||
float xp = xx - xOffs;
|
||||
float zp = zz - zOffs;
|
||||
|
||||
|
||||
if (yy > -h - 1.0f) {
|
||||
t.color(cr * 0.7f, cg * 0.7f, cb * 0.7f, 0.8f);
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + D, (xx + 0) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + D, (xx + D) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + 0, (xx + D) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + 0, (xx + 0) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
|
||||
|
||||
if (yy <= h + 1.0f) {
|
||||
t.color(cr, cg, cb, 0.8f);
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
t.vertexUV(xp + 0, yy + h - e, zp + D, (xx + 0) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h - e, zp + D, (xx + D) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h - e, zp + 0, (xx + D) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + h - e, zp + 0, (xx + 0) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
|
||||
t.color(cr * 0.9f, cg * 0.9f, cb * 0.9f, 0.8f);
|
||||
|
||||
|
||||
if (xPos > -1) {
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + i + 0, yy + 0, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + h, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + h, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + 0, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
if (xPos <= 1) {
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + i + 1 - e, yy + 0, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + h, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + h, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + 0, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
|
||||
t.color(cr * 0.8f, cg * 0.8f, cb * 0.8f, 0.8f);
|
||||
|
||||
|
||||
if (zPos > -1) {
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + 0, yy + h, zp + i + 0, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h, zp + i + 0, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + i + 0, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + i + 0, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
if (zPos <= 1) {
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + 0, yy + h, zp + i + 1 - e, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h, zp + i + 1 - e, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + i + 1 - e, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + i + 1 - e, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
t.endOverrideAndDraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
void LevelRenderer::renderAdvancedClouds(float alpha) {
|
||||
|
||||
// ported from java beta, tesselation code for the 3d clouds, renders broken if mcpe sky rendering option is used - shredder
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
float px = mc->player->xOld + (mc->player->x - mc->player->xOld) * alpha;
|
||||
float py = mc->player->yOld + (mc->player->y - mc->player->yOld) * alpha;
|
||||
float pz = mc->player->zOld + (mc->player->z - mc->player->zOld) * alpha;
|
||||
|
||||
Tesselator& t = Tesselator::instance;
|
||||
float ss = 12.0f;
|
||||
float h = 4.0f;
|
||||
|
||||
float cloudTime = (float)ticks + alpha;
|
||||
|
||||
float xo = (px + cloudTime * 0.03f) / ss;
|
||||
float zo = pz / ss + 0.33f;
|
||||
|
||||
float yy = 108.0f - py + 0.33f;
|
||||
|
||||
int xWraps = Mth::floor(xo / 2048.0);
|
||||
int zWraps = Mth::floor(zo / 2048.0);
|
||||
xo -= xWraps * 2048;
|
||||
zo -= zWraps * 2048;
|
||||
|
||||
textures->loadAndBindTexture("environment/clouds.png");
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
Vec3 cc = level->getCloudColor(alpha);
|
||||
float cr = cc.x;
|
||||
float cg = cc.y;
|
||||
float cb = cc.z;
|
||||
|
||||
float uvScale = 1.0f / 256.0f;
|
||||
float uo = (float)Mth::floor(xo) * uvScale;
|
||||
float vo = (float)Mth::floor(zo) * uvScale;
|
||||
|
||||
float xOffs = (float)(xo - Mth::floor(xo));
|
||||
float zOffs = (float)(zo - Mth::floor(zo));
|
||||
|
||||
int D = 8;
|
||||
int radius = 3;
|
||||
float e = 1.0f / 1024.0f;
|
||||
|
||||
glPushMatrix();
|
||||
glScalef(ss, 1.0f, ss);
|
||||
|
||||
for (int pass = 0; pass < 2; pass++) {
|
||||
|
||||
if (pass == 0) glColorMask(false, false, false, false);
|
||||
else glColorMask(true, true, true, true);
|
||||
|
||||
for (int xPos = -radius + 1; xPos <= radius; xPos++) {
|
||||
for (int zPos = -radius + 1; zPos <= radius; zPos++) {
|
||||
t.begin();
|
||||
float xx = (float)(xPos * D);
|
||||
float zz = (float)(zPos * D);
|
||||
float xp = xx - xOffs;
|
||||
float zp = zz - zOffs;
|
||||
|
||||
|
||||
if (yy > -h - 1.0f) {
|
||||
t.color(cr * 0.7f, cg * 0.7f, cb * 0.7f, 0.8f);
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + D, (xx + 0) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + D, (xx + D) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + 0, (xx + D) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + 0, (xx + 0) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
|
||||
|
||||
if (yy <= h + 1.0f) {
|
||||
t.color(cr, cg, cb, 0.8f);
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
t.vertexUV(xp + 0, yy + h - e, zp + D, (xx + 0) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h - e, zp + D, (xx + D) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h - e, zp + 0, (xx + D) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + h - e, zp + 0, (xx + 0) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
|
||||
t.color(cr * 0.9f, cg * 0.9f, cb * 0.9f, 0.8f);
|
||||
|
||||
|
||||
if (xPos > -1) {
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + i + 0, yy + 0, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + h, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + h, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 0, yy + 0, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
if (xPos <= 1) {
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + i + 1 - e, yy + 0, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + h, zp + D, (xx + i + 0.5f) * uvScale + uo, (zz + D) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + h, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
t.vertexUV(xp + i + 1 - e, yy + 0, zp + 0, (xx + i + 0.5f) * uvScale + uo, (zz + 0) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
|
||||
t.color(cr * 0.8f, cg * 0.8f, cb * 0.8f, 0.8f);
|
||||
|
||||
|
||||
if (zPos > -1) {
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + 0, yy + h, zp + i + 0, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h, zp + i + 0, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + i + 0, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + i + 0, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
if (zPos <= 1) {
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
for (int i = 0; i < D; i++) {
|
||||
t.vertexUV(xp + 0, yy + h, zp + i + 1 - e, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + h, zp + i + 1 - e, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + D, yy + 0, zp + i + 1 - e, (xx + D) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
t.vertexUV(xp + 0, yy + 0, zp + i + 1 - e, (xx + 0) * uvScale + uo, (zz + i + 0.5f) * uvScale + vo);
|
||||
}
|
||||
}
|
||||
t.endOverrideAndDraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
void LevelRenderer::playSound(const std::string& name, float x, float y, float z, float volume, float pitch) {
|
||||
// @todo: deny sounds here if sound is off (rather than waiting 'til SoundEngine)
|
||||
float dd = 16;
|
||||
|
||||
if (volume > 1) dd *= volume;
|
||||
if (mc->cameraTargetPlayer->distanceToSqr(x, y, z) < dd * dd) {
|
||||
mc->soundEngine->play(name, x, y, z, volume, pitch);
|
||||
}
|
||||
if (volume > 1) dd *= volume;
|
||||
if (mc->cameraTargetPlayer != NULL && mc->cameraTargetPlayer->distanceToSqr(x, y, z) < dd * dd) {
|
||||
mc->soundEngine->play(name, x, y, z, volume, pitch);
|
||||
}
|
||||
}
|
||||
|
||||
void LevelRenderer::addParticle(const std::string& name, float x, float y, float z, float xa, float ya, float za, int data) {
|
||||
if (mc->cameraTargetPlayer != NULL) {
|
||||
float xd = mc->cameraTargetPlayer->x - x;
|
||||
float yd = mc->cameraTargetPlayer->y - y;
|
||||
float zd = mc->cameraTargetPlayer->z - z;
|
||||
float distanceSquared = xd * xd + yd * yd + zd * zd;
|
||||
|
||||
float xd = mc->cameraTargetPlayer->x - x;
|
||||
float yd = mc->cameraTargetPlayer->y - y;
|
||||
float zd = mc->cameraTargetPlayer->z - z;
|
||||
float distanceSquared = xd * xd + yd * yd + zd * zd;
|
||||
//Particle* p = NULL;
|
||||
//if (name == "hugeexplosion") p = new HugeExplosionSeedParticle(level, x, y, z, xa, ya, za);
|
||||
//else if (name == "largeexplode") p = new HugeExplosionParticle(textures, level, x, y, z, xa, ya, za);
|
||||
|
||||
//Particle* p = NULL;
|
||||
//if (name == "hugeexplosion") p = new HugeExplosionSeedParticle(level, x, y, z, xa, ya, za);
|
||||
//else if (name == "largeexplode") p = new HugeExplosionParticle(textures, level, x, y, z, xa, ya, za);
|
||||
//if (p) {
|
||||
// if (distanceSquared < 32 * 32) {
|
||||
// mc->particleEngine->add(p);
|
||||
// } else { delete p; }
|
||||
// return;
|
||||
//}
|
||||
|
||||
//if (p) {
|
||||
// if (distanceSquared < 32 * 32) {
|
||||
// mc->particleEngine->add(p);
|
||||
// } else { delete p; }
|
||||
// return;
|
||||
//}
|
||||
const float particleDistance = 16;
|
||||
if (distanceSquared > particleDistance * particleDistance) return;
|
||||
|
||||
const float particleDistance = 16;
|
||||
if (distanceSquared > particleDistance * particleDistance) return;
|
||||
//static Stopwatch sw;
|
||||
//sw.start();
|
||||
|
||||
//static Stopwatch sw;
|
||||
//sw.start();
|
||||
if (name == "bubble") mc->particleEngine->add(new BubbleParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "crit") mc->particleEngine->add(new CritParticle2(level, x, y, z, xa, ya, za));
|
||||
else if (name == "smoke") mc->particleEngine->add(new SmokeParticle(level, x, y, z, xa, ya, za));
|
||||
//else if (name == "note") mc->particleEngine->add(new NoteParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "explode") mc->particleEngine->add(new ExplodeParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "flame") mc->particleEngine->add(new FlameParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "lava") mc->particleEngine->add(new LavaParticle(level, x, y, z));
|
||||
//else if (name == "splash") mc->particleEngine->add(new SplashParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "largesmoke") mc->particleEngine->add(new SmokeParticle(level, x, y, z, xa, ya, za, 2.5f));
|
||||
else if (name == "reddust") mc->particleEngine->add(new RedDustParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "iconcrack") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, xa, ya, za, Item::items[data]));
|
||||
else if (name == "snowballpoof") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::snowBall));
|
||||
//else if (name == "snowballpoof") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::snowBall));
|
||||
//else if (name == "slime") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::slimeBall));
|
||||
//else if (name == "heart") mc->particleEngine->add(new HeartParticle(level, x, y, z, xa, ya, za));
|
||||
|
||||
if (name == "bubble") mc->particleEngine->add(new BubbleParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "crit") mc->particleEngine->add(new CritParticle2(level, x, y, z, xa, ya, za));
|
||||
else if (name == "smoke") mc->particleEngine->add(new SmokeParticle(level, x, y, z, xa, ya, za));
|
||||
//else if (name == "note") mc->particleEngine->add(new NoteParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "explode") mc->particleEngine->add(new ExplodeParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "flame") mc->particleEngine->add(new FlameParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "lava") mc->particleEngine->add(new LavaParticle(level, x, y, z));
|
||||
//else if (name == "splash") mc->particleEngine->add(new SplashParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "largesmoke") mc->particleEngine->add(new SmokeParticle(level, x, y, z, xa, ya, za, 2.5f));
|
||||
else if (name == "reddust") mc->particleEngine->add(new RedDustParticle(level, x, y, z, xa, ya, za));
|
||||
else if (name == "iconcrack") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, xa, ya, za, Item::items[data]));
|
||||
else if (name == "snowballpoof") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::snowBall));
|
||||
//else if (name == "snowballpoof") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::snowBall));
|
||||
//else if (name == "slime") mc->particleEngine->add(new BreakingItemParticle(level, x, y, z, Item::slimeBall));
|
||||
//else if (name == "heart") mc->particleEngine->add(new HeartParticle(level, x, y, z, xa, ya, za));
|
||||
|
||||
//sw.stop();
|
||||
//sw.printEvery(50, "add-particle-string");
|
||||
//sw.stop();
|
||||
//sw.printEvery(50, "add-particle-string");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user