forked from Kolyah35/minecraft-pe-0.6.1
Extremely Big Update - fileshredder
(MAJOR)Added Java Beta/Normal Shading, toggleble in settings Fixed and restored the unused Item Switching Animation, toggleble in tweaks too Added Dynamic Texture for Lava Added option to use Block Outline Selection which was unused normally Added Split Touch Controls into Options Mobs will now drop cooked variants of their meat if they died by fire Fixed Untranslated Strings in Settings (MAJOR) Ravines and Lava/Water pools have been fixed and renabled Tweaked BasicTree to hopefully speed up generation a bit, might disable them temporarily if they keep being slow You can now grow Fancy Oak Trees using saplings.
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -21,11 +21,12 @@
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#include "../../world/item/BowItem.h"
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#include "../../world/level/tile/LeafTile.h"
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#include "entity/HumanoidMobRenderer.h"
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#include "Lighting.h"
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//static StopwatchHandler handler;
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ItemInHandRenderer::ItemInHandRenderer( Minecraft* mc )
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: mc(mc),
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: mc(mc),
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lastSlot(-1),
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height(0),
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oHeight(0),
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@@ -49,21 +50,47 @@ ItemInHandRenderer::ItemInHandRenderer( Minecraft* mc )
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void ItemInHandRenderer::tick()
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{
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oHeight = height;
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item.id = 0;
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//item.id = 0;
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ItemInstance* itemInHand = mc->player->inventory->getSelected();
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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bool sameItem = (itemInHand && item.id == itemInHand->id && item.getAuxValue() == itemInHand->getAuxValue());
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if (mc->options.getBooleanValue(OPTIONS_RESTORED_ANIMS)) // if enabled, restores and fixes item switching animation
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{
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if (!itemInHand && item.id == 0) sameItem = true;
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float max = 0.4f;
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float tHeight = sameItem ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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if (height < 0.1){
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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} else {
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item.id = 0;
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}
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}
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} else // otherwise use vanilla broken behaviour where it instantly switches items/blocks
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{
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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}
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float max = 0.4f;
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float tHeight = 1;//matches ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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}
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float max = 0.4f;
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float tHeight = 1;//matches ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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}
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void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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@@ -92,7 +119,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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if(mob != NULL) {
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itemIcon = mob->getItemInHandIcon(item, 0);
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}
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bool reTesselate(false);
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if(itemIcon != lastIconRendered && lastItemRendered == itemId)
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reTesselate = true;
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@@ -139,9 +166,9 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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float v1 = (vp * 16 + 15.99f) / 256.0f;
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float r = 1.0f;
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// float xo = 0.0f;
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// float yo = 0.3f;
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/*
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// float xo = 0.0f;
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// float yo = 0.3f;
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/*
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//glEnable2(GL_RESCALE_NORMAL);
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glTranslatef2(-xo, -yo, 0);
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float s = 1.5f;
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@@ -150,19 +177,28 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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glRotatef2(50, 0, 1, 0);
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glRotatef2(45 + 290, 0, 0, 1);
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glTranslatef2(-15 / 16.0f, -1 / 16.0f, 0);
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*/
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*/
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float dd = 1 / 16.0f;
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float col = 1.0f;
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float br = mc->player->getBrightness(0);
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(0.0f, 0.0f, 1.0f);
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t.vertexUV(0, 0, 0, u0, v1);
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t.vertexUV(r, 0, 0, u1, v1);
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t.vertexUV(r, 1, 0, u1, v0);
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t.vertexUV(0, 1, 0, u0, v0);
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t.normal(0.0f, 0.0f, -1.0f);
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t.vertexUV(0, 1, 0 - dd, u0, v0);
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t.vertexUV(r, 1, 0 - dd, u1, v0);
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t.vertexUV(r, 0, 0 - dd, u1, v1);
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t.vertexUV(0, 0, 0 - dd, u0, v1);
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col = 0.8f;
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(-1.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float uu = u0 + (u1 - u0) * p - 0.5f / 256.0f;
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@@ -172,6 +208,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(xx, 1, 0, uu, v0);
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t.vertexUV(xx, 1, 0 - dd, uu, v0);
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}
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t.normal(1.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float uu = u0 + (u1 - u0) * p - 0.5f / 256.0f;
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@@ -181,6 +218,10 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(xx, 0, 0, uu, v1);
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t.vertexUV(xx, 0, 0 - dd, uu, v1);
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}
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col = 0.6f;
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(0.0f, 1.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float vv = v1 + (v0 - v1) * p - 0.5f / 256.0f;
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@@ -190,6 +231,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(r, yy, 0 - dd, u1, vv);
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t.vertexUV(0, yy, 0 - dd, u0, vv);
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}
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t.normal(0.0f, -1.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float vv = v1 + (v0 - v1) * p - 0.5f / 256.0f;
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@@ -219,7 +261,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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}
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mc->textures->loadAndBindTexture(renderObject.texture);
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drawArrayVT_NoState(renderObject.chunk.vboId, renderObject.chunk.vertexCount);
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drawArrayVTN_NoState(renderObject.chunk.vboId, renderObject.chunk.vertexCount);
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if (renderObject.isFlat)
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glPopMatrix2();
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}
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@@ -227,6 +269,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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//handler.printEvery(100);
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}
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void ItemInHandRenderer::render( float a )
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{
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//return;
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@@ -241,6 +284,8 @@ void ItemInHandRenderer::render( float a )
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glPushMatrix2();
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glRotatef2(player->xRotO + (player->xRot - player->xRotO) * a, 1, 0, 0);
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glRotatef2(player->yRotO + (player->yRot - player->yRotO) * a, 0, 1, 0);
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glEnable(GL_RESCALE_NORMAL);
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Lighting::turnOn(mc);
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glPopMatrix2();
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float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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@@ -356,7 +401,7 @@ void ItemInHandRenderer::render( float a )
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mc->textures->loadAndBindTexture(player->getTexture());
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glTranslatef2(-1.0f, +3.6f, +3.5f);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(180 + 20, 1, 0, 0);
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glRotatef2(-90 - 45, 0, 1, 0);
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glScalef2(1.5f / 24.0f * 16, 1.5f / 24.0f * 16, 1.5f / 24.0f * 16);
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@@ -369,8 +414,8 @@ void ItemInHandRenderer::render( float a )
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playerRenderer->renderHand();
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glPopMatrix2();
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}
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//glDisable2(GL_RESCALE_NORMAL);
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//Lighting.turnOff();
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glDisable2(GL_RESCALE_NORMAL);
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Lighting::turnOff();
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//w.stop();
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}
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@@ -513,14 +513,14 @@ void LevelRenderer::render(const AABB& b) const
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{
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Tesselator& t = Tesselator::instance;
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glColor4f2(1, 1, 1, 1);
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// glColor4f2(1, 1, 1, 1);
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textures->loadAndBindTexture("terrain.png");
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// textures->loadAndBindTexture("terrain.png"); // uh need to check java - shredder
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//t.begin();
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t.color(255, 255, 255, 255);
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// t.color(255, 255, 255, 255); // again not needed, for some reason the vanilla source code tints it... white? maybe this was used for something else in MCPE's dev at one point? - shredder
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t.offset(((Mob*)mc->player)->getPos(0).negated());
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// t.offset(((Mob*)mc->player)->getPos(0).negated()); // why does this even exist normally, it just makes the thing... not render
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t.begin(GL_LINE_STRIP);
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t.vertex(b.x0, b.y0, b.z0);
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48
src/client/renderer/Lighting.cpp
Normal file
48
src/client/renderer/Lighting.cpp
Normal file
@@ -0,0 +1,48 @@
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#include "Lighting.h"
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#include "gles.h"
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#include "../Minecraft.h"
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void Lighting::turnOff() {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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glDisable(GL_COLOR_MATERIAL);
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}
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void Lighting::turnOn(Minecraft* minecraft) {
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if (!minecraft->options.getBooleanValue(OPTIONS_NORMAL_LIGHTING)){ // if normal lighting is false, then just dont use the lighting system at all like in vanilla - shredder
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turnOff();
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return;
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}
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// if normal lighting is true then enable GLES/OpenGL states to setup lighting
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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constexpr float a = 0.4f;
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constexpr float d = 0.6f;
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constexpr float s = 0.0f;
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//Vec3 l = world::phys::Vec3{0.2, 1.0, -0.7}.normalize();
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constexpr float lightmodel_ambient[] = {a, a, a, 1.0f};
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constexpr float diffuse[] = {d, d, d, 1.0f};
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constexpr float ambient[] = {0.0f, 0.0f, 0.0f, 1.0f};
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constexpr float specular[] = {s, s, s, 1.0f};
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constexpr float pos0[] = {(float)(0.16169041989141428), (float)(0.8084520874101966), (float)(-0.5659164515496377), 0.0f};
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glLightfv(GL_LIGHT0, GL_POSITION, pos0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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constexpr float pos1[] = {(float)(-0.16169041989141428), (float)(0.8084520874101966), (float)(0.5659164515496377), 0.0f};
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glLightfv(GL_LIGHT1, GL_POSITION, pos1);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
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glShadeModel(GL_FLAT);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightmodel_ambient);
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}
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12
src/client/renderer/Lighting.h
Normal file
12
src/client/renderer/Lighting.h
Normal file
@@ -0,0 +1,12 @@
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#ifndef NET_MINECRAFT_CLIENT_RENDERER__Lighting_H__
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#define NET_MINECRAFT_CLIENT_RENDERER__Lighting_H__
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class Minecraft;
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class Lighting
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{
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public:
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static void turnOff();
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static void turnOn(Minecraft* minecraft);
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER__Lighting_H__*/
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@@ -278,9 +278,9 @@ void Tesselator::vertex( float x, float y, float z )
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if (hasColor) {
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dst.color = src.color;
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}
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//if (hasNormal) {
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// dst.normal = src.normal;
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//}
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if (hasNormal) {
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dst.normal = src.normal;
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}
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dst.x = src.x;
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dst.y = src.y;
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@@ -301,9 +301,9 @@ void Tesselator::vertex( float x, float y, float z )
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if (hasColor) {
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vertex.color = _color;
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}
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//if (hasNormal) {
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// vertex.normal = _normal;
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//}
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if (hasNormal) {
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vertex.normal = _normal;
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}
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vertex.x = _sx * (x + xo);
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vertex.y = _sy * (y + yo);
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@@ -332,10 +332,10 @@ void Tesselator::setAccessMode(int mode)
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void Tesselator::normal( float x, float y, float z )
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{
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static int _warn_t = 0;
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if ((++_warn_t & 32767) == 1)
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LOGI("WARNING: Can't use normals (Tesselator::normal)\n");
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return;
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//static int _warn_t = 0;
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//if ((++_warn_t & 32767) == 1)
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// LOGI("WARNING: Can't use normals (Tesselator::normal)\n");
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//return;
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if (!tesselating) printf("But..");
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hasNormal = true;
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@@ -404,10 +404,10 @@ void Tesselator::draw()
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//glColorPointer2(4, GL_UNSIGNED_BYTE, VertexSizeBytes, (GLvoid*) &_varray->color);
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glEnableClientState2(GL_COLOR_ARRAY);
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}
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//if (hasNormal) {
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// glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
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// glEnableClientState2(GL_NORMAL_ARRAY);
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//}
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||||
if (hasNormal) {
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glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
|
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glEnableClientState2(GL_NORMAL_ARRAY);
|
||||
}
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||||
//glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, (GLvoid*)&_varray);
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glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, 0);
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glEnableClientState2(GL_VERTEX_ARRAY);
|
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@@ -421,7 +421,7 @@ void Tesselator::draw()
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||||
glDisableClientState2(GL_VERTEX_ARRAY);
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if (hasTexture) glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
|
||||
if (hasColor) glDisableClientState2(GL_COLOR_ARRAY);
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||||
//if (hasNormal) glDisableClientState2(GL_NORMAL_ARRAY);
|
||||
if (hasNormal) glDisableClientState2(GL_NORMAL_ARRAY);
|
||||
}
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||||
|
||||
clear();
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
extern const int VertexSizeBytes;
|
||||
|
||||
typedef VertexDeclPTC VERTEX;
|
||||
typedef VertexDeclPTCN VERTEX;
|
||||
typedef std::map<GLuint, GLsizei> IntGLMap;
|
||||
|
||||
|
||||
|
||||
@@ -225,7 +225,7 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
|
||||
|
||||
bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
{
|
||||
// @todo: fire alpha transparency seems to be scuffed, also it seems i might have messed up the second layer while porting from lce/java , need to look into it - shredder
|
||||
// fire transparency has been fixed - shredder
|
||||
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
@@ -2308,30 +2308,54 @@ void TileRenderer::renderEast( Tile* tt, float x, float y, float z, int tex )
|
||||
void TileRenderer::renderTile( Tile* tile, int data )
|
||||
{
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
t.color(0xff, 0xff, 0xff);
|
||||
|
||||
t.color(0xff, 0xff, 0xff); // i disabled this, this is normally enabled in normal mcpe see if this fits OPTION_NORMAL_LIGHTING - shredder
|
||||
int shape = tile->getRenderShape();
|
||||
|
||||
if (shape == Tile::SHAPE_BLOCK) {
|
||||
tile->updateDefaultShape();
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||||
t.addOffset(-0.5f, -0.5f, -0.5f);
|
||||
t.begin();
|
||||
|
||||
t.normal(0.0f, -1.0f, 0.0f);// most normal calls in this file has been added me since they existed in java - shredder
|
||||
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0, data));
|
||||
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1, data));
|
||||
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2, data));
|
||||
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3, data));
|
||||
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4, data));
|
||||
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5, data));
|
||||
t.draw();
|
||||
|
||||
t.addOffset(0.5f, 0.5f, 0.5f);
|
||||
|
||||
} else if (shape == Tile::SHAPE_CROSS_TEXTURE) {
|
||||
} else if (shape == Tile::SHAPE_CROSS_TEXTURE) { // uhh java has this but is this even ever used??? - shredder
|
||||
t.begin();
|
||||
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
|
||||
tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
|
||||
t.draw();
|
||||
} else if(shape == Tile::SHAPE_STEM) {
|
||||
t.begin();
|
||||
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
|
||||
tile->updateDefaultShape();
|
||||
tesselateStemTexture(tile, data, tile->yy1, -0.5f, -0.5f, -0.5f);
|
||||
t.draw();
|
||||
@@ -2340,16 +2364,39 @@ void TileRenderer::renderTile( Tile* tile, int data )
|
||||
t.offset(-0.5f, -0.5f, -0.5f);
|
||||
float s = 1 / 16.0f;
|
||||
t.begin();
|
||||
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0));
|
||||
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1));
|
||||
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
|
||||
t.addOffset(0, 0, s);
|
||||
|
||||
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
|
||||
t.addOffset(0, 0, -s);
|
||||
t.addOffset(0, 0, -s);
|
||||
|
||||
|
||||
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
|
||||
t.addOffset(0, 0, s);
|
||||
t.addOffset(s, 0, 0);
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
|
||||
t.addOffset(-s, 0, 0);
|
||||
t.addOffset(-s, 0, 0);
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
@@ -2363,7 +2410,7 @@ void TileRenderer::renderTile( Tile* tile, int data )
|
||||
//} else if (shape == Tile::SHAPE_TORCH) {
|
||||
//// t.begin();
|
||||
//// t.normal(0, -1, 0);
|
||||
//// tesselateTorch(tile, -0.5f, -0.5f, -0.5f, 0, 0);
|
||||
/// tesselateTorch(tile, -0.5f, -0.5f, -0.5f, 0, 0);
|
||||
//// t.end();
|
||||
} else if (shape == Tile::SHAPE_ENTITYTILE_ANIMATED) {
|
||||
EntityTileRenderer::instance->render(tile, data, 1.0f);
|
||||
@@ -2375,11 +2422,23 @@ void TileRenderer::renderTile( Tile* tile, int data )
|
||||
if (i == 0) tile->setShape(0, 0, 0, 1, 1, 0.5f);
|
||||
if (i == 1) tile->setShape(0, 0, 0.5f, 1, 0.5f, 1);
|
||||
|
||||
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0));
|
||||
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1));
|
||||
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
}
|
||||
t.draw();
|
||||
@@ -2396,12 +2455,23 @@ void TileRenderer::renderTile( Tile* tile, int data )
|
||||
if (i == 2) tile->setShape(0.5f - w, 1 - w * 3, -w * 2, 0.5f + w, 1 - w, 1 + w * 2);
|
||||
if (i == 3) tile->setShape(0.5f - w, 0.5f - w * 3, -w * 2, 0.5f + w, 0.5f - w, 1 + w * 2);
|
||||
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0));
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1));
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0));
|
||||
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1));
|
||||
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
}
|
||||
t.draw();
|
||||
t.addOffset(0.5f, 0.5f, 0.5f);
|
||||
@@ -2415,12 +2485,23 @@ void TileRenderer::renderTile( Tile* tile, int data )
|
||||
if (i == 1) tile->setShape(0.5f - w, .3f, 1 - w * 2, 0.5f + w, 1, 1);
|
||||
if (i == 2) tile->setShape(0.5f - w, .5f, w * 2, 0.5f + w, 1 - w, 1 - w * 2);
|
||||
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(0));
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(1));
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
t.normal(0.0f, -1.0f, 0.0f);
|
||||
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0));
|
||||
|
||||
t.normal(0.0f, 1.0f, 0.0f);
|
||||
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1));
|
||||
|
||||
t.normal(0.0f, 0.0f, -1.0f);
|
||||
renderNorth(tile, 0, 0, 0, tile->getTexture(2));
|
||||
|
||||
t.normal(0.0f, 0.0f, 1.0f);
|
||||
renderSouth(tile, 0, 0, 0, tile->getTexture(3));
|
||||
|
||||
t.normal(-1.0f, 0.0f, 0.0f);
|
||||
renderWest(tile, 0, 0, 0, tile->getTexture(4));
|
||||
|
||||
t.normal(1.0f, 0.0f, 0.0f);
|
||||
renderEast(tile, 0, 0, 0, tile->getTexture(5));
|
||||
}
|
||||
t.draw();
|
||||
t.addOffset(0.5f, 0.5f, 0.5f);
|
||||
@@ -2469,7 +2550,7 @@ void TileRenderer::renderGuiTile( Tile* tile, int data )
|
||||
|
||||
} else if (shape == Tile::SHAPE_CROSS_TEXTURE) {
|
||||
t.begin();
|
||||
//t.normal(0, -1, 0);
|
||||
t.normal(0, -1, 0);
|
||||
tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f);
|
||||
//t.end();
|
||||
t.draw();
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "../../Minecraft.h"
|
||||
#include "../../Option.h"
|
||||
|
||||
#include "../Lighting.h"
|
||||
EntityRenderDispatcher* EntityRenderer::entityRenderDispatcher = NULL;
|
||||
|
||||
EntityRenderer::EntityRenderer()
|
||||
@@ -134,7 +135,7 @@ void EntityRenderer::postRender(Entity* entity, float x, float y, float z, float
|
||||
}
|
||||
}
|
||||
void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a) {
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
int tex = ((Tile*)Tile::fire)->tex;
|
||||
|
||||
int xt = (tex & 0xf) << 4;
|
||||
@@ -176,7 +177,7 @@ void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a)
|
||||
}
|
||||
t.draw();
|
||||
glPopMatrix2();
|
||||
// glEnable2(GL_LIGHTING);
|
||||
glEnable2(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float pow, float a) { //
|
||||
|
||||
@@ -45,7 +45,7 @@ void ItemRenderer::render(Entity* itemEntity_, float x, float y, float z, float
|
||||
else if (item->count > 1) count = 2;
|
||||
|
||||
glTranslatef2((float) x, (float) y + bob, (float) z);
|
||||
//glEnable2(GL_RESCALE_NORMAL);
|
||||
glEnable2(GL_RESCALE_NORMAL);
|
||||
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape())) {
|
||||
glRotatef2(spin, 0, 1, 0);
|
||||
|
||||
@@ -107,7 +107,7 @@ void ItemRenderer::render(Entity* itemEntity_, float x, float y, float z, float
|
||||
}
|
||||
glRotatef2(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
|
||||
t.begin();
|
||||
//t.normal(0, 1, 0);
|
||||
t.normal(0, 1, 0);
|
||||
t.vertexUV(0 - xo, 0 - yo, 0, u0, v1);
|
||||
t.vertexUV(r - xo, 0 - yo, 0, u1, v1);
|
||||
t.vertexUV(r - xo, 1 - yo, 0, u1, v0);
|
||||
@@ -118,7 +118,7 @@ void ItemRenderer::render(Entity* itemEntity_, float x, float y, float z, float
|
||||
glPopMatrix2();
|
||||
}
|
||||
}
|
||||
//glDisable2(GL_RESCALE_NORMAL);
|
||||
glDisable2(GL_RESCALE_NORMAL);
|
||||
glPopMatrix2();
|
||||
}
|
||||
|
||||
|
||||
@@ -77,10 +77,10 @@ void PlayerRenderer::render(Entity* mob_, float x, float y, float z, float rot,
|
||||
model = desired;
|
||||
humanoidModel = desired;
|
||||
}
|
||||
LOGI("[PlayerRenderer] %s: skin=%s, modelTex=%dx%d, desired=%s\n",
|
||||
((Player*)mob)->name.c_str(), mob->getTexture().c_str(),
|
||||
humanoidModel->texWidth, humanoidModel->texHeight,
|
||||
(desired == playerModel64 ? "64" : "32"));
|
||||
// LOGI("[PlayerRenderer] %s: skin=%s, modelTex=%dx%d, desired=%s\n", // don't log it always, only for debug - shredder
|
||||
// ((Player*)mob)->name.c_str(), mob->getTexture().c_str(),
|
||||
// humanoidModel->texWidth, humanoidModel->texHeight,
|
||||
// (desired == playerModel64 ? "64" : "32"));
|
||||
HumanoidMobRenderer::render(mob_, x, y, z, rot, a);
|
||||
}
|
||||
|
||||
|
||||
@@ -115,6 +115,41 @@ void drawArrayVTC_NoState(int bufferId, int vertices, int vertexSize /* = 24 */)
|
||||
}
|
||||
#endif
|
||||
|
||||
void drawArrayVTN(int bufferId, int vertices, int vertexSize /* = 24 */) {
|
||||
//if (Options::debugGl) LOGI("drawArray\n");
|
||||
//LOGI("draw-vtc: %d, %d, %d\n", bufferId, vertices, vertexSize);
|
||||
glEnableClientState2(GL_VERTEX_ARRAY);
|
||||
glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
|
||||
//glEnableClientState2(GL_COLOR_ARRAY);
|
||||
glEnableClientState2(GL_NORMAL_ARRAY);
|
||||
|
||||
glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
|
||||
|
||||
glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
|
||||
glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
|
||||
//glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
|
||||
glNormalPointer(GL_BYTE, vertexSize, (GLvoid*) (6 * 4));
|
||||
|
||||
glDrawArrays2(GL_TRIANGLES, 0, vertices);
|
||||
|
||||
glDisableClientState2(GL_VERTEX_ARRAY);
|
||||
glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
|
||||
//glDisableClientState2(GL_COLOR_ARRAY);
|
||||
glDisableClientState2(GL_NORMAL_ARRAY);
|
||||
}
|
||||
|
||||
#ifndef drawArrayVTN_NoState
|
||||
void drawArrayVTCN_NoState(int bufferId, int vertices, int vertexSize /* = 24 */) {
|
||||
glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
|
||||
|
||||
glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
|
||||
glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
|
||||
//glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
|
||||
glNormalPointer(GL_BYTE, vertexSize, (GLvoid*) (6 * 4));
|
||||
|
||||
glDrawArrays2(GL_TRIANGLES, 0, vertices);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
@@ -55,13 +55,18 @@ void anGenBuffers(GLsizei n, GLuint* buffer);
|
||||
#ifdef USE_VBO
|
||||
#define drawArrayVT_NoState drawArrayVT
|
||||
#define drawArrayVTC_NoState drawArrayVTC
|
||||
void drawArrayVT(int bufferId, int vertices, int vertexSize = 24, unsigned int mode = GL_TRIANGLES);
|
||||
#define drawArrayVTN_NoState drawArrayVTN
|
||||
void drawArrayVT(int bufferId, int vertices, int vertexSize = 28, unsigned int mode = GL_TRIANGLES);
|
||||
#ifndef drawArrayVT_NoState
|
||||
//void drawArrayVT_NoState(int bufferId, int vertices, int vertexSize = 24);
|
||||
//void drawArrayVT_NoState(int bufferId, int vertices, int vertexSize = 28);
|
||||
#endif
|
||||
void drawArrayVTC(int bufferId, int vertices, int vertexSize = 24);
|
||||
void drawArrayVTC(int bufferId, int vertices, int vertexSize = 28);
|
||||
#ifndef drawArrayVTC_NoState
|
||||
void drawArrayVTC_NoState(int bufferId, int vertices, int vertexSize = 24);
|
||||
void drawArrayVTC_NoState(int bufferId, int vertices, int vertexSize = 28);
|
||||
#endif
|
||||
void drawArrayVTN(int bufferId, int vertices, int vertexSize = 28);
|
||||
#ifndef drawArrayVTN_NoState
|
||||
void drawArrayVTCN_NoState(int bufferId, int vertices, int vertexSize = 28);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -114,6 +119,7 @@ int glhUnProjectf( float winx, float winy, float winz,
|
||||
#define glVertexPointer2 glVertexPointer
|
||||
#define glColorPointer2 glColorPointer
|
||||
#define glTexCoordPointer2 glTexCoordPointer
|
||||
#define glNormalPointer2 glNormalPointer
|
||||
#define glEnableClientState2 glEnableClientState
|
||||
#define glDisableClientState2 glDisableClientState
|
||||
#define glDrawArrays2 glDrawArrays
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
// DynamicTexture
|
||||
//
|
||||
DynamicTexture::DynamicTexture(int tex_)
|
||||
: tex(tex_),
|
||||
: tex(tex_),
|
||||
replicate(1)
|
||||
{
|
||||
memset(pixels, 0, 16*16*4);
|
||||
@@ -29,8 +29,8 @@ void DynamicTexture::bindTexture(Textures* tex) {
|
||||
/*
|
||||
WaterTexture::WaterTexture()
|
||||
: super(Tile::water->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -39,7 +39,7 @@ void WaterTexture::tick() {
|
||||
*/
|
||||
|
||||
WaterTexture::WaterTexture()
|
||||
: super(Tile::water->tex),
|
||||
: super(Tile::water->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
@@ -76,55 +76,55 @@ void WaterTexture::tick()
|
||||
next[x + y * 16] = pow / 3.3f + heat[x + y * 16] * 0.8f;
|
||||
}
|
||||
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
|
||||
|
||||
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
|
||||
heata[x + y * 16] -= 0.1f;
|
||||
if (Mth::random() < 0.05f) {
|
||||
heata[x + y * 16] = 0.5f;
|
||||
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
|
||||
heata[x + y * 16] -= 0.1f;
|
||||
if (Mth::random() < 0.05f) {
|
||||
heata[x + y * 16] = 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[i];
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[i];
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
|
||||
float pp = pow * pow;
|
||||
float pp = pow * pow;
|
||||
|
||||
int r = (int) (32 + pp * 32);
|
||||
int g = (int) (50 + pp * 64);
|
||||
int b = (int) (255);
|
||||
int a = (int) (146 + pp * 50);
|
||||
int r = (int) (32 + pp * 32);
|
||||
int g = (int) (50 + pp * 64);
|
||||
int b = (int) (255);
|
||||
int a = (int) (146 + pp * 50);
|
||||
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
}
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// WaterSideTexture
|
||||
//
|
||||
WaterSideTexture::WaterSideTexture()
|
||||
: super(Tile::water->tex + 1),
|
||||
: super(Tile::water->tex + 1),
|
||||
_tick(0),
|
||||
_frame(0),
|
||||
_tickCount(0)
|
||||
@@ -164,51 +164,237 @@ void WaterSideTexture::tick() {
|
||||
next[x + y * 16] = pow / 3.2f + heat[x + y * 16] * 0.8f;
|
||||
}
|
||||
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
|
||||
|
||||
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
|
||||
heata[x + y * 16] -= 0.3f;
|
||||
if (Mth::random() < 0.2) {
|
||||
heata[x + y * 16] = 0.5f;
|
||||
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
|
||||
heata[x + y * 16] -= 0.3f;
|
||||
if (Mth::random() < 0.2) {
|
||||
heata[x + y * 16] = 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[(i - _tickCount * 16) & 255];
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[(i - _tickCount * 16) & 255];
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
|
||||
float pp = pow * pow;
|
||||
float pp = pow * pow;
|
||||
|
||||
int r = (int) (32 + pp * 32);
|
||||
int g = (int) (50 + pp * 64);
|
||||
int b = (int) (255);
|
||||
int a = (int) (146 + pp * 50);
|
||||
int r = (int) (32 + pp * 32);
|
||||
int g = (int) (50 + pp * 64);
|
||||
int b = (int) (255);
|
||||
int a = (int) (146 + pp * 50);
|
||||
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
/// Lava Texture
|
||||
///
|
||||
|
||||
LavaTexture::LavaTexture()
|
||||
: super(Tile::lava->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
current = new float[16*16];
|
||||
next = new float[16*16];
|
||||
heat = new float[16*16];
|
||||
heata = new float[16*16];
|
||||
|
||||
for (int i = 0; i < 256; ++i) {
|
||||
current[i] = 0;
|
||||
next[i] = 0;
|
||||
heat[i] = 0;
|
||||
heata[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
LavaTexture::~LavaTexture() {
|
||||
delete[] current;
|
||||
delete[] next;
|
||||
delete[] heat;
|
||||
delete[] heata;
|
||||
}
|
||||
|
||||
void LavaTexture::tick()
|
||||
{
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
float pow = 0;
|
||||
int xxo = (int)(Mth::sin((float)(y) * (float)(Mth::PI) * 2.0f / 16.0f) * 1.2f);
|
||||
int yyo = (int)(Mth::sin((float)(x) * (float)(Mth::PI) * 2.0f / 16.0f) * 1.2f);
|
||||
for (int xx = x - 1; xx <= x + 1; xx++) {
|
||||
for (int yy = y - 1; yy <= y + 1; yy++) {
|
||||
int xi = xx + xxo & 15;
|
||||
int yi = yy + yyo & 15;
|
||||
pow += current[xi + yi * 16];
|
||||
}
|
||||
}
|
||||
next[x + y * 16] = pow / 10.0f + (heat[(x + 0 & 15) + (y + 0 & 15) * 16] + heat[(x + 1 & 15) + (y + 0 & 15) * 16] + heat[(x + 1 & 15) + (y + 1 & 15) * 16] + heat[(x + 0 & 15) + (y + 1 & 15) * 16]) / 4.0f * 0.8f;
|
||||
heat[x + y * 16] = heat[x + y * 16] + heata[x + y * 16] * 0.01f;
|
||||
if (heat[x + y * 16] < 0.0f) {
|
||||
heat[x + y * 16] = 0.0f;
|
||||
}
|
||||
heata[x + y * 16] = heata[x + y * 16] - 0.06f;
|
||||
if (Mth::random() < 0.005) {
|
||||
heata[x + y * 16] = 1.5f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[i] * 2.0f;
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
|
||||
float pp = pow * pow;
|
||||
|
||||
int r = (int) (pow * 100.0f + 155.0f);
|
||||
int g = (int) (pp * 255.0f);
|
||||
int b = (int) (pp * pp * 128.0f);
|
||||
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
/// Lava Side Texture
|
||||
///
|
||||
|
||||
LavaSideTexture::LavaSideTexture()
|
||||
: super(Tile::lava->tex + 1),
|
||||
_tick(0),
|
||||
_frame(0),
|
||||
_tickCount(0)
|
||||
{
|
||||
replicate = 2;
|
||||
|
||||
current = new float[16*16];
|
||||
next = new float[16*16];
|
||||
heat = new float[16*16];
|
||||
heata = new float[16*16];
|
||||
|
||||
for (int i = 0; i < 256; ++i) {
|
||||
current[i] = 0;
|
||||
next[i] = 0;
|
||||
heat[i] = 0;
|
||||
heata[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
LavaSideTexture::~LavaSideTexture() {
|
||||
delete[] current;
|
||||
delete[] next;
|
||||
delete[] heat;
|
||||
delete[] heata;
|
||||
}
|
||||
|
||||
void LavaSideTexture::tick() {
|
||||
++_tickCount;
|
||||
for (int x = 0; x < 16; x++)
|
||||
for (int y = 0; y < 16; y++) {
|
||||
float pow = 0;
|
||||
int yl = (int)(Mth::sin((float)(y) * (float)(Mth::PI)* 2.0f / 16.0f) * 1.2f); // var2 is y
|
||||
int xl = (int)(Mth::sin((float)(x) * (float)(Mth::PI)* 2.0f / 16.0f) * 1.2f); // var1 is x
|
||||
for (int yy = x - 1; yy <= x + 1; yy++) {
|
||||
for (int xx = y - 1; xx <= y + 1; xx++) {
|
||||
int xi = (yy + yl) & 15; // var8
|
||||
int yi = (xx + xl) & 15; //var9
|
||||
pow += current[xi + yi * 16];
|
||||
}
|
||||
}
|
||||
next[x + y * 16] =
|
||||
next[x + y * 16] =
|
||||
pow / 10.0f + (
|
||||
heat[(x + 0 & 15) + (y + 0 & 15) *
|
||||
16] + heat[
|
||||
(x + 1 & 15) + (y + 0 & 15) * 16] + heat[(x + 1 & 15) + (y + 1 & 15) *
|
||||
16] + heat[
|
||||
(x + 0 & 15) + (y + 1 & 15) * 16]) / 4.0f
|
||||
* 0.8f;
|
||||
heat[x + y * 16] = heat[x + y * 16] + heata[x + y * 16] * 0.01f;
|
||||
|
||||
if (heat[x + y * 16] < 0.0f) {
|
||||
heat[x + y * 16] = 0.0f;
|
||||
}
|
||||
heata[x + y * 16] = heata[x + y * 16] - 0.06f;
|
||||
|
||||
if (Mth::random() < 0.005) {
|
||||
heata[x + y * 16] = 1.5f;
|
||||
}
|
||||
}
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = current[(i - _tickCount / 3 * 16) & 255] * 2.0f;
|
||||
if (pow > 1) pow = 1;
|
||||
if (pow < 0) pow = 0;
|
||||
|
||||
float pp = pow * pow;
|
||||
|
||||
int r = (int) (pow * 100.0f + 155.0f);
|
||||
int g = (int) (pow * pow * 255.0f);
|
||||
int b = (int) (pow * pow * pow * pow * 128.0f);
|
||||
// int a = (int) (146 + pp * 50);
|
||||
|
||||
//if (anaglyph3d) {
|
||||
// int rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// int gg = (r * 30 + g * 70) / (100);
|
||||
// int bb = (r * 30 + b * 70) / (100);
|
||||
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
FireTexture::FireTexture()
|
||||
: super(((Tile*)Tile::fire)->tex),
|
||||
: super(((Tile*)Tile::fire)->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
@@ -236,63 +422,63 @@ FireTexture::~FireTexture() {
|
||||
// oh boy time to implement fire textures, i am so fucked - shredder
|
||||
|
||||
void FireTexture::tick() {
|
||||
// loop generates fire texture on the empty texture grid, hopefully shouldnt be too taxing on older hardware - shredder
|
||||
for (int x = 0; x < 16; x++) {
|
||||
for (int y = 0; y < 20; y++) {
|
||||
int count = 18;
|
||||
float pow = this->current[x + (y + 1) % 20 * 16] * (float)(count);
|
||||
for (int xx = x - 1; xx <= x + 1; xx++) {
|
||||
for (int yy = y; yy <= y + 1; yy++) {
|
||||
if (xx >= 0 && yy >= 0 && xx < 16 && yy < 20) {
|
||||
pow += this->current[xx + yy * 16];
|
||||
}
|
||||
count++;
|
||||
}
|
||||
}
|
||||
this->next[x + y * 16] = pow / (float(count) * 1.06f);
|
||||
if (y >= 19) {
|
||||
this->next[x + y * 16] = float(Mth::random() * Mth::random() * Mth::random() * 4.0 + Mth::random() * 0.1f + 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
// loop generates fire texture on the empty texture grid, hopefully shouldnt be too taxing on older hardware - shredder
|
||||
for (int x = 0; x < 16; x++) {
|
||||
for (int y = 0; y < 20; y++) {
|
||||
int count = 18;
|
||||
float pow = this->current[x + (y + 1) % 20 * 16] * (float)(count);
|
||||
for (int xx = x - 1; xx <= x + 1; xx++) {
|
||||
for (int yy = y; yy <= y + 1; yy++) {
|
||||
if (xx >= 0 && yy >= 0 && xx < 16 && yy < 20) {
|
||||
pow += this->current[xx + yy * 16];
|
||||
}
|
||||
count++;
|
||||
}
|
||||
}
|
||||
this->next[x + y * 16] = pow / (float(count) * 1.06f);
|
||||
if (y >= 19) {
|
||||
this->next[x + y * 16] = float(Mth::random() * Mth::random() * Mth::random() * 4.0 + Mth::random() * 0.1f + 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// hopefully this doesn't cause any mysterious issues - shredder
|
||||
// hopefully this doesn't cause any mysterious issues - shredder
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = this->current[i] * 1.8f;
|
||||
if (pow > 1.0f) {
|
||||
pow = 1.0f;
|
||||
}
|
||||
if (pow < 0.0f) {
|
||||
pow = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
int r = (int) (pow * 155.0f + 100.0f);
|
||||
int g = (int)(pow * pow * 255.0f);
|
||||
int b = (int)(pow * pow * pow * pow * pow * pow * pow * pow * pow * pow * 255.0f);
|
||||
int a = 255;
|
||||
if (pow < 0.5f) {
|
||||
a = 0;
|
||||
}
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = this->current[i] * 1.8f;
|
||||
if (pow > 1.0f) {
|
||||
pow = 1.0f;
|
||||
}
|
||||
if (pow < 0.0f) {
|
||||
pow = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
int r = (int) (pow * 155.0f + 100.0f);
|
||||
int g = (int)(pow * pow * 255.0f);
|
||||
int b = (int)(pow * pow * pow * pow * pow * pow * pow * pow * pow * pow * 255.0f);
|
||||
int a = 255;
|
||||
if (pow < 0.5f) {
|
||||
a = 0;
|
||||
}
|
||||
|
||||
// @TODO: cant be arsed rn to implement the anaglyph3d check would be nice to check if it does - shredder
|
||||
//if (this->anaglyph3d) {
|
||||
// float rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// float gg = (r * 30 + g * 70) / 100;
|
||||
// float bb = (r * 30 + b * 70) / 100;
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
//if (this->anaglyph3d) {
|
||||
// float rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// float gg = (r * 30 + g * 70) / 100;
|
||||
// float bb = (r * 30 + b * 70) / 100;
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -56,6 +56,44 @@ public:
|
||||
void tick();
|
||||
};
|
||||
|
||||
class LavaTexture: public DynamicTexture
|
||||
{
|
||||
typedef DynamicTexture super;
|
||||
int _tick;
|
||||
int _frame;
|
||||
|
||||
float* current;
|
||||
float* next;
|
||||
float* heat;
|
||||
float* heata;
|
||||
|
||||
public:
|
||||
LavaTexture();
|
||||
~LavaTexture();
|
||||
|
||||
void tick();
|
||||
};
|
||||
|
||||
class LavaSideTexture: public DynamicTexture
|
||||
{
|
||||
typedef DynamicTexture super;
|
||||
int _tick;
|
||||
int _frame;
|
||||
int _tickCount;
|
||||
|
||||
float* current;
|
||||
float* next;
|
||||
float* heat;
|
||||
float* heata;
|
||||
|
||||
public:
|
||||
LavaSideTexture();
|
||||
~LavaSideTexture();
|
||||
|
||||
void tick();
|
||||
};
|
||||
|
||||
|
||||
class FireTexture: public DynamicTexture
|
||||
{
|
||||
typedef DynamicTexture super;
|
||||
|
||||
Reference in New Issue
Block a user