#include "../../Platform/stdafx.h" #include "TileRenderer.h" #include #include "../GameRenderer.h" #include "../../Minecraft.h" #include "../../Textures/Textures.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.level.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.level.material.h" #include "../../../Minecraft.World/Headers/net.minecraft.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.h" #include "../Tesselator.h" #include "../../Utils/FrameProfiler.h" #include "EntityTileRenderer.h" #include "../../GameState/Options.h" bool TileRenderer::fancy = true; const float smallUV = (1.0f / 16.0f); void TileRenderer::_init() { fixedTexture = nullptr; xFlipTexture = false; noCulling = false; applyAmbienceOcclusion = false; setColor = true; northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; tileShapeX0 = 0.0; tileShapeX1 = 0.0; tileShapeY0 = 0.0; tileShapeY1 = 0.0; tileShapeZ0 = 0.0; tileShapeZ1 = 0.0; fixedShape = false; smoothShapeLighting = false; minecraft = Minecraft::GetInstance(); xMin = 0; yMin = 0; zMin = 0; cache = nullptr; } bool TileRenderer::isTranslucentAt(LevelSource* level, int x, int y, int z) { if (cache) { int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2); if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767 { assert(id >= 0); assert(id <= 32 * 32 * 32); if (cache[id] & cache_isTranslucentAt_valid) return ((cache[id] & cache_isTranslucentAt_flag) == cache_isTranslucentAt_flag); bool ret = Tile::transculent[level->getTile(x, y, z)]; if (ret) { cache[id] |= cache_isTranslucentAt_valid | cache_isTranslucentAt_flag; } else { cache[id] |= cache_isTranslucentAt_valid; } return ret; } } return Tile::transculent[level->getTile(x, y, z)]; } float TileRenderer::getShadeBrightness(Tile* tt, LevelSource* level, int x, int y, int z) { if (cache) { int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2); if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767 { if (cache[id] & cache_isSolidBlockingTile_valid) return ((cache[id] & cache_isSolidBlockingTile_flag) ? 0.2f : 1.0f); bool isSolidBlocking = level->isSolidBlockingTile(x, y, z); if (isSolidBlocking) { cache[id] |= cache_isSolidBlockingTile_valid | cache_isSolidBlockingTile_flag; } else { cache[id] |= cache_isSolidBlockingTile_valid; } return (isSolidBlocking ? 0.2f : 1.0f); } } return tt->getShadeBrightness(level, x, y, z); } int TileRenderer::getLightColor(Tile* tt, LevelSource* level, int x, int y, int z) { if (cache) { int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2); if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767 { // Don't use the cache for liquid tiles, as they are the only type // that seem to have their own implementation of getLightColor that // actually is important. Without this we get patches of dark water // where their lighting value is 0, it needs to pull in light from // the tile above to work if ((tt->id >= Tile::water_Id) && (tt->id <= Tile::calmLava_Id)) return tt->getLightColor(level, x, y, z); if (cache[id] & cache_getLightColor_valid) return cache[id] & cache_getLightColor_mask; // Not in cache. Have we got the tile type cached? We can pass this // as a parameter to Tile::getLightColor( or -1 if we don't) so that // underlying things don't have to get the tile again. int tileId = -1; int xx = x - xMin; int zz = z - zMin; if ((xx >= 0) && (xx <= 15) && (zz >= 0) && (zz <= 15) && (y >= 0) && (y < Level::maxBuildHeight)) { int indexY = y; int offset = 0; if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offset = Level::COMPRESSED_CHUNK_SECTION_TILES; } unsigned char ucTileId = tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) | (indexY + 0))]; // Tiles that were determined to be invisible (by being // surrounded by solid stuff) will be set to 255 rather than // their actual ID if (ucTileId != 255) { tileId = (int)ucTileId; } } int ret = tt->getLightColor(level, x, y, z, tileId); cache[id] |= ((ret & cache_getLightColor_mask) | cache_getLightColor_valid); return ret; } } return tt->getLightColor(level, x, y, z); } TileRenderer::TileRenderer(LevelSource* level, int xMin, int yMin, int zMin, unsigned char* tileIds) { this->level = level; _init(); this->xMin = xMin; this->yMin = yMin; this->zMin = zMin; this->xMin2 = xMin - 2; this->yMin2 = yMin - 2; this->zMin2 = zMin - 2; this->tileIds = tileIds; cache = new unsigned int[32 * 32 * 32]; XMemSet(cache, 0, 32 * 32 * 32 * sizeof(unsigned int)); } TileRenderer::~TileRenderer() { delete[] cache; // 4jcraft, changed to [] } TileRenderer::TileRenderer(LevelSource* level) { this->level = level; _init(); } TileRenderer::TileRenderer() { this->level = nullptr; _init(); } void TileRenderer::setFixedTexture(Icon* fixedTexture) { this->fixedTexture = fixedTexture; } void TileRenderer::clearFixedTexture() { this->fixedTexture = nullptr; } bool TileRenderer::hasFixedTexture() { return fixedTexture != nullptr; } void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1, float z1) { if (!fixedShape) { tileShapeX0 = x0; tileShapeX1 = x1; tileShapeY0 = y0; tileShapeY1 = y1; tileShapeZ0 = z0; tileShapeZ1 = z1; smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } } void TileRenderer::setShape(Tile* tt) { if (!fixedShape) { tileShapeX0 = tt->getShapeX0(); tileShapeX1 = tt->getShapeX1(); tileShapeY0 = tt->getShapeY0(); tileShapeY1 = tt->getShapeY1(); tileShapeZ0 = tt->getShapeZ0(); tileShapeZ1 = tt->getShapeZ1(); smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } } void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1, float y1, float z1) { tileShapeX0 = x0; tileShapeX1 = x1; tileShapeY0 = y0; tileShapeY1 = y1; tileShapeZ0 = z0; tileShapeZ1 = z1; fixedShape = true; smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1); } void TileRenderer::clearFixedShape() { fixedShape = false; } void TileRenderer::tesselateInWorldFixedTexture( Tile* tile, int x, int y, int z, Icon* fixedTexture) // 4J renamed to differentiate from tesselateInWorld { this->setFixedTexture(fixedTexture); tesselateInWorld(tile, x, y, z); this->clearFixedTexture(); } void TileRenderer::tesselateInWorldNoCulling( Tile* tile, int x, int y, int z, int forceData, std::shared_ptr forceEntity) // 4J added forceData, forceEntity param { noCulling = true; tesselateInWorld(tile, x, y, z, forceData); noCulling = false; } bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceData, std::shared_ptr forceEntity) // 4J added forceData, forceEntity param { Tesselator* t = Tesselator::getInstance(); int shape = tt->getRenderShape(); if (shape == Tile::SHAPE_BLOCK) { FRAME_PROFILE_SCOPE(ChunkBlockShape); tt->updateShape(level, x, y, z, forceData, forceEntity); } else { tt->updateShape(level, x, y, z, forceData, forceEntity); } // AP - now that the culling is done earlier we don't need to call setShape // until later on (only for SHAPE_BLOCK) if (shape != Tile::SHAPE_BLOCK) { setShape(tt); } t->setMipmapEnable(Tile::mipmapEnable[tt->id]); // 4J added bool retVal = false; switch (shape) { case Tile::SHAPE_BLOCK: { { FRAME_PROFILE_SCOPE(ChunkBlockShape); setShape(tt); } // 4J - added these faceFlags so we can detect whether this block is // going to have no visible faces and early out the original code // checked noCulling and shouldRenderFace directly where faceFlags // is used now AP - I moved this check from // tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even // earlier to speed up early rejection. The flags are then passed // down to avoid creating them again. These changes in combination // have more than halved the time it takes to reject a block on Vita int faceFlags = 0; if (noCulling) { faceFlags = 0x3f; } else { FRAME_PROFILE_SCOPE(ChunkBlockFaceCull); // these block types can take advantage of a faster version of // shouldRenderFace there are others but this is an easy check // which covers the majority Note: This now covers rock, grass, // dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel, // goldOre, ironOre, coalOre, treeTrunk if ((tt->id <= Tile::unbreakable_Id) || ((tt->id >= Tile::sand_Id) && (tt->id <= Tile::treeTrunk_Id))) { faceFlags = tt->getFaceFlags(level, x, y, z); } else { faceFlags |= tt->shouldRenderFace(level, x, y - 1, z, 0) ? 0x01 : 0; faceFlags |= tt->shouldRenderFace(level, x, y + 1, z, 1) ? 0x02 : 0; faceFlags |= tt->shouldRenderFace(level, x, y, z - 1, 2) ? 0x04 : 0; faceFlags |= tt->shouldRenderFace(level, x, y, z + 1, 3) ? 0x08 : 0; faceFlags |= tt->shouldRenderFace(level, x - 1, y, z, 4) ? 0x10 : 0; faceFlags |= tt->shouldRenderFace(level, x + 1, y, z, 5) ? 0x20 : 0; } } if (faceFlags == 0) { retVal = false; break; } retVal = tesselateBlockInWorld(tt, x, y, z, faceFlags); } break; case Tile::SHAPE_TREE: retVal = tesselateTreeInWorld(tt, x, y, z); break; case Tile::SHAPE_QUARTZ: retVal = tesselateQuartzInWorld(tt, x, y, z); break; case Tile::SHAPE_WATER: retVal = tesselateWaterInWorld(tt, x, y, z); break; case Tile::SHAPE_CACTUS: retVal = tesselateCactusInWorld(tt, x, y, z); break; case Tile::SHAPE_CROSS_TEXTURE: retVal = tesselateCrossInWorld(tt, x, y, z); break; case Tile::SHAPE_STEM: retVal = tesselateStemInWorld(tt, x, y, z); break; case Tile::SHAPE_LILYPAD: retVal = tesselateLilypadInWorld(tt, x, y, z); break; case Tile::SHAPE_ROWS: retVal = tesselateRowInWorld(tt, x, y, z); break; case Tile::SHAPE_TORCH: retVal = tesselateTorchInWorld(tt, x, y, z); break; case Tile::SHAPE_FIRE: retVal = tesselateFireInWorld((FireTile*)tt, x, y, z); break; case Tile::SHAPE_RED_DUST: retVal = tesselateDustInWorld(tt, x, y, z); break; case Tile::SHAPE_LADDER: retVal = tesselateLadderInWorld(tt, x, y, z); break; case Tile::SHAPE_DOOR: retVal = tesselateDoorInWorld(tt, x, y, z); break; case Tile::SHAPE_RAIL: retVal = tesselateRailInWorld((RailTile*)tt, x, y, z); break; case Tile::SHAPE_STAIRS: retVal = tesselateStairsInWorld((StairTile*)tt, x, y, z); break; case Tile::SHAPE_EGG: retVal = tesselateEggInWorld((EggTile*)tt, x, y, z); break; case Tile::SHAPE_FENCE: retVal = tesselateFenceInWorld((FenceTile*)tt, x, y, z); break; case Tile::SHAPE_WALL: retVal = tesselateWallInWorld((WallTile*)tt, x, y, z); break; case Tile::SHAPE_LEVER: retVal = tesselateLeverInWorld(tt, x, y, z); break; case Tile::SHAPE_TRIPWIRE_SOURCE: retVal = tesselateTripwireSourceInWorld(tt, x, y, z); break; case Tile::SHAPE_TRIPWIRE: retVal = tesselateTripwireInWorld(tt, x, y, z); break; case Tile::SHAPE_BED: retVal = tesselateBedInWorld(tt, x, y, z); break; case Tile::SHAPE_REPEATER: retVal = tesselateRepeaterInWorld((RepeaterTile*)tt, x, y, z); break; case Tile::SHAPE_DIODE: retVal = tesselateDiodeInWorld((DiodeTile*)tt, x, y, z); break; case Tile::SHAPE_COMPARATOR: retVal = tesselateComparatorInWorld((ComparatorTile*)tt, x, y, z); break; case Tile::SHAPE_PISTON_BASE: retVal = tesselatePistonBaseInWorld(tt, x, y, z, false, forceData); break; case Tile::SHAPE_PISTON_EXTENSION: retVal = tesselatePistonExtensionInWorld(tt, x, y, z, true, forceData); break; case Tile::SHAPE_IRON_FENCE: retVal = tesselateThinFenceInWorld((ThinFenceTile*)tt, x, y, z); break; case Tile::SHAPE_THIN_PANE: retVal = tesselateThinPaneInWorld(tt, x, y, z); break; case Tile::SHAPE_VINE: retVal = tesselateVineInWorld(tt, x, y, z); break; case Tile::SHAPE_FENCE_GATE: retVal = tesselateFenceGateInWorld((FenceGateTile*)tt, x, y, z); break; case Tile::SHAPE_CAULDRON: retVal = tesselateCauldronInWorld((CauldronTile*)tt, x, y, z); break; case Tile::SHAPE_FLOWER_POT: retVal = tesselateFlowerPotInWorld((FlowerPotTile*)tt, x, y, z); break; case Tile::SHAPE_ANVIL: retVal = tesselateAnvilInWorld((AnvilTile*)tt, x, y, z); break; case Tile::SHAPE_BREWING_STAND: retVal = tesselateBrewingStandInWorld((BrewingStandTile*)tt, x, y, z); break; case Tile::SHAPE_PORTAL_FRAME: retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile*)tt, x, y, z); break; case Tile::SHAPE_COCOA: retVal = tesselateCocoaInWorld((CocoaTile*)tt, x, y, z); break; case Tile::SHAPE_BEACON: retVal = tesselateBeaconInWorld(tt, x, y, z); break; case Tile::SHAPE_HOPPER: retVal = tesselateHopperInWorld(tt, x, y, z); break; }; t->setMipmapEnable(true); // 4J added return retVal; } bool TileRenderer::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile* tt, int x, int y, int z) { int data = level->getData(x, y, z); int direction = data & 3; if (direction == Direction::SOUTH) { upFlip = FLIP_180; } else if (direction == Direction::EAST) { upFlip = FLIP_CW; } else if (direction == Direction::WEST) { upFlip = FLIP_CCW; } if (!TheEndPortalFrameTile::hasEye(data)) { setShape(0, 0, 0, 1, 13.0f / 16.0f, 1); tesselateBlockInWorld(tt, x, y, z); upFlip = FLIP_NONE; return true; } noCulling = true; setShape(0, 0, 0, 1, 13.0f / 16.0f, 1); tesselateBlockInWorld(tt, x, y, z); setFixedTexture(tt->getEye()); setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1, 12.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); noCulling = false; clearFixedTexture(); upFlip = FLIP_NONE; return true; } bool TileRenderer::tesselateBedInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); int data = level->getData(x, y, z); int direction = BedTile::getDirection(data); bool isHead = BedTile::isHeadPiece(data); float c10 = 0.5f; float c11 = 1.0f; float c2 = 0.8f; float c3 = 0.6f; float r11 = c11; float g11 = c11; float b11 = c11; float r10 = c10; float r2 = c2; float r3 = c3; float g10 = c10; float g2 = c2; float g3 = c3; float b10 = c10; float b2 = c2; float b3 = c3; // 4J - change brought forward from 1.8.2 int centerColor; float centerBrightness; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = getLightColor(tt, level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } // render wooden underside { // 4J - change brought forward from 1.8.2 if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(centerColor); t->color(r10, g10, b10); } else { t->color(r10 * centerBrightness, g10 * centerBrightness, b10 * centerBrightness); } Icon* tex = getTexture(tt, level, x, y, z, Facing::DOWN); float u0 = tex->getU0(true); float u1 = tex->getU1(true); float v0 = tex->getV0(true); float v1 = tex->getV1(true); float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y0 = y + tileShapeY0 + 3.0 / 16.0; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y0, z1, u1, v1); } // render bed top // 4J - change brought forward from 1.8.2 if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y + 1, z)); t->color(r11, g11, b11); } else { float brightness = tt->getBrightness(level, x, y + 1, z); t->color(r11 * brightness, g11 * brightness, b11 * brightness); } Icon* tex = getTexture(tt, level, x, y, z, Facing::UP); float u0 = tex->getU0(true); float u1 = tex->getU1(true); float v0 = tex->getV0(true); float v1 = tex->getV1(true); float topLeftU = u0; float topRightU = u1; float topLeftV = v0; float topRightV = v0; float bottomLeftU = u0; float bottomRightU = u1; float bottomLeftV = v1; float bottomRightV = v1; if (direction == Direction::SOUTH) { // rotate 90 degrees clockwise topRightU = u0; topLeftV = v1; bottomLeftU = u1; bottomRightV = v0; } else if (direction == Direction::NORTH) { // rotate 90 degrees counter-clockwise topLeftU = u1; topRightV = v1; bottomRightU = u0; bottomLeftV = v0; } else if (direction == Direction::EAST) { // rotate 180 degrees topLeftU = u1; topRightV = v1; bottomRightU = u0; bottomLeftV = v0; topRightU = u0; topLeftV = v1; bottomLeftU = u1; bottomRightV = v0; } float x0 = x + tileShapeX0; float x1 = x + tileShapeX1; float y1 = y + tileShapeY1; float z0 = z + tileShapeZ0; float z1 = z + tileShapeZ1; t->vertexUV(x1, y1, z1, bottomLeftU, bottomLeftV); t->vertexUV(x1, y1, z0, topLeftU, topLeftV); t->vertexUV(x0, y1, z0, topRightU, topRightV); t->vertexUV(x0, y1, z1, bottomRightU, bottomRightV); // determine which edge to skip (the one between foot and head piece) int skipEdge = Direction::DIRECTION_FACING[direction]; if (isHead) { skipEdge = Direction::DIRECTION_FACING [Direction::DIRECTION_OPPOSITE[direction]]; } // and which edge to x-flip int flipEdge = Facing::WEST; switch (direction) { case Direction::NORTH: break; case Direction::SOUTH: flipEdge = Facing::EAST; break; case Direction::EAST: flipEdge = Facing::NORTH; break; case Direction::WEST: flipEdge = Facing::SOUTH; break; } if ((skipEdge != Facing::NORTH) && (noCulling || tt->shouldRenderFace(level, x, y, z - 1, Facing::NORTH))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } xFlipTexture = flipEdge == Facing::NORTH; renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2)); } if ((skipEdge != Facing::SOUTH) && (noCulling || tt->shouldRenderFace(level, x, y, z + 1, Facing::SOUTH))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } xFlipTexture = flipEdge == Facing::SOUTH; renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3)); } if ((skipEdge != Facing::WEST) && (noCulling || tt->shouldRenderFace(level, x - 1, y, z, Facing::WEST))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } xFlipTexture = flipEdge == Facing::WEST; renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4)); } if ((skipEdge != Facing::EAST) && (noCulling || tt->shouldRenderFace(level, x + 1, y, z, Facing::EAST))) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } xFlipTexture = flipEdge == Facing::EAST; renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5)); } xFlipTexture = false; return true; } bool TileRenderer::tesselateBrewingStandInWorld(BrewingStandTile* tt, int x, int y, int z) { // bounding box first setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f, 9.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setFixedTexture(tt->getBaseTexture()); // Fix faceculling when attached to blocks noCulling = true; setShape(9.0f / 16.0f, 0.0f, 5.0f / 16.0f, 15.0f / 16.0f, 2 / 16.0f, 11.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setShape(2.0f / 16.0f, 0.0f, 1.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 7.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setShape(2.0f / 16.0f, 0.0f, 9.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 15.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); noCulling = false; clearFixedTexture(); Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); Icon* tex = getTexture(tt, 0, 0); if (hasFixedTexture()) tex = fixedTexture; float v0 = tex->getV0(true); float v1 = tex->getV1(true); int data = level->getData(x, y, z); for (int arm = 0; arm < 3; arm++) { float angle = arm * PI * 2.0f / 3.0f + PI * 0.5f; float u0 = tex->getU(8, true); float u1 = tex->getU1(true); if ((data & (1 << arm)) != 0) { u1 = tex->getU0(true); } float x0 = x + 8.0f / 16.0f; float x1 = x + 8.0f / 16.0f + sin(angle) * 8.0f / 16.0f; float z0 = z + 8.0f / 16.0f; float z1 = z + 8.0f / 16.0f + cos(angle) * 8.0f / 16.0f; t->vertexUV(x0, y + 1.0f, z0, u0, v0); t->vertexUV(x0, y + 0.0f, z0, u0, v1); t->vertexUV(x1, y + 0.0f, z1, u1, v1); t->vertexUV(x1, y + 1.0f, z1, u1, v0); t->vertexUV(x1, y + 1.0f, z1, u1, v0); t->vertexUV(x1, y + 0.0f, z1, u1, v1); t->vertexUV(x0, y + 0.0f, z0, u0, v1); t->vertexUV(x0, y + 1.0f, z0, u0, v0); } tt->updateDefaultShape(); return true; } bool TileRenderer::tesselateCauldronInWorld(CauldronTile* tt, int x, int y, int z) { // bounding box first tesselateBlockInWorld(tt, x, y, z); Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); // render inside Icon* insideTex = tt->getTexture(Facing::NORTH); const float cWidth = (2.0f / 16.0f) - (1.0f / 128.0f); // 4J - Moved by 1/128th (smallest movement possible with our // vertex storage) to remove gap at edge of cauldron renderEast(tt, x - 1.0f + cWidth, y, z, insideTex); renderWest(tt, x + 1.0f - cWidth, y, z, insideTex); renderSouth(tt, x, y, z - 1.0f + cWidth, insideTex); renderNorth(tt, x, y, z + 1.0f - cWidth, insideTex); Icon* bottomTex = CauldronTile::getTexture(CauldronTile::TEXTURE_INSIDE); renderFaceUp(tt, x, y - 1.0f + 4.0f / 16.0f, z, bottomTex); renderFaceDown(tt, x, y + 1.0f - 12.0f / 16.0f, z, bottomTex); int waterLevel = level->getData(x, y, z); if (waterLevel > 0) { Icon* liquidTex = LiquidTile::getTexture(LiquidTile::TEXTURE_WATER_STILL); if (waterLevel > 3) { waterLevel = 3; } renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z, liquidTex); } return true; } bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile* tt, int x, int y, int z) { // bounding box first tesselateBlockInWorld(tt, x, y, z); Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); Icon* tex = getTexture(tt, 0); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); // render inside float halfWidth = (6.0f / 16.0f) / 2 - 0.001f; renderEast(tt, x - 0.5f + halfWidth, y, z, tex); renderWest(tt, x + 0.5f - halfWidth, y, z, tex); renderSouth(tt, x, y, z - 0.5f + halfWidth, tex); renderNorth(tt, x, y, z + 0.5f - halfWidth, tex); renderFaceUp(tt, x, y - 0.5f + halfWidth + 3.0f / 16.0f, z, getTexture(Tile::dirt)); int type = level->getData(x, y, z); if (type != 0) { float xOff = 0; float yOff = 4; float zOff = 0; Tile* plant = nullptr; switch (type) { case FlowerPotTile::TYPE_FLOWER_RED: plant = Tile::rose; break; case FlowerPotTile::TYPE_FLOWER_YELLOW: plant = Tile::flower; break; case FlowerPotTile::TYPE_MUSHROOM_BROWN: plant = Tile::mushroom_brown; break; case FlowerPotTile::TYPE_MUSHROOM_RED: plant = Tile::mushroom_red; break; } t->addOffset(xOff / 16.0f, yOff / 16.0f, zOff / 16.0f); if (plant != nullptr) { tesselateInWorld(plant, x, y, z); } else { if (type == FlowerPotTile::TYPE_CACTUS) { // Force drawing of all faces else the cactus misses faces // when a block is adjacent noCulling = true; float halfSize = 0.25f / 2; setShape(0.5f - halfSize, 0.0f, 0.5f - halfSize, 0.5f + halfSize, 0.25f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); setShape(0.5f - halfSize, 0.25f, 0.5f - halfSize, 0.5f + halfSize, 0.5f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); setShape(0.5f - halfSize, 0.5f, 0.5f - halfSize, 0.5f + halfSize, 0.75f, 0.5f + halfSize); tesselateBlockInWorld(Tile::cactus, x, y, z); noCulling = false; setShape(0, 0, 0, 1, 1, 1); } else if (type == FlowerPotTile::TYPE_SAPLING_DEFAULT) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_DEFAULT, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_BIRCH) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_BIRCH, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_EVERGREEN) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_EVERGREEN, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_SAPLING_JUNGLE) { tesselateCrossTexture(Tile::sapling, Sapling::TYPE_JUNGLE, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_FERN) { col = Tile::tallgrass->getColor(level, x, y, z); r = ((col >> 16) & 0xff) / 255.0f; g = ((col >> 8) & 0xff) / 255.0f; b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); tesselateCrossTexture(Tile::tallgrass, TallGrass::FERN, x, y, z, 0.75f); } else if (type == FlowerPotTile::TYPE_DEAD_BUSH) { tesselateCrossTexture(Tile::deadBush, TallGrass::FERN, x, y, z, 0.75f); } } t->addOffset(-xOff / 16.0f, -yOff / 16.0f, -zOff / 16.0f); } return true; } bool TileRenderer::tesselateAnvilInWorld(AnvilTile* tt, int x, int y, int z) { return tesselateAnvilInWorld(tt, x, y, z, level->getData(x, y, z)); } bool TileRenderer::tesselateAnvilInWorld(AnvilTile* tt, int x, int y, int z, int data) { Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); return tesselateAnvilInWorld(tt, x, y, z, data, false); } bool TileRenderer::tesselateAnvilInWorld(AnvilTile* tt, int x, int y, int z, int data, bool render) { int facing = render ? 0 : data & 3; bool rotate = false; float bottom = 0; switch (facing) { case Direction::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; break; case Direction::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; break; case Direction::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; rotate = true; break; case Direction::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; rotate = true; break; } bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_BASE, bottom, 12.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_JOINT, bottom, 8.0f / 16.0f, 1.0f / 16.0f, 10.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_COLUMN, bottom, 4.0f / 16.0f, 5.0f / 16.0f, 8.0f / 16.0f, rotate, render, data); bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_TOP, bottom, 10.0f / 16.0f, 6.0f / 16.0f, 16.0f / 16.0f, rotate, render, data); setShape(0, 0, 0, 1, 1, 1); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; return true; } float TileRenderer::tesselateAnvilPiece(AnvilTile* tt, int x, int y, int z, int part, float bottom, float width, float height, float length, bool rotate, bool render, int data) { if (rotate) { float swap = width; width = length; length = swap; } width /= 2; length /= 2; tt->part = part; setShape(0.5f - width, bottom, 0.5f - length, 0.5f + width, bottom + height, 0.5f + length); if (render) { Tesselator* t = Tesselator::getInstance(); t->begin(); t->normal(0, -1, 0); renderFaceDown(tt, 0, 0, 0, getTexture(tt, 0, data)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tt, 0, 0, 0, getTexture(tt, 1, data)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tt, 0, 0, 0, getTexture(tt, 2, data)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tt, 0, 0, 0, getTexture(tt, 3, data)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tt, 0, 0, 0, getTexture(tt, 4, data)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tt, 0, 0, 0, getTexture(tt, 5, data)); t->end(); } else { tesselateBlockInWorld(tt, x, y, z); } return bottom + height; } bool TileRenderer::tesselateTorchInWorld(Tile* tt, int x, int y, int z) { int dir = level->getData(x, y, z); Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } float r = 0.40f; float r2 = 0.5f - r; float h = 0.20f; if (dir == 1) { tesselateTorch(tt, (float)x - r2, (float)y + h, (float)z, -r, 0.0f, 0); } else if (dir == 2) { tesselateTorch(tt, (float)x + r2, (float)y + h, (float)z, +r, 0.0f, 0); } else if (dir == 3) { tesselateTorch(tt, (float)x, (float)y + h, z - r2, 0.0f, -r, 0); } else if (dir == 4) { tesselateTorch(tt, (float)x, (float)y + h, (float)z + r2, 0.0f, +r, 0); } else { tesselateTorch(tt, (float)x, (float)y, (float)z, 0.0f, 0.0f, 0); } return true; } bool TileRenderer::tesselateRepeaterInWorld(RepeaterTile* tt, int x, int y, int z) { int data = level->getData(x, y, z); int dir = data & DiodeTile::DIRECTION_MASK; int delay = (data & RepeaterTile::DELAY_MASK) >> RepeaterTile::DELAY_SHIFT; Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } double h = -3.0f / 16.0f; bool hasLockSignal = tt->isLocked(level, x, y, z, data); double transmitterX = 0; double transmitterZ = 0; double receiverX = 0; double receiverZ = 0; switch (dir) { case Direction::SOUTH: receiverZ = -5.0f / 16.0f; transmitterZ = RepeaterTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::NORTH: receiverZ = 5.0f / 16.0f; transmitterZ = -RepeaterTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::EAST: receiverX = -5.0f / 16.0f; transmitterX = RepeaterTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::WEST: receiverX = 5.0f / 16.0f; transmitterX = -RepeaterTile::DELAY_RENDER_OFFSETS[delay]; break; } // render transmitter if (!hasLockSignal) { tesselateTorch((Tile*)tt, x + transmitterX, y + h, z + transmitterZ, 0, 0, 0); } else { Icon* lockTex = getTexture(Tile::unbreakable); setFixedTexture(lockTex); float west = 2.0f; float east = 14.0f; float north = 7.0f; float south = 9.0f; switch (dir) { case Direction::SOUTH: case Direction::NORTH: break; case Direction::EAST: case Direction::WEST: west = 7.f; east = 9.f; north = 2.f; south = 14.f; break; } setShape(west / 16.0f + (float)transmitterX, 2.f / 16.0f, north / 16.0f + (float)transmitterZ, east / 16.0f + (float)transmitterX, 4.f / 16.0f, south / 16.0f + (float)transmitterZ); double u0 = lockTex->getU(west); double v0 = lockTex->getV(north); double u1 = lockTex->getU(east); double v1 = lockTex->getV(south); t->vertexUV(x + west / 16.0f + transmitterX, y + 4.0f / 16.0f, z + north / 16.0f + transmitterZ, u0, v0); t->vertexUV(x + west / 16.0f + transmitterX, y + 4.0f / 16.0f, z + south / 16.0f + transmitterZ, u0, v1); t->vertexUV(x + east / 16.0f + transmitterX, y + 4.0f / 16.0f, z + south / 16.0f + transmitterZ, u1, v1); t->vertexUV(x + east / 16.0f + transmitterX, y + 4.0f / 16.0f, z + north / 16.0f + transmitterZ, u1, v0); tesselateBlockInWorld(tt, x, y, z); setShape(0, 0, 0, 1, 2.0f / 16.0f, 1); clearFixedTexture(); } if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } // render receiver tesselateTorch(tt, x + receiverX, y + h, z + receiverZ, 0, 0, 0); // render floor tesselateDiodeInWorld(tt, x, y, z); return true; } bool TileRenderer::tesselateComparatorInWorld(ComparatorTile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } int data = level->getData(x, y, z); int dir = data & DirectionalTile::DIRECTION_MASK; double extenderX = 0; double extenderY = -3.0f / 16.0f; double extenderZ = 0; double inputXStep = 0; double inputZStep = 0; Icon* extenderTex; if (tt->isReversedOutputSignal(data)) { extenderTex = Tile::redstoneTorch_on->getTexture(Facing::DOWN); } else { extenderY -= 3 / 16.0f; extenderTex = Tile::redstoneTorch_off->getTexture(Facing::DOWN); } switch (dir) { case Direction::SOUTH: extenderZ = -5.0f / 16.0f; inputZStep = 1; break; case Direction::NORTH: extenderZ = 5.0f / 16.0f; inputZStep = -1; break; case Direction::EAST: extenderX = -5.0f / 16.0f; inputXStep = 1; break; case Direction::WEST: extenderX = 5.0f / 16.0f; inputXStep = -1; break; } // Render the two input torches tesselateTorch( (Tile*)tt, x + (4 / 16.0f * inputXStep) + (3 / 16.0f * inputZStep), y - 3 / 16.0f, z + (4 / 16.0f * inputZStep) + (3 / 16.0f * inputXStep), 0, 0, data); tesselateTorch( (Tile*)tt, x + (4 / 16.0f * inputXStep) + (-3 / 16.0f * inputZStep), y - 3 / 16.0f, z + (4 / 16.0f * inputZStep) + (-3 / 16.0f * inputXStep), 0, 0, data); setFixedTexture(extenderTex); tesselateTorch((Tile*)tt, x + extenderX, y + extenderY, z + extenderZ, 0, 0, data); clearFixedTexture(); tesselateDiodeInWorld((DiodeTile*)tt, x, y, z, dir); return true; } bool TileRenderer::tesselateDiodeInWorld(DiodeTile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); tesselateDiodeInWorld(tt, x, y, z, level->getData(x, y, z) & DiodeTile::DIRECTION_MASK); return true; } void TileRenderer::tesselateDiodeInWorld(DiodeTile* tt, int x, int y, int z, int dir) { // render half-block edges tesselateBlockInWorld(tt, x, y, z); Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } int data = level->getData(x, y, z); // 4J-JEV - It's now been moved. // 4J Stu - This block gets moved in a later version, but we don't need that // yet Icon* tex = getTexture(tt, Facing::UP, data); float u0 = tex->getU0(true); float u1 = tex->getU1(true); float v0 = tex->getV0(true); float v1 = tex->getV1(true); float r = 2.0f / 16.0f; float x0 = (float)(x + 1.0f); float x1 = (float)(x + 1.0f); float x2 = (float)(x + 0.0f); float x3 = (float)(x + 0.0f); float z0 = (float)(z + 0.0f); float z1 = (float)(z + 1.0f); float z2 = (float)(z + 1.0f); float z3 = (float)(z + 0.0f); float y0 = (float)(y + r); if (dir == Direction::NORTH) { // rotate 180 degrees x0 = x1 = (float)(x + 0.0f); x2 = x3 = (float)(x + 1.0f); z0 = z3 = (float)(z + 1.0f); z1 = z2 = (float)(z + 0.0f); } else if (dir == Direction::EAST) { // rotate 90 degrees counter-clockwise x0 = x3 = (float)(x + 0.0f); x1 = x2 = (float)(x + 1.0f); z0 = z1 = (float)(z + 0.0f); z2 = z3 = (float)(z + 1.0f); } else if (dir == Direction::WEST) { // rotate 90 degrees clockwise x0 = x3 = (float)(x + 1.0f); x1 = x2 = (float)(x + 0.0f); z0 = z1 = (float)(z + 1.0f); z2 = z3 = (float)(z + 0.0f); } t->vertexUV(x3, y0, z3, u0, v0); t->vertexUV(x2, y0, z2, u0, v1); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x0, y0, z0, u1, v0); } void TileRenderer::tesselatePistonBaseForceExtended( Tile* tile, int x, int y, int z, int forceData) // 4J added forceData param { noCulling = true; tesselatePistonBaseInWorld(tile, x, y, z, true, forceData); noCulling = false; } bool TileRenderer::tesselatePistonBaseInWorld( Tile* tt, int x, int y, int z, bool forceExtended, int forceData) // 4J added forceData param { int data = (forceData == -1) ? level->getData(x, y, z) : forceData; bool extended = forceExtended || (data & PistonBaseTile::EXTENDED_BIT) != 0; int facing = PistonBaseTile::getFacing(data); const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f; if (extended) { switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; setShape(0.0f, thickness, 0.0f, 1.0f, 1.0f, 1.0f); break; case Facing::UP: setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f - thickness, 1.0f); break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; setShape(0.0f, 0.0f, thickness, 1.0f, 1.0f, 1.0f); break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - thickness); break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; setShape(thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; setShape(0.0f, 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f); break; } // weird way of telling the piston to use the // "inside" texture for the forward-facing edge ((PistonBaseTile*)tt) ->updateShape((float)tileShapeX0, (float)tileShapeY0, (float)tileShapeZ0, (float)tileShapeX1, (float)tileShapeY1, (float)tileShapeZ1); tesselateBlockInWorld(tt, x, y, z); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; ((PistonBaseTile*)tt) ->updateShape((float)tileShapeX0, (float)tileShapeY0, (float)tileShapeZ0, (float)tileShapeX1, (float)tileShapeY1, (float)tileShapeZ1); } else { switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; break; case Facing::UP: break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; break; } tesselateBlockInWorld(tt, x, y, z); northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; } return true; } void TileRenderer::renderPistonArmUpDown(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { Icon* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator* t = Tesselator::getInstance(); // upwards arm float u00 = armTex->getU0(true); float v00 = armTex->getV0(true); float u11 = armTex->getU(armLengthPixels, true); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true); t->color(br, br, br); t->vertexUV(x0, y1, z0, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x1, y0, z1, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); } void TileRenderer::renderPistonArmNorthSouth(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { Icon* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator* t = Tesselator::getInstance(); // upwards arm float u00 = armTex->getU0(true); float v00 = armTex->getV0(true); float u11 = armTex->getU(armLengthPixels, true); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true); t->color(br, br, br); t->vertexUV(x0, y0, z1, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x1, y1, z0, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); } void TileRenderer::renderPistonArmEastWest(float x0, float x1, float y0, float y1, float z0, float z1, float br, float armLengthPixels) { Icon* armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX); if (hasFixedTexture()) armTex = fixedTexture; Tesselator* t = Tesselator::getInstance(); // upwards arm float u00 = armTex->getU0(true); float v00 = armTex->getV0(true); float u11 = armTex->getU(armLengthPixels, true); float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true); t->color(br, br, br); t->vertexUV(x1, y0, z0, u11, v00); t->vertexUV(x0, y0, z0, u00, v00); t->vertexUV(x0, y1, z1, u00, v11); t->vertexUV(x1, y1, z1, u11, v11); } void TileRenderer::tesselatePistonArmNoCulling( Tile* tile, int x, int y, int z, bool fullArm, int forceData) // 4J added forceData param { noCulling = true; tesselatePistonExtensionInWorld(tile, x, y, z, fullArm); noCulling = false; } bool TileRenderer::tesselatePistonExtensionInWorld( Tile* tt, int x, int y, int z, bool fullArm, int forceData) // 4J added forceData param { int data = (forceData == -1) ? level->getData(x, y, z) : forceData; int facing = PistonExtensionTile::getFacing(data); const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f; const float leftEdge = (8.0f - (PistonBaseTile::PLATFORM_THICKNESS / 2.0f)) / 16.0f; const float rightEdge = (8.0f + (PistonBaseTile::PLATFORM_THICKNESS / 2.0f)) / 16.0f; const float br = tt->getBrightness(level, x, y, z); const float armLength = fullArm ? 1.0f : 0.5f; const float armLengthPixels = fullArm ? 16.0f : 8.0f; Tesselator* t = Tesselator::getInstance(); switch (facing) { case Facing::DOWN: northFlip = FLIP_180; southFlip = FLIP_180; eastFlip = FLIP_180; westFlip = FLIP_180; setShape(0.0f, 0.0f, 0.0f, 1.0f, thickness, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmUpDown(x + leftEdge, x + rightEdge, y + thickness, y + thickness + armLength, z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + leftEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + rightEdge, y + thickness, y + thickness + armLength, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels); break; case Facing::UP: setShape(0.0f, 1.0f - thickness, 0.0f, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmUpDown(x + leftEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels); renderPistonArmUpDown(x + leftEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels); renderPistonArmUpDown(x + rightEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels); break; case Facing::NORTH: eastFlip = FLIP_CW; westFlip = FLIP_CCW; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, thickness); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmNorthSouth(x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z + thickness, z + thickness + armLength, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth(x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z + thickness, z + thickness + armLength, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth(x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z + thickness, z + thickness + armLength, br * 0.5f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z + thickness, z + thickness + armLength, br, armLengthPixels); break; case Facing::SOUTH: eastFlip = FLIP_CCW; westFlip = FLIP_CW; upFlip = FLIP_180; downFlip = FLIP_180; setShape(0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f, armLengthPixels); renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.5f, armLengthPixels); renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z - thickness + 1.0f - armLength, z - thickness + 1.0f, br, armLengthPixels); break; case Facing::WEST: northFlip = FLIP_CW; southFlip = FLIP_CCW; upFlip = FLIP_CCW; downFlip = FLIP_CW; setShape(0.0f, 0.0f, 0.0f, thickness, 1.0f, 1.0f); tesselateBlockInWorld( tt, x, y, z); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld t->tex2(getLightColor(tt, level, x, y, z)); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + leftEdge, y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + rightEdge, y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + leftEdge, y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels); renderPistonArmEastWest(x + thickness, x + thickness + armLength, y + rightEdge, y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels); break; case Facing::EAST: northFlip = FLIP_CCW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CCW; setShape(1.0f - thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); tesselateBlockInWorld(tt, x, y, z); t->tex2(getLightColor( tt, level, x, y, z)); // 4J added - renderPistonArmDown doesn't set its own tex2 // so just inherited from previous tesselateBlockInWorld renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge, y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge, y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge, y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels); renderPistonArmEastWest(x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge, y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels); break; } northFlip = FLIP_NONE; southFlip = FLIP_NONE; eastFlip = FLIP_NONE; westFlip = FLIP_NONE; upFlip = FLIP_NONE; downFlip = FLIP_NONE; setShape(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); return true; } bool TileRenderer::tesselateLeverInWorld(Tile* tt, int x, int y, int z) { int data = level->getData(x, y, z); int dir = data & 7; bool flipped = (data & 8) > 0; Tesselator* t = Tesselator::getInstance(); bool hadFixed = hasFixedTexture(); if (!hadFixed) this->setFixedTexture(getTexture(Tile::cobblestone)); float w1 = 4.0f / 16.0f; float w2 = 3.0f / 16.0f; float h = 3.0f / 16.0f; if (dir == 5) { setShape(0.5f - w2, 0.0f, 0.5f - w1, 0.5f + w2, h, 0.5f + w1); } else if (dir == 6) { setShape(0.5f - w1, 0.0f, 0.5f - w2, 0.5f + w1, h, 0.5f + w2); } else if (dir == 4) { setShape(0.5f - w2, 0.5f - w1, 1.0f - h, 0.5f + w2, 0.5f + w1, 1.0f); } else if (dir == 3) { setShape(0.5f - w2, 0.5f - w1, 0, 0.5f + w2, 0.5f + w1, h); } else if (dir == 2) { setShape(1.0f - h, 0.5f - w1, 0.5f - w2, 1.0f, 0.5f + w1, 0.5f + w2); } else if (dir == 1) { setShape(0, 0.5f - w1, 0.5f - w2, h, 0.5f + w1, 0.5f + w2); } else if (dir == 0) { setShape(0.5f - w1, 1 - h, 0.5f - w2, 0.5f + w1, 1, 0.5f + w2); } else if (dir == 7) { setShape(0.5f - w2, 1 - h, 0.5f - w1, 0.5f + w2, 1, 0.5f + w1); } this->tesselateBlockInWorld(tt, x, y, z); if (!hadFixed) this->clearFixedTexture(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); Icon* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); std::array corners; float xv = 1.0f / 16.0f; float zv = 1.0f / 16.0f; float yv = 10.0f / 16.0f; corners[0] = Vec3(-xv, -0, -zv); corners[1] = Vec3(+xv, -0, -zv); corners[2] = Vec3(+xv, -0, +zv); corners[3] = Vec3(-xv, -0, +zv); corners[4] = Vec3(-xv, +yv, -zv); corners[5] = Vec3(+xv, +yv, -zv); corners[6] = Vec3(+xv, +yv, +zv); corners[7] = Vec3(-xv, +yv, +zv); for (int i = 0; i < 8; i++) { if (flipped) { corners[i].z -= 1 / 16.0f; corners[i].xRot(40 * PI / 180); } else { corners[i].z += 1 / 16.0f; corners[i].xRot(-40 * PI / 180); } if (dir == 0 || dir == 7) { corners[i].zRot(180 * PI / 180); } if (dir == 6 || dir == 0) { corners[i].yRot(90 * PI / 180); } if (dir > 0 && dir < 5) { corners[i].y -= 6 / 16.0f; corners[i].xRot(90 * PI / 180); if (dir == 4) corners[i].yRot(0 * PI / 180); if (dir == 3) corners[i].yRot(180 * PI / 180); if (dir == 2) corners[i].yRot(90 * PI / 180); if (dir == 1) corners[i].yRot(-90 * PI / 180); corners[i].x += x + 0.5; corners[i].y += y + 8 / 16.0f; corners[i].z += z + 0.5; } else if (dir == 0 || dir == 7) { corners[i].x += x + 0.5; corners[i].y += y + 14 / 16.0f; corners[i].z += z + 0.5; } else { corners[i].x += x + 0.5; corners[i].y += y + 2 / 16.0f; corners[i].z += z + 0.5; } } Vec3 c0, c1, c2, c3; for (int i = 0; i < 6; i++) { if (i == 0) { u0 = tex->getU(7, true); v0 = tex->getV(6, true); u1 = tex->getU(9, true); v1 = tex->getV(8, true); } else if (i == 2) { u0 = tex->getU(7, true); v0 = tex->getV(6, true); u1 = tex->getU(9, true); v1 = tex->getV1(true); } if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV((float)(c0.x), (float)(c0.y), (float)(c0.z), (float)(u0), (float)(v1)); t->vertexUV((float)(c1.x), (float)(c1.y), (float)(c1.z), (float)(u1), (float)(v1)); t->vertexUV((float)(c2.x), (float)(c2.y), (float)(c2.z), (float)(u1), (float)(v0)); t->vertexUV((float)(c3.x), (float)(c3.y), (float)(c3.z), (float)(u0), (float)(v0)); } return true; } bool TileRenderer::tesselateTripwireSourceInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); int data = level->getData(x, y, z); int dir = data & TripWireSourceTile::MASK_DIR; bool attached = (data & TripWireSourceTile::MASK_ATTACHED) == TripWireSourceTile::MASK_ATTACHED; bool powered = (data & TripWireSourceTile::MASK_POWERED) == TripWireSourceTile::MASK_POWERED; bool suspended = !level->isTopSolidBlocking(x, y - 1, z); bool hadFixed = hasFixedTexture(); if (!hadFixed) this->setFixedTexture(getTexture(Tile::wood)); float boxHeight = 4 / 16.0f; float boxWidth = 2 / 16.0f; float boxDepth = 2 / 16.0f; float boxy0 = 0.3f - boxHeight; float boxy1 = 0.3f + boxHeight; if (dir == Direction::NORTH) { setShape(0.5f - boxWidth, boxy0, 1 - boxDepth, 0.5f + boxWidth, boxy1, 1); } else if (dir == Direction::SOUTH) { setShape(0.5f - boxWidth, boxy0, 0, 0.5f + boxWidth, boxy1, boxDepth); } else if (dir == Direction::WEST) { setShape(1 - boxDepth, boxy0, 0.5f - boxWidth, 1, boxy1, 0.5f + boxWidth); } else if (dir == Direction::EAST) { setShape(0, boxy0, 0.5f - boxWidth, boxDepth, boxy1, 0.5f + boxWidth); } this->tesselateBlockInWorld(tt, x, y, z); if (!hadFixed) this->clearFixedTexture(); float brightness; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); brightness = 1; } else { brightness = tt->getBrightness(level, x, y, z); } if (Tile::lightEmission[tt->id] > 0) brightness = 1.0f; t->color(brightness, brightness, brightness); Icon* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; double u0 = tex->getU0(); double v0 = tex->getV0(); double u1 = tex->getU1(); double v1 = tex->getV1(); std::array corners; float stickWidth = 0.75f / 16.0f; float stickHeight = 0.75f / 16.0f; float stickLength = 5 / 16.0f; corners[0] = Vec3(-stickWidth, -0, -stickHeight); corners[1] = Vec3(+stickWidth, -0, -stickHeight); corners[2] = Vec3(+stickWidth, -0, +stickHeight); corners[3] = Vec3(-stickWidth, -0, +stickHeight); corners[4] = Vec3(-stickWidth, +stickLength, -stickHeight); corners[5] = Vec3(+stickWidth, +stickLength, -stickHeight); corners[6] = Vec3(+stickWidth, +stickLength, +stickHeight); corners[7] = Vec3(-stickWidth, +stickLength, +stickHeight); for (int i = 0; i < 8; i++) { corners[i].z += 1 / 16.0f; if (powered) { corners[i].xRot(30 * PI / 180); corners[i].y -= 7 / 16.0f; } else if (attached) { corners[i].xRot(5 * PI / 180); corners[i].y -= 7 / 16.0f; } else { corners[i].xRot(-40 * PI / 180); corners[i].y -= 6 / 16.0f; } corners[i].xRot(90 * PI / 180); if (dir == Direction::NORTH) corners[i].yRot(0 * PI / 180); if (dir == Direction::SOUTH) corners[i].yRot(180 * PI / 180); if (dir == Direction::WEST) corners[i].yRot(90 * PI / 180); if (dir == Direction::EAST) corners[i].yRot(-90 * PI / 180); corners[i].x += x + 0.5; corners[i].y += y + 5 / 16.0f; corners[i].z += z + 0.5; } Vec3 c0, c1, c2, c3; int stickX0 = 7; int stickX1 = 9; int stickY0 = 9; int stickY1 = 16; for (int i = 0; i < 6; i++) { if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; u0 = tex->getU(stickX0); v0 = tex->getV(stickY0); u1 = tex->getU(stickX1); v1 = tex->getV(stickY0 + 2); } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; u0 = tex->getU(stickX0); v0 = tex->getV(stickY0); u1 = tex->getU(stickX1); v1 = tex->getV(stickY1); } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV(c0.x, c0.y, c0.z, u0, v1); t->vertexUV(c1.x, c1.y, c1.z, u1, v1); t->vertexUV(c2.x, c2.y, c2.z, u1, v0); t->vertexUV(c3.x, c3.y, c3.z, u0, v0); } float hoopWidth = 1.5f / 16.0f; float hoopHeight = 1.5f / 16.0f; float hoopLength = 0.5f / 16.0f; corners[0] = Vec3(-hoopWidth, -0, -hoopHeight); corners[1] = Vec3(+hoopWidth, -0, -hoopHeight); corners[2] = Vec3(+hoopWidth, -0, +hoopHeight); corners[3] = Vec3(-hoopWidth, -0, +hoopHeight); corners[4] = Vec3(-hoopWidth, +hoopLength, -hoopHeight); corners[5] = Vec3(+hoopWidth, +hoopLength, -hoopHeight); corners[6] = Vec3(+hoopWidth, +hoopLength, +hoopHeight); corners[7] = Vec3(-hoopWidth, +hoopLength, +hoopHeight); for (int i = 0; i < 8; i++) { corners[i].z += 3.5f / 16.0f; if (powered) { corners[i].y -= 1.5 / 16.0f; corners[i].z -= 2.6 / 16.0f; corners[i].xRot(0 * PI / 180); } else if (attached) { corners[i].y += 0.25 / 16.0f; corners[i].z -= 2.75 / 16.0f; corners[i].xRot(10 * PI / 180); } else { corners[i].xRot(50 * PI / 180); } if (dir == Direction::NORTH) corners[i].yRot(0 * PI / 180); if (dir == Direction::SOUTH) corners[i].yRot(180 * PI / 180); if (dir == Direction::WEST) corners[i].yRot(90 * PI / 180); if (dir == Direction::EAST) corners[i].yRot(-90 * PI / 180); corners[i].x += x + 0.5; corners[i].y += y + 5 / 16.0f; corners[i].z += z + 0.5; } int hoopX0 = 5; int hoopX1 = 11; int hoopY0 = 3; int hoopY1 = 9; for (int i = 0; i < 6; i++) { if (i == 0) { c0 = corners[0]; c1 = corners[1]; c2 = corners[2]; c3 = corners[3]; u0 = tex->getU(hoopX0); v0 = tex->getV(hoopY0); u1 = tex->getU(hoopX1); v1 = tex->getV(hoopY1); } else if (i == 1) { c0 = corners[7]; c1 = corners[6]; c2 = corners[5]; c3 = corners[4]; } else if (i == 2) { c0 = corners[1]; c1 = corners[0]; c2 = corners[4]; c3 = corners[5]; u0 = tex->getU(hoopX0); v0 = tex->getV(hoopY0); u1 = tex->getU(hoopX1); v1 = tex->getV(hoopY0 + 2); } else if (i == 3) { c0 = corners[2]; c1 = corners[1]; c2 = corners[5]; c3 = corners[6]; } else if (i == 4) { c0 = corners[3]; c1 = corners[2]; c2 = corners[6]; c3 = corners[7]; } else if (i == 5) { c0 = corners[0]; c1 = corners[3]; c2 = corners[7]; c3 = corners[4]; } t->vertexUV(c0.x, c0.y, c0.z, u0, v1); t->vertexUV(c1.x, c1.y, c1.z, u1, v1); t->vertexUV(c2.x, c2.y, c2.z, u1, v0); t->vertexUV(c3.x, c3.y, c3.z, u0, v0); } if (attached) { double hoopBottomY = corners[0].y; float width = 0.5f / 16.0f; float top = 0.5f - (width / 2); float bottom = top + width; Icon* wireTex = getTexture(Tile::tripWire); double wireX0 = wireTex->getU0(); double wireY0 = wireTex->getV(attached ? 2 : 0); double wireX1 = wireTex->getU1(); double wireY1 = wireTex->getV(attached ? 4 : 2); double floating = (suspended ? 3.5f : 1.5f) / 16.0; brightness = tt->getBrightness(level, x, y, z) * 0.75f; t->color(brightness, brightness, brightness); if (dir == Direction::NORTH) { t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX0, wireY0); t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); } else if (dir == Direction::SOUTH) { t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX1, wireY1); t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); } else if (dir == Direction::WEST) { t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); } else { t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); } } return true; } bool TileRenderer::tesselateTripwireInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0); int data = level->getData(x, y, z); bool attached = (data & TripWireTile::MASK_ATTACHED) == TripWireTile::MASK_ATTACHED; bool suspended = (data & TripWireTile::MASK_SUSPENDED) == TripWireTile::MASK_SUSPENDED; if (hasFixedTexture()) tex = fixedTexture; float brightness; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); } brightness = tt->getBrightness(level, x, y, z) * 0.75f; t->color(brightness, brightness, brightness); double wireX0 = tex->getU0(); double wireY0 = tex->getV(attached ? 2 : 0); double wireX1 = tex->getU1(); double wireY1 = tex->getV(attached ? 4 : 2); double floating = (suspended ? 3.5f : 1.5f) / 16.0; bool w = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::WEST); bool e = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::EAST); bool n = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::NORTH); bool s = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::SOUTH); float width = 0.5f / 16.0f; float top = 0.5f - (width / 2); float bottom = top + width; if (!n && !e && !s && !w) { n = true; s = true; } if (n) { t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + top, y + floating, z, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0); } if (n || (s && !e && !w)) { t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0); } if (s || (n && !e && !w)) { t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0); } if (s) { t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0); t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1); t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1); t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0); } if (w) { t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1); } if (w || (e && !n && !s)) { t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1); } if (e || (w && !n && !s)) { t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1); } if (e) { t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0); t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0); t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1); t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1); } return true; } bool TileRenderer::tesselateFireInWorld(FireTile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); Icon* firstTex = tt->getTextureLayer(0); Icon* secondTex = tt->getTextureLayer(1); Icon* tex = firstTex; if (hasFixedTexture()) tex = fixedTexture; if (SharedConstants::TEXTURE_LIGHTING) { t->color(1.0f, 1.0f, 1.0f); t->tex2(getLightColor(tt, level, x, y, z)); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float h = 1.4f; if (level->isTopSolidBlocking(x, y - 1, z) || Tile::fire->canBurn(level, x, y - 1, z)) { float x0 = x + 0.5f + 0.2f; float x1 = x + 0.5f - 0.2f; float z0 = z + 0.5f + 0.2f; float z1 = z + 0.5f - 0.2f; float x0_ = x + 0.5f - 0.3f; float x1_ = x + 0.5f + 0.3f; float z0_ = z + 0.5f - 0.3f; float z1_ = z + 0.5f + 0.3f; t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); x0 = x + 0.5f - 0.5f; x1 = x + 0.5f + 0.5f; z0 = z + 0.5f - 0.5f; z1 = z + 0.5f + 0.5f; x0_ = x + 0.5f - 0.4f; x1_ = x + 0.5f + 0.4f; z0_ = z + 0.5f - 0.4f; z1_ = z + 0.5f + 0.4f; t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1), (float)(v0)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); tex = firstTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); } else { float r = 0.2f; float yo = 1 / 16.0f; if (((x + y + z) & 1) == 1) { tex = secondTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); } if (((x / 2 + y / 2 + z / 2) & 1) == 1) { float tmp = u1; u1 = u0; u0 = tmp; } if (Tile::fire->canBurn(level, x - 1, y, z)) { t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); } if (Tile::fire->canBurn(level, x + 1, y, z)) { t->vertexUV((float)(x + 1 - r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 - r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f - 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f - 0), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo), (float)(z + 0.0f), (float)(u0), (float)(v0)); } if (Tile::fire->canBurn(level, x, y, z - 1)) { t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r), (float)(u1), (float)(v0)); } if (Tile::fire->canBurn(level, x, y, z + 1)) { t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo), (float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + 1.0f - r), (float)(u0), (float)(v0)); } if (Tile::fire->canBurn(level, x, y + 1.0f, z)) { double x0 = x + 0.5f + 0.5f; double x1 = x + 0.5f - 0.5f; double z0 = z + 0.5f + 0.5f; double z1 = z + 0.5f - 0.5f; double x0_ = x + 0.5f - 0.5f; double x1_ = x + 0.5f + 0.5f; double z0_ = z + 0.5f - 0.5f; double z1_ = z + 0.5f + 0.5f; tex = firstTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); y += 1; h = -0.2f; if (((x + y + z) & 1) == 0) { t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1.0f), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 1.0f), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u0), (float)(v0)); } else { t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z1_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z1_), (float)(u0), (float)(v0)); tex = secondTex; u0 = tex->getU0(true); v0 = tex->getV0(true); u1 = tex->getU1(true); v1 = tex->getV1(true); t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z0_), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z0_), (float)(u0), (float)(v0)); } } } return true; } bool TileRenderer::tesselateDustInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); int data = level->getData(x, y, z); Icon* crossTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS); Icon* lineTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE); Icon* crossTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS_OVERLAY); Icon* lineTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE_OVERLAY); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } // 4J Stu - not used any more // float pow = ( data / 15.0f ); // float red = pow * 0.6f + 0.4f; // if ( data == 0 ) red = 0.3f; // float green = pow * pow * 0.7f - 0.5f; // float blue = pow * pow * 0.6f - 0.7f; // if ( green < 0 ) green = 0; // if ( blue < 0 ) blue = 0; unsigned int colour = 0; if (data == 0) { colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustUnlit); } else { unsigned int minColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMin); unsigned int maxColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMax); uint8_t redComponent = ((minColour >> 16) & 0xFF) + (((maxColour >> 16) & 0xFF - (minColour >> 16) & 0xFF) * ((data - 1) / 14.0f)); uint8_t greenComponent = ((minColour >> 8) & 0xFF) + (((maxColour >> 8) & 0xFF - (minColour >> 8) & 0xFF) * ((data - 1) / 14.0f)); uint8_t blueComponent = ((minColour) & 0xFF) + (((maxColour) & 0xFF - (minColour) & 0xFF) * ((data - 1) / 14.0f)); colour = redComponent << 16 | greenComponent << 8 | blueComponent; } float red = ((colour >> 16) & 0xFF) / 255.0f; float green = ((colour >> 8) & 0xFF) / 255.0f; float blue = (colour & 0xFF) / 255.0f; if (SharedConstants::TEXTURE_LIGHTING) { t->color(red, green, blue); } else { t->color(br * red, br * green, br * blue); } const float dustOffset = 0.25f / 16.0f; const float overlayOffset = 0.25f / 16.0f; bool w = RedStoneDustTile::shouldConnectTo(level, x - 1, y, z, Direction::WEST) || (!level->isSolidBlockingTile(x - 1, y, z) && RedStoneDustTile::shouldConnectTo(level, x - 1, y - 1, z, Direction::UNDEFINED)); bool e = RedStoneDustTile::shouldConnectTo(level, x + 1, y, z, Direction::EAST) || (!level->isSolidBlockingTile(x + 1, y, z) && RedStoneDustTile::shouldConnectTo(level, x + 1, y - 1, z, Direction::UNDEFINED)); bool n = RedStoneDustTile::shouldConnectTo(level, x, y, z - 1, Direction::NORTH) || (!level->isSolidBlockingTile(x, y, z - 1) && RedStoneDustTile::shouldConnectTo(level, x, y - 1, z - 1, Direction::UNDEFINED)); bool s = RedStoneDustTile::shouldConnectTo(level, x, y, z + 1, Direction::SOUTH) || (!level->isSolidBlockingTile(x, y, z + 1) && RedStoneDustTile::shouldConnectTo(level, x, y - 1, z + 1, Direction::UNDEFINED)); if (!level->isSolidBlockingTile(x, y + 1, z)) { if (level->isSolidBlockingTile(x - 1, y, z) && RedStoneDustTile::shouldConnectTo(level, x - 1, y + 1, z, Direction::UNDEFINED)) w = true; if (level->isSolidBlockingTile(x + 1, y, z) && RedStoneDustTile::shouldConnectTo(level, x + 1, y + 1, z, Direction::UNDEFINED)) e = true; if (level->isSolidBlockingTile(x, y, z - 1) && RedStoneDustTile::shouldConnectTo(level, x, y + 1, z - 1, Direction::UNDEFINED)) n = true; if (level->isSolidBlockingTile(x, y, z + 1) && RedStoneDustTile::shouldConnectTo(level, x, y + 1, z + 1, Direction::UNDEFINED)) s = true; } float x0 = (float)(x + 0.0f); float x1 = (float)(x + 1.0f); float z0 = (float)(z + 0.0f); float z1 = (float)(z + 1.0f); int pic = 0; if ((w || e) && (!n && !s)) pic = 1; if ((n || s) && (!e && !w)) pic = 2; if (pic == 0) { // if ( e || n || s || w ) int u0 = 0; int v0 = 0; int u1 = SharedConstants::WORLD_RESOLUTION; int v1 = SharedConstants::WORLD_RESOLUTION; int cutDistance = 5; if (!w) x0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!w) u0 += cutDistance; if (!e) x1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!e) u1 -= cutDistance; if (!n) z0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!n) v0 += cutDistance; if (!s) z1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION; if (!s) v1 -= cutDistance; t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), crossTexture->getU(u1, true), crossTexture->getV(v1)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), crossTexture->getU(u1, true), crossTexture->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), crossTexture->getU(u0, true), crossTexture->getV(v0)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), crossTexture->getU(u0, true), crossTexture->getV(v1)); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v1, true)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v0, true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v0, true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v1, true)); } else if (pic == 1) { t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(true), lineTexture->getV1(true)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), lineTexture->getU1(true), lineTexture->getV0(true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(true), lineTexture->getV0(true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), lineTexture->getU0(true), lineTexture->getV1(true)); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); } else { t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(true), lineTexture->getV1(true)); t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(true), lineTexture->getV1(true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0), lineTexture->getU0(true), lineTexture->getV0(true)); t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1), lineTexture->getU1(true), lineTexture->getV0(true)); t->color(br, br, br); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); } if (!level->isSolidBlockingTile(x, y + 1, z)) { const float yStretch = .35f / 16.0f; if (level->isSolidBlockingTile(x - 1, y, z) && level->getTile(x - 1, y + 1, z) == Tile::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTexture->getU1(true), lineTexture->getV0(true)); t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 1), lineTexture->getU0(true), lineTexture->getV0(true)); t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 0), lineTexture->getU0(true), lineTexture->getV1(true)); t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTexture->getU1(true), lineTexture->getV1(true)); t->color(br, br, br); t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + overlayOffset), (float)(y + 0), (float)(z + 1), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + overlayOffset), (float)(y + 0), (float)(z + 0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); } if (level->isSolidBlockingTile(x + 1, y, z) && level->getTile(x + 1, y + 1, z) == Tile::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0), (float)(z + 1), lineTexture->getU0(true), lineTexture->getV1(true)); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTexture->getU1(true), lineTexture->getV1(true)); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTexture->getU1(true), lineTexture->getV0(true)); t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0), (float)(z + 0), lineTexture->getU0(true), lineTexture->getV0(true)); t->color(br, br, br); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0), (float)(z + 1), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 1 + yStretch), (float)(z + 1), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 1 + yStretch), (float)(z + 0), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0), (float)(z + 0), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); } if (level->isSolidBlockingTile(x, y, z - 1) && level->getTile(x, y + 1, z - 1) == Tile::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + dustOffset), lineTexture->getU0(true), lineTexture->getV1(true)); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + dustOffset), lineTexture->getU1(true), lineTexture->getV1(true)); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + dustOffset), lineTexture->getU1(true), lineTexture->getV0(true)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + dustOffset), lineTexture->getU0(true), lineTexture->getV0(true)); t->color(br, br, br); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + overlayOffset), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + overlayOffset), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + overlayOffset), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + overlayOffset), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); } if (level->isSolidBlockingTile(x, y, z + 1) && level->getTile(x, y + 1, z + 1) == Tile::redStoneDust_Id) { t->color(br * red, br * green, br * blue); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + 1 - dustOffset), lineTexture->getU1(true), lineTexture->getV0(true)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + 1 - dustOffset), lineTexture->getU0(true), lineTexture->getV0(true)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + 1 - dustOffset), lineTexture->getU0(true), lineTexture->getV1(true)); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + 1 - dustOffset), lineTexture->getU1(true), lineTexture->getV1(true)); t->color(br, br, br); t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true)); t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true)); t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch), (float)(z + 1 - overlayOffset), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true)); } } return true; } bool TileRenderer::tesselateRailInWorld(RailTile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); int data = level->getData(x, y, z); Icon* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; if (tt->isUsesDataBit()) { data &= RailTile::RAIL_DIRECTION_MASK; } if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float r = 1 / 16.0f; float x0 = (float)(x + 1); float x1 = (float)(x + 1); float x2 = (float)(x + 0); float x3 = (float)(x + 0); float z0 = (float)(z + 0); float z1 = (float)(z + 1); float z2 = (float)(z + 1); float z3 = (float)(z + 0); float y0 = (float)(y + r); float y1 = (float)(y + r); float y2 = (float)(y + r); float y3 = (float)(y + r); if (data == 1 || data == 2 || data == 3 || data == 7) { x0 = x3 = (float)(x + 1); x1 = x2 = (float)(x + 0); z0 = z1 = (float)(z + 1); z2 = z3 = (float)(z + 0); } else if (data == 8) { x0 = x1 = (float)(x + 0); x2 = x3 = (float)(x + 1); z0 = z3 = (float)(z + 1); z1 = z2 = (float)(z + 0); } else if (data == 9) { x0 = x3 = (float)(x + 0); x1 = x2 = (float)(x + 1); z0 = z1 = (float)(z + 0); z2 = z3 = (float)(z + 1); } if (data == 2 || data == 4) { y0 += 1; y3 += 1; } else if (data == 3 || data == 5) { y1 += 1; y2 += 1; } t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0), (float)(v1)); t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0), (float)(v0)); t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0), (float)(v0)); t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1), (float)(v0)); return true; } bool TileRenderer::tesselateLadderInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); float br = 1; t->color(br, br, br); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); int face = level->getData(x, y, z); float o = 0 / 16.0f; float r = 0.05f; if (face == 5) { t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 1 + o), (float)(u0), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 1 + o), (float)(u0), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 0 - o), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 0 - o), (float)(u1), (float)(v0)); } if (face == 4) { t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 1 + o), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 1 + o), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 0 - o), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 0 - o), (float)(u0), (float)(v1)); } if (face == 3) { t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + r), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + r), (float)(u0), (float)(v1)); } if (face == 2) { t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + 1 - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + 1 - r), (float)(u0), (float)(v1)); t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + 1 - r), (float)(u1), (float)(v1)); t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + 1 - r), (float)(u1), (float)(v0)); } return true; } bool TileRenderer::tesselateVineInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0); if (hasFixedTexture()) tex = fixedTexture; float br = 1; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); } else { br = tt->getBrightness(level, x, y, z); } { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; t->color(br * r, br * g, br * b); } float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float r = 0.05f; int facings = level->getData(x, y, z); if ((facings & VineTile::VINE_WEST) != 0) { t->vertexUV(x + r, y + 1, z + 1, u0, v0); t->vertexUV(x + r, y + 0, z + 1, u0, v1); t->vertexUV(x + r, y + 0, z + 0, u1, v1); t->vertexUV(x + r, y + 1, z + 0, u1, v0); t->vertexUV(x + r, y + 1, z + 0, u1, v0); t->vertexUV(x + r, y + 0, z + 0, u1, v1); t->vertexUV(x + r, y + 0, z + 1, u0, v1); t->vertexUV(x + r, y + 1, z + 1, u0, v0); } if ((facings & VineTile::VINE_EAST) != 0) { t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1); t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0); t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0); t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1); t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1); t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0); t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0); t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1); } if ((facings & VineTile::VINE_NORTH) != 0) { t->vertexUV(x + 1, y + 0, z + r, u1, v1); t->vertexUV(x + 1, y + 1, z + r, u1, v0); t->vertexUV(x + 0, y + 1, z + r, u0, v0); t->vertexUV(x + 0, y + 0, z + r, u0, v1); t->vertexUV(x + 0, y + 0, z + r, u0, v1); t->vertexUV(x + 0, y + 1, z + r, u0, v0); t->vertexUV(x + 1, y + 1, z + r, u1, v0); t->vertexUV(x + 1, y + 0, z + r, u1, v1); } if ((facings & VineTile::VINE_SOUTH) != 0) { t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0); t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1); t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1); t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0); t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0); t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1); t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1); t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0); } if (level->isSolidBlockingTile(x, y + 1, z)) { t->vertexUV(x + 1, y + 1 - r, z + 0, u0, v0); t->vertexUV(x + 1, y + 1 - r, z + 1, u0, v1); t->vertexUV(x + 0, y + 1 - r, z + 1, u1, v1); t->vertexUV(x + 0, y + 1 - r, z + 0, u1, v0); } return true; } bool TileRenderer::tesselateThinPaneInWorld(Tile* tt, int x, int y, int z) { int depth = level->getMaxBuildHeight(); Tesselator* t = Tesselator::getInstance(); t->tex2(tt->getLightColor(level, x, y, z)); int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(r, g, b); Icon* tex; Icon* edgeTex; bool stained = dynamic_cast(tt) != nullptr; if (hasFixedTexture()) { tex = fixedTexture; edgeTex = fixedTexture; } else { int data = level->getData(x, y, z); tex = getTexture(tt, 0, data); edgeTex = (stained) ? ((StainedGlassPaneBlock*)tt)->getEdgeTexture(data) : ((ThinFenceTile*)tt)->getEdgeTexture(); } double u0 = tex->getU0(); double iu0 = tex->getU(7); double iu1 = tex->getU(9); double u1 = tex->getU1(); double v0 = tex->getV0(); double v1 = tex->getV1(); double eiu0 = edgeTex->getU(7); double eiu1 = edgeTex->getU(9); double ev0 = edgeTex->getV0(); double ev1 = edgeTex->getV1(); double eiv0 = edgeTex->getV(7); double eiv1 = edgeTex->getV(9); double x0 = x; double x1 = x + 1; double z0 = z; double z1 = z + 1; double ix0 = x + .5 - 1.0 / 16.0; double ix1 = x + .5 + 1.0 / 16.0; double iz0 = z + .5 - 1.0 / 16.0; double iz1 = z + .5 + 1.0 / 16.0; bool n = (stained) ? ((StainedGlassPaneBlock*)tt) ->attachsTo(level->getTile(x, y, z - 1)) : ((ThinFenceTile*)tt)->attachsTo(level->getTile(x, y, z - 1)); bool s = (stained) ? ((StainedGlassPaneBlock*)tt) ->attachsTo(level->getTile(x, y, z + 1)) : ((ThinFenceTile*)tt)->attachsTo(level->getTile(x, y, z + 1)); bool w = (stained) ? ((StainedGlassPaneBlock*)tt) ->attachsTo(level->getTile(x - 1, y, z)) : ((ThinFenceTile*)tt)->attachsTo(level->getTile(x - 1, y, z)); bool e = (stained) ? ((StainedGlassPaneBlock*)tt) ->attachsTo(level->getTile(x + 1, y, z)) : ((ThinFenceTile*)tt)->attachsTo(level->getTile(x + 1, y, z)); double noZFightingOffset = 0.001; double yt = 1.0 - noZFightingOffset; double yb = 0.0 + noZFightingOffset; bool none = !(n || s || w || e); if (w || none) { if (w && e) { if (!n) { t->vertexUV(x1, y + yt, iz0, u1, v0); t->vertexUV(x1, y + yb, iz0, u1, v1); t->vertexUV(x0, y + yb, iz0, u0, v1); t->vertexUV(x0, y + yt, iz0, u0, v0); } else { t->vertexUV(ix0, y + yt, iz0, iu0, v0); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(x0, y + yb, iz0, u0, v1); t->vertexUV(x0, y + yt, iz0, u0, v0); t->vertexUV(x1, y + yt, iz0, u1, v0); t->vertexUV(x1, y + yb, iz0, u1, v1); t->vertexUV(ix1, y + yb, iz0, iu1, v1); t->vertexUV(ix1, y + yt, iz0, iu1, v0); } if (!s) { t->vertexUV(x0, y + yt, iz1, u0, v0); t->vertexUV(x0, y + yb, iz1, u0, v1); t->vertexUV(x1, y + yb, iz1, u1, v1); t->vertexUV(x1, y + yt, iz1, u1, v0); } else { t->vertexUV(x0, y + yt, iz1, u0, v0); t->vertexUV(x0, y + yb, iz1, u0, v1); t->vertexUV(ix0, y + yb, iz1, iu0, v1); t->vertexUV(ix0, y + yt, iz1, iu0, v0); t->vertexUV(ix1, y + yt, iz1, iu1, v0); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(x1, y + yb, iz1, u1, v1); t->vertexUV(x1, y + yt, iz1, u1, v0); } t->vertexUV(x0, y + yt, iz1, eiu1, ev0); t->vertexUV(x1, y + yt, iz1, eiu1, ev1); t->vertexUV(x1, y + yt, iz0, eiu0, ev1); t->vertexUV(x0, y + yt, iz0, eiu0, ev0); t->vertexUV(x1, y + yb, iz1, eiu0, ev1); t->vertexUV(x0, y + yb, iz1, eiu0, ev0); t->vertexUV(x0, y + yb, iz0, eiu1, ev0); t->vertexUV(x1, y + yb, iz0, eiu1, ev1); } else { if (!(n || none)) { t->vertexUV(ix1, y + yt, iz0, iu1, v0); t->vertexUV(ix1, y + yb, iz0, iu1, v1); t->vertexUV(x0, y + yb, iz0, u0, v1); t->vertexUV(x0, y + yt, iz0, u0, v0); } else { t->vertexUV(ix0, y + yt, iz0, iu0, v0); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(x0, y + yb, iz0, u0, v1); t->vertexUV(x0, y + yt, iz0, u0, v0); } if (!(s || none)) { t->vertexUV(x0, y + yt, iz1, u0, v0); t->vertexUV(x0, y + yb, iz1, u0, v1); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(ix1, y + yt, iz1, iu1, v0); } else { t->vertexUV(x0, y + yt, iz1, u0, v0); t->vertexUV(x0, y + yb, iz1, u0, v1); t->vertexUV(ix0, y + yb, iz1, iu0, v1); t->vertexUV(ix0, y + yt, iz1, iu0, v0); } t->vertexUV(x0, y + yt, iz1, eiu1, ev0); t->vertexUV(ix0, y + yt, iz1, eiu1, eiv0); t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0); t->vertexUV(x0, y + yt, iz0, eiu0, ev0); t->vertexUV(ix0, y + yb, iz1, eiu0, eiv0); t->vertexUV(x0, y + yb, iz1, eiu0, ev0); t->vertexUV(x0, y + yb, iz0, eiu1, ev0); t->vertexUV(ix0, y + yb, iz0, eiu1, eiv0); } } else if (!(n || s)) { t->vertexUV(ix0, y + yt, iz0, iu0, v0); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yb, iz1, iu1, v1); t->vertexUV(ix0, y + yt, iz1, iu1, v0); } if ((e || none) && !w) { if (!(s || none)) { t->vertexUV(ix0, y + yt, iz1, iu0, v0); t->vertexUV(ix0, y + yb, iz1, iu0, v1); t->vertexUV(x1, y + yb, iz1, u1, v1); t->vertexUV(x1, y + yt, iz1, u1, v0); } else { t->vertexUV(ix1, y + yt, iz1, iu1, v0); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(x1, y + yb, iz1, u1, v1); t->vertexUV(x1, y + yt, iz1, u1, v0); } if (!(n || none)) { t->vertexUV(x1, y + yt, iz0, u1, v0); t->vertexUV(x1, y + yb, iz0, u1, v1); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yt, iz0, iu0, v0); } else { t->vertexUV(x1, y + yt, iz0, u1, v0); t->vertexUV(x1, y + yb, iz0, u1, v1); t->vertexUV(ix1, y + yb, iz0, iu1, v1); t->vertexUV(ix1, y + yt, iz0, iu1, v0); } t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1); t->vertexUV(x1, y + yt, iz1, eiu1, ev0); t->vertexUV(x1, y + yt, iz0, eiu0, ev0); t->vertexUV(ix1, y + yt, iz0, eiu0, eiv1); t->vertexUV(x1, y + yb, iz1, eiu0, ev1); t->vertexUV(ix1, y + yb, iz1, eiu0, eiv1); t->vertexUV(ix1, y + yb, iz0, eiu1, eiv1); t->vertexUV(x1, y + yb, iz0, eiu1, ev1); } else if (!(e || n || s)) { t->vertexUV(ix1, y + yt, iz1, iu0, v0); t->vertexUV(ix1, y + yb, iz1, iu0, v1); t->vertexUV(ix1, y + yb, iz0, iu1, v1); t->vertexUV(ix1, y + yt, iz0, iu1, v0); } if (n || none) { if (n && s) { if (!w) { t->vertexUV(ix0, y + yt, z0, u0, v0); t->vertexUV(ix0, y + yb, z0, u0, v1); t->vertexUV(ix0, y + yb, z1, u1, v1); t->vertexUV(ix0, y + yt, z1, u1, v0); } else { t->vertexUV(ix0, y + yt, z0, u0, v0); t->vertexUV(ix0, y + yb, z0, u0, v1); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yt, iz0, iu0, v0); t->vertexUV(ix0, y + yt, iz1, iu1, v0); t->vertexUV(ix0, y + yb, iz1, iu1, v1); t->vertexUV(ix0, y + yb, z1, u1, v1); t->vertexUV(ix0, y + yt, z1, u1, v0); } if (!e) { t->vertexUV(ix1, y + yt, z1, u1, v0); t->vertexUV(ix1, y + yb, z1, u1, v1); t->vertexUV(ix1, y + yb, z0, u0, v1); t->vertexUV(ix1, y + yt, z0, u0, v0); } else { t->vertexUV(ix1, y + yt, iz0, iu0, v0); t->vertexUV(ix1, y + yb, iz0, iu0, v1); t->vertexUV(ix1, y + yb, z0, u0, v1); t->vertexUV(ix1, y + yt, z0, u0, v0); t->vertexUV(ix1, y + yt, z1, u1, v0); t->vertexUV(ix1, y + yb, z1, u1, v1); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(ix1, y + yt, iz1, iu1, v0); } t->vertexUV(ix1, y + yt, z0, eiu1, ev0); t->vertexUV(ix0, y + yt, z0, eiu0, ev0); t->vertexUV(ix0, y + yt, z1, eiu0, ev1); t->vertexUV(ix1, y + yt, z1, eiu1, ev1); t->vertexUV(ix0, y + yb, z0, eiu0, ev0); t->vertexUV(ix1, y + yb, z0, eiu1, ev0); t->vertexUV(ix1, y + yb, z1, eiu1, ev1); t->vertexUV(ix0, y + yb, z1, eiu0, ev1); } else { if (!(w || none)) { t->vertexUV(ix0, y + yt, z0, u0, v0); t->vertexUV(ix0, y + yb, z0, u0, v1); t->vertexUV(ix0, y + yb, iz1, iu1, v1); t->vertexUV(ix0, y + yt, iz1, iu1, v0); } else { t->vertexUV(ix0, y + yt, z0, u0, v0); t->vertexUV(ix0, y + yb, z0, u0, v1); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yt, iz0, iu0, v0); } if (!(e || none)) { t->vertexUV(ix1, y + yt, iz1, iu1, v0); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(ix1, y + yb, z0, u0, v1); t->vertexUV(ix1, y + yt, z0, u0, v0); } else { t->vertexUV(ix1, y + yt, iz0, iu0, v0); t->vertexUV(ix1, y + yb, iz0, iu0, v1); t->vertexUV(ix1, y + yb, z0, u0, v1); t->vertexUV(ix1, y + yt, z0, u0, v0); } t->vertexUV(ix1, y + yt, z0, eiu1, ev0); t->vertexUV(ix0, y + yt, z0, eiu0, ev0); t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0); t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0); t->vertexUV(ix0, y + yb, z0, eiu0, ev0); t->vertexUV(ix1, y + yb, z0, eiu1, ev0); t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0); t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0); } } else if (!(e || w)) { t->vertexUV(ix1, y + yt, iz0, iu1, v0); t->vertexUV(ix1, y + yb, iz0, iu1, v1); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yt, iz0, iu0, v0); } if ((s || none) && !n) { if (!(w || none)) { t->vertexUV(ix0, y + yt, iz0, iu0, v0); t->vertexUV(ix0, y + yb, iz0, iu0, v1); t->vertexUV(ix0, y + yb, z1, u1, v1); t->vertexUV(ix0, y + yt, z1, u1, v0); } else { t->vertexUV(ix0, y + yt, iz1, iu1, v0); t->vertexUV(ix0, y + yb, iz1, iu1, v1); t->vertexUV(ix0, y + yb, z1, u1, v1); t->vertexUV(ix0, y + yt, z1, u1, v0); } if (!(e || none)) { t->vertexUV(ix1, y + yt, z1, u1, v0); t->vertexUV(ix1, y + yb, z1, u1, v1); t->vertexUV(ix1, y + yb, iz0, iu0, v1); t->vertexUV(ix1, y + yt, iz0, iu0, v0); } else { t->vertexUV(ix1, y + yt, z1, u1, v0); t->vertexUV(ix1, y + yb, z1, u1, v1); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(ix1, y + yt, iz1, iu1, v0); } t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1); t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1); t->vertexUV(ix0, y + yt, z1, eiu0, ev1); t->vertexUV(ix1, y + yt, z1, eiu1, ev1); t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1); t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1); t->vertexUV(ix1, y + yb, z1, eiu1, ev1); t->vertexUV(ix0, y + yb, z1, eiu0, ev1); } else if (!(s || e || w)) { t->vertexUV(ix0, y + yt, iz1, iu0, v0); t->vertexUV(ix0, y + yb, iz1, iu0, v1); t->vertexUV(ix1, y + yb, iz1, iu1, v1); t->vertexUV(ix1, y + yt, iz1, iu1, v0); } t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0); t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0); t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1); t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1); t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0); t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0); t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1); t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1); if (none) { t->vertexUV(x0, y + yt, iz0, iu0, v0); t->vertexUV(x0, y + yb, iz0, iu0, v1); t->vertexUV(x0, y + yb, iz1, iu1, v1); t->vertexUV(x0, y + yt, iz1, iu1, v0); t->vertexUV(x1, y + yt, iz1, iu0, v0); t->vertexUV(x1, y + yb, iz1, iu0, v1); t->vertexUV(x1, y + yb, iz0, iu1, v1); t->vertexUV(x1, y + yt, iz0, iu1, v0); t->vertexUV(ix1, y + yt, z0, iu1, v0); t->vertexUV(ix1, y + yb, z0, iu1, v1); t->vertexUV(ix0, y + yb, z0, iu0, v1); t->vertexUV(ix0, y + yt, z0, iu0, v0); t->vertexUV(ix0, y + yt, z1, iu0, v0); t->vertexUV(ix0, y + yb, z1, iu0, v1); t->vertexUV(ix1, y + yb, z1, iu1, v1); t->vertexUV(ix1, y + yt, z1, iu1, v0); } return true; } bool TileRenderer::tesselateThinFenceInWorld(ThinFenceTile* tt, int x, int y, int z) { int depth = level->getMaxBuildHeight(); Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); Icon* tex; Icon* edgeTex; if (hasFixedTexture()) { tex = fixedTexture; edgeTex = fixedTexture; } else { int data = level->getData(x, y, z); tex = getTexture(tt, 0, data); edgeTex = tt->getEdgeTexture(); } int xt = tex->getX(); int yt = tex->getY(); float u0 = tex->getU0(true); float u1 = tex->getU(8, true); float u2 = tex->getU1(true); float v0 = tex->getV0(true); float v2 = tex->getV1(true); int xet = edgeTex->getX(); int yet = edgeTex->getY(); float iu0 = edgeTex->getU(7, true); float iu1 = edgeTex->getU(9, true); float iv0 = edgeTex->getV0(true); float iv1 = edgeTex->getV(8, true); float iv2 = edgeTex->getV1(true); float x0 = (float)x; float x1 = x + 0.5f; float x2 = x + 1.0f; float z0 = (float)z; float z1 = z + 0.5f; float z2 = z + 1.0f; float ix0 = x + 0.5f - 1.0f / 16.0f; float ix1 = x + 0.5f + 1.0f / 16.0f; float iz0 = z + 0.5f - 1.0f / 16.0f; float iz1 = z + 0.5f + 1.0f / 16.0f; bool n = tt->attachsTo(level->getTile(x, y, z - 1)); bool s = tt->attachsTo(level->getTile(x, y, z + 1)); bool w = tt->attachsTo(level->getTile(x - 1, y, z)); bool e = tt->attachsTo(level->getTile(x + 1, y, z)); bool up = tt->shouldRenderFace(level, x, y + 1, z, Facing::UP); bool down = tt->shouldRenderFace(level, x, y - 1, z, Facing::DOWN); const float noZFightingOffset = 0.01f; const float noZFightingOffsetB = 0.005; if ((w && e) || (!w && !e && !n && !s)) { t->vertexUV(x0, y + 1, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v2); t->vertexUV(x2, y + 0, z1, u2, v2); t->vertexUV(x2, y + 1, z1, u2, v0); t->vertexUV(x2, y + 1, z1, u0, v0); t->vertexUV(x2, y + 0, z1, u0, v2); t->vertexUV(x0, y + 0, z1, u2, v2); t->vertexUV(x0, y + 1, z1, u2, v0); if (up) { // small edge texture t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv2); } else { if (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z)) { t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); } if (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z)) { t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); } } if (down) { // small edge texture t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv2); } else { if (y > 1 && level->isEmptyTile(x - 1, y - 1, z)) { t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); } if (y > 1 && level->isEmptyTile(x + 1, y - 1, z)) { t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); } } } else if (w && !e) { // half-step towards west t->vertexUV(x0, y + 1, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v2); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 1, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v2); t->vertexUV(x0, y + 0, z1, u1, v2); t->vertexUV(x0, y + 1, z1, u1, v0); // small edge texture if (!s && !n) { t->vertexUV(x1, y + 1, iz1, iu0, iv0); t->vertexUV(x1, y + 0, iz1, iu0, iv2); t->vertexUV(x1, y + 0, iz0, iu1, iv2); t->vertexUV(x1, y + 1, iz0, iu1, iv0); t->vertexUV(x1, y + 1, iz0, iu0, iv0); t->vertexUV(x1, y + 0, iz0, iu0, iv2); t->vertexUV(x1, y + 0, iz1, iu1, iv2); t->vertexUV(x1, y + 1, iz1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z))) { // small edge texture t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); } if (down || (y > 1 && level->isEmptyTile(x - 1, y - 1, z))) { // small edge texture t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2); t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); } } else if (!w && e) { // half-step towards east t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x2, y + 0, z1, u2, v2); t->vertexUV(x2, y + 1, z1, u2, v0); t->vertexUV(x2, y + 1, z1, u1, v0); t->vertexUV(x2, y + 0, z1, u1, v2); t->vertexUV(x1, y + 0, z1, u2, v2); t->vertexUV(x1, y + 1, z1, u2, v0); // small edge texture if (!s && !n) { t->vertexUV(x1, y + 1, iz0, iu0, iv0); t->vertexUV(x1, y + 0, iz0, iu0, iv2); t->vertexUV(x1, y + 0, iz1, iu1, iv2); t->vertexUV(x1, y + 1, iz1, iu1, iv0); t->vertexUV(x1, y + 1, iz1, iu0, iv0); t->vertexUV(x1, y + 0, iz1, iu0, iv2); t->vertexUV(x1, y + 0, iz0, iu1, iv2); t->vertexUV(x1, y + 1, iz0, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z))) { // small edge texture t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0); } if (down || (y > 1 && level->isEmptyTile(x + 1, y - 1, z))) { // small edge texture t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0); t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0); t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1); t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1); t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0); } } if ((n && s) || (!w && !e && !n && !s)) { // straight north-south t->vertexUV(x1, y + 1, z2, u0, v0); t->vertexUV(x1, y + 0, z2, u0, v2); t->vertexUV(x1, y + 0, z0, u2, v2); t->vertexUV(x1, y + 1, z0, u2, v0); t->vertexUV(x1, y + 1, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v2); t->vertexUV(x1, y + 0, z2, u2, v2); t->vertexUV(x1, y + 1, z2, u2, v0); if (up) { // small edge texture t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv2); } else { if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1)) { t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0); } if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1)) { t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1); } } if (down) { // small edge texture t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv2); } else { if (y > 1 && level->isEmptyTile(x, y - 1, z - 1)) { // north half-step t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0); } if (y > 1 && level->isEmptyTile(x, y - 1, z + 1)) { // south half-step t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1); } } } else if (n && !s) { // half-step towards north t->vertexUV(x1, y + 1, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v2); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 1, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v2); t->vertexUV(x1, y + 0, z0, u1, v2); t->vertexUV(x1, y + 1, z0, u1, v0); // small edge texture if (!e && !w) { t->vertexUV(ix0, y + 1, z1, iu0, iv0); t->vertexUV(ix0, y + 0, z1, iu0, iv2); t->vertexUV(ix1, y + 0, z1, iu1, iv2); t->vertexUV(ix1, y + 1, z1, iu1, iv0); t->vertexUV(ix1, y + 1, z1, iu0, iv0); t->vertexUV(ix1, y + 0, z1, iu0, iv2); t->vertexUV(ix0, y + 0, z1, iu1, iv2); t->vertexUV(ix0, y + 1, z1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1))) { // small edge texture t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0); } if (down || (y > 1 && level->isEmptyTile(x, y - 1, z - 1))) { // small edge texture t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0); t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0); t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1); t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1); t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0); } } else if (!n && s) { // half-step towards south t->vertexUV(x1, y + 1, z1, u1, v0); t->vertexUV(x1, y + 0, z1, u1, v2); t->vertexUV(x1, y + 0, z2, u2, v2); t->vertexUV(x1, y + 1, z2, u2, v0); t->vertexUV(x1, y + 1, z2, u1, v0); t->vertexUV(x1, y + 0, z2, u1, v2); t->vertexUV(x1, y + 0, z1, u2, v2); t->vertexUV(x1, y + 1, z1, u2, v0); // small edge texture if (!e && !w) { t->vertexUV(ix1, y + 1, z1, iu0, iv0); t->vertexUV(ix1, y + 0, z1, iu0, iv2); t->vertexUV(ix0, y + 0, z1, iu1, iv2); t->vertexUV(ix0, y + 1, z1, iu1, iv0); t->vertexUV(ix0, y + 1, z1, iu0, iv0); t->vertexUV(ix0, y + 0, z1, iu0, iv2); t->vertexUV(ix1, y + 0, z1, iu1, iv2); t->vertexUV(ix1, y + 1, z1, iu1, iv0); } if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1))) { // small edge texture t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1); } if (down || (y > 1 && level->isEmptyTile(x, y - 1, z + 1))) { // small edge texture t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1); t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1); t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2); t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2); t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1); } } return true; } bool TileRenderer::tesselateCrossInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); float xt = (float)x; float yt = (float)y; float zt = (float)z; if (tt == Tile::tallgrass) { // 4jcraft add a bunch of casts to prevent overflow (i pray to god) int64_t seed = ((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y); seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) + ((uint64_t)seed * 11ULL)); xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f; yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f; zt += ((((seed >> 24) & 0xf) / 15.0f) - 0.5f) * 0.5f; } tesselateCrossTexture(tt, level->getData(x, y, z), xt, yt, zt, 1); return true; } bool TileRenderer::tesselateStemInWorld(Tile* _tt, int x, int y, int z) { StemTile* tt = (StemTile*)_tt; Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30.0f + g * 59.0f + b * 11.0f) / 100.0f; float cg = (r * 30.0f + g * 70.0f) / (100.0f); float cb = (r * 30.0f + b * 70.0f) / (100.0f); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); tt->updateShape(level, x, y, z); int dir = tt->getConnectDir(level, x, y, z); if (dir < 0) { tesselateStemTexture(tt, level->getData(x, y, z), tileShapeY1, x, y - 1 / 16.0f, z); } else { tesselateStemTexture(tt, level->getData(x, y, z), 0.5f, x, y - 1 / 16.0f, z); tesselateStemDirTexture(tt, level->getData(x, y, z), dir, tileShapeY1, x, y - 1 / 16.0f, z); } return true; } bool TileRenderer::tesselateRowInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); t->color(br, br, br); } tesselateRowTexture(tt, level->getData(x, y, z), x, y - 1.0f / 16.0f, z); return true; } void TileRenderer::tesselateTorch(Tile* tt, float x, float y, float z, float xxa, float zza, int data) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, Facing::DOWN, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float ut0 = tex->getU(7, true); float vt0 = tex->getV(6, true); float ut1 = tex->getU(9, true); float vt1 = tex->getV(8, true); float ub0 = tex->getU(7, true); float vb0 = tex->getV(13, true); float ub1 = tex->getU(9, true); float vb1 = tex->getV(15, true); x += 0.5f; z += 0.5f; float x0 = x - 0.5f; float x1 = x + 0.5f; float z0 = z - 0.5f; float z1 = z + 0.5f; float r = 1 / 16.0f; float h = 10.0f / 16.0f; t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h), (float)(z + zza * (1 - h) - r), ut0, vt0); t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h), (float)(z + zza * (1 - h) + r), ut0, vt1); t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h), (float)(z + zza * (1 - h) + r), ut1, vt1); t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h), (float)(z + zza * (1 - h) - r), ut1, vt0); t->vertexUV((float)(x + r + xxa), (float)y, (float)(z - r + zza), ub1, vb0); t->vertexUV((float)(x + r + xxa), (float)y, (float)(z + r + zza), ub1, vb1); t->vertexUV((float)(x - r + xxa), (float)y, (float)(z + r + zza), ub0, vb1); t->vertexUV((float)(x - r + xxa), (float)y, (float)(z - r + zza), ub0, vb0); t->vertexUV((float)(x - r), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z0 + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z1 + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x - r), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x + r), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z1 + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z0 + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x + r), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z + r), (float)(u0), (float)(v0)); t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z + r + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z + r + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z + r), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z - r), (float)(u0), (float)(v0)); t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z - r + zza), (float)(u0), (float)(v1)); t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z - r + zza), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z - r), (float)(u1), (float)(v0)); } void TileRenderer::tesselateCrossTexture(Tile* tt, int data, float x, float y, float z, float scale) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float width = 0.45 * scale; float x0 = x + 0.5 - width; float x1 = x + 0.5 + width; float z0 = z + 0.5 - width; float z1 = z + 0.5 + width; t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u1), (float)(v0)); } void TileRenderer::tesselateStemTexture(Tile* tt, int data, float h, float x, float y, float z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION, true); float x0 = x + 0.5f - 0.45f; float x1 = x + 0.5f + 0.45f; float z0 = z + 0.5f - 0.45f; float z1 = z + 0.5f + 0.45f; t->vertexUV(x0, y + h, z0, u0, v0); t->vertexUV(x0, y + 0, z0, u0, v1); t->vertexUV(x1, y + 0, z1, u1, v1); t->vertexUV(x1, y + h, z1, u1, v0); t->vertexUV(x1, y + h, z1, u0, v0); t->vertexUV(x1, y + 0, z1, u0, v1); t->vertexUV(x0, y + 0, z0, u1, v1); t->vertexUV(x0, y + h, z0, u1, v0); t->vertexUV(x0, y + h, z1, u0, v0); t->vertexUV(x0, y + 0, z1, u0, v1); t->vertexUV(x1, y + 0, z0, u1, v1); t->vertexUV(x1, y + h, z0, u1, v0); t->vertexUV(x1, y + h, z0, u0, v0); t->vertexUV(x1, y + 0, z0, u0, v1); t->vertexUV(x0, y + 0, z1, u1, v1); t->vertexUV(x0, y + h, z1, u1, v0); } bool TileRenderer::tesselateLilypadInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, Facing::UP); if (hasFixedTexture()) tex = fixedTexture; float h = 0.25f / 16.0f; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); // 4jcraft add a bunch of casts to prevent overflow (i pray to god) int64_t seed = ((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y); seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) + ((uint64_t)seed * 11ULL)); int dir = (int)((seed >> 16) & 0x3); t->tex2(getLightColor(tt, level, x, y, z)); float xx = x + 0.5f; float zz = z + 0.5f; float c = ((dir & 1) * 0.5f) * (1 - dir / 2 % 2 * 2); float s = (((dir + 1) & 1) * 0.5f) * (1 - (dir + 1) / 2 % 2 * 2); t->color(tt->getColor()); t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0); t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0); t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1); t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1); t->color((tt->getColor() & 0xfefefe) >> 1); t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1); t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1); t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0); t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0); return true; } void TileRenderer::tesselateStemDirTexture(StemTile* tt, int data, int dir, float h, float x, float y, float z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = tt->getAngledTexture(); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float x0 = x + 0.5f - 0.5f; float x1 = x + 0.5f + 0.5f; float z0 = z + 0.5f - 0.5f; float z1 = z + 0.5f + 0.5f; float xm = x + 0.5f; float zm = z + 0.5f; if ((dir + 1) / 2 % 2 == 1) { float tmp = u1; u1 = u0; u0 = tmp; } if (dir < 2) { t->vertexUV(x0, y + h, zm, u0, v0); t->vertexUV(x0, y + 0, zm, u0, v1); t->vertexUV(x1, y + 0, zm, u1, v1); t->vertexUV(x1, y + h, zm, u1, v0); t->vertexUV(x1, y + h, zm, u1, v0); t->vertexUV(x1, y + 0, zm, u1, v1); t->vertexUV(x0, y + 0, zm, u0, v1); t->vertexUV(x0, y + h, zm, u0, v0); } else { t->vertexUV(xm, y + h, z1, u0, v0); t->vertexUV(xm, y + 0, z1, u0, v1); t->vertexUV(xm, y + 0, z0, u1, v1); t->vertexUV(xm, y + h, z0, u1, v0); t->vertexUV(xm, y + h, z0, u1, v0); t->vertexUV(xm, y + 0, z0, u1, v1); t->vertexUV(xm, y + 0, z1, u0, v1); t->vertexUV(xm, y + h, z1, u0, v0); } } void TileRenderer::tesselateRowTexture(Tile* tt, int data, float x, float y, float z) { Tesselator* t = Tesselator::getInstance(); Icon* tex = getTexture(tt, 0, data); if (hasFixedTexture()) tex = fixedTexture; float u0 = tex->getU0(true); float v0 = tex->getV0(true); float u1 = tex->getU1(true); float v1 = tex->getV1(true); float x0 = x + 0.5f - 0.25f; float x1 = x + 0.5f + 0.25f; float z0 = z + 0.5f - 0.5f; float z1 = z + 0.5f + 0.5f; t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); x0 = x + 0.5f - 0.5f; x1 = x + 0.5f + 0.5f; z0 = z + 0.5f - 0.25f; z1 = z + 0.5f + 0.25f; t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0), (float)(v0)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1), (float)(v0)); } bool TileRenderer::tesselateWaterInWorld(Tile* tt, int x, int y, int z) { // 4J Java comment // TODO: This all needs to change. Somehow. Tesselator* t = Tesselator::getInstance(); int col = tt->getColor(level, x, y, z); float r = (col >> 16 & 0xff) / 255.0f; float g = (col >> 8 & 0xff) / 255.0f; float b = (col & 0xff) / 255.0f; bool up = tt->shouldRenderFace(level, x, y + 1, z, 1); bool down = tt->shouldRenderFace(level, x, y - 1, z, 0); bool dirs[4]; dirs[0] = tt->shouldRenderFace(level, x, y, z - 1, 2); dirs[1] = tt->shouldRenderFace(level, x, y, z + 1, 3); dirs[2] = tt->shouldRenderFace(level, x - 1, y, z, 4); dirs[3] = tt->shouldRenderFace(level, x + 1, y, z, 5); if (!up && !down && !dirs[0] && !dirs[1] && !dirs[2] && !dirs[3]) return false; bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; double yo0 = 0; double yo1 = 1; Material* m = tt->material; int data = level->getData(x, y, z); float h0 = getWaterHeight(x, y, z, m); float h1 = getWaterHeight(x, y, z + 1, m); float h2 = getWaterHeight(x + 1, y, z + 1, m); float h3 = getWaterHeight(x + 1, y, z, m); float offs = 0.001f; // 4J - added. Farm tiles often found beside water, but they consider // themselves non-solid as they only extend up to 15.0f / 16.0f. If the max // height of this water is below that level, don't bother rendering sides // bordering onto farmland. float maxh = h0; if (h1 > maxh) maxh = h1; if (h2 > maxh) maxh = h2; if (h3 > maxh) maxh = h3; if (maxh <= (15.0f / 16.0f)) { if (level->getTile(x, y, z - 1) == Tile::farmland_Id) { dirs[0] = false; } if (level->getTile(x, y, z + 1) == Tile::farmland_Id) { dirs[1] = false; } if (level->getTile(x - 1, y, z) == Tile::farmland_Id) { dirs[2] = false; } if (level->getTile(x + 1, y, z) == Tile::farmland_Id) { dirs[3] = false; } } if (noCulling || up) { changed = true; Icon* tex = getTexture(tt, 1, data); float angle = (float)LiquidTile::getSlopeAngle(level, x, y, z, m); if (angle > -999) { tex = getTexture(tt, 2, data); } h0 -= offs; h1 -= offs; h2 -= offs; h3 -= offs; float u00, u01, u10, u11; float v00, v01, v10, v11; if (angle < -999) { u00 = tex->getU(0, true); v00 = tex->getV(0, true); u01 = u00; v01 = tex->getV(SharedConstants::WORLD_RESOLUTION, true); u10 = tex->getU(SharedConstants::WORLD_RESOLUTION, true); v10 = v01; u11 = u10; v11 = v00; } else { float s = Mth::sin(angle) * .25f; float c = Mth::cos(angle) * .25f; float cc = SharedConstants::WORLD_RESOLUTION * .5f; u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION); v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION); u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION); v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION); u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION); v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION); u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION); v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION); } float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } t->color(c11 * br * r, c11 * br * g, c11 * br * b); t->vertexUV((float)(x + 0.0f), (float)(y + h0), (float)(z + 0.0f), u00, v00); t->vertexUV((float)(x + 0.0f), (float)(y + h1), (float)(z + 1.0f), u01, v01); t->vertexUV((float)(x + 1.0f), (float)(y + h2), (float)(z + 1.0f), u10, v10); t->vertexUV((float)(x + 1.0f), (float)(y + h3), (float)(z + 0.0f), u11, v11); } if (noCulling || down) { float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y - 1, z)); br = 1; } else { br = tt->getBrightness(level, x, y - 1, z); } t->color(c10 * br, c10 * br, c10 * br); renderFaceDown(tt, x, y + offs, z, getTexture(tt, 0)); changed = true; } for (int face = 0; face < 4; face++) { int xt = x; int yt = y; int zt = z; if (face == 0) zt--; if (face == 1) zt++; if (face == 2) xt--; if (face == 3) xt++; Icon* tex = getTexture(tt, face + 2, data); if (noCulling || dirs[face]) { float hh0; float hh1; float x0, z0, x1, z1; if (face == 0) { hh0 = (float)(h0); hh1 = (float)(h3); x0 = (float)(x); x1 = (float)(x + 1); z0 = (float)(z + offs); z1 = (float)(z + offs); } else if (face == 1) { hh0 = (float)(h2); hh1 = (float)(h1); x0 = (float)(x + 1); x1 = (float)(x); z0 = (float)(z + 1 - offs); z1 = (float)(z + 1 - offs); } else if (face == 2) { hh0 = (float)(h1); hh1 = (float)(h0); x0 = (float)(x + offs); x1 = (float)(x + offs); z0 = (float)(z + 1); z1 = (float)(z); } else { hh0 = (float)(h3); hh1 = (float)(h2); x0 = (float)(x + 1 - offs); x1 = (float)(x + 1 - offs); z0 = (float)(z); z1 = (float)(z + 1); } changed = true; float u0 = tex->getU(0, true); float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f, true); int yTex = tex->getY(); float v01 = tex->getV((1 - hh0) * SharedConstants::WORLD_RESOLUTION * .5f); float v02 = tex->getV((1 - hh1) * SharedConstants::WORLD_RESOLUTION * .5f); float v1 = tex->getV(SharedConstants::WORLD_RESOLUTION * .5f, true); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, xt, yt, zt)); br = 1; } else { br = tt->getBrightness(level, xt, yt, zt); } if (face < 2) br *= c2; else br *= c3; t->color(c11 * br * r, c11 * br * g, c11 * br * b); t->vertexUV((float)(x0), (float)(y + hh0), (float)(z0), (float)(u0), (float)(v01)); t->vertexUV((float)(x1), (float)(y + hh1), (float)(z1), (float)(u1), (float)(v02)); t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1), (float)(v1)); t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0), (float)(v1)); } } tileShapeY0 = yo0; tileShapeY1 = yo1; return changed; } float TileRenderer::getWaterHeight(int x, int y, int z, Material* m) { int count = 0; float h = 0; for (int i = 0; i < 4; i++) { int xx = x - (i & 1); int yy = y; int zz = z - ((i >> 1) & 1); if (level->getMaterial(xx, yy + 1, zz) == m) { return 1; } Material* tm = level->getMaterial(xx, yy, zz); if (tm == m) { int d = level->getData(xx, yy, zz); if (d >= 8 || d == 0) { h += (LiquidTile::getHeight(d)) * 10; count += 10; } h += LiquidTile::getHeight(d); count++; } else if (!tm->isSolid()) { h += 1; count++; } } return 1 - h / count; } void TileRenderer::renderBlock(Tile* tt, Level* level, int x, int y, int z) { renderBlock(tt, level, x, y, z, 0); } void TileRenderer::renderBlock(Tile* tt, Level* level, int x, int y, int z, int data) { float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; Tesselator* t = Tesselator::getInstance(); t->begin(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); } float center = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z); float br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y - 1, z); if (br < center) br = center; t->color(c10 * br, c10 * br, c10 * br); renderFaceDown(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 0, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y + 1, z); if (br < center) br = center; t->color(c11 * br, c11 * br, c11 * br); renderFaceUp(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 1, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z - 1); if (br < center) br = center; t->color(c2 * br, c2 * br, c2 * br); renderNorth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 2, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x, y, z + 1); if (br < center) br = center; t->color(c2 * br, c2 * br, c2 * br); renderSouth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 3, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x - 1, y, z); if (br < center) br = center; t->color(c3 * br, c3 * br, c3 * br); renderWest(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 4, data)); br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness(level, x + 1, y, z); if (br < center) br = center; t->color(c3 * br, c3 * br, c3 * br); renderEast(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 5, data)); t->end(); } bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z) { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } if (Tile::lightEmission[tt->id] == 0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion()) { FRAME_PROFILE_SCOPE(ChunkBlockLighting); return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b, 0, smoothShapeLighting); } else { FRAME_PROFILE_SCOPE(ChunkBlockLighting); return tesselateBlockInWorld(tt, x, y, z, r, g, b); } } // AP - added this version to be able to pass the face flags down bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z, int faceFlags) { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } if (Tile::lightEmission[tt->id] == 0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion()) { FRAME_PROFILE_SCOPE(ChunkBlockLighting); return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b, faceFlags, smoothShapeLighting); } else { FRAME_PROFILE_SCOPE(ChunkBlockLighting); return tesselateBlockInWorld(tt, x, y, z, r, g, b); } } bool TileRenderer::tesselateTreeInWorld(Tile* tt, int x, int y, int z) { int data = level->getData(x, y, z); int facing = data & TreeTile::MASK_FACING; if (facing == TreeTile::FACING_X) { northFlip = FLIP_CW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CW; } else if (facing == TreeTile::FACING_Z) { eastFlip = FLIP_CW; westFlip = FLIP_CW; } bool result = tesselateBlockInWorld(tt, x, y, z); eastFlip = 0; northFlip = 0; southFlip = 0; westFlip = 0; upFlip = 0; downFlip = 0; return result; } bool TileRenderer::tesselateQuartzInWorld(Tile* tt, int x, int y, int z) { int data = level->getData(x, y, z); if (data == QuartzBlockTile::TYPE_LINES_X) { northFlip = FLIP_CW; southFlip = FLIP_CW; upFlip = FLIP_CW; downFlip = FLIP_CW; } else if (data == QuartzBlockTile::TYPE_LINES_Z) { eastFlip = FLIP_CW; westFlip = FLIP_CW; } bool result = tesselateBlockInWorld(tt, x, y, z); eastFlip = 0; northFlip = 0; southFlip = 0; westFlip = 0; upFlip = 0; downFlip = 0; return result; } bool TileRenderer::tesselateCocoaInWorld(CocoaTile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(getLightColor(tt, level, x, y, z)); t->color(1.0f, 1.0f, 1.0f); } else { float br = tt->getBrightness(level, x, y, z); if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(br, br, br); } int data = level->getData(x, y, z); int dir = DirectionalTile::getDirection(data); int age = CocoaTile::getAge(data); Icon* tex = tt->getTextureForAge(age); int cocoaWidth = 4 + age * 2; int cocoaHeight = 5 + age * 2; double us = 15.0 - cocoaWidth; double ue = 15.0; double vs = 4.0; double ve = 4.0 + cocoaHeight; double u0 = tex->getU(us, true); double u1 = tex->getU(ue, true); double v0 = tex->getV(vs, true); double v1 = tex->getV(ve, true); double offX = 0; double offZ = 0; switch (dir) { case Direction::NORTH: offX = 8.0 - cocoaWidth / 2; offZ = 1.0; break; case Direction::SOUTH: offX = 8.0 - cocoaWidth / 2; offZ = 15.0 - cocoaWidth; break; case Direction::EAST: offX = 15.0 - cocoaWidth; offZ = 8.0 - cocoaWidth / 2; break; case Direction::WEST: offX = 1.0; offZ = 8.0 - cocoaWidth / 2; break; } double x0 = x + offX / 16.0; double x1 = x + (offX + cocoaWidth) / 16.0; double y0 = y + (12.0 - cocoaHeight) / 16.0; double y1 = y + 12.0 / 16.0; double z0 = z + offZ / 16.0; double z1 = z + (offZ + cocoaWidth) / 16.0; // west { t->vertexUV(x0, y0, z0, u0, v1); t->vertexUV(x0, y0, z1, u1, v1); t->vertexUV(x0, y1, z1, u1, v0); t->vertexUV(x0, y1, z0, u0, v0); } // east { t->vertexUV(x1, y0, z1, u0, v1); t->vertexUV(x1, y0, z0, u1, v1); t->vertexUV(x1, y1, z0, u1, v0); t->vertexUV(x1, y1, z1, u0, v0); } // north { t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x1, y1, z0, u0, v0); } // south { t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x1, y1, z1, u1, v0); t->vertexUV(x0, y1, z1, u0, v0); } int topWidth = cocoaWidth; if (age >= 2) { // special case because the top piece didn't fit topWidth--; } u0 = tex->getU0(true); u1 = tex->getU(topWidth, true); v0 = tex->getV0(true); v1 = tex->getV(topWidth, true); // top { t->vertexUV(x0, y1, z1, u0, v1); t->vertexUV(x1, y1, z1, u1, v1); t->vertexUV(x1, y1, z0, u1, v0); t->vertexUV(x0, y1, z0, u0, v0); } // bottom { t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y0, z1, u1, v1); t->vertexUV(x0, y0, z1, u0, v1); } // stalk u0 = tex->getU(12, true); u1 = tex->getU1(true); v0 = tex->getV0(true); v1 = tex->getV(4, true); offX = 8; offZ = 0; switch (dir) { case Direction::NORTH: offX = 8.0; offZ = 0.0; break; case Direction::SOUTH: offX = 8; offZ = 12; { double temp = u0; u0 = u1; u1 = temp; } break; case Direction::EAST: offX = 12.0; offZ = 8.0; { double temp = u0; u0 = u1; u1 = temp; } break; case Direction::WEST: offX = 0.0; offZ = 8.0; break; } x0 = x + offX / 16.0; x1 = x + (offX + 4.0) / 16.0; y0 = y + 12.0 / 16.0; y1 = y + 16.0 / 16.0; z0 = z + offZ / 16.0; z1 = z + (offZ + 4.0) / 16.0; if (dir == Direction::NORTH || dir == Direction::SOUTH) { // west { t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y1, z1, u0, v0); t->vertexUV(x0, y1, z0, u1, v0); } // east { t->vertexUV(x0, y0, z1, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x0, y1, z1, u0, v0); } } else if (dir == Direction::WEST || dir == Direction::EAST) { // north { t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x0, y1, z0, u1, v0); t->vertexUV(x1, y1, z0, u0, v0); } // south { t->vertexUV(x0, y0, z0, u1, v1); t->vertexUV(x1, y0, z0, u0, v1); t->vertexUV(x1, y1, z0, u0, v0); t->vertexUV(x0, y1, z0, u1, v0); } } return true; } // 4J - brought changes forward from 1.8.2 bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* tt, int pX, int pY, int pZ, float pBaseRed, float pBaseGreen, float pBaseBlue, int faceFlags, bool smoothShapeLighting) { // 4J - the texture is (originally) obtained for each face in the block, if // those faces are visible. For a lot of blocks, the textures don't vary // from face to face - this is particularly an issue for leaves as they not // only don't vary between faces, but they also happen to draw a lot of // faces, and the code for determining which texture to use is more complex // than in most cases. Optimisation here then to store a uniform texture // where appropriate (could be extended beyond leaves) that will stop any // other faces being evaluated. Icon* uniformTex = nullptr; int id = tt->id; if (id == Tile::leaves_Id) { uniformTex = getTexture(tt, level, pX, pY, pZ, 0); } // 4J - added these faceFlags so we can detect whether this block is going // to have no visible faces and early out the original code checked // noCulling and shouldRenderFace directly where faceFlags is used now AP - // I moved a copy of these face checks to have an even earlier out check if // the faceFlags have indeed been set if (faceFlags == 0) { if (noCulling) { faceFlags = 0x3f; } else { faceFlags |= tt->shouldRenderFace(level, pX, pY - 1, pZ, 0) ? 0x01 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY + 1, pZ, 1) ? 0x02 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY, pZ - 1, 2) ? 0x04 : 0; faceFlags |= tt->shouldRenderFace(level, pX, pY, pZ + 1, 3) ? 0x08 : 0; faceFlags |= tt->shouldRenderFace(level, pX - 1, pY, pZ, 4) ? 0x10 : 0; faceFlags |= tt->shouldRenderFace(level, pX + 1, pY, pZ, 5) ? 0x20 : 0; } if (faceFlags == 0) { return false; } } // If we are only rendering the bottom face and we're at the bottom of the // world, we shouldn't be able to see this - don't render anything if ((faceFlags == 1) && (pY == 0)) { return false; } applyAmbienceOcclusion = true; bool i = false; float ll1 = 0; float ll2 = 0; float ll3 = 0; float ll4 = 0; bool tintSides = true; int centerColor = getLightColor(tt, level, pX, pY, pZ); Tesselator* t = Tesselator::getInstance(); t->tex2(0xf000f); if (uniformTex == nullptr) { if (getTexture(tt)->getFlags() == Icon::IS_GRASS_TOP) tintSides = false; } else if (hasFixedTexture()) { tintSides = false; } if (faceFlags & 0x01) { if (tileShapeY0 <= 0) pY--; ccxy0 = getLightColor(tt, level, pX - 1, pY, pZ); cc0yz = getLightColor(tt, level, pX, pY, pZ - 1); cc0yZ = getLightColor(tt, level, pX, pY, pZ + 1); ccXy0 = getLightColor(tt, level, pX + 1, pY, pZ); llxy0 = getShadeBrightness(tt, level, pX - 1, pY, pZ); ll0yz = getShadeBrightness(tt, level, pX, pY, pZ - 1); ll0yZ = getShadeBrightness(tt, level, pX, pY, pZ + 1); llXy0 = getShadeBrightness(tt, level, pX + 1, pY, pZ); bool llTransXy0 = Tile::transculent[level->getTile(pX + 1, pY - 1, pZ)]; bool llTransxy0 = Tile::transculent[level->getTile(pX - 1, pY - 1, pZ)]; bool llTrans0yZ = Tile::transculent[level->getTile(pX, pY - 1, pZ + 1)]; bool llTrans0yz = Tile::transculent[level->getTile(pX, pY - 1, pZ - 1)]; if (llTrans0yz || llTransxy0) { llxyz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1); ccxyz = getLightColor(tt, level, pX - 1, pY, pZ - 1); } else { llxyz = llxy0; ccxyz = ccxy0; } if (llTrans0yZ || llTransxy0) { llxyZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1); ccxyZ = getLightColor(tt, level, pX - 1, pY, pZ + 1); } else { llxyZ = llxy0; ccxyZ = ccxy0; } if (llTrans0yz || llTransXy0) { llXyz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1); ccXyz = getLightColor(tt, level, pX + 1, pY, pZ - 1); } else { llXyz = llXy0; ccXyz = ccXy0; } if (llTrans0yZ || llTransXy0) { llXyZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1); ccXyZ = getLightColor(tt, level, pX + 1, pY, pZ + 1); } else { llXyZ = llXy0; ccXyZ = ccXy0; } if (tileShapeY0 <= 0) pY++; int cc0y0 = centerColor; if (tileShapeY0 <= 0 || !level->isSolidRenderTile(pX, pY - 1, pZ)) cc0y0 = tt->getLightColor(level, pX, pY - 1, pZ); float ll0y0 = tt->getShadeBrightness(level, pX, pY - 1, pZ); ll1 = (llxyZ + llxy0 + ll0yZ + ll0y0) / 4.0f; ll4 = (ll0yZ + ll0y0 + llXyZ + llXy0) / 4.0f; ll3 = (ll0y0 + ll0yz + llXy0 + llXyz) / 4.0f; ll2 = (llxy0 + llxyz + ll0y0 + ll0yz) / 4.0f; tc1 = blend(ccxyZ, ccxy0, cc0yZ, cc0y0); tc4 = blend(cc0yZ, ccXyZ, ccXy0, cc0y0); tc3 = blend(cc0yz, ccXy0, ccXyz, cc0y0); tc2 = blend(ccxy0, ccxyz, cc0yz, cc0y0); if (tintSides) { c1r = c2r = c3r = c4r = pBaseRed * 0.5f; c1g = c2g = c3g = c4g = pBaseGreen * 0.5f; c1b = c2b = c3b = c4b = pBaseBlue * 0.5f; } else { c1r = c2r = c3r = c4r = 0.5f; c1g = c2g = c3g = c4g = 0.5f; c1b = c2b = c3b = c4b = 0.5f; } c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; renderFaceDown( tt, (double)pX, (double)pY, (double)pZ, uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 0)); i = true; } if (faceFlags & 0x02) { if (tileShapeY1 >= 1) pY++; // 4J - condition brought forward from 1.2.3 ccxY0 = getLightColor(tt, level, pX - 1, pY, pZ); ccXY0 = getLightColor(tt, level, pX + 1, pY, pZ); cc0Yz = getLightColor(tt, level, pX, pY, pZ - 1); cc0YZ = getLightColor(tt, level, pX, pY, pZ + 1); llxY0 = getShadeBrightness(tt, level, pX - 1, pY, pZ); llXY0 = getShadeBrightness(tt, level, pX + 1, pY, pZ); ll0Yz = getShadeBrightness(tt, level, pX, pY, pZ - 1); ll0YZ = getShadeBrightness(tt, level, pX, pY, pZ + 1); bool llTransXY0 = Tile::transculent[level->getTile(pX + 1, pY + 1, pZ)]; bool llTransxY0 = Tile::transculent[level->getTile(pX - 1, pY + 1, pZ)]; bool llTrans0YZ = Tile::transculent[level->getTile(pX, pY + 1, pZ + 1)]; bool llTrans0Yz = Tile::transculent[level->getTile(pX, pY + 1, pZ - 1)]; if (llTrans0Yz || llTransxY0) { llxYz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1); ccxYz = getLightColor(tt, level, pX - 1, pY, pZ - 1); } else { llxYz = llxY0; ccxYz = ccxY0; } if (llTrans0Yz || llTransXY0) { llXYz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1); ccXYz = getLightColor(tt, level, pX + 1, pY, pZ - 1); } else { llXYz = llXY0; ccXYz = ccXY0; } if (llTrans0YZ || llTransxY0) { llxYZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1); ccxYZ = getLightColor(tt, level, pX - 1, pY, pZ + 1); } else { llxYZ = llxY0; ccxYZ = ccxY0; } if (llTrans0YZ || llTransXY0) { llXYZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1); ccXYZ = getLightColor(tt, level, pX + 1, pY, pZ + 1); } else { llXYZ = llXY0; ccXYZ = ccXY0; } if (tileShapeY1 >= 1) pY--; int cc0Y0 = centerColor; if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = tt->getLightColor(level, pX, pY + 1, pZ); float ll0Y0 = tt->getShadeBrightness(level, pX, pY + 1, pZ); ll4 = (llxYZ + llxY0 + ll0YZ + ll0Y0) / 4.0f; ll1 = (ll0YZ + ll0Y0 + llXYZ + llXY0) / 4.0f; ll2 = (ll0Y0 + ll0Yz + llXY0 + llXYz) / 4.0f; ll3 = (llxY0 + llxYz + ll0Y0 + ll0Yz) / 4.0f; tc4 = blend(ccxYZ, ccxY0, cc0YZ, cc0Y0); tc1 = blend(cc0YZ, ccXYZ, ccXY0, cc0Y0); tc2 = blend(cc0Yz, ccXY0, ccXYz, cc0Y0); tc3 = blend(ccxY0, ccxYz, cc0Yz, cc0Y0); c1r = c2r = c3r = c4r = pBaseRed; c1g = c2g = c3g = c4g = pBaseGreen; c1b = c2b = c3b = c4b = pBaseBlue; c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; renderFaceUp( tt, (double)pX, (double)pY, (double)pZ, uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 1)); i = true; } if (faceFlags & 0x04) { if (tileShapeZ0 <= 0) pZ--; // 4J - condition brought forward from 1.2.3 llx0z = getShadeBrightness(tt, level, pX - 1, pY, pZ); ll0yz = getShadeBrightness(tt, level, pX, pY - 1, pZ); ll0Yz = getShadeBrightness(tt, level, pX, pY + 1, pZ); llX0z = getShadeBrightness(tt, level, pX + 1, pY, pZ); ccx0z = getLightColor(tt, level, pX - 1, pY, pZ); cc0yz = getLightColor(tt, level, pX, pY - 1, pZ); cc0Yz = getLightColor(tt, level, pX, pY + 1, pZ); ccX0z = getLightColor(tt, level, pX + 1, pY, pZ); bool llTransX0z = Tile::transculent[level->getTile(pX + 1, pY, pZ - 1)]; bool llTransx0z = Tile::transculent[level->getTile(pX - 1, pY, pZ - 1)]; bool llTrans0Yz = Tile::transculent[level->getTile(pX, pY + 1, pZ - 1)]; bool llTrans0yz = Tile::transculent[level->getTile(pX, pY - 1, pZ - 1)]; if (llTransx0z || llTrans0yz) { llxyz = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ); ccxyz = getLightColor(tt, level, pX - 1, pY - 1, pZ); } else { llxyz = llx0z; ccxyz = ccx0z; } if (llTransx0z || llTrans0Yz) { llxYz = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ); ccxYz = getLightColor(tt, level, pX - 1, pY + 1, pZ); } else { llxYz = llx0z; ccxYz = ccx0z; } if (llTransX0z || llTrans0yz) { llXyz = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ); ccXyz = getLightColor(tt, level, pX + 1, pY - 1, pZ); } else { llXyz = llX0z; ccXyz = ccX0z; } if (llTransX0z || llTrans0Yz) { llXYz = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ); ccXYz = getLightColor(tt, level, pX + 1, pY + 1, pZ); } else { llXYz = llX0z; ccXYz = ccX0z; } if (tileShapeZ0 <= 0) pZ++; int cc00z = centerColor; if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = tt->getLightColor(level, pX, pY, pZ - 1); float ll00z = tt->getShadeBrightness(level, pX, pY, pZ - 1); { if (smoothShapeLighting) // MGH - unifying // tesselateBlockInWorldWithAmbienceOcclusionTexLighting // and // tesselateBlockInWorldWithAmbienceOcclusionTexLighting2 { float _ll1 = (llx0z + llxYz + ll00z + ll0Yz) / 4.0f; float _ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f; float _ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f; float _ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll4 * (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); ll2 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll2 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll4 * (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); ll3 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll2 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll4 * (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); ll4 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll4 * (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); int _tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z); int _tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z); int _tc3 = blend(cc0yz, ccXyz, ccX0z, cc00z); int _tc4 = blend(ccxyz, ccx0z, cc0yz, cc00z); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), tileShapeY1 * tileShapeX0, (1.0 - tileShapeY1) * tileShapeX0, (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), tileShapeY1 * tileShapeX1, (1.0 - tileShapeY1) * tileShapeX1, (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), tileShapeY0 * tileShapeX1, (1.0 - tileShapeY0) * tileShapeX1, (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), tileShapeY0 * tileShapeX0, (1.0 - tileShapeY0) * tileShapeX0, (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); } else { ll1 = (llx0z + llxYz + ll00z + ll0Yz) / 4.0f; ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f; ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f; ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f; tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z); tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z); tc3 = blend(cc0yz, ccXyz, ccX0z, cc00z); tc4 = blend(ccxyz, ccx0z, cc0yz, cc00z); } } if (tintSides) { c1r = c2r = c3r = c4r = pBaseRed * 0.8f; c1g = c2g = c3g = c4g = pBaseGreen * 0.8f; c1b = c2b = c3b = c4b = pBaseBlue * 0.8f; } else { c1r = c2r = c3r = c4r = 0.8f; c1g = c2g = c3g = c4g = 0.8f; c1b = c2b = c3b = c4b = 0.8f; } c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon* tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 2); renderNorth(tt, (double)pX, (double)pY, (double)pZ, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderNorth(tt, (double)pX, (double)pY, (double)pZ, GrassTile::getSideTextureOverlay()); t->setMipmapEnable(prev); } i = true; } if (faceFlags & 0x08) { if (tileShapeZ1 >= 1) pZ++; llx0Z = getShadeBrightness(tt, level, pX - 1, pY, pZ); llX0Z = getShadeBrightness(tt, level, pX + 1, pY, pZ); ll0yZ = getShadeBrightness(tt, level, pX, pY - 1, pZ); ll0YZ = getShadeBrightness(tt, level, pX, pY + 1, pZ); ccx0Z = getLightColor(tt, level, pX - 1, pY, pZ); ccX0Z = getLightColor(tt, level, pX + 1, pY, pZ); cc0yZ = getLightColor(tt, level, pX, pY - 1, pZ); cc0YZ = getLightColor(tt, level, pX, pY + 1, pZ); bool llTransX0Z = Tile::transculent[level->getTile(pX + 1, pY, pZ + 1)]; bool llTransx0Z = Tile::transculent[level->getTile(pX - 1, pY, pZ + 1)]; bool llTrans0YZ = Tile::transculent[level->getTile(pX, pY + 1, pZ + 1)]; bool llTrans0yZ = Tile::transculent[level->getTile(pX, pY - 1, pZ + 1)]; if (llTransx0Z || llTrans0yZ) { llxyZ = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ); ccxyZ = getLightColor(tt, level, pX - 1, pY - 1, pZ); } else { llxyZ = llx0Z; ccxyZ = ccx0Z; } if (llTransx0Z || llTrans0YZ) { llxYZ = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ); ccxYZ = getLightColor(tt, level, pX - 1, pY + 1, pZ); } else { llxYZ = llx0Z; ccxYZ = ccx0Z; } if (llTransX0Z || llTrans0yZ) { llXyZ = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ); ccXyZ = getLightColor(tt, level, pX + 1, pY - 1, pZ); } else { llXyZ = llX0Z; ccXyZ = ccX0Z; } if (llTransX0Z || llTrans0YZ) { llXYZ = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ); ccXYZ = getLightColor(tt, level, pX + 1, pY + 1, pZ); } else { llXYZ = llX0Z; ccXYZ = ccX0Z; } if (tileShapeZ1 >= 1) pZ--; int cc00Z = centerColor; if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = tt->getLightColor(level, pX, pY, pZ + 1); float ll00Z = tt->getShadeBrightness(level, pX, pY, pZ + 1); { if (smoothShapeLighting) // MGH - unifying // tesselateBlockInWorldWithAmbienceOcclusionTexLighting // and // tesselateBlockInWorldWithAmbienceOcclusionTexLighting2 { float _ll1 = (llx0Z + llxYZ + ll00Z + ll0YZ) / 4.0f; float _ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f; float _ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f; float _ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll4 * tileShapeY1 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeX0)); ll2 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll4 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeX0)); ll3 = (float)(_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll4 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeX1)); ll4 = (float)(_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll4 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeX1)); int _tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z); int _tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z); int _tc3 = blend(cc0yZ, ccXyZ, ccX0Z, cc00Z); int _tc2 = blend(ccxyZ, ccx0Z, cc0yZ, cc00Z); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * tileShapeX0, tileShapeY1 * tileShapeX0); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * tileShapeX0, tileShapeY0 * tileShapeX0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * tileShapeX1, tileShapeY0 * tileShapeX1); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * tileShapeX1, tileShapeY1 * tileShapeX1); } else { ll1 = (llx0Z + llxYZ + ll00Z + ll0YZ) / 4.0f; ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f; ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f; ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f; tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z); tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z); tc3 = blend(cc0yZ, ccXyZ, ccX0Z, cc00Z); tc2 = blend(ccxyZ, ccx0Z, cc0yZ, cc00Z); } } if (tintSides) { c1r = c2r = c3r = c4r = pBaseRed * 0.8f; c1g = c2g = c3g = c4g = pBaseGreen * 0.8f; c1b = c2b = c3b = c4b = pBaseBlue * 0.8f; } else { c1r = c2r = c3r = c4r = 0.8f; c1g = c2g = c3g = c4g = 0.8f; c1b = c2b = c3b = c4b = 0.8f; } c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon* tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 3); renderSouth(tt, (double)pX, (double)pY, (double)pZ, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderSouth(tt, (double)pX, (double)pY, (double)pZ, GrassTile::getSideTextureOverlay()); t->setMipmapEnable(prev); } i = true; } if (faceFlags & 0x10) // ((noCulling) || (tt->shouldRenderFace(level, pX - // 1, pY, pZ, 4))) { if (tileShapeX0 <= 0) pX--; // 4J - condition brought forward from 1.2.3 llxy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ); llx0z = getShadeBrightness(tt, level, pX, pY, pZ - 1); llx0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1); llxY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ); ccxy0 = getLightColor(tt, level, pX, pY - 1, pZ); ccx0z = getLightColor(tt, level, pX, pY, pZ - 1); ccx0Z = getLightColor(tt, level, pX, pY, pZ + 1); ccxY0 = getLightColor(tt, level, pX, pY + 1, pZ); bool llTransxY0 = Tile::transculent[level->getTile(pX - 1, pY + 1, pZ)]; bool llTransxy0 = Tile::transculent[level->getTile(pX - 1, pY - 1, pZ)]; bool llTransx0z = Tile::transculent[level->getTile(pX - 1, pY, pZ - 1)]; bool llTransx0Z = Tile::transculent[level->getTile(pX - 1, pY, pZ + 1)]; if (llTransx0z || llTransxy0) { llxyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1); ccxyz = getLightColor(tt, level, pX, pY - 1, pZ - 1); } else { llxyz = llx0z; ccxyz = ccx0z; } if (llTransx0Z || llTransxy0) { llxyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1); ccxyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1); } else { llxyZ = llx0Z; ccxyZ = ccx0Z; } if (llTransx0z || llTransxY0) { llxYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1); ccxYz = getLightColor(tt, level, pX, pY + 1, pZ - 1); } else { llxYz = llx0z; ccxYz = ccx0z; } if (llTransx0Z || llTransxY0) { llxYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1); ccxYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1); } else { llxYZ = llx0Z; ccxYZ = ccx0Z; } if (tileShapeX0 <= 0) pX++; // 4J - condition brought forward from 1.2.3 int ccx00 = centerColor; if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = tt->getLightColor(level, pX - 1, pY, pZ); float llx00 = tt->getShadeBrightness(level, pX - 1, pY, pZ); { if (smoothShapeLighting) // MGH - unifying // tesselateBlockInWorldWithAmbienceOcclusionTexLighting // and // tesselateBlockInWorldWithAmbienceOcclusionTexLighting2 { float _ll4 = (llxy0 + llxyZ + llx00 + llx0Z) / 4.0f; float _ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f; float _ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f; float _ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f; ll1 = (float)(_ll1 * tileShapeY1 * tileShapeZ1 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY1) * tileShapeZ1); ll2 = (float)(_ll1 * tileShapeY1 * tileShapeZ0 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY1) * tileShapeZ0); ll3 = (float)(_ll1 * tileShapeY0 * tileShapeZ0 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY0) * tileShapeZ0); ll4 = (float)(_ll1 * tileShapeY0 * tileShapeZ1 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY0) * tileShapeZ1); int _tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00); int _tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00); int _tc2 = blend(ccx0z, ccxYz, ccxY0, ccx00); int _tc3 = blend(ccxyz, ccxy0, ccx0z, ccx00); tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ1, tileShapeY1 * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * tileShapeZ1); tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ0, tileShapeY1 * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * tileShapeZ0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ0, tileShapeY0 * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * tileShapeZ0); tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ1, tileShapeY0 * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * tileShapeZ1); } else { ll4 = (llxy0 + llxyZ + llx00 + llx0Z) / 4.0f; ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f; ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f; ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f; tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00); tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00); tc2 = blend(ccx0z, ccxYz, ccxY0, ccx00); tc3 = blend(ccxyz, ccxy0, ccx0z, ccx00); } } if (tintSides) { c1r = c2r = c3r = c4r = pBaseRed * 0.6f; c1g = c2g = c3g = c4g = pBaseGreen * 0.6f; c1b = c2b = c3b = c4b = pBaseBlue * 0.6f; } else { c1r = c2r = c3r = c4r = 0.6f; c1g = c2g = c3g = c4g = 0.6f; c1b = c2b = c3b = c4b = 0.6f; } c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon* tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 4); renderWest(tt, (double)pX, (double)pY, (double)pZ, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; bool prev = t->setMipmapEnable( false); // 4J added - this is rendering the little bit of grass // at the top of the side of dirt, don't mipmap it renderWest(tt, (double)pX, (double)pY, (double)pZ, GrassTile::getSideTextureOverlay()); t->setMipmapEnable(prev); } i = true; } if (faceFlags & 0x20) // ((noCulling) || (tt->shouldRenderFace(level, pX + // 1, pY, pZ, 5))) { if (tileShapeX1 >= 1) pX++; llXy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ); llX0z = getShadeBrightness(tt, level, pX, pY, pZ - 1); llX0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1); llXY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ); ccXy0 = getLightColor(tt, level, pX, pY - 1, pZ); ccX0z = getLightColor(tt, level, pX, pY, pZ - 1); ccX0Z = getLightColor(tt, level, pX, pY, pZ + 1); ccXY0 = getLightColor(tt, level, pX, pY + 1, pZ); bool llTransXY0 = Tile::transculent[level->getTile(pX + 1, pY + 1, pZ)]; bool llTransXy0 = Tile::transculent[level->getTile(pX + 1, pY - 1, pZ)]; bool llTransX0Z = Tile::transculent[level->getTile(pX + 1, pY, pZ + 1)]; bool llTransX0z = Tile::transculent[level->getTile(pX + 1, pY, pZ - 1)]; if (llTransXy0 || llTransX0z) { llXyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1); ccXyz = getLightColor(tt, level, pX, pY - 1, pZ - 1); } else { llXyz = llX0z; ccXyz = ccX0z; } if (llTransXy0 || llTransX0Z) { llXyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1); ccXyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1); } else { llXyZ = llX0Z; ccXyZ = ccX0Z; } if (llTransXY0 || llTransX0z) { llXYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1); ccXYz = getLightColor(tt, level, pX, pY + 1, pZ - 1); } else { llXYz = llX0z; ccXYz = ccX0z; } if (llTransXY0 || llTransX0Z) { llXYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1); ccXYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1); } else { llXYZ = llX0Z; ccXYZ = ccX0Z; } if (tileShapeX1 >= 1) pX--; // 4J - condition brought forward from 1.2.3 int ccX00 = centerColor; if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = tt->getLightColor(level, pX + 1, pY, pZ); float llX00 = tt->getShadeBrightness(level, pX + 1, pY, pZ); { if (smoothShapeLighting) // MGH - unifying // tesselateBlockInWorldWithAmbienceOcclusionTexLighting // and // tesselateBlockInWorldWithAmbienceOcclusionTexLighting2 { float _ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f; float _ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f; float _ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f; float _ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f; ll1 = (float)(_ll1 * (1.0 - tileShapeY0) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY0 * tileShapeZ1); ll2 = (float)(_ll1 * (1.0 - tileShapeY0) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY0 * tileShapeZ0); ll3 = (float)(_ll1 * (1.0 - tileShapeY1) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY1 * tileShapeZ0); ll4 = (float)(_ll1 * (1.0 - tileShapeY1) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY1 * tileShapeZ1); int _tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00); int _tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00); int _tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00); int _tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00); tc1 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ1, (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), tileShapeY0 * (1.0 - tileShapeZ1), tileShapeY0 * tileShapeZ1); tc2 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ0, (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), tileShapeY0 * (1.0 - tileShapeZ0), tileShapeY0 * tileShapeZ0); tc3 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ0, (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), tileShapeY1 * (1.0 - tileShapeZ0), tileShapeY1 * tileShapeZ0); tc4 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ1, (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), tileShapeY1 * (1.0 - tileShapeZ1), tileShapeY1 * tileShapeZ1); } else { ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f; ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f; ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f; ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f; tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00); tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00); tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00); tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00); } } if (tintSides) { c1r = c2r = c3r = c4r = pBaseRed * 0.6f; c1g = c2g = c3g = c4g = pBaseGreen * 0.6f; c1b = c2b = c3b = c4b = pBaseBlue * 0.6f; } else { c1r = c2r = c3r = c4r = 0.6f; c1g = c2g = c3g = c4g = 0.6f; c1b = c2b = c3b = c4b = 0.6f; } c1r *= ll1; c1g *= ll1; c1b *= ll1; c2r *= ll2; c2g *= ll2; c2b *= ll2; c3r *= ll3; c3g *= ll3; c3b *= ll3; c4r *= ll4; c4g *= ll4; c4b *= ll4; Icon* tex = getTexture(tt, level, pX, pY, pZ, 5); renderEast(tt, (double)pX, (double)pY, (double)pZ, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { c1r *= pBaseRed; c2r *= pBaseRed; c3r *= pBaseRed; c4r *= pBaseRed; c1g *= pBaseGreen; c2g *= pBaseGreen; c3g *= pBaseGreen; c4g *= pBaseGreen; c1b *= pBaseBlue; c2b *= pBaseBlue; c3b *= pBaseBlue; c4b *= pBaseBlue; renderEast(tt, (double)pX, (double)pY, (double)pZ, GrassTile::getSideTextureOverlay()); } i = true; } applyAmbienceOcclusion = false; return true; } // 4J - brought forward from 1.8.2 int TileRenderer::blend(int a, int b, int c, int def) { if (a == 0) a = def; if (b == 0) b = def; if (c == 0) c = def; return ((a + b + c + def) >> 2) & 0xff00ff; } int TileRenderer::blend(int a, int b, int c, int d, double fa, double fb, double fc, double fd) { int top = (int)((double)((a >> 16) & 0xff) * fa + (double)((b >> 16) & 0xff) * fb + (double)((c >> 16) & 0xff) * fc + (double)((d >> 16) & 0xff) * fd) & 0xff; int bottom = (int)((double)(a & 0xff) * fa + (double)(b & 0xff) * fb + (double)(c & 0xff) * fc + (double)(d & 0xff) * fd) & 0xff; return (top << 16) | bottom; } bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z, float r, float g, float b) { applyAmbienceOcclusion = false; Tesselator* t = Tesselator::getInstance(); bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; float r11 = c11 * r; float g11 = c11 * g; float b11 = c11 * b; float r10 = c10; float r2 = c2; float r3 = c3; float g10 = c10; float g2 = c2; float g3 = c3; float b10 = c10; float b2 = c2; float b3 = c3; if (tt != Tile::grass) { r10 *= r; r2 *= r; r3 *= r; g10 *= g; g2 *= g; g3 *= g; b10 *= b; b2 *= b; b3 *= b; } int centerColor = 0; float centerBrightness = 0.0f; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = getLightColor(tt, level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } if (noCulling || tt->shouldRenderFace(level, x, y - 1, z, Facing::DOWN)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z)); t->color(r10, g10, b10); } else { float br = tt->getBrightness(level, x, y - 1, z); t->color(r10 * br, g10 * br, b10 * br); } renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y + 1, z, Facing::UP)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z)); t->color(r11, g11, b11); } else { float br = tt->getBrightness(level, x, y + 1, z); if (tileShapeY1 != 1 && !tt->material->isLiquid()) br = centerBrightness; t->color(r11 * br, g11 * br, b11 * br); } renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z - 1, Facing::NORTH)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } Icon* tex = getTexture(tt, level, x, y, z, 2); renderNorth(tt, x, y, z, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { t->color(r2 * r, g2 * g, b2 * b); renderNorth(tt, x, y, z, GrassTile::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x, y, z + 1, Facing::SOUTH)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1)); t->color(r2, g2, b2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; t->color(r2 * br, g2 * br, b2 * br); } Icon* tex = getTexture(tt, level, x, y, z, 3); renderSouth(tt, x, y, z, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { t->color(r2 * r, g2 * g, b2 * b); renderSouth(tt, x, y, z, GrassTile::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x - 1, y, z, Facing::WEST)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } Icon* tex = getTexture(tt, level, x, y, z, 4); renderWest(tt, x, y, z, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { t->color(r3 * r, g3 * g, b3 * b); renderWest(tt, x, y, z, GrassTile::getSideTextureOverlay()); } changed = true; } if (noCulling || tt->shouldRenderFace(level, x + 1, y, z, Facing::EAST)) { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z)); t->color(r3, g3, b3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; t->color(r3 * br, g3 * br, b3 * br); } Icon* tex = getTexture(tt, level, x, y, z, 5); renderEast(tt, x, y, z, tex); if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture()) { t->color(r3 * r, g3 * g, b3 * b); renderEast(tt, x, y, z, GrassTile::getSideTextureOverlay()); } changed = true; } return changed; } bool TileRenderer::tesselateBeaconInWorld(Tile* tt, int x, int y, int z) { float obsHeight = 3.0f / 16.0f; setFixedTexture(getTexture(Tile::glass)); setShape(0, 0, 0, 1, 1, 1); tesselateBlockInWorld(tt, x, y, z); // Force drawing of all faces else the inner-block of the beacon gets // culled. noCulling = true; setFixedTexture(getTexture(Tile::obsidian)); setShape(2.0f / 16.0f, 0.1f / 16.0f, 2.0f / 16.0f, 14.0f / 16.0f, obsHeight, 14.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); setFixedTexture(getTexture(Tile::beacon)); setShape(3.0f / 16.0f, obsHeight, 3.0f / 16.0f, 13.0f / 16.0f, 14.0f / 16.0f, 13.0f / 16.0f); tesselateBlockInWorld(tt, x, y, z); noCulling = false; clearFixedTexture(); return true; } bool TileRenderer::tesselateCactusInWorld(Tile* tt, int x, int y, int z) { int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } return tesselateCactusInWorld(tt, x, y, z, r, g, b); } bool TileRenderer::tesselateCactusInWorld(Tile* tt, int x, int y, int z, float r, float g, float b) { Tesselator* t = Tesselator::getInstance(); bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; float r10 = c10 * r; float r11 = c11 * r; float r2 = c2 * r; float r3 = c3 * r; float g10 = c10 * g; float g11 = c11 * g; float g2 = c2 * g; float g3 = c3 * g; float b10 = c10 * b; float b11 = c11 * b; float b2 = c2 * b; float b3 = c3 * b; float faceOffset = 1 / 16.0f; int centerColor = tt->getLightColor(level, x, y, z); if (noCulling || tt->shouldRenderFace(level, x, y - 1, z, 0)) { t->tex2(tileShapeY0 > 0 ? centerColor : tt->getLightColor(level, x, y - 1, z)); t->color(r10, g10, b10); renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); } if (noCulling || tt->shouldRenderFace(level, x, y + 1, z, 1)) { t->tex2(tileShapeY1 < 1 ? centerColor : tt->getLightColor(level, x, y + 1, z)); t->color(r11, g11, b11); renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); } // North/South t->tex2(centerColor); t->color(r2, g2, b2); t->addOffset(0, 0, faceOffset); renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2)); t->addOffset(0, 0, -faceOffset); t->addOffset(0, 0, -faceOffset); renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3)); t->addOffset(0, 0, faceOffset); // West/East t->color(r3, g3, b3); t->addOffset(faceOffset, 0, 0); renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4)); t->addOffset(-faceOffset, 0, 0); t->addOffset(-faceOffset, 0, 0); renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5)); t->addOffset(faceOffset, 0, 0); return true; } bool TileRenderer::tesselateFenceInWorld(FenceTile* tt, int x, int y, int z) { bool changed = false; float a = 6 / 16.0f; float b = 10 / 16.0f; setShape(a, 0, a, b, 1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; bool vertical = false; bool horizontal = false; if (tt->connectsTo(level, x - 1, y, z) || tt->connectsTo(level, x + 1, y, z)) vertical = true; if (tt->connectsTo(level, x, y, z - 1) || tt->connectsTo(level, x, y, z + 1)) horizontal = true; bool l = tt->connectsTo(level, x - 1, y, z); bool r = tt->connectsTo(level, x + 1, y, z); bool u = tt->connectsTo(level, x, y, z - 1); bool d = tt->connectsTo(level, x, y, z + 1); if (!vertical && !horizontal) vertical = true; a = 7 / 16.0f; b = 9 / 16.0f; float h0 = 12 / 16.0f; float h1 = 15 / 16.0f; float x0 = l ? 0 : a; float x1 = r ? 1 : b; float z0 = u ? 0 : a; float z1 = d ? 1 : b; if (vertical) { setShape(x0, h0, a, x1, h1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; } if (horizontal) { setShape(a, h0, z0, b, h1, z1); tesselateBlockInWorld(tt, x, y, z); changed = true; } h0 = 6 / 16.0f; h1 = 9 / 16.0f; if (vertical) { setShape(x0, h0, a, x1, h1, b); tesselateBlockInWorld(tt, x, y, z); changed = true; } if (horizontal) { setShape(a, h0, z0, b, h1, z1); tesselateBlockInWorld(tt, x, y, z); changed = true; } tt->updateShape(level, x, y, z); return changed; } bool TileRenderer::tesselateWallInWorld(WallTile* tt, int x, int y, int z) { bool w = tt->connectsTo(level, x - 1, y, z); bool e = tt->connectsTo(level, x + 1, y, z); bool n = tt->connectsTo(level, x, y, z - 1); bool s = tt->connectsTo(level, x, y, z + 1); bool vertical = (n && s && !w && !e); bool horizontal = (!n && !s && w && e); bool emptyAbove = level->isEmptyTile(x, y + 1, z); if ((!vertical && !horizontal) || !emptyAbove) { // center post setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH); tesselateBlockInWorld(tt, x, y, z); if (w) { setShape(0, 0, .5f - WallTile::WALL_WIDTH, .5f - WallTile::POST_WIDTH, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (e) { setShape(.5f + WallTile::POST_WIDTH, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (n) { setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, .5f - WallTile::POST_WIDTH); tesselateBlockInWorld(tt, x, y, z); } if (s) { setShape(.5f - WallTile::WALL_WIDTH, 0, .5f + WallTile::POST_WIDTH, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1); tesselateBlockInWorld(tt, x, y, z); } } else if (vertical) { // north-south wall setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1); tesselateBlockInWorld(tt, x, y, z); } else { // west-east wall setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH); tesselateBlockInWorld(tt, x, y, z); } tt->updateShape(level, x, y, z); return true; } bool TileRenderer::tesselateEggInWorld(EggTile* tt, int x, int y, int z) { bool changed = false; int y0 = 0; for (int i = 0; i < 8; i++) { int ww = 0; int hh = 1; if (i == 0) ww = 2; if (i == 1) ww = 3; if (i == 2) ww = 4; if (i == 3) { ww = 5; hh = 2; } if (i == 4) { ww = 6; hh = 3; } if (i == 5) { ww = 7; hh = 5; } if (i == 6) { ww = 6; hh = 2; } if (i == 7) ww = 3; float w = ww / 16.0f; float yy1 = 1 - (y0 / 16.0f); float yy0 = 1 - ((y0 + hh) / 16.0f); y0 += hh; setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w); tesselateBlockInWorld(tt, x, y, z); } changed = true; setShape(0, 0, 0, 1, 1, 1); return changed; } bool TileRenderer::tesselateFenceGateInWorld(FenceGateTile* tt, int x, int y, int z) { bool changed = true; int data = level->getData(x, y, z); bool isOpen = FenceGateTile::isOpen(data); int direction = DirectionalTile::getDirection(data); float h00 = 6 / 16.0f; float h01 = 9 / 16.0f; float h10 = 12 / 16.0f; float h11 = 15 / 16.0f; float h20 = 5 / 16.0f; float h21 = 16 / 16.0f; if (((direction == Direction::NORTH || direction == Direction::SOUTH) && level->getTile(x - 1, y, z) == Tile::cobbleWall_Id && level->getTile(x + 1, y, z) == Tile::cobbleWall_Id) || ((direction == Direction::EAST || direction == Direction::WEST) && level->getTile(x, y, z - 1) == Tile::cobbleWall_Id && level->getTile(x, y, z + 1) == Tile::cobbleWall_Id)) { h00 -= 3.0f / 16.0f; h01 -= 3.0f / 16.0f; h10 -= 3.0f / 16.0f; h11 -= 3.0f / 16.0f; h20 -= 3.0f / 16.0f; h21 -= 3.0f / 16.0f; } noCulling = true; // edge sticks if (direction == Direction::EAST || direction == Direction::WEST) { upFlip = FLIP_CW; float x0 = 7 / 16.0f; float x1 = 9 / 16.0f; float z0 = 0 / 16.0f; float z1 = 2 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 14 / 16.0f; z1 = 16 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); upFlip = FLIP_NONE; } else { float x0 = 0 / 16.0f; float x1 = 2 / 16.0f; float z0 = 7 / 16.0f; float z1 = 9 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 14 / 16.0f; x1 = 16 / 16.0f; setShape(x0, h20, z0, x1, h21, z1); tesselateBlockInWorld(tt, x, y, z); } if (isOpen) { if (direction == Direction::NORTH || direction == Direction::SOUTH) { upFlip = FLIP_CW; } if (direction == Direction::EAST) { const float z00 = 0 / 16.0f; const float z01 = 2 / 16.0f; const float z10 = 14 / 16.0f; const float z11 = 16 / 16.0f; const float x0 = 9 / 16.0f; const float x1 = 13 / 16.0f; const float x2 = 15 / 16.0f; setShape(x1, h00, z00, x2, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z10, x2, h11, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z00, x1, h01, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z10, x1, h01, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z00, x1, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z10, x1, h11, z11); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::WEST) { const float z00 = 0 / 16.0f; const float z01 = 2 / 16.0f; const float z10 = 14 / 16.0f; const float z11 = 16 / 16.0f; const float x0 = 1 / 16.0f; const float x1 = 3 / 16.0f; const float x2 = 7 / 16.0f; setShape(x0, h00, z00, x1, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h00, z10, x1, h11, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z00, x2, h01, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h00, z10, x2, h01, z11); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h10, z00, x2, h11, z01); tesselateBlockInWorld(tt, x, y, z); setShape(x1, h10, z10, x2, h11, z11); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::SOUTH) { const float x00 = 0 / 16.0f; const float x01 = 2 / 16.0f; const float x10 = 14 / 16.0f; const float x11 = 16 / 16.0f; const float z0 = 9 / 16.0f; const float z1 = 13 / 16.0f; const float z2 = 15 / 16.0f; setShape(x00, h00, z1, x01, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z1, x11, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h00, z0, x01, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z0, x11, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h10, z0, x01, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h10, z0, x11, h11, z1); tesselateBlockInWorld(tt, x, y, z); } else if (direction == Direction::NORTH) { const float x00 = 0 / 16.0f; const float x01 = 2 / 16.0f; const float x10 = 14 / 16.0f; const float x11 = 16 / 16.0f; const float z0 = 1 / 16.0f; const float z1 = 3 / 16.0f; const float z2 = 7 / 16.0f; setShape(x00, h00, z0, x01, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z0, x11, h11, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h00, z1, x01, h01, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h00, z1, x11, h01, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x00, h10, z1, x01, h11, z2); tesselateBlockInWorld(tt, x, y, z); setShape(x10, h10, z1, x11, h11, z2); tesselateBlockInWorld(tt, x, y, z); } } else { if (direction == Direction::EAST || direction == Direction::WEST) { upFlip = FLIP_CW; float x0 = 7 / 16.0f; float x1 = 9 / 16.0f; float z0 = 6 / 16.0f; float z1 = 8 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 8 / 16.0f; z1 = 10 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 10 / 16.0f; z1 = 14 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); z0 = 2 / 16.0f; z1 = 6 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); } else { float x0 = 6 / 16.0f; float x1 = 8 / 16.0f; float z0 = 7 / 16.0f; float z1 = 9 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 8 / 16.0f; x1 = 10 / 16.0f; setShape(x0, h00, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 10 / 16.0f; x1 = 14 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); x0 = 2 / 16.0f; x1 = 6 / 16.0f; setShape(x0, h00, z0, x1, h01, z1); tesselateBlockInWorld(tt, x, y, z); setShape(x0, h10, z0, x1, h11, z1); tesselateBlockInWorld(tt, x, y, z); } } noCulling = false; upFlip = FLIP_NONE; setShape(0, 0, 0, 1, 1, 1); return changed; } bool TileRenderer::tesselateHopperInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); return tesselateHopperInWorld(tt, x, y, z, level->getData(x, y, z), false); } bool TileRenderer::tesselateHopperInWorld(Tile* tt, int x, int y, int z, int data, bool render) { Tesselator* t = Tesselator::getInstance(); int facing = HopperTile::getAttachedFace(data); // bounding box first double bottom = 10.0 / 16.0; setShape(0, bottom, 0, 1, 1, 1); if (render) { t->begin(); t->normal(0, -1, 0); renderFaceDown(tt, 0, 0, 0, getTexture(tt, 0, data)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tt, 0, 0, 0, getTexture(tt, 1, data)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tt, 0, 0, 0, getTexture(tt, 2, data)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tt, 0, 0, 0, getTexture(tt, 3, data)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tt, 0, 0, 0, getTexture(tt, 4, data)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tt, 0, 0, 0, getTexture(tt, 5, data)); t->end(); } else { tesselateBlockInWorld(tt, x, y, z); } if (!render) { float br; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tt->getLightColor(level, x, y, z)); br = 1; } else { br = tt->getBrightness(level, x, y, z); } int col = tt->getColor(level, x, y, z); float r = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; if (GameRenderer::anaglyph3d) { float cr = (r * 30 + g * 59 + b * 11) / 100; float cg = (r * 30 + g * 70) / (100); float cb = (r * 30 + b * 70) / (100); r = cr; g = cg; b = cb; } t->color(br * r, br * g, br * b); } // render inside Icon* hopperTex = HopperTile::getTexture(HopperTile::TEXTURE_OUTSIDE); Icon* bottomTex = HopperTile::getTexture(HopperTile::TEXTURE_INSIDE); float cWidth = 2.0f / 16.0f; if (render) { t->begin(); t->normal(1, 0, 0); renderEast(tt, -1.0f + cWidth, 0, 0, hopperTex); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tt, 1.0f - cWidth, 0, 0, hopperTex); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tt, 0, 0, -1.0f + cWidth, hopperTex); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tt, 0, 0, 1.0f - cWidth, hopperTex); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tt, 0, -1.0f + bottom, 0, bottomTex); t->end(); } else { renderEast(tt, x - 1.0f + cWidth, y, z, hopperTex); renderWest(tt, x + 1.0f - cWidth, y, z, hopperTex); renderSouth(tt, x, y, z - 1.0f + cWidth, hopperTex); renderNorth(tt, x, y, z + 1.0f - cWidth, hopperTex); renderFaceUp(tt, x, y - 1.0f + bottom, z, bottomTex); } // render bottom box setFixedTexture(hopperTex); double inset = 4.0 / 16.0; double lboxy0 = 4.0 / 16.0; double lboxy1 = bottom; setShape(inset, lboxy0, inset, 1.0 - inset, lboxy1 - .002, 1.0 - inset); if (render) { t->begin(); t->normal(1, 0, 0); renderEast(tt, 0, 0, 0, hopperTex); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tt, 0, 0, 0, hopperTex); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tt, 0, 0, 0, hopperTex); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tt, 0, 0, 0, hopperTex); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tt, 0, 0, 0, hopperTex); t->end(); t->begin(); t->normal(0, -1, 0); renderFaceDown(tt, 0, 0, 0, hopperTex); t->end(); } else { tesselateBlockInWorld(tt, x, y, z); } if (!render) { // render pipe double pipe = 6.0 / 16.0; double pipeW = 4.0 / 16.0; setFixedTexture(hopperTex); // down if (facing == Facing::DOWN) { setShape(pipe, 0, pipe, 1.0 - pipe, 4.0 / 16.0, 1.0 - pipe); tesselateBlockInWorld(tt, x, y, z); } // north if (facing == Facing::NORTH) { setShape(pipe, lboxy0, 0, 1.0 - pipe, lboxy0 + pipeW, inset); tesselateBlockInWorld(tt, x, y, z); } // south if (facing == Facing::SOUTH) { setShape(pipe, lboxy0, 1.0 - inset, 1.0 - pipe, lboxy0 + pipeW, 1.0); tesselateBlockInWorld(tt, x, y, z); } // west if (facing == Facing::WEST) { setShape(0, lboxy0, pipe, inset, lboxy0 + pipeW, 1.0 - pipe); tesselateBlockInWorld(tt, x, y, z); } // east if (facing == Facing::EAST) { setShape(1.0 - inset, lboxy0, pipe, 1.0, lboxy0 + pipeW, 1.0 - pipe); tesselateBlockInWorld(tt, x, y, z); } } clearFixedTexture(); return true; } bool TileRenderer::tesselateStairsInWorld(StairTile* tt, int x, int y, int z) { tt->setBaseShape(level, x, y, z); setShape(tt); tesselateBlockInWorld(tt, x, y, z); bool checkInnerPiece = tt->setStepShape(level, x, y, z); setShape(tt); tesselateBlockInWorld(tt, x, y, z); if (checkInnerPiece) { if (tt->setInnerPieceShape(level, x, y, z)) { setShape(tt); tesselateBlockInWorld(tt, x, y, z); } } return true; } bool TileRenderer::tesselateDoorInWorld(Tile* tt, int x, int y, int z) { Tesselator* t = Tesselator::getInstance(); // skip rendering if the other half of the door is missing, // to avoid rendering doors that are about to be removed int data = level->getData(x, y, z); if ((data & DoorTile::UPPER_BIT) != 0) { if (level->getTile(x, y - 1, z) != tt->id) { return false; } } else { if (level->getTile(x, y + 1, z) != tt->id) { return false; } } bool changed = false; float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; int centerColor = 0; float centerBrightness = 0.0f; if (SharedConstants::TEXTURE_LIGHTING) { centerColor = getLightColor(tt, level, x, y, z); } else { centerBrightness = tt->getBrightness(level, x, y, z); } if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z)); t->color(c10, c10, c10); } else { float br = tt->getBrightness(level, x, y - 1, z); if (tileShapeY0 > 0) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c10 * br, c10 * br, c10 * br); } renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0)); changed = true; if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z)); t->color(c11, c11, c11); } else { float br = tt->getBrightness(level, x, y + 1, z); if (tileShapeY1 < 1) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c11 * br, c11 * br, c11 * br); } renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1)); changed = true; { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1)); t->color(c2, c2, c2); } else { float br = tt->getBrightness(level, x, y, z - 1); if (tileShapeZ0 > 0) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c2 * br, c2 * br, c2 * br); } Icon* tex = getTexture(tt, level, x, y, z, 2); renderNorth(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1)); t->color(c2, c2, c2); } else { float br = tt->getBrightness(level, x, y, z + 1); if (tileShapeZ1 < 1) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c2 * br, c2 * br, c2 * br); } Icon* tex = getTexture(tt, level, x, y, z, 3); renderSouth(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z)); t->color(c3, c3, c3); } else { float br = tt->getBrightness(level, x - 1, y, z); if (tileShapeX0 > 0) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c3 * br, c3 * br, c3 * br); } Icon* tex = getTexture(tt, level, x, y, z, 4); renderWest(tt, x, y, z, tex); changed = true; xFlipTexture = false; } { if (SharedConstants::TEXTURE_LIGHTING) { t->tex2(tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z)); t->color(c3, c3, c3); } else { float br = tt->getBrightness(level, x + 1, y, z); if (tileShapeX1 < 1) br = centerBrightness; if (Tile::lightEmission[tt->id] > 0) br = 1.0f; t->color(c3 * br, c3 * br, c3 * br); } Icon* tex = getTexture(tt, level, x, y, z, 5); renderEast(tt, x, y, z, tex); changed = true; xFlipTexture = false; } return changed; } void TileRenderer::renderFaceDown(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f, true); float u11 = tex->getU(tileShapeX1 * 16.0f, true); float v00 = tex->getV(tileShapeZ0 * 16.0f, true); float v11 = tex->getV(tileShapeZ1 * 16.0f, true); if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } double u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (downFlip == FLIP_CCW) { u00 = tex->getU(tileShapeZ0 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); u11 = tex->getU(tileShapeZ1 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (downFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); v00 = tex->getV(tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); v11 = tex->getV(tileShapeX1 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (downFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x0 = x + tileShapeX0; double x1 = x + tileShapeX1; double y0 = y + tileShapeY0; double z0 = z + tileShapeZ0; double z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u01), (float)(v01)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } } void TileRenderer::renderFaceUp(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; float u00 = tex->getU(tileShapeX0 * 16.0f, true); float u11 = tex->getU(tileShapeX1 * 16.0f, true); float v00 = tex->getV(tileShapeZ0 * 16.0f, true); float v11 = tex->getV(tileShapeZ1 * 16.0f, true); if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } float u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (upFlip == FLIP_CW) { u00 = tex->getU(tileShapeZ0 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); u11 = tex->getU(tileShapeZ1 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (upFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); v00 = tex->getV(tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); v11 = tex->getV(tileShapeX1 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (upFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x0 = x + tileShapeX0; double x1 = x + tileShapeX1; double y1 = y + tileShapeY1; double z0 = z + tileShapeZ0; double z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u11), (float)(v11)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u10), (float)(v10)); } else { t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u10), (float)(v10)); } } void TileRenderer::renderNorth(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; double u00 = tex->getU(tileShapeX0 * 16.0f, true); double u11 = tex->getU(tileShapeX1 * 16.0f, true); double v00 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); double v11 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); if (xFlipTexture) { double tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } double u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (northFlip == FLIP_CCW) { u00 = tex->getU(tileShapeY0 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(tileShapeY1 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (northFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); v00 = tex->getV(tileShapeX1 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); v11 = tex->getV(tileShapeX0 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (northFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); v00 = tex->getV(tileShapeY1 * 16.0f, true); v11 = tex->getV(tileShapeY0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x0 = x + tileShapeX0; double x1 = x + tileShapeX1; double y0 = y + tileShapeY0; double y1 = y + tileShapeY1; double z0 = z + tileShapeZ0; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); } } void TileRenderer::renderSouth(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; double u00 = tex->getU(tileShapeX0 * 16.0f, true); double u11 = tex->getU(tileShapeX1 * 16.0f, true); double v00 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); double v11 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); if (xFlipTexture) { double tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeX0 < 0 || tileShapeX1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } double u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (southFlip == FLIP_CW) { u00 = tex->getU(tileShapeY0 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(tileShapeY1 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (southFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); v00 = tex->getV(tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); v11 = tex->getV(tileShapeX1 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (southFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true); v00 = tex->getV(tileShapeY1 * 16.0f, true); v11 = tex->getV(tileShapeY0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x0 = x + tileShapeX0; double x1 = x + tileShapeX1; double y0 = y + tileShapeY0; double y1 = y + tileShapeY1; double z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); } } void TileRenderer::renderWest(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; double u00 = tex->getU(tileShapeZ0 * 16.0f, true); double u11 = tex->getU(tileShapeZ1 * 16.0f, true); double v00 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); double v11 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); if (xFlipTexture) { double tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } double u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (westFlip == FLIP_CW) { u00 = tex->getU(tileShapeY0 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); u11 = tex->getU(tileShapeY1 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (westFlip == FLIP_CCW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); v00 = tex->getV(tileShapeZ0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); v11 = tex->getV(tileShapeZ1 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (westFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); v00 = tex->getV(tileShapeY1 * 16.0f, true); v11 = tex->getV(tileShapeY0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x0 = x + tileShapeX0; double y0 = y + tileShapeY0; double y1 = y + tileShapeY1; double z0 = z + tileShapeZ0; double z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } else { t->vertexUV((float)(x0), (float)(y1), (float)(z1), (float)(u01), (float)(v01)); t->vertexUV((float)(x0), (float)(y1), (float)(z0), (float)(u00), (float)(v00)); t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u10), (float)(v10)); t->vertexUV((float)(x0), (float)(y0), (float)(z1), (float)(u11), (float)(v11)); } } void TileRenderer::renderEast(Tile* tt, double x, double y, double z, Icon* tex) { FRAME_PROFILE_SCOPE(ChunkBlockEmit); Tesselator* t = Tesselator::getInstance(); if (hasFixedTexture()) tex = fixedTexture; double u00 = tex->getU(tileShapeZ0 * 16.0f, true); double u11 = tex->getU(tileShapeZ1 * 16.0f, true); double v00 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); double v11 = tex->getV( SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); if (xFlipTexture) { double tmp = u00; u00 = u11; u11 = tmp; } if (tileShapeZ0 < 0 || tileShapeZ1 > 1) { u00 = tex->getU0(true); u11 = tex->getU1(true); } if (tileShapeY0 < 0 || tileShapeY1 > 1) { v00 = tex->getV0(true); v11 = tex->getV1(true); } double u01 = u11, u10 = u00, v01 = v00, v10 = v11; if (eastFlip == FLIP_CCW) { u00 = tex->getU(tileShapeY0 * 16.0f, true); v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); u11 = tex->getU(tileShapeY1 * 16.0f, true); v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; u01 = u00; u10 = u11; v00 = v11; v11 = v01; } else if (eastFlip == FLIP_CW) { // reshape u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true); v00 = tex->getV(tileShapeZ1 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true); v11 = tex->getV(tileShapeZ0 * 16.0f, true); // rotate u01 = u11; u10 = u00; v01 = v00; v10 = v11; u00 = u01; u11 = u10; v01 = v11; v10 = v00; } else if (eastFlip == FLIP_180) { u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true); u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true); v00 = tex->getV(tileShapeY1 * 16.0f, true); v11 = tex->getV(tileShapeY0 * 16.0f, true); u01 = u11; u10 = u00; v01 = v00; v10 = v11; } double x1 = x + tileShapeX1; double y0 = y + tileShapeY0; double y1 = y + tileShapeY1; double z0 = z + tileShapeZ0; double z1 = z + tileShapeZ1; if (applyAmbienceOcclusion) { t->color(c1r, c1g, c1b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc1); t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->color(c2r, c2g, c2b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc2); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); t->color(c3r, c3g, c3b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc3); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->color(c4r, c4g, c4b); if (SharedConstants::TEXTURE_LIGHTING) t->tex2(tc4); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); } else { t->vertexUV((float)(x1), (float)(y0), (float)(z1), (float)(u10), (float)(v10)); t->vertexUV((float)(x1), (float)(y0), (float)(z0), (float)(u11), (float)(v11)); t->vertexUV((float)(x1), (float)(y1), (float)(z0), (float)(u01), (float)(v01)); t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u00), (float)(v00)); } } void TileRenderer::renderCube(Tile* tile, float alpha) { int shape = tile->getRenderShape(); Tesselator* t = Tesselator::getInstance(); if (shape == Tile::SHAPE_BLOCK) { tile->updateDefaultShape(); glTranslatef(-0.5f, -0.5f, -0.5f); float c10 = 0.5f; float c11 = 1; float c2 = 0.8f; float c3 = 0.6f; t->begin(); t->color(c11, c11, c11, alpha); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->color(c10, c10, c10, alpha); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->color(c2, c2, c2, alpha); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->color(c3, c3, c3, alpha); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } } void TileRenderer::renderTile(Tile* tile, int data, float brightness, float fAlpha, bool useCompiled) { Tesselator* t = Tesselator::getInstance(); bool isGrass = tile->id == Tile::grass_Id; if (tile == Tile::dispenser || tile == Tile::furnace || tile == Tile::dropper) { data = 3; } if (setColor) { int col = tile->getColor(data); if (isGrass) { col = 0xffffff; } float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); } int shape = tile->getRenderShape(); setShape(tile); t->setMipmapEnable(Tile::mipmapEnable[tile->id]); // 4J added if (shape == Tile::SHAPE_BLOCK || shape == Tile::SHAPE_TREE || shape == Tile::SHAPE_QUARTZ || shape == Tile::SHAPE_PISTON_BASE || shape == Tile::SHAPE_PORTAL_FRAME) { if (shape == Tile::SHAPE_PISTON_BASE) { data = Facing::UP; } tile->updateDefaultShape(); setShape(tile); glRotatef(90, 0, 1, 0); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0, data)); t->end(); if (isGrass && setColor) { int col = tile->getColor(data); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); } t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1, data)); t->end(); if (isGrass && setColor) { glColor4f(brightness, brightness, brightness, fAlpha); } t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2, data)); t->end(); if (isGrass && setColor) { int col = tile->getColor(data); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, GrassTile::getSideTextureOverlay()); t->end(); glColor4f(brightness, brightness, brightness, fAlpha); } t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3, data)); t->end(); if (isGrass && setColor) { int col = tile->getColor(data); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, GrassTile::getSideTextureOverlay()); t->end(); glColor4f(brightness, brightness, brightness, fAlpha); } t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4, data)); t->end(); if (isGrass && setColor) { int col = tile->getColor(data); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, GrassTile::getSideTextureOverlay()); t->end(); glColor4f(brightness, brightness, brightness, fAlpha); } t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5, data)); t->end(); if (isGrass && setColor) { int col = tile->getColor(data); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red * brightness, g * brightness, b * brightness, fAlpha); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, GrassTile::getSideTextureOverlay()); t->end(); glColor4f(brightness, brightness, brightness, fAlpha); } glTranslatef(0.5f, 0.5f, 0.5f); } else if (shape == Tile::SHAPE_CROSS_TEXTURE) { t->begin(); t->normal(0, -1, 0); tesselateCrossTexture(tile, data, -0.5f, -0.5f, -0.5f, 1); t->end(); } else if (shape == Tile::SHAPE_STEM) { t->begin(); t->normal(0, -1, 0); tile->updateDefaultShape(); tesselateStemTexture(tile, data, tileShapeY1, -0.5f, -0.5f, -0.5f); t->end(); } else if (shape == Tile::SHAPE_LILYPAD) { t->begin(); t->normal(0, -1, 0); tile->updateDefaultShape(); t->end(); } else if (shape == Tile::SHAPE_CACTUS) { tile->updateDefaultShape(); glTranslatef(-0.5f, -0.5f, -0.5f); float s = 1 / 16.0f; t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->end(); t->begin(); t->normal(0, 0, -1); t->addOffset(0, 0, s); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); t->addOffset(0, 0, -s); t->end(); t->begin(); t->normal(0, 0, 1); t->addOffset(0, 0, -s); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->addOffset(0, 0, s); t->end(); t->begin(); t->normal(-1, 0, 0); t->addOffset(s, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); t->addOffset(-s, 0, 0); t->end(); t->begin(); t->normal(1, 0, 0); t->addOffset(-s, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); t->addOffset(s, 0, 0); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } else if (shape == Tile::SHAPE_ENTITYTILE_ANIMATED) { glRotatef(90, 0, 1, 0); glTranslatef(-0.5f, -0.5f, -0.5f); EntityTileRenderer::instance->render(tile, data, brightness, fAlpha, setColor, useCompiled); glEnable(GL_RESCALE_NORMAL); } else if (shape == Tile::SHAPE_ROWS) { t->begin(); t->normal(0, -1, 0); tesselateRowTexture(tile, data, -0.5f, -0.5f, -0.5f); t->end(); } else if (shape == Tile::SHAPE_TORCH) { t->begin(); t->normal(0, -1, 0); tesselateTorch(tile, -0.5f, -0.5f, -0.5f, 0, 0, 0); t->end(); } else if (shape == Tile::SHAPE_STAIRS) { for (int i = 0; i < 2; i++) { if (i == 0) setShape(0, 0, 0, 1, 1, 0.5f); if (i == 1) setShape(0, 0, 0.5f, 1, 0.5f, 1); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } } else if (shape == Tile::SHAPE_EGG) { int y0 = 0; glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); for (int i = 0; i < 8; i++) { int ww = 0; int hh = 1; if (i == 0) ww = 2; if (i == 1) ww = 3; if (i == 2) ww = 4; if (i == 3) { ww = 5; hh = 2; } if (i == 4) { ww = 6; hh = 3; } if (i == 5) { ww = 7; hh = 5; } if (i == 6) { ww = 6; hh = 2; } if (i == 7) ww = 3; float w = ww / 16.0f; float yy1 = 1 - (y0 / 16.0f); float yy0 = 1 - ((y0 + hh) / 16.0f); y0 += hh; setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); } t->end(); glTranslatef(0.5f, 0.5f, 0.5f); setShape(0, 0, 0, 1, 1, 1); } else if (shape == Tile::SHAPE_FENCE) { for (int i = 0; i < 4; i++) { float w = 2 / 16.0f; if (i == 0) setShape(0.5f - w, 0, 0, 0.5f + w, 1, w * 2); if (i == 1) setShape(0.5f - w, 0, 1 - w * 2, 0.5f + w, 1, 1); w = 1 / 16.0f; if (i == 2) setShape(0.5f - w, 1 - w * 3, -w * 2, 0.5f + w, 1 - w, 1 + w * 2); if (i == 3) setShape(0.5f - w, 0.5f - w * 3, -w * 2, 0.5f + w, 0.5f - w, 1 + w * 2); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } setShape(0, 0, 0, 1, 1, 1); } else if (shape == Tile::SHAPE_FENCE_GATE) { for (int i = 0; i < 3; i++) { float w = 1 / 16.0f; if (i == 0) setShape(0.5f - w, .3f, 0, 0.5f + w, 1, w * 2); if (i == 1) setShape(0.5f - w, .3f, 1 - w * 2, 0.5f + w, 1, 1); w = 1 / 16.0f; if (i == 2) setShape(0.5f - w, .5f, 0, 0.5f + w, 1 - w, 1); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } } else if (shape == Tile::SHAPE_WALL) { for (int i = 0; i < 2; i++) { if (i == 0) setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH); if (i == 1) setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, tile->getTexture(0, data)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, tile->getTexture(1, data)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, tile->getTexture(2, data)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, tile->getTexture(3, data)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, tile->getTexture(4, data)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, tile->getTexture(5, data)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } setShape(0, 0, 0, 1, 1, 1); } else if (shape == Tile::SHAPE_ANVIL) { glTranslatef(-0.5f, -0.5f, -0.5f); tesselateAnvilInWorld((AnvilTile*)tile, 0, 0, 0, data << 2, true); glTranslatef(0.5f, 0.5f, 0.5f); } else if (shape == Tile::SHAPE_PORTAL_FRAME) { // 4J added setShape(0, 0, 0, 1, 13.0f / 16.0f, 1); glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0, 0)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1, 0)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2, 0)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3, 0)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4, 0)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5, 0)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); tile->updateDefaultShape(); } else if (shape == Tile::SHAPE_BEACON) { for (int i = 0; i < 3; i++) { if (i == 0) { setShape(2.0f / 16.0f, 0, 2.0f / 16.0f, 14.0f / 16.0f, 3.0f / 16.0f, 14.0f / 16.0f); setFixedTexture(getTexture(Tile::obsidian)); } else if (i == 1) { setShape(3.0f / 16.0f, 3.0f / 16.0f, 3.0f / 16.0f, 13.0f / 16.0f, 14.0f / 16.0f, 13.0f / 16.0f); setFixedTexture(getTexture(Tile::beacon)); } else if (i == 2) { setShape(0, 0, 0, 1, 1, 1); setFixedTexture(getTexture(Tile::glass)); } glTranslatef(-0.5f, -0.5f, -0.5f); t->begin(); t->normal(0, -1, 0); renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0, data)); t->end(); t->begin(); t->normal(0, 1, 0); renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1, data)); t->end(); t->begin(); t->normal(0, 0, -1); renderNorth(tile, 0, 0, 0, getTexture(tile, 2, data)); t->end(); t->begin(); t->normal(0, 0, 1); renderSouth(tile, 0, 0, 0, getTexture(tile, 3, data)); t->end(); t->begin(); t->normal(-1, 0, 0); renderWest(tile, 0, 0, 0, getTexture(tile, 4, data)); t->end(); t->begin(); t->normal(1, 0, 0); renderEast(tile, 0, 0, 0, getTexture(tile, 5, data)); t->end(); glTranslatef(0.5f, 0.5f, 0.5f); } setShape(0, 0, 0, 1, 1, 1); clearFixedTexture(); } else if (shape == Tile::SHAPE_HOPPER) { glTranslatef(-0.5f, -0.5f, -0.5f); tesselateHopperInWorld(tile, 0, 0, 0, 0, true); glTranslatef(0.5f, 0.5f, 0.5f); } t->setMipmapEnable(true); // 4J added } bool TileRenderer::canRender(int renderShape) { if (renderShape == Tile::SHAPE_BLOCK) return true; if (renderShape == Tile::SHAPE_TREE) return true; if (renderShape == Tile::SHAPE_QUARTZ) return true; if (renderShape == Tile::SHAPE_CACTUS) return true; if (renderShape == Tile::SHAPE_STAIRS) return true; if (renderShape == Tile::SHAPE_FENCE) return true; if (renderShape == Tile::SHAPE_EGG) return true; if (renderShape == Tile::SHAPE_ENTITYTILE_ANIMATED) return true; if (renderShape == Tile::SHAPE_FENCE_GATE) return true; if (renderShape == Tile::SHAPE_PISTON_BASE) return true; if (renderShape == Tile::SHAPE_PORTAL_FRAME) return true; if (renderShape == Tile::SHAPE_WALL) return true; if (renderShape == Tile::SHAPE_BEACON) return true; if (renderShape == Tile::SHAPE_ANVIL) return true; return false; } Icon* TileRenderer::getTexture(Tile* tile, LevelSource* level, int x, int y, int z, int face) { return getTextureOrMissing(tile->getTexture(level, x, y, z, face)); } Icon* TileRenderer::getTexture(Tile* tile, int face, int data) { return getTextureOrMissing(tile->getTexture(face, data)); } Icon* TileRenderer::getTexture(Tile* tile, int face) { return getTextureOrMissing(tile->getTexture(face)); } Icon* TileRenderer::getTexture(Tile* tile) { return getTextureOrMissing(tile->getTexture(Facing::UP)); } Icon* TileRenderer::getTextureOrMissing(Icon* icon) { if (icon == nullptr) return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN); return icon; }