mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-25 15:53:37 +00:00
8389 lines
308 KiB
C++
8389 lines
308 KiB
C++
#include "TileRenderer.h"
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#include <assert.h>
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#include <stdint.h>
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#include <string.h>
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#include <array>
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#include <cmath>
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#include <numbers>
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#include "EntityTileRenderer.h"
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#include "GameRenderer.h"
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#include "Tesselator.h"
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#include "minecraft/Direction.h"
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#include "minecraft/Facing.h"
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#include "minecraft/GameEnums.h"
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#include "minecraft/SharedConstants.h"
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#include "minecraft/client/Minecraft.h"
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#include "minecraft/client/renderer/Textures.h"
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#include "minecraft/client/resources/Colours/ColourTable.h"
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#include "minecraft/world/Icon.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/world/level/LevelSource.h"
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#include "minecraft/world/level/material/Material.h"
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#include "minecraft/world/level/tile/AnvilTile.h"
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#include "minecraft/world/level/tile/BeaconTile.h"
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#include "minecraft/world/level/tile/BedTile.h"
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#include "minecraft/world/level/tile/BrewingStandTile.h"
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#include "minecraft/world/level/tile/CauldronTile.h"
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#include "minecraft/world/level/tile/CocoaTile.h"
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#include "minecraft/world/level/tile/ComparatorTile.h"
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#include "minecraft/world/level/tile/DeadBushTile.h"
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#include "minecraft/world/level/tile/DiodeTile.h"
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#include "minecraft/world/level/tile/DirectionalTile.h"
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#include "minecraft/world/level/tile/DoorTile.h"
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#include "minecraft/world/level/tile/EggTile.h"
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#include "minecraft/world/level/tile/FenceGateTile.h"
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#include "minecraft/world/level/tile/FenceTile.h"
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#include "minecraft/world/level/tile/FireTile.h"
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#include "minecraft/world/level/tile/FlowerPotTile.h"
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#include "minecraft/world/level/tile/GrassTile.h"
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#include "minecraft/world/level/tile/HopperTile.h"
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#include "minecraft/world/level/tile/LiquidTile.h"
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#include "minecraft/world/level/tile/PlantTile.h"
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#include "minecraft/world/level/tile/QuartzBlockTile.h"
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#include "minecraft/world/level/tile/RailTile.h"
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#include "minecraft/world/level/tile/RedStoneDustTile.h"
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#include "minecraft/world/level/tile/RepeaterTile.h"
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#include "minecraft/world/level/tile/SaplingPlantTile.h"
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#include "minecraft/world/level/tile/StainedGlassPaneBlock.h"
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#include "minecraft/world/level/tile/StairTile.h"
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#include "minecraft/world/level/tile/StemTile.h"
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#include "minecraft/world/level/tile/TallGrassPlantTile.h"
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#include "minecraft/world/level/tile/TheEndPortalFrameTile.h"
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#include "minecraft/world/level/tile/ThinFenceTile.h"
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#include "minecraft/world/level/tile/Tile.h"
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#include "minecraft/world/level/tile/TreeTile.h"
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#include "minecraft/world/level/tile/TripWireSourceTile.h"
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#include "minecraft/world/level/tile/TripWireTile.h"
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#include "minecraft/world/level/tile/VineTile.h"
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#include "minecraft/world/level/tile/WallTile.h"
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#include "minecraft/world/level/tile/piston/PistonBaseTile.h"
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#include "minecraft/world/level/tile/piston/PistonExtensionTile.h"
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#include "minecraft/world/phys/Vec3.h"
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#include "platform/renderer/renderer.h"
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#include "platform/stubs.h"
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#include "util/FrameProfiler.h"
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bool TileRenderer::fancy = true;
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const float smallUV = (1.0f / 16.0f);
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void TileRenderer::_init() {
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fixedTexture = nullptr;
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xFlipTexture = false;
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noCulling = false;
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applyAmbienceOcclusion = false;
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setColor = true;
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northFlip = FLIP_NONE;
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southFlip = FLIP_NONE;
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eastFlip = FLIP_NONE;
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westFlip = FLIP_NONE;
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upFlip = FLIP_NONE;
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downFlip = FLIP_NONE;
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tileShapeX0 = 0.0;
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tileShapeX1 = 0.0;
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tileShapeY0 = 0.0;
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tileShapeY1 = 0.0;
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tileShapeZ0 = 0.0;
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tileShapeZ1 = 0.0;
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fixedShape = false;
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smoothShapeLighting = false;
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minecraft = Minecraft::GetInstance();
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xMin = 0;
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yMin = 0;
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zMin = 0;
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cache = nullptr;
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}
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bool TileRenderer::isTranslucentAt(LevelSource* level, int x, int y, int z) {
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if (cache) {
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int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
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if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
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{
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assert(id >= 0);
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assert(id <= 32 * 32 * 32);
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if (cache[id] & cache_isTranslucentAt_valid)
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return ((cache[id] & cache_isTranslucentAt_flag) ==
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cache_isTranslucentAt_flag);
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bool ret = Tile::transculent[level->getTile(x, y, z)];
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if (ret) {
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cache[id] |=
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cache_isTranslucentAt_valid | cache_isTranslucentAt_flag;
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} else {
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cache[id] |= cache_isTranslucentAt_valid;
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}
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return ret;
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}
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}
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return Tile::transculent[level->getTile(x, y, z)];
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}
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float TileRenderer::getShadeBrightness(Tile* tt, LevelSource* level, int x,
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int y, int z) {
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if (cache) {
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int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
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if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
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{
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if (cache[id] & cache_isSolidBlockingTile_valid)
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return ((cache[id] & cache_isSolidBlockingTile_flag) ? 0.2f
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: 1.0f);
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bool isSolidBlocking = level->isSolidBlockingTile(x, y, z);
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if (isSolidBlocking) {
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cache[id] |= cache_isSolidBlockingTile_valid |
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cache_isSolidBlockingTile_flag;
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} else {
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cache[id] |= cache_isSolidBlockingTile_valid;
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}
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return (isSolidBlocking ? 0.2f : 1.0f);
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}
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}
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return tt->getShadeBrightness(level, x, y, z);
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}
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int TileRenderer::getLightColor(Tile* tt, LevelSource* level, int x, int y,
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int z) {
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if (cache) {
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int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
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if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
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{
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// Don't use the cache for liquid tiles, as they are the only type
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// that seem to have their own implementation of getLightColor that
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// actually is important. Without this we get patches of dark water
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// where their lighting value is 0, it needs to pull in light from
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// the tile above to work
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if ((tt->id >= Tile::water_Id) && (tt->id <= Tile::calmLava_Id))
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return tt->getLightColor(level, x, y, z);
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if (cache[id] & cache_getLightColor_valid)
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return cache[id] & cache_getLightColor_mask;
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// Not in cache. Have we got the tile type cached? We can pass this
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// as a parameter to Tile::getLightColor( or -1 if we don't) so that
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// underlying things don't have to get the tile again.
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int tileId = -1;
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int xx = x - xMin;
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int zz = z - zMin;
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if ((xx >= 0) && (xx <= 15) && (zz >= 0) && (zz <= 15) &&
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(y >= 0) && (y < Level::maxBuildHeight)) {
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int indexY = y;
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int offset = 0;
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if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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unsigned char ucTileId =
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tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
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(indexY + 0))];
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// Tiles that were determined to be invisible (by being
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// surrounded by solid stuff) will be set to 255 rather than
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// their actual ID
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if (ucTileId != 255) {
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tileId = (int)ucTileId;
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}
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}
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int ret = tt->getLightColor(level, x, y, z, tileId);
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cache[id] |=
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((ret & cache_getLightColor_mask) | cache_getLightColor_valid);
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return ret;
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}
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}
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return tt->getLightColor(level, x, y, z);
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}
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TileRenderer::TileRenderer(LevelSource* level, int xMin, int yMin, int zMin,
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unsigned char* tileIds) {
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this->level = level;
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_init();
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this->xMin = xMin;
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this->yMin = yMin;
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this->zMin = zMin;
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this->xMin2 = xMin - 2;
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this->yMin2 = yMin - 2;
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this->zMin2 = zMin - 2;
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this->tileIds = tileIds;
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cache = new unsigned int[32 * 32 * 32];
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memset(cache, 0, 32 * 32 * 32 * sizeof(unsigned int));
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}
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TileRenderer::~TileRenderer() {
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delete[] cache; // 4jcraft, changed to []
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}
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TileRenderer::TileRenderer(LevelSource* level) {
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this->level = level;
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_init();
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}
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TileRenderer::TileRenderer() {
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this->level = nullptr;
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_init();
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}
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void TileRenderer::setFixedTexture(Icon* fixedTexture) {
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this->fixedTexture = fixedTexture;
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}
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void TileRenderer::clearFixedTexture() { this->fixedTexture = nullptr; }
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bool TileRenderer::hasFixedTexture() { return fixedTexture != nullptr; }
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void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1,
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float z1) {
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if (!fixedShape) {
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tileShapeX0 = x0;
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tileShapeX1 = x1;
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tileShapeY0 = y0;
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tileShapeY1 = y1;
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tileShapeZ0 = z0;
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tileShapeZ1 = z1;
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smoothShapeLighting =
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(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
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tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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}
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void TileRenderer::setShape(Tile* tt) {
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if (!fixedShape) {
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tileShapeX0 = tt->getShapeX0();
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tileShapeX1 = tt->getShapeX1();
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tileShapeY0 = tt->getShapeY0();
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tileShapeY1 = tt->getShapeY1();
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tileShapeZ0 = tt->getShapeZ0();
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tileShapeZ1 = tt->getShapeZ1();
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smoothShapeLighting =
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(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
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tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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}
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void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1,
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float y1, float z1) {
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tileShapeX0 = x0;
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tileShapeX1 = x1;
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tileShapeY0 = y0;
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tileShapeY1 = y1;
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tileShapeZ0 = z0;
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tileShapeZ1 = z1;
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fixedShape = true;
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smoothShapeLighting =
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(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
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tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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void TileRenderer::clearFixedShape() { fixedShape = false; }
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void TileRenderer::tesselateInWorldFixedTexture(
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Tile* tile, int x, int y, int z,
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Icon* fixedTexture) // 4J renamed to differentiate from tesselateInWorld
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{
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this->setFixedTexture(fixedTexture);
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tesselateInWorld(tile, x, y, z);
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this->clearFixedTexture();
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}
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void TileRenderer::tesselateInWorldNoCulling(
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Tile* tile, int x, int y, int z, int forceData,
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std::shared_ptr<TileEntity>
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forceEntity) // 4J added forceData, forceEntity param
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{
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noCulling = true;
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tesselateInWorld(tile, x, y, z, forceData);
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noCulling = false;
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}
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bool TileRenderer::tesselateInWorld(
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Tile* tt, int x, int y, int z, int forceData,
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std::shared_ptr<TileEntity>
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forceEntity) // 4J added forceData, forceEntity param
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{
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Tesselator* t = Tesselator::getInstance();
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int shape = tt->getRenderShape();
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if (shape == Tile::SHAPE_BLOCK) {
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FRAME_PROFILE_SCOPE(ChunkBlockShape);
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tt->updateShape(level, x, y, z, forceData, forceEntity);
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} else {
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tt->updateShape(level, x, y, z, forceData, forceEntity);
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}
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// AP - now that the culling is done earlier we don't need to call setShape
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// until later on (only for SHAPE_BLOCK)
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if (shape != Tile::SHAPE_BLOCK) {
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setShape(tt);
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}
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t->setMipmapEnable(Tile::mipmapEnable[tt->id]); // 4J added
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bool retVal = false;
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switch (shape) {
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case Tile::SHAPE_BLOCK: {
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{
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FRAME_PROFILE_SCOPE(ChunkBlockShape);
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setShape(tt);
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}
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// 4J - added these faceFlags so we can detect whether this block is
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// going to have no visible faces and early out the original code
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// checked noCulling and shouldRenderFace directly where faceFlags
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// is used now AP - I moved this check from
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// tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even
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// earlier to speed up early rejection. The flags are then passed
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// down to avoid creating them again. These changes in combination
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// have more than halved the time it takes to reject a block on Vita
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int faceFlags = 0;
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if (noCulling) {
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faceFlags = 0x3f;
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} else {
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FRAME_PROFILE_SCOPE(ChunkBlockFaceCull);
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// these block types can take advantage of a faster version of
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// shouldRenderFace there are others but this is an easy check
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// which covers the majority Note: This now covers rock, grass,
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// dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel,
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// goldOre, ironOre, coalOre, treeTrunk
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if ((tt->id <= Tile::unbreakable_Id) ||
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((tt->id >= Tile::sand_Id) &&
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(tt->id <= Tile::treeTrunk_Id))) {
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faceFlags = tt->getFaceFlags(level, x, y, z);
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} else {
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faceFlags |=
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tt->shouldRenderFace(level, x, y - 1, z, 0) ? 0x01 : 0;
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faceFlags |=
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tt->shouldRenderFace(level, x, y + 1, z, 1) ? 0x02 : 0;
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faceFlags |=
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tt->shouldRenderFace(level, x, y, z - 1, 2) ? 0x04 : 0;
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faceFlags |=
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tt->shouldRenderFace(level, x, y, z + 1, 3) ? 0x08 : 0;
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faceFlags |=
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tt->shouldRenderFace(level, x - 1, y, z, 4) ? 0x10 : 0;
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faceFlags |=
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tt->shouldRenderFace(level, x + 1, y, z, 5) ? 0x20 : 0;
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}
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}
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if (faceFlags == 0) {
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retVal = false;
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break;
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}
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retVal = tesselateBlockInWorld(tt, x, y, z, faceFlags);
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} break;
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case Tile::SHAPE_TREE:
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retVal = tesselateTreeInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_QUARTZ:
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retVal = tesselateQuartzInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_WATER:
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retVal = tesselateWaterInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_CACTUS:
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retVal = tesselateCactusInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_CROSS_TEXTURE:
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retVal = tesselateCrossInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_STEM:
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retVal = tesselateStemInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_LILYPAD:
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retVal = tesselateLilypadInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_ROWS:
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retVal = tesselateRowInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_TORCH:
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retVal = tesselateTorchInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_FIRE:
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retVal = tesselateFireInWorld((FireTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_RED_DUST:
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retVal = tesselateDustInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_LADDER:
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retVal = tesselateLadderInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_DOOR:
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retVal = tesselateDoorInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_RAIL:
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retVal = tesselateRailInWorld((RailTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_STAIRS:
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retVal = tesselateStairsInWorld((StairTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_EGG:
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retVal = tesselateEggInWorld((EggTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_FENCE:
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retVal = tesselateFenceInWorld((FenceTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_WALL:
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retVal = tesselateWallInWorld((WallTile*)tt, x, y, z);
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break;
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case Tile::SHAPE_LEVER:
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retVal = tesselateLeverInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_TRIPWIRE_SOURCE:
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retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_TRIPWIRE:
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retVal = tesselateTripwireInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_BED:
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retVal = tesselateBedInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_REPEATER:
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retVal = tesselateRepeaterInWorld((RepeaterTile*)tt, x, y, z);
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break;
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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 * std::numbers::pi * 2.0f / 3.0f + std::numbers::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<Vec3, 8> 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 * std::numbers::pi / 180);
|
|
} else {
|
|
corners[i].z += 1 / 16.0f;
|
|
corners[i].xRot(-40 * std::numbers::pi / 180);
|
|
}
|
|
if (dir == 0 || dir == 7) {
|
|
corners[i].zRot(180 * std::numbers::pi / 180);
|
|
}
|
|
if (dir == 6 || dir == 0) {
|
|
corners[i].yRot(90 * std::numbers::pi / 180);
|
|
}
|
|
|
|
if (dir > 0 && dir < 5) {
|
|
corners[i].y -= 6 / 16.0f;
|
|
corners[i].xRot(90 * std::numbers::pi / 180);
|
|
|
|
if (dir == 4) corners[i].yRot(0 * std::numbers::pi / 180);
|
|
if (dir == 3) corners[i].yRot(180 * std::numbers::pi / 180);
|
|
if (dir == 2) corners[i].yRot(90 * std::numbers::pi / 180);
|
|
if (dir == 1) corners[i].yRot(-90 * std::numbers::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<Vec3, 8> 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 * std::numbers::pi / 180);
|
|
corners[i].y -= 7 / 16.0f;
|
|
} else if (attached) {
|
|
corners[i].xRot(5 * std::numbers::pi / 180);
|
|
corners[i].y -= 7 / 16.0f;
|
|
} else {
|
|
corners[i].xRot(-40 * std::numbers::pi / 180);
|
|
corners[i].y -= 6 / 16.0f;
|
|
}
|
|
|
|
corners[i].xRot(90 * std::numbers::pi / 180);
|
|
|
|
if (dir == Direction::NORTH)
|
|
corners[i].yRot(0 * std::numbers::pi / 180);
|
|
if (dir == Direction::SOUTH)
|
|
corners[i].yRot(180 * std::numbers::pi / 180);
|
|
if (dir == Direction::WEST)
|
|
corners[i].yRot(90 * std::numbers::pi / 180);
|
|
if (dir == Direction::EAST)
|
|
corners[i].yRot(-90 * std::numbers::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 * std::numbers::pi / 180);
|
|
} else if (attached) {
|
|
corners[i].y += 0.25 / 16.0f;
|
|
corners[i].z -= 2.75 / 16.0f;
|
|
corners[i].xRot(10 * std::numbers::pi / 180);
|
|
} else {
|
|
corners[i].xRot(50 * std::numbers::pi / 180);
|
|
}
|
|
|
|
if (dir == Direction::NORTH)
|
|
corners[i].yRot(0 * std::numbers::pi / 180);
|
|
if (dir == Direction::SOUTH)
|
|
corners[i].yRot(180 * std::numbers::pi / 180);
|
|
if (dir == Direction::WEST)
|
|
corners[i].yRot(90 * std::numbers::pi / 180);
|
|
if (dir == Direction::EAST)
|
|
corners[i].yRot(-90 * std::numbers::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<StainedGlassPaneBlock*>(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 = sinf(angle) * .25f;
|
|
float c = cosf(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;
|
|
}
|