4jcraft/Minecraft.Client/Rendering/Particles/ParticleEngine.cpp
2026-03-13 17:10:10 -05:00

223 lines
8.2 KiB
C++

#include "../../Platform/stdafx.h"
#include "ParticleEngine.h"
#include "Particle.h"
#include "../../Textures/Textures.h"
#include "../Tesselator.h"
#include "TerrainParticle.h"
#include "../Camera.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.player.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../../Minecraft.World/Util/StringHelpers.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h"
ParticleEngine::ParticleEngine(Level* level, Textures* textures) {
// if (level != NULL) // 4J - removed - we want level to be
// initialised to *something*
{
this->level = level;
}
this->textures = textures;
this->random = new Random();
}
ParticleEngine::~ParticleEngine() { delete random; }
void ParticleEngine::add(std::shared_ptr<Particle> p) {
int t = p->getParticleTexture();
int l = p->level->dimension->id == 0
? 0
: (p->level->dimension->id == -1 ? 1 : 2);
if ((t != DRAGON_BREATH_TEXTURE &&
particles[l][t].size() >= MAX_PARTICLES_PER_LAYER) ||
particles[l][t].size() >= MAX_DRAGON_BREATH_PARTICLES)
particles[l][t]
.pop_front(); // particles[l][t].erase(particles[l][t].begin());
particles[l][t].push_back(p);
}
void ParticleEngine::tick() {
for (int l = 0; l < 3; l++) {
for (int tt = 0; tt < TEXTURE_COUNT; tt++) {
for (unsigned int i = 0; i < particles[l][tt].size(); i++) {
std::shared_ptr<Particle> p = particles[l][tt][i];
p->tick();
if (p->removed) {
particles[l][tt][i] = particles[l][tt].back();
particles[l][tt].pop_back();
i--;
}
}
}
}
}
void ParticleEngine::render(std::shared_ptr<Entity> player, float a) {
// 4J - change brought forward from 1.2.3
float xa = Camera::xa;
float za = Camera::za;
float xa2 = Camera::xa2;
float za2 = Camera::za2;
float ya = Camera::ya;
Particle::xOff = (player->xOld + (player->x - player->xOld) * a);
Particle::yOff = (player->yOld + (player->y - player->yOld) * a);
Particle::zOff = (player->zOld + (player->z - player->zOld) * a);
int l =
level->dimension->id == 0 ? 0 : (level->dimension->id == -1 ? 1 : 2);
for (int tt = 0; tt < TEXTURE_COUNT; tt++) {
if (tt == ENTITY_PARTICLE_TEXTURE) continue;
if (particles[l][tt].empty()) continue;
MemSect(31);
if (tt == MISC_TEXTURE || tt == DRAGON_BREATH_TEXTURE)
textures->bindTexture(TN_PARTICLES); // 4J was L"/particles.png"
if (tt == TERRAIN_TEXTURE)
textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
if (tt == ITEM_TEXTURE)
textures->bindTexture(TN_GUI_ITEMS); // 4J was L"/gui/items.png"
MemSect(0);
Tesselator* t = Tesselator::getInstance();
glColor4f(1.0f, 1.0f, 1.0f, 1);
#if 0
// Note that these changes were brought in from java (1.5ish), but as with the java version, break rendering of the particles
// next to water - removing for now
glDepthMask(false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
#endif
t->begin();
for (unsigned int i = 0; i < particles[l][tt].size(); i++) {
if (t->hasMaxVertices()) {
t->end();
t->begin();
}
std::shared_ptr<Particle> p = particles[l][tt][i];
if (SharedConstants::TEXTURE_LIGHTING) // 4J - change brought
// forward from 1.8.2
{
t->tex2(p->getLightColor(a));
}
p->render(t, a, xa, ya, za, xa2, za2);
}
t->end();
#if 0
// See comment in previous removed section
glDisable(GL_BLEND);
glDepthMask(true);
glAlphaFunc(GL_GREATER, .1f);
#endif
}
}
void ParticleEngine::renderLit(std::shared_ptr<Entity> player, float a) {
// 4J - added. We call this before ParticleEngine::render in the general
// render per player, so if we don't set this here then the offsets will be
// from the previous player - a single frame lag for the java game, or
// totally incorrect placement of things for split screen.
Particle::xOff = (player->xOld + (player->x - player->xOld) * a);
Particle::yOff = (player->yOld + (player->y - player->yOld) * a);
Particle::zOff = (player->zOld + (player->z - player->zOld) * a);
float RAD = PI / 180;
float xa = (float)Mth::cos(player->yRot * RAD);
float za = (float)Mth::sin(player->yRot * RAD);
float xa2 = -za * (float)Mth::sin(player->xRot * RAD);
float za2 = xa * (float)Mth::sin(player->xRot * RAD);
float ya = (float)Mth::cos(player->xRot * RAD);
int l =
level->dimension->id == 0 ? 0 : (level->dimension->id == -1 ? 1 : 2);
int tt = ENTITY_PARTICLE_TEXTURE;
if (particles[l][tt].empty()) return;
Tesselator* t = Tesselator::getInstance();
for (unsigned int i = 0; i < particles[l][tt].size(); i++) {
std::shared_ptr<Particle> p = particles[l][tt][i];
if (SharedConstants::TEXTURE_LIGHTING) // 4J - change brought forward
// from 1.8.2
{
t->tex2(p->getLightColor(a));
}
p->render(t, a, xa, ya, za, xa2, za2);
}
}
void ParticleEngine::setLevel(Level* level) {
this->level = level;
// 4J - we've now got a set of particle vectors for each dimension, and only
// clearing them when its game over & the level is set to NULL
if (level == NULL) {
for (int l = 0; l < 3; l++) {
for (int tt = 0; tt < TEXTURE_COUNT; tt++) {
particles[l][tt].clear();
}
}
}
}
void ParticleEngine::destroy(int x, int y, int z, int tid, int data) {
if (tid == 0) return;
Tile* tile = Tile::tiles[tid];
int SD = 4;
for (int xx = 0; xx < SD; xx++)
for (int yy = 0; yy < SD; yy++)
for (int zz = 0; zz < SD; zz++) {
double xp = x + (xx + 0.5) / SD;
double yp = y + (yy + 0.5) / SD;
double zp = z + (zz + 0.5) / SD;
int face = random->nextInt(6);
add((std::shared_ptr<TerrainParticle>(new TerrainParticle(
level, xp, yp, zp, xp - x - 0.5f, yp - y - 0.5f,
zp - z - 0.5f, tile, face, data, textures)))
->init(x, y, z, data));
}
}
void ParticleEngine::crack(int x, int y, int z, int face) {
int tid = level->getTile(x, y, z);
if (tid == 0) return;
Tile* tile = Tile::tiles[tid];
float r = 0.10f;
double xp = x +
random->nextDouble() *
((tile->getShapeX1() - tile->getShapeX0()) - r * 2) +
r + tile->getShapeX0();
double yp = y +
random->nextDouble() *
((tile->getShapeY1() - tile->getShapeY0()) - r * 2) +
r + tile->getShapeY0();
double zp = z +
random->nextDouble() *
((tile->getShapeZ1() - tile->getShapeZ0()) - r * 2) +
r + tile->getShapeZ0();
if (face == 0) yp = y + tile->getShapeY0() - r;
if (face == 1) yp = y + tile->getShapeY1() + r;
if (face == 2) zp = z + tile->getShapeZ0() - r;
if (face == 3) zp = z + tile->getShapeZ1() + r;
if (face == 4) xp = x + tile->getShapeX0() - r;
if (face == 5) xp = x + tile->getShapeX1() + r;
add((std::shared_ptr<TerrainParticle>(
new TerrainParticle(level, xp, yp, zp, 0, 0, 0, tile, face,
level->getData(x, y, z), textures)))
->init(x, y, z, level->getData(x, y, z))
->setPower(0.2f)
->scale(0.6f));
}
std::wstring ParticleEngine::countParticles() {
int l =
level->dimension->id == 0 ? 0 : (level->dimension->id == -1 ? 1 : 2);
return _toString<int>((int)(particles[l][0].size() +
particles[l][1].size() +
particles[l][2].size()));
}