4jcraft/Minecraft.Client/Rendering/EntityRenderers/TileRenderer.cpp

8405 lines
309 KiB
C++

#include "../../Platform/stdafx.h"
#include "TileRenderer.h"
#include "../GameRenderer.h"
#include "../../Minecraft.h"
#include "../../Textures/Textures.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.material.h"
#include "../../../Minecraft.World/Headers/net.minecraft.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.h"
#include "../Tesselator.h"
#include "EntityTileRenderer.h"
#include "../../GameState/Options.h"
bool TileRenderer::fancy = true;
const float smallUV = (1.0f / 16.0f);
void TileRenderer::_init() {
fixedTexture = NULL;
xFlipTexture = false;
noCulling = false;
applyAmbienceOcclusion = false;
setColor = true;
northFlip = FLIP_NONE;
southFlip = FLIP_NONE;
eastFlip = FLIP_NONE;
westFlip = FLIP_NONE;
upFlip = FLIP_NONE;
downFlip = FLIP_NONE;
tileShapeX0 = 0.0;
tileShapeX1 = 0.0;
tileShapeY0 = 0.0;
tileShapeY1 = 0.0;
tileShapeZ0 = 0.0;
tileShapeZ1 = 0.0;
fixedShape = false;
smoothShapeLighting = false;
minecraft = Minecraft::GetInstance();
xMin = 0;
yMin = 0;
zMin = 0;
cache = NULL;
}
bool TileRenderer::isTranslucentAt(LevelSource* level, int x, int y, int z) {
if (cache) {
int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
{
assert(id >= 0);
assert(id <= 32 * 32 * 32);
if (cache[id] & cache_isTranslucentAt_valid)
return ((cache[id] & cache_isTranslucentAt_flag) ==
cache_isTranslucentAt_flag);
bool ret = Tile::transculent[level->getTile(x, y, z)];
if (ret) {
cache[id] |=
cache_isTranslucentAt_valid | cache_isTranslucentAt_flag;
} else {
cache[id] |= cache_isTranslucentAt_valid;
}
return ret;
}
}
return Tile::transculent[level->getTile(x, y, z)];
}
float TileRenderer::getShadeBrightness(Tile* tt, LevelSource* level, int x,
int y, int z) {
if (cache) {
int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
{
if (cache[id] & cache_isSolidBlockingTile_valid)
return ((cache[id] & cache_isSolidBlockingTile_flag) ? 0.2f
: 1.0f);
bool isSolidBlocking = level->isSolidBlockingTile(x, y, z);
if (isSolidBlocking) {
cache[id] |= cache_isSolidBlockingTile_valid |
cache_isSolidBlockingTile_flag;
} else {
cache[id] |= cache_isSolidBlockingTile_valid;
}
return (isSolidBlocking ? 0.2f : 1.0f);
}
}
return tt->getShadeBrightness(level, x, y, z);
}
int TileRenderer::getLightColor(Tile* tt, LevelSource* level, int x, int y,
int z) {
if (cache) {
int id = ((x - xMin2) << 10) + ((y - yMin2) << 5) + (z - zMin2);
if ((id & 0xffff8000) == 0) // Check 0 <= id <= 32767
{
// Don't use the cache for liquid tiles, as they are the only type
// that seem to have their own implementation of getLightColor that
// actually is important. Without this we get patches of dark water
// where their lighting value is 0, it needs to pull in light from
// the tile above to work
if ((tt->id >= Tile::water_Id) && (tt->id <= Tile::calmLava_Id))
return tt->getLightColor(level, x, y, z);
if (cache[id] & cache_getLightColor_valid)
return cache[id] & cache_getLightColor_mask;
// Not in cache. Have we got the tile type cached? We can pass this
// as a parameter to Tile::getLightColor( or -1 if we don't) so that
// underlying things don't have to get the tile again.
int tileId = -1;
int xx = x - xMin;
int zz = z - zMin;
if ((xx >= 0) && (xx <= 15) && (zz >= 0) && (zz <= 15) &&
(y >= 0) && (y < Level::maxBuildHeight)) {
int indexY = y;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
unsigned char ucTileId =
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
// Tiles that were determined to be invisible (by being
// surrounded by solid stuff) will be set to 255 rather than
// their actual ID
if (ucTileId != 255) {
tileId = (int)ucTileId;
}
}
int ret = tt->getLightColor(level, x, y, z, tileId);
cache[id] |=
((ret & cache_getLightColor_mask) | cache_getLightColor_valid);
return ret;
}
}
return tt->getLightColor(level, x, y, z);
}
TileRenderer::TileRenderer(LevelSource* level, int xMin, int yMin, int zMin,
unsigned char* tileIds) {
this->level = level;
_init();
this->xMin = xMin;
this->yMin = yMin;
this->zMin = zMin;
this->xMin2 = xMin - 2;
this->yMin2 = yMin - 2;
this->zMin2 = zMin - 2;
this->tileIds = tileIds;
cache = new unsigned int[32 * 32 * 32];
XMemSet(cache, 0, 32 * 32 * 32 * sizeof(unsigned int));
}
TileRenderer::~TileRenderer() {
delete[] cache; // 4jcraft, changed to []
}
TileRenderer::TileRenderer(LevelSource* level) {
this->level = level;
_init();
}
TileRenderer::TileRenderer() {
this->level = NULL;
_init();
}
void TileRenderer::setFixedTexture(Icon* fixedTexture) {
this->fixedTexture = fixedTexture;
}
void TileRenderer::clearFixedTexture() { this->fixedTexture = NULL; }
bool TileRenderer::hasFixedTexture() {
#ifdef __PSVITA__
// AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag
// to the tesselator
if (fixedTexture) {
Tesselator* t = Tesselator::getInstance();
t->setAlphaCutOut(fixedTexture->getFlags() & Icon::IS_ALPHA_CUT_OUT);
}
#endif
return fixedTexture != NULL;
}
void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1,
float z1) {
if (!fixedShape) {
tileShapeX0 = x0;
tileShapeX1 = x1;
tileShapeY0 = y0;
tileShapeY1 = y1;
tileShapeZ0 = z0;
tileShapeZ1 = z1;
smoothShapeLighting =
(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
}
void TileRenderer::setShape(Tile* tt) {
if (!fixedShape) {
tileShapeX0 = tt->getShapeX0();
tileShapeX1 = tt->getShapeX1();
tileShapeY0 = tt->getShapeY0();
tileShapeY1 = tt->getShapeY1();
tileShapeZ0 = tt->getShapeZ0();
tileShapeZ1 = tt->getShapeZ1();
smoothShapeLighting =
(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
}
void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1,
float y1, float z1) {
tileShapeX0 = x0;
tileShapeX1 = x1;
tileShapeY0 = y0;
tileShapeY1 = y1;
tileShapeZ0 = z0;
tileShapeZ1 = z1;
fixedShape = true;
smoothShapeLighting =
(tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 ||
tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
void TileRenderer::clearFixedShape() { fixedShape = false; }
void TileRenderer::tesselateInWorldFixedTexture(
Tile* tile, int x, int y, int z,
Icon* fixedTexture) // 4J renamed to differentiate from tesselateInWorld
{
this->setFixedTexture(fixedTexture);
tesselateInWorld(tile, x, y, z);
this->clearFixedTexture();
}
void TileRenderer::tesselateInWorldNoCulling(
Tile* tile, int x, int y, int z, int forceData,
std::shared_ptr<TileEntity>
forceEntity) // 4J added forceData, forceEntity param
{
noCulling = true;
tesselateInWorld(tile, x, y, z, forceData);
noCulling = false;
}
bool TileRenderer::tesselateInWorld(
Tile* tt, int x, int y, int z, int forceData,
std::shared_ptr<TileEntity>
forceEntity) // 4J added forceData, forceEntity param
{
Tesselator* t = Tesselator::getInstance();
int shape = tt->getRenderShape();
tt->updateShape(level, x, y, z, forceData, forceEntity);
// AP - now that the culling is done earlier we don't need to call setShape
// until later on (only for SHAPE_BLOCK)
if (shape != Tile::SHAPE_BLOCK) {
setShape(tt);
}
t->setMipmapEnable(Tile::mipmapEnable[tt->id]); // 4J added
bool retVal = false;
switch (shape) {
case Tile::SHAPE_BLOCK: {
// 4J - added these faceFlags so we can detect whether this block is
// going to have no visible faces and early out the original code
// checked noCulling and shouldRenderFace directly where faceFlags
// is used now AP - I moved this check from
// tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even
// earlier to speed up early rejection. The flags are then passed
// down to avoid creating them again. These changes in combination
// have more than halved the time it takes to reject a block on Vita
int faceFlags = 0;
if (noCulling) {
faceFlags = 0x3f;
} else {
// these block types can take advantage of a faster version of
// shouldRenderFace there are others but this is an easy check
// which covers the majority Note: This now covers rock, grass,
// dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel,
// goldOre, ironOre, coalOre, treeTrunk
if ((tt->id <= Tile::unbreakable_Id) ||
((tt->id >= Tile::sand_Id) &&
(tt->id <= Tile::treeTrunk_Id))) {
faceFlags = tt->getFaceFlags(level, x, y, z);
} else {
faceFlags |=
tt->shouldRenderFace(level, x, y - 1, z, 0) ? 0x01 : 0;
faceFlags |=
tt->shouldRenderFace(level, x, y + 1, z, 1) ? 0x02 : 0;
faceFlags |=
tt->shouldRenderFace(level, x, y, z - 1, 2) ? 0x04 : 0;
faceFlags |=
tt->shouldRenderFace(level, x, y, z + 1, 3) ? 0x08 : 0;
faceFlags |=
tt->shouldRenderFace(level, x - 1, y, z, 4) ? 0x10 : 0;
faceFlags |=
tt->shouldRenderFace(level, x + 1, y, z, 5) ? 0x20 : 0;
}
}
if (faceFlags == 0) {
retVal = false;
break;
}
// now we need to set the shape
setShape(tt);
retVal = tesselateBlockInWorld(tt, x, y, z, faceFlags);
} break;
case Tile::SHAPE_TREE:
retVal = tesselateTreeInWorld(tt, x, y, z);
break;
case Tile::SHAPE_QUARTZ:
retVal = tesselateQuartzInWorld(tt, x, y, z);
break;
case Tile::SHAPE_WATER:
retVal = tesselateWaterInWorld(tt, x, y, z);
break;
case Tile::SHAPE_CACTUS:
retVal = tesselateCactusInWorld(tt, x, y, z);
break;
case Tile::SHAPE_CROSS_TEXTURE:
retVal = tesselateCrossInWorld(tt, x, y, z);
break;
case Tile::SHAPE_STEM:
retVal = tesselateStemInWorld(tt, x, y, z);
break;
case Tile::SHAPE_LILYPAD:
retVal = tesselateLilypadInWorld(tt, x, y, z);
break;
case Tile::SHAPE_ROWS:
retVal = tesselateRowInWorld(tt, x, y, z);
break;
case Tile::SHAPE_TORCH:
retVal = tesselateTorchInWorld(tt, x, y, z);
break;
case Tile::SHAPE_FIRE:
retVal = tesselateFireInWorld((FireTile*)tt, x, y, z);
break;
case Tile::SHAPE_RED_DUST:
retVal = tesselateDustInWorld(tt, x, y, z);
break;
case Tile::SHAPE_LADDER:
retVal = tesselateLadderInWorld(tt, x, y, z);
break;
case Tile::SHAPE_DOOR:
retVal = tesselateDoorInWorld(tt, x, y, z);
break;
case Tile::SHAPE_RAIL:
retVal = tesselateRailInWorld((RailTile*)tt, x, y, z);
break;
case Tile::SHAPE_STAIRS:
retVal = tesselateStairsInWorld((StairTile*)tt, x, y, z);
break;
case Tile::SHAPE_EGG:
retVal = tesselateEggInWorld((EggTile*)tt, x, y, z);
break;
case Tile::SHAPE_FENCE:
retVal = tesselateFenceInWorld((FenceTile*)tt, x, y, z);
break;
case Tile::SHAPE_WALL:
retVal = tesselateWallInWorld((WallTile*)tt, x, y, z);
break;
case Tile::SHAPE_LEVER:
retVal = tesselateLeverInWorld(tt, x, y, z);
break;
case Tile::SHAPE_TRIPWIRE_SOURCE:
retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
break;
case Tile::SHAPE_TRIPWIRE:
retVal = tesselateTripwireInWorld(tt, x, y, z);
break;
case Tile::SHAPE_BED:
retVal = tesselateBedInWorld(tt, x, y, z);
break;
case Tile::SHAPE_REPEATER:
retVal = tesselateRepeaterInWorld((RepeaterTile*)tt, x, y, z);
break;
case Tile::SHAPE_DIODE:
retVal = tesselateDiodeInWorld((DiodeTile*)tt, x, y, z);
break;
case Tile::SHAPE_COMPARATOR:
retVal = tesselateComparatorInWorld((ComparatorTile*)tt, x, y, z);
break;
case Tile::SHAPE_PISTON_BASE:
retVal = tesselatePistonBaseInWorld(tt, x, y, z, false, forceData);
break;
case Tile::SHAPE_PISTON_EXTENSION:
retVal =
tesselatePistonExtensionInWorld(tt, x, y, z, true, forceData);
break;
case Tile::SHAPE_IRON_FENCE:
retVal = tesselateThinFenceInWorld((ThinFenceTile*)tt, x, y, z);
break;
case Tile::SHAPE_THIN_PANE:
retVal = tesselateThinPaneInWorld(tt, x, y, z);
break;
case Tile::SHAPE_VINE:
retVal = tesselateVineInWorld(tt, x, y, z);
break;
case Tile::SHAPE_FENCE_GATE:
retVal = tesselateFenceGateInWorld((FenceGateTile*)tt, x, y, z);
break;
case Tile::SHAPE_CAULDRON:
retVal = tesselateCauldronInWorld((CauldronTile*)tt, x, y, z);
break;
case Tile::SHAPE_FLOWER_POT:
retVal = tesselateFlowerPotInWorld((FlowerPotTile*)tt, x, y, z);
break;
case Tile::SHAPE_ANVIL:
retVal = tesselateAnvilInWorld((AnvilTile*)tt, x, y, z);
break;
case Tile::SHAPE_BREWING_STAND:
retVal =
tesselateBrewingStandInWorld((BrewingStandTile*)tt, x, y, z);
break;
case Tile::SHAPE_PORTAL_FRAME:
retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile*)tt,
x, y, z);
break;
case Tile::SHAPE_COCOA:
retVal = tesselateCocoaInWorld((CocoaTile*)tt, x, y, z);
break;
case Tile::SHAPE_BEACON:
retVal = tesselateBeaconInWorld(tt, x, y, z);
break;
case Tile::SHAPE_HOPPER:
retVal = tesselateHopperInWorld(tt, x, y, z);
break;
};
t->setMipmapEnable(true); // 4J added
return retVal;
}
bool TileRenderer::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile* tt,
int x, int y, int z) {
int data = level->getData(x, y, z);
int direction = data & 3;
if (direction == Direction::SOUTH) {
upFlip = FLIP_180;
} else if (direction == Direction::EAST) {
upFlip = FLIP_CW;
} else if (direction == Direction::WEST) {
upFlip = FLIP_CCW;
}
if (!TheEndPortalFrameTile::hasEye(data)) {
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
tesselateBlockInWorld(tt, x, y, z);
upFlip = FLIP_NONE;
return true;
}
noCulling = true;
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
tesselateBlockInWorld(tt, x, y, z);
setFixedTexture(tt->getEye());
setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1,
12.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
noCulling = false;
clearFixedTexture();
upFlip = FLIP_NONE;
return true;
}
bool TileRenderer::tesselateBedInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
int data = level->getData(x, y, z);
int direction = BedTile::getDirection(data);
bool isHead = BedTile::isHeadPiece(data);
float c10 = 0.5f;
float c11 = 1.0f;
float c2 = 0.8f;
float c3 = 0.6f;
float r11 = c11;
float g11 = c11;
float b11 = c11;
float r10 = c10;
float r2 = c2;
float r3 = c3;
float g10 = c10;
float g2 = c2;
float g3 = c3;
float b10 = c10;
float b2 = c2;
float b3 = c3;
// 4J - change brought forward from 1.8.2
int centerColor;
float centerBrightness;
if (SharedConstants::TEXTURE_LIGHTING) {
centerColor = getLightColor(tt, level, x, y, z);
} else {
centerBrightness = tt->getBrightness(level, x, y, z);
}
// render wooden underside
{
// 4J - change brought forward from 1.8.2
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(centerColor);
t->color(r10, g10, b10);
} else {
t->color(r10 * centerBrightness, g10 * centerBrightness,
b10 * centerBrightness);
}
Icon* tex = getTexture(tt, level, x, y, z, Facing::DOWN);
float u0 = tex->getU0(true);
float u1 = tex->getU1(true);
float v0 = tex->getV0(true);
float v1 = tex->getV1(true);
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0 + 3.0 / 16.0;
float z0 = z + tileShapeZ0;
float z1 = z + tileShapeZ1;
t->vertexUV(x0, y0, z1, u0, v1);
t->vertexUV(x0, y0, z0, u0, v0);
t->vertexUV(x1, y0, z0, u1, v0);
t->vertexUV(x1, y0, z1, u1, v1);
}
// render bed top
// 4J - change brought forward from 1.8.2
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y + 1, z));
t->color(r11, g11, b11);
} else {
float brightness = tt->getBrightness(level, x, y + 1, z);
t->color(r11 * brightness, g11 * brightness, b11 * brightness);
}
Icon* tex = getTexture(tt, level, x, y, z, Facing::UP);
float u0 = tex->getU0(true);
float u1 = tex->getU1(true);
float v0 = tex->getV0(true);
float v1 = tex->getV1(true);
float topLeftU = u0;
float topRightU = u1;
float topLeftV = v0;
float topRightV = v0;
float bottomLeftU = u0;
float bottomRightU = u1;
float bottomLeftV = v1;
float bottomRightV = v1;
if (direction == Direction::SOUTH) {
// rotate 90 degrees clockwise
topRightU = u0;
topLeftV = v1;
bottomLeftU = u1;
bottomRightV = v0;
} else if (direction == Direction::NORTH) {
// rotate 90 degrees counter-clockwise
topLeftU = u1;
topRightV = v1;
bottomRightU = u0;
bottomLeftV = v0;
} else if (direction == Direction::EAST) {
// rotate 180 degrees
topLeftU = u1;
topRightV = v1;
bottomRightU = u0;
bottomLeftV = v0;
topRightU = u0;
topLeftV = v1;
bottomLeftU = u1;
bottomRightV = v0;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y1 = y + tileShapeY1;
float z0 = z + tileShapeZ0;
float z1 = z + tileShapeZ1;
t->vertexUV(x1, y1, z1, bottomLeftU, bottomLeftV);
t->vertexUV(x1, y1, z0, topLeftU, topLeftV);
t->vertexUV(x0, y1, z0, topRightU, topRightV);
t->vertexUV(x0, y1, z1, bottomRightU, bottomRightV);
// determine which edge to skip (the one between foot and head piece)
int skipEdge = Direction::DIRECTION_FACING[direction];
if (isHead) {
skipEdge = Direction::DIRECTION_FACING
[Direction::DIRECTION_OPPOSITE[direction]];
}
// and which edge to x-flip
int flipEdge = Facing::WEST;
switch (direction) {
case Direction::NORTH:
break;
case Direction::SOUTH:
flipEdge = Facing::EAST;
break;
case Direction::EAST:
flipEdge = Facing::NORTH;
break;
case Direction::WEST:
flipEdge = Facing::SOUTH;
break;
}
if ((skipEdge != Facing::NORTH) &&
(noCulling ||
tt->shouldRenderFace(level, x, y, z - 1, Facing::NORTH))) {
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tileShapeZ0 > 0 ? centerColor
: getLightColor(tt, level, x, y, z - 1));
t->color(r2, g2, b2);
} else {
float br = tt->getBrightness(level, x, y, z - 1);
if (tileShapeZ0 > 0) br = centerBrightness;
t->color(r2 * br, g2 * br, b2 * br);
}
xFlipTexture = flipEdge == Facing::NORTH;
renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2));
}
if ((skipEdge != Facing::SOUTH) &&
(noCulling ||
tt->shouldRenderFace(level, x, y, z + 1, Facing::SOUTH))) {
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tileShapeZ1 < 1 ? centerColor
: getLightColor(tt, level, x, y, z + 1));
t->color(r2, g2, b2);
} else {
float br = tt->getBrightness(level, x, y, z + 1);
if (tileShapeZ1 < 1) br = centerBrightness;
t->color(r2 * br, g2 * br, b2 * br);
}
xFlipTexture = flipEdge == Facing::SOUTH;
renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3));
}
if ((skipEdge != Facing::WEST) &&
(noCulling || tt->shouldRenderFace(level, x - 1, y, z, Facing::WEST))) {
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tileShapeZ0 > 0 ? centerColor
: getLightColor(tt, level, x - 1, y, z));
t->color(r3, g3, b3);
} else {
float br = tt->getBrightness(level, x - 1, y, z);
if (tileShapeX0 > 0) br = centerBrightness;
t->color(r3 * br, g3 * br, b3 * br);
}
xFlipTexture = flipEdge == Facing::WEST;
renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4));
}
if ((skipEdge != Facing::EAST) &&
(noCulling || tt->shouldRenderFace(level, x + 1, y, z, Facing::EAST))) {
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tileShapeZ1 < 1 ? centerColor
: getLightColor(tt, level, x + 1, y, z));
t->color(r3, g3, b3);
} else {
float br = tt->getBrightness(level, x + 1, y, z);
if (tileShapeX1 < 1) br = centerBrightness;
t->color(r3 * br, g3 * br, b3 * br);
}
xFlipTexture = flipEdge == Facing::EAST;
renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5));
}
xFlipTexture = false;
return true;
}
bool TileRenderer::tesselateBrewingStandInWorld(BrewingStandTile* tt, int x,
int y, int z) {
// bounding box first
setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f,
9.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
setFixedTexture(tt->getBaseTexture());
// Fix faceculling when attached to blocks
noCulling = true;
setShape(9.0f / 16.0f, 0.0f, 5.0f / 16.0f, 15.0f / 16.0f, 2 / 16.0f,
11.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
setShape(2.0f / 16.0f, 0.0f, 1.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f,
7.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
setShape(2.0f / 16.0f, 0.0f, 9.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f,
15.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
noCulling = false;
clearFixedTexture();
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
t->color(br * r, br * g, br * b);
Icon* tex = getTexture(tt, 0, 0);
if (hasFixedTexture()) tex = fixedTexture;
float v0 = tex->getV0(true);
float v1 = tex->getV1(true);
int data = level->getData(x, y, z);
for (int arm = 0; arm < 3; arm++) {
float angle = arm * PI * 2.0f / 3.0f + PI * 0.5f;
float u0 = tex->getU(8, true);
float u1 = tex->getU1(true);
if ((data & (1 << arm)) != 0) {
u1 = tex->getU0(true);
}
float x0 = x + 8.0f / 16.0f;
float x1 = x + 8.0f / 16.0f + sin(angle) * 8.0f / 16.0f;
float z0 = z + 8.0f / 16.0f;
float z1 = z + 8.0f / 16.0f + cos(angle) * 8.0f / 16.0f;
t->vertexUV(x0, y + 1.0f, z0, u0, v0);
t->vertexUV(x0, y + 0.0f, z0, u0, v1);
t->vertexUV(x1, y + 0.0f, z1, u1, v1);
t->vertexUV(x1, y + 1.0f, z1, u1, v0);
t->vertexUV(x1, y + 1.0f, z1, u1, v0);
t->vertexUV(x1, y + 0.0f, z1, u1, v1);
t->vertexUV(x0, y + 0.0f, z0, u0, v1);
t->vertexUV(x0, y + 1.0f, z0, u0, v0);
}
tt->updateDefaultShape();
return true;
}
bool TileRenderer::tesselateCauldronInWorld(CauldronTile* tt, int x, int y,
int z) {
// bounding box first
tesselateBlockInWorld(tt, x, y, z);
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
t->color(br * r, br * g, br * b);
// render inside
Icon* insideTex = tt->getTexture(Facing::NORTH);
const float cWidth =
(2.0f / 16.0f) -
(1.0f /
128.0f); // 4J - Moved by 1/128th (smallest movement possible with our
// vertex storage) to remove gap at edge of cauldron
renderEast(tt, x - 1.0f + cWidth, y, z, insideTex);
renderWest(tt, x + 1.0f - cWidth, y, z, insideTex);
renderSouth(tt, x, y, z - 1.0f + cWidth, insideTex);
renderNorth(tt, x, y, z + 1.0f - cWidth, insideTex);
Icon* bottomTex = CauldronTile::getTexture(CauldronTile::TEXTURE_INSIDE);
renderFaceUp(tt, x, y - 1.0f + 4.0f / 16.0f, z, bottomTex);
renderFaceDown(tt, x, y + 1.0f - 12.0f / 16.0f, z, bottomTex);
int waterLevel = level->getData(x, y, z);
if (waterLevel > 0) {
Icon* liquidTex =
LiquidTile::getTexture(LiquidTile::TEXTURE_WATER_STILL);
if (waterLevel > 3) {
waterLevel = 3;
}
renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z,
liquidTex);
}
return true;
}
bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile* tt, int x, int y,
int z) {
// bounding box first
tesselateBlockInWorld(tt, x, y, z);
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tt->getLightColor(level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
Icon* tex = getTexture(tt, 0);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
t->color(br * r, br * g, br * b);
// render inside
float halfWidth = (6.0f / 16.0f) / 2 - 0.001f;
renderEast(tt, x - 0.5f + halfWidth, y, z, tex);
renderWest(tt, x + 0.5f - halfWidth, y, z, tex);
renderSouth(tt, x, y, z - 0.5f + halfWidth, tex);
renderNorth(tt, x, y, z + 0.5f - halfWidth, tex);
renderFaceUp(tt, x, y - 0.5f + halfWidth + 3.0f / 16.0f, z,
getTexture(Tile::dirt));
int type = level->getData(x, y, z);
if (type != 0) {
float xOff = 0;
float yOff = 4;
float zOff = 0;
Tile* plant = NULL;
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 != NULL) {
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);
Vec3* corners[8];
float xv = 1.0f / 16.0f;
float zv = 1.0f / 16.0f;
float yv = 10.0f / 16.0f;
corners[0] = Vec3::newTemp(-xv, -0, -zv);
corners[1] = Vec3::newTemp(+xv, -0, -zv);
corners[2] = Vec3::newTemp(+xv, -0, +zv);
corners[3] = Vec3::newTemp(-xv, -0, +zv);
corners[4] = Vec3::newTemp(-xv, +yv, -zv);
corners[5] = Vec3::newTemp(+xv, +yv, -zv);
corners[6] = Vec3::newTemp(+xv, +yv, +zv);
corners[7] = Vec3::newTemp(-xv, +yv, +zv);
for (int i = 0; i < 8; i++) {
if (flipped) {
corners[i]->z -= 1 / 16.0f;
corners[i]->xRot(40 * PI / 180);
} else {
corners[i]->z += 1 / 16.0f;
corners[i]->xRot(-40 * PI / 180);
}
if (dir == 0 || dir == 7) {
corners[i]->zRot(180 * PI / 180);
}
if (dir == 6 || dir == 0) {
corners[i]->yRot(90 * PI / 180);
}
if (dir > 0 && dir < 5) {
corners[i]->y -= 6 / 16.0f;
corners[i]->xRot(90 * PI / 180);
if (dir == 4) corners[i]->yRot(0 * PI / 180);
if (dir == 3) corners[i]->yRot(180 * PI / 180);
if (dir == 2) corners[i]->yRot(90 * PI / 180);
if (dir == 1) corners[i]->yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 8 / 16.0f;
corners[i]->z += z + 0.5;
} else if (dir == 0 || dir == 7) {
corners[i]->x += x + 0.5;
corners[i]->y += y + 14 / 16.0f;
corners[i]->z += z + 0.5;
} else {
corners[i]->x += x + 0.5;
corners[i]->y += y + 2 / 16.0f;
corners[i]->z += z + 0.5;
}
}
Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
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();
Vec3* corners[8];
float stickWidth = 0.75f / 16.0f;
float stickHeight = 0.75f / 16.0f;
float stickLength = 5 / 16.0f;
corners[0] = Vec3::newTemp(-stickWidth, -0, -stickHeight);
corners[1] = Vec3::newTemp(+stickWidth, -0, -stickHeight);
corners[2] = Vec3::newTemp(+stickWidth, -0, +stickHeight);
corners[3] = Vec3::newTemp(-stickWidth, -0, +stickHeight);
corners[4] = Vec3::newTemp(-stickWidth, +stickLength, -stickHeight);
corners[5] = Vec3::newTemp(+stickWidth, +stickLength, -stickHeight);
corners[6] = Vec3::newTemp(+stickWidth, +stickLength, +stickHeight);
corners[7] = Vec3::newTemp(-stickWidth, +stickLength, +stickHeight);
for (int i = 0; i < 8; i++) {
corners[i]->z += 1 / 16.0f;
if (powered) {
corners[i]->xRot(30 * PI / 180);
corners[i]->y -= 7 / 16.0f;
} else if (attached) {
corners[i]->xRot(5 * PI / 180);
corners[i]->y -= 7 / 16.0f;
} else {
corners[i]->xRot(-40 * PI / 180);
corners[i]->y -= 6 / 16.0f;
}
corners[i]->xRot(90 * PI / 180);
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 5 / 16.0f;
corners[i]->z += z + 0.5;
}
Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
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::newTemp(-hoopWidth, -0, -hoopHeight);
corners[1] = Vec3::newTemp(+hoopWidth, -0, -hoopHeight);
corners[2] = Vec3::newTemp(+hoopWidth, -0, +hoopHeight);
corners[3] = Vec3::newTemp(-hoopWidth, -0, +hoopHeight);
corners[4] = Vec3::newTemp(-hoopWidth, +hoopLength, -hoopHeight);
corners[5] = Vec3::newTemp(+hoopWidth, +hoopLength, -hoopHeight);
corners[6] = Vec3::newTemp(+hoopWidth, +hoopLength, +hoopHeight);
corners[7] = Vec3::newTemp(-hoopWidth, +hoopLength, +hoopHeight);
for (int i = 0; i < 8; i++) {
corners[i]->z += 3.5f / 16.0f;
if (powered) {
corners[i]->y -= 1.5 / 16.0f;
corners[i]->z -= 2.6 / 16.0f;
corners[i]->xRot(0 * PI / 180);
} else if (attached) {
corners[i]->y += 0.25 / 16.0f;
corners[i]->z -= 2.75 / 16.0f;
corners[i]->xRot(10 * PI / 180);
} else {
corners[i]->xRot(50 * PI / 180);
}
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
corners[i]->x += x + 0.5;
corners[i]->y += y + 5 / 16.0f;
corners[i]->z += z + 0.5;
}
int hoopX0 = 5;
int hoopX1 = 11;
int hoopY0 = 3;
int hoopY1 = 9;
for (int i = 0; i < 6; i++) {
if (i == 0) {
c0 = corners[0];
c1 = corners[1];
c2 = corners[2];
c3 = corners[3];
u0 = tex->getU(hoopX0);
v0 = tex->getV(hoopY0);
u1 = tex->getU(hoopX1);
v1 = tex->getV(hoopY1);
} else if (i == 1) {
c0 = corners[7];
c1 = corners[6];
c2 = corners[5];
c3 = corners[4];
} else if (i == 2) {
c0 = corners[1];
c1 = corners[0];
c2 = corners[4];
c3 = corners[5];
u0 = tex->getU(hoopX0);
v0 = tex->getV(hoopY0);
u1 = tex->getU(hoopX1);
v1 = tex->getV(hoopY0 + 2);
} else if (i == 3) {
c0 = corners[2];
c1 = corners[1];
c2 = corners[5];
c3 = corners[6];
} else if (i == 4) {
c0 = corners[3];
c1 = corners[2];
c2 = corners[6];
c3 = corners[7];
} else if (i == 5) {
c0 = corners[0];
c1 = corners[3];
c2 = corners[7];
c3 = corners[4];
}
t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
}
if (attached) {
double hoopBottomY = corners[0]->y;
float width = 0.5f / 16.0f;
float top = 0.5f - (width / 2);
float bottom = top + width;
Icon* wireTex = getTexture(Tile::tripWire);
double wireX0 = wireTex->getU0();
double wireY0 = wireTex->getV(attached ? 2 : 0);
double wireX1 = wireTex->getU1();
double wireY1 = wireTex->getV(attached ? 4 : 2);
double floating = (suspended ? 3.5f : 1.5f) / 16.0;
brightness = tt->getBrightness(level, x, y, z) * 0.75f;
t->color(brightness, brightness, brightness);
if (dir == Direction::NORTH) {
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX0, wireY0);
t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
} else if (dir == Direction::SOUTH) {
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX1, wireY1);
t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX1, wireY0);
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
} else if (dir == Direction::WEST) {
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX1, wireY0);
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
} else {
t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX0, wireY0);
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
}
}
return true;
}
bool TileRenderer::tesselateTripwireInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0);
int data = level->getData(x, y, z);
bool attached =
(data & TripWireTile::MASK_ATTACHED) == TripWireTile::MASK_ATTACHED;
bool suspended =
(data & TripWireTile::MASK_SUSPENDED) == TripWireTile::MASK_SUSPENDED;
if (hasFixedTexture()) tex = fixedTexture;
float brightness;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(tt->getLightColor(level, x, y, z));
}
brightness = tt->getBrightness(level, x, y, z) * 0.75f;
t->color(brightness, brightness, brightness);
double wireX0 = tex->getU0();
double wireY0 = tex->getV(attached ? 2 : 0);
double wireX1 = tex->getU1();
double wireY1 = tex->getV(attached ? 4 : 2);
double floating = (suspended ? 3.5f : 1.5f) / 16.0;
bool w =
TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::WEST);
bool e =
TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::EAST);
bool n =
TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::NORTH);
bool s =
TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::SOUTH);
float width = 0.5f / 16.0f;
float top = 0.5f - (width / 2);
float bottom = top + width;
if (!n && !e && !s && !w) {
n = true;
s = true;
}
if (n) {
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
}
if (n || (s && !e && !w)) {
t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
}
if (s || (n && !e && !w)) {
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
}
if (s) {
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
}
if (w) {
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
}
if (w || (e && !n && !s)) {
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
}
if (e || (w && !n && !s)) {
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
}
if (e) {
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
}
return true;
}
bool TileRenderer::tesselateFireInWorld(FireTile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
Icon* firstTex = tt->getTextureLayer(0);
Icon* secondTex = tt->getTextureLayer(1);
Icon* tex = firstTex;
if (hasFixedTexture()) tex = fixedTexture;
if (SharedConstants::TEXTURE_LIGHTING) {
t->color(1.0f, 1.0f, 1.0f);
t->tex2(getLightColor(tt, level, x, y, z));
} else {
float br = tt->getBrightness(level, x, y, z);
t->color(br, br, br);
}
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float h = 1.4f;
if (level->isTopSolidBlocking(x, y - 1, z) ||
Tile::fire->canBurn(level, x, y - 1, z)) {
float x0 = x + 0.5f + 0.2f;
float x1 = x + 0.5f - 0.2f;
float z0 = z + 0.5f + 0.2f;
float z1 = z + 0.5f - 0.2f;
float x0_ = x + 0.5f - 0.3f;
float x1_ = x + 0.5f + 0.3f;
float z0_ = z + 0.5f - 0.3f;
float z1_ = z + 0.5f + 0.3f;
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0),
(float)(v0));
tex = secondTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1),
(float)(v0));
t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0),
(float)(v0));
t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1),
(float)(v0));
t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0),
(float)(v0));
x0 = x + 0.5f - 0.5f;
x1 = x + 0.5f + 0.5f;
z0 = z + 0.5f - 0.5f;
z1 = z + 0.5f + 0.5f;
x0_ = x + 0.5f - 0.4f;
x1_ = x + 0.5f + 0.4f;
z0_ = z + 0.5f - 0.4f;
z1_ = z + 0.5f + 0.4f;
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z + 0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0), (float)(u1),
(float)(v0));
tex = firstTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
t->vertexUV((float)(x + 0), (float)(y + h), (float)(z1_), (float)(u0),
(float)(v0));
t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x + 1), (float)(y + h), (float)(z1_), (float)(u1),
(float)(v0));
t->vertexUV((float)(x + 1), (float)(y + h), (float)(z0_), (float)(u0),
(float)(v0));
t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x + 0), (float)(y + h), (float)(z0_), (float)(u1),
(float)(v0));
} else {
float r = 0.2f;
float yo = 1 / 16.0f;
if (((x + y + z) & 1) == 1) {
tex = secondTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
}
if (((x / 2 + y / 2 + z / 2) & 1) == 1) {
float tmp = u1;
u1 = u0;
u0 = tmp;
}
if (Tile::fire->canBurn(level, x - 1, y, z)) {
t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 0.0f),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + r), (float)(y + h + yo), (float)(z + 1.0f),
(float)(u1), (float)(v0));
}
if (Tile::fire->canBurn(level, x + 1, y, z)) {
t->vertexUV((float)(x + 1 - r), (float)(y + h + yo),
(float)(z + 0.0f), (float)(u0), (float)(v0));
t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 1 - 0), (float)(y + 0 + yo),
(float)(z + 1.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 1 - r), (float)(y + h + yo),
(float)(z + 1.0f), (float)(u1), (float)(v0));
t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo),
(float)(z + 1.0f), (float)(u1), (float)(v0));
t->vertexUV((float)(x + 1.0f - 0.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 1.0f - 0), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 1.0f - r), (float)(y + h + yo),
(float)(z + 0.0f), (float)(u0), (float)(v0));
}
if (Tile::fire->canBurn(level, x, y, z - 1)) {
t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 1.0f), (float)(y + h + yo), (float)(z + r),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 0.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + h + yo), (float)(z + r),
(float)(u1), (float)(v0));
}
if (Tile::fire->canBurn(level, x, y, z + 1)) {
t->vertexUV((float)(x + 1.0f), (float)(y + h + yo),
(float)(z + 1.0f - r), (float)(u0), (float)(v0));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + h + yo),
(float)(z + 1.0f - r), (float)(u1), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + h + yo),
(float)(z + 1.0f - r), (float)(u1), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f - 0.0f), (float)(u1), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f + yo),
(float)(z + 1.0f - 0.0f), (float)(u0), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + h + yo),
(float)(z + 1.0f - r), (float)(u0), (float)(v0));
}
if (Tile::fire->canBurn(level, x, y + 1.0f, z)) {
double x0 = x + 0.5f + 0.5f;
double x1 = x + 0.5f - 0.5f;
double z0 = z + 0.5f + 0.5f;
double z1 = z + 0.5f - 0.5f;
double x0_ = x + 0.5f - 0.5f;
double x1_ = x + 0.5f + 0.5f;
double z0_ = z + 0.5f - 0.5f;
double z1_ = z + 0.5f + 0.5f;
tex = firstTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
y += 1;
h = -0.2f;
if (((x + y + z) & 1) == 0) {
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 0),
(float)(u1), (float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 0),
(float)(u1), (float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z + 1),
(float)(u0), (float)(v1));
t->vertexUV((float)(x0_), (float)(y + h), (float)(z + 1),
(float)(u0), (float)(v0));
tex = secondTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 1.0f),
(float)(u1), (float)(v0));
t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 1.0f),
(float)(u1), (float)(v1));
t->vertexUV((float)(x1), (float)(y + 0.0f), (float)(z + 0),
(float)(u0), (float)(v1));
t->vertexUV((float)(x1_), (float)(y + h), (float)(z + 0),
(float)(u0), (float)(v0));
} else {
t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z1_),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z1),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z1),
(float)(u0), (float)(v1));
t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z1_),
(float)(u0), (float)(v0));
tex = secondTex;
u0 = tex->getU0(true);
v0 = tex->getV0(true);
u1 = tex->getU1(true);
v1 = tex->getV1(true);
t->vertexUV((float)(x + 1.0f), (float)(y + h), (float)(z0_),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 1.0f), (float)(y + 0.0f), (float)(z0),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + 0.0f), (float)(z0),
(float)(u0), (float)(v1));
t->vertexUV((float)(x + 0.0f), (float)(y + h), (float)(z0_),
(float)(u0), (float)(v0));
}
}
}
return true;
}
bool TileRenderer::tesselateDustInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
int data = level->getData(x, y, z);
Icon* crossTexture =
RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS);
Icon* lineTexture =
RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE);
Icon* crossTextureOverlay =
RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS_OVERLAY);
Icon* lineTextureOverlay =
RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE_OVERLAY);
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
// 4J Stu - not used any more
// float pow = ( data / 15.0f );
// float red = pow * 0.6f + 0.4f;
// if ( data == 0 ) red = 0.3f;
// float green = pow * pow * 0.7f - 0.5f;
// float blue = pow * pow * 0.6f - 0.7f;
// if ( green < 0 ) green = 0;
// if ( blue < 0 ) blue = 0;
unsigned int colour = 0;
if (data == 0) {
colour = Minecraft::GetInstance()->getColourTable()->getColor(
eMinecraftColour_Tile_RedstoneDustUnlit);
} else {
unsigned int minColour =
Minecraft::GetInstance()->getColourTable()->getColor(
eMinecraftColour_Tile_RedstoneDustLitMin);
unsigned int maxColour =
Minecraft::GetInstance()->getColourTable()->getColor(
eMinecraftColour_Tile_RedstoneDustLitMax);
uint8_t redComponent =
((minColour >> 16) & 0xFF) +
(((maxColour >> 16) & 0xFF - (minColour >> 16) & 0xFF) *
((data - 1) / 14.0f));
uint8_t greenComponent =
((minColour >> 8) & 0xFF) +
(((maxColour >> 8) & 0xFF - (minColour >> 8) & 0xFF) *
((data - 1) / 14.0f));
uint8_t blueComponent =
((minColour) & 0xFF) +
(((maxColour) & 0xFF - (minColour) & 0xFF) * ((data - 1) / 14.0f));
colour = redComponent << 16 | greenComponent << 8 | blueComponent;
}
float red = ((colour >> 16) & 0xFF) / 255.0f;
float green = ((colour >> 8) & 0xFF) / 255.0f;
float blue = (colour & 0xFF) / 255.0f;
if (SharedConstants::TEXTURE_LIGHTING) {
t->color(red, green, blue);
} else {
t->color(br * red, br * green, br * blue);
}
const float dustOffset = 0.25f / 16.0f;
const float overlayOffset = 0.25f / 16.0f;
bool w = RedStoneDustTile::shouldConnectTo(level, x - 1, y, z,
Direction::WEST) ||
(!level->isSolidBlockingTile(x - 1, y, z) &&
RedStoneDustTile::shouldConnectTo(level, x - 1, y - 1, z,
Direction::UNDEFINED));
bool e = RedStoneDustTile::shouldConnectTo(level, x + 1, y, z,
Direction::EAST) ||
(!level->isSolidBlockingTile(x + 1, y, z) &&
RedStoneDustTile::shouldConnectTo(level, x + 1, y - 1, z,
Direction::UNDEFINED));
bool n = RedStoneDustTile::shouldConnectTo(level, x, y, z - 1,
Direction::NORTH) ||
(!level->isSolidBlockingTile(x, y, z - 1) &&
RedStoneDustTile::shouldConnectTo(level, x, y - 1, z - 1,
Direction::UNDEFINED));
bool s = RedStoneDustTile::shouldConnectTo(level, x, y, z + 1,
Direction::SOUTH) ||
(!level->isSolidBlockingTile(x, y, z + 1) &&
RedStoneDustTile::shouldConnectTo(level, x, y - 1, z + 1,
Direction::UNDEFINED));
if (!level->isSolidBlockingTile(x, y + 1, z)) {
if (level->isSolidBlockingTile(x - 1, y, z) &&
RedStoneDustTile::shouldConnectTo(level, x - 1, y + 1, z,
Direction::UNDEFINED))
w = true;
if (level->isSolidBlockingTile(x + 1, y, z) &&
RedStoneDustTile::shouldConnectTo(level, x + 1, y + 1, z,
Direction::UNDEFINED))
e = true;
if (level->isSolidBlockingTile(x, y, z - 1) &&
RedStoneDustTile::shouldConnectTo(level, x, y + 1, z - 1,
Direction::UNDEFINED))
n = true;
if (level->isSolidBlockingTile(x, y, z + 1) &&
RedStoneDustTile::shouldConnectTo(level, x, y + 1, z + 1,
Direction::UNDEFINED))
s = true;
}
float x0 = (float)(x + 0.0f);
float x1 = (float)(x + 1.0f);
float z0 = (float)(z + 0.0f);
float z1 = (float)(z + 1.0f);
int pic = 0;
if ((w || e) && (!n && !s)) pic = 1;
if ((n || s) && (!e && !w)) pic = 2;
if (pic == 0) {
// if ( e || n || s || w )
int u0 = 0;
int v0 = 0;
int u1 = SharedConstants::WORLD_RESOLUTION;
int v1 = SharedConstants::WORLD_RESOLUTION;
int cutDistance = 5;
if (!w) x0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION;
if (!w) u0 += cutDistance;
if (!e) x1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION;
if (!e) u1 -= cutDistance;
if (!n) z0 += cutDistance / (float)SharedConstants::WORLD_RESOLUTION;
if (!n) v0 += cutDistance;
if (!s) z1 -= cutDistance / (float)SharedConstants::WORLD_RESOLUTION;
if (!s) v1 -= cutDistance;
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1),
crossTexture->getU(u1, true), crossTexture->getV(v1));
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0),
crossTexture->getU(u1, true), crossTexture->getV(v0));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0),
crossTexture->getU(u0, true), crossTexture->getV(v0));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1),
crossTexture->getU(u0, true), crossTexture->getV(v1));
t->color(br, br, br);
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1),
crossTextureOverlay->getU(u1, true),
crossTextureOverlay->getV(v1, true));
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0),
crossTextureOverlay->getU(u1, true),
crossTextureOverlay->getV(v0, true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0),
crossTextureOverlay->getU(u0, true),
crossTextureOverlay->getV(v0, true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1),
crossTextureOverlay->getU(u0, true),
crossTextureOverlay->getV(v1, true));
} else if (pic == 1) {
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1),
lineTexture->getU1(true), lineTexture->getV1(true));
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0),
lineTexture->getU1(true), lineTexture->getV0(true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0),
lineTexture->getU0(true), lineTexture->getV0(true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1),
lineTexture->getU0(true), lineTexture->getV1(true));
t->color(br, br, br);
t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
} else {
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z1),
lineTexture->getU1(true), lineTexture->getV1(true));
t->vertexUV((float)(x1), (float)(y + dustOffset), (float)(z0),
lineTexture->getU0(true), lineTexture->getV1(true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z0),
lineTexture->getU0(true), lineTexture->getV0(true));
t->vertexUV((float)(x0), (float)(y + dustOffset), (float)(z1),
lineTexture->getU1(true), lineTexture->getV0(true));
t->color(br, br, br);
t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z1),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x1), (float)(y + overlayOffset), (float)(z0),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z0),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x0), (float)(y + overlayOffset), (float)(z1),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
}
if (!level->isSolidBlockingTile(x, y + 1, z)) {
const float yStretch = .35f / 16.0f;
if (level->isSolidBlockingTile(x - 1, y, z) &&
level->getTile(x - 1, y + 1, z) == Tile::redStoneDust_Id) {
t->color(br * red, br * green, br * blue);
t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch),
(float)(z + 1), lineTexture->getU1(true),
lineTexture->getV0(true));
t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 1),
lineTexture->getU0(true), lineTexture->getV0(true));
t->vertexUV((float)(x + dustOffset), (float)(y + 0), (float)(z + 0),
lineTexture->getU0(true), lineTexture->getV1(true));
t->vertexUV((float)(x + dustOffset), (float)(y + 1 + yStretch),
(float)(z + 0), lineTexture->getU1(true),
lineTexture->getV1(true));
t->color(br, br, br);
t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch),
(float)(z + 1), lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + overlayOffset), (float)(y + 0),
(float)(z + 1), lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + overlayOffset), (float)(y + 0),
(float)(z + 0), lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + overlayOffset), (float)(y + 1 + yStretch),
(float)(z + 0), lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
}
if (level->isSolidBlockingTile(x + 1, y, z) &&
level->getTile(x + 1, y + 1, z) == Tile::redStoneDust_Id) {
t->color(br * red, br * green, br * blue);
t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0),
(float)(z + 1), lineTexture->getU0(true),
lineTexture->getV1(true));
t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch),
(float)(z + 1), lineTexture->getU1(true),
lineTexture->getV1(true));
t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 1 + yStretch),
(float)(z + 0), lineTexture->getU1(true),
lineTexture->getV0(true));
t->vertexUV((float)(x + 1 - dustOffset), (float)(y + 0),
(float)(z + 0), lineTexture->getU0(true),
lineTexture->getV0(true));
t->color(br, br, br);
t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0),
(float)(z + 1), lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + 1 - overlayOffset),
(float)(y + 1 + yStretch), (float)(z + 1),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + 1 - overlayOffset),
(float)(y + 1 + yStretch), (float)(z + 0),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + 1 - overlayOffset), (float)(y + 0),
(float)(z + 0), lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
}
if (level->isSolidBlockingTile(x, y, z - 1) &&
level->getTile(x, y + 1, z - 1) == Tile::redStoneDust_Id) {
t->color(br * red, br * green, br * blue);
t->vertexUV((float)(x + 1), (float)(y + 0), (float)(z + dustOffset),
lineTexture->getU0(true), lineTexture->getV1(true));
t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch),
(float)(z + dustOffset), lineTexture->getU1(true),
lineTexture->getV1(true));
t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch),
(float)(z + dustOffset), lineTexture->getU1(true),
lineTexture->getV0(true));
t->vertexUV((float)(x + 0), (float)(y + 0), (float)(z + dustOffset),
lineTexture->getU0(true), lineTexture->getV0(true));
t->color(br, br, br);
t->vertexUV((float)(x + 1), (float)(y + 0),
(float)(z + overlayOffset),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch),
(float)(z + overlayOffset),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch),
(float)(z + overlayOffset),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + 0), (float)(y + 0),
(float)(z + overlayOffset),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
}
if (level->isSolidBlockingTile(x, y, z + 1) &&
level->getTile(x, y + 1, z + 1) == Tile::redStoneDust_Id) {
t->color(br * red, br * green, br * blue);
t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch),
(float)(z + 1 - dustOffset), lineTexture->getU1(true),
lineTexture->getV0(true));
t->vertexUV((float)(x + 1), (float)(y + 0),
(float)(z + 1 - dustOffset), lineTexture->getU0(true),
lineTexture->getV0(true));
t->vertexUV((float)(x + 0), (float)(y + 0),
(float)(z + 1 - dustOffset), lineTexture->getU0(true),
lineTexture->getV1(true));
t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch),
(float)(z + 1 - dustOffset), lineTexture->getU1(true),
lineTexture->getV1(true));
t->color(br, br, br);
t->vertexUV((float)(x + 1), (float)(y + 1 + yStretch),
(float)(z + 1 - overlayOffset),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + 1), (float)(y + 0),
(float)(z + 1 - overlayOffset),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV0(true));
t->vertexUV((float)(x + 0), (float)(y + 0),
(float)(z + 1 - overlayOffset),
lineTextureOverlay->getU0(true),
lineTextureOverlay->getV1(true));
t->vertexUV((float)(x + 0), (float)(y + 1 + yStretch),
(float)(z + 1 - overlayOffset),
lineTextureOverlay->getU1(true),
lineTextureOverlay->getV1(true));
}
}
return true;
}
bool TileRenderer::tesselateRailInWorld(RailTile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
int data = level->getData(x, y, z);
Icon* tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
if (tt->isUsesDataBit()) {
data &= RailTile::RAIL_DIRECTION_MASK;
}
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
t->color(1.0f, 1.0f, 1.0f);
} else {
float br = tt->getBrightness(level, x, y, z);
t->color(br, br, br);
}
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float r = 1 / 16.0f;
float x0 = (float)(x + 1);
float x1 = (float)(x + 1);
float x2 = (float)(x + 0);
float x3 = (float)(x + 0);
float z0 = (float)(z + 0);
float z1 = (float)(z + 1);
float z2 = (float)(z + 1);
float z3 = (float)(z + 0);
float y0 = (float)(y + r);
float y1 = (float)(y + r);
float y2 = (float)(y + r);
float y3 = (float)(y + r);
if (data == 1 || data == 2 || data == 3 || data == 7) {
x0 = x3 = (float)(x + 1);
x1 = x2 = (float)(x + 0);
z0 = z1 = (float)(z + 1);
z2 = z3 = (float)(z + 0);
} else if (data == 8) {
x0 = x1 = (float)(x + 0);
x2 = x3 = (float)(x + 1);
z0 = z3 = (float)(z + 1);
z1 = z2 = (float)(z + 0);
} else if (data == 9) {
x0 = x3 = (float)(x + 0);
x1 = x2 = (float)(x + 1);
z0 = z1 = (float)(z + 0);
z2 = z3 = (float)(z + 1);
}
if (data == 2 || data == 4) {
y0 += 1;
y3 += 1;
} else if (data == 3 || data == 5) {
y1 += 1;
y2 += 1;
}
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0),
(float)(v1));
t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0),
(float)(v0));
t->vertexUV((float)(x3), (float)(y3), (float)(z3), (float)(u0),
(float)(v0));
t->vertexUV((float)(x2), (float)(y2), (float)(z2), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y1), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y0), (float)(z0), (float)(u1),
(float)(v0));
return true;
}
bool TileRenderer::tesselateLadderInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0);
if (hasFixedTexture()) tex = fixedTexture;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
float br = 1;
t->color(br, br, br);
} else {
float br = tt->getBrightness(level, x, y, z);
t->color(br, br, br);
}
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
int face = level->getData(x, y, z);
float o = 0 / 16.0f;
float r = 0.05f;
if (face == 5) {
t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 1 + o),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 1 + o),
(float)(u0), (float)(v1));
t->vertexUV((float)(x + r), (float)(y + 0 - o), (float)(z + 0 - o),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + r), (float)(y + 1 + o), (float)(z + 0 - o),
(float)(u1), (float)(v0));
}
if (face == 4) {
t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 1 + o),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 1 + o),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 1 - r), (float)(y + 1 + o), (float)(z + 0 - o),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 1 - r), (float)(y + 0 - o), (float)(z + 0 - o),
(float)(u0), (float)(v1));
}
if (face == 3) {
t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + r),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + r),
(float)(u1), (float)(v0));
t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + r),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + r),
(float)(u0), (float)(v1));
}
if (face == 2) {
t->vertexUV((float)(x + 1 + o), (float)(y + 1 + o), (float)(z + 1 - r),
(float)(u0), (float)(v0));
t->vertexUV((float)(x + 1 + o), (float)(y + 0 - o), (float)(z + 1 - r),
(float)(u0), (float)(v1));
t->vertexUV((float)(x + 0 - o), (float)(y + 0 - o), (float)(z + 1 - r),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + 0 - o), (float)(y + 1 + o), (float)(z + 1 - r),
(float)(u1), (float)(v0));
}
return true;
}
bool TileRenderer::tesselateVineInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0);
if (hasFixedTexture()) tex = fixedTexture;
float br = 1;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
} else {
br = tt->getBrightness(level, x, y, z);
}
{
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
t->color(br * r, br * g, br * b);
}
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float r = 0.05f;
int facings = level->getData(x, y, z);
if ((facings & VineTile::VINE_WEST) != 0) {
t->vertexUV(x + r, y + 1, z + 1, u0, v0);
t->vertexUV(x + r, y + 0, z + 1, u0, v1);
t->vertexUV(x + r, y + 0, z + 0, u1, v1);
t->vertexUV(x + r, y + 1, z + 0, u1, v0);
t->vertexUV(x + r, y + 1, z + 0, u1, v0);
t->vertexUV(x + r, y + 0, z + 0, u1, v1);
t->vertexUV(x + r, y + 0, z + 1, u0, v1);
t->vertexUV(x + r, y + 1, z + 1, u0, v0);
}
if ((facings & VineTile::VINE_EAST) != 0) {
t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1);
t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0);
t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0);
t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1);
t->vertexUV(x + 1 - r, y + 0, z + 0, u0, v1);
t->vertexUV(x + 1 - r, y + 1, z + 0, u0, v0);
t->vertexUV(x + 1 - r, y + 1, z + 1, u1, v0);
t->vertexUV(x + 1 - r, y + 0, z + 1, u1, v1);
}
if ((facings & VineTile::VINE_NORTH) != 0) {
t->vertexUV(x + 1, y + 0, z + r, u1, v1);
t->vertexUV(x + 1, y + 1, z + r, u1, v0);
t->vertexUV(x + 0, y + 1, z + r, u0, v0);
t->vertexUV(x + 0, y + 0, z + r, u0, v1);
t->vertexUV(x + 0, y + 0, z + r, u0, v1);
t->vertexUV(x + 0, y + 1, z + r, u0, v0);
t->vertexUV(x + 1, y + 1, z + r, u1, v0);
t->vertexUV(x + 1, y + 0, z + r, u1, v1);
}
if ((facings & VineTile::VINE_SOUTH) != 0) {
t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0);
t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1);
t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1);
t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0);
t->vertexUV(x + 0, y + 1, z + 1 - r, u1, v0);
t->vertexUV(x + 0, y + 0, z + 1 - r, u1, v1);
t->vertexUV(x + 1, y + 0, z + 1 - r, u0, v1);
t->vertexUV(x + 1, y + 1, z + 1 - r, u0, v0);
}
if (level->isSolidBlockingTile(x, y + 1, z)) {
t->vertexUV(x + 1, y + 1 - r, z + 0, u0, v0);
t->vertexUV(x + 1, y + 1 - r, z + 1, u0, v1);
t->vertexUV(x + 0, y + 1 - r, z + 1, u1, v1);
t->vertexUV(x + 0, y + 1 - r, z + 0, u1, v0);
}
return true;
}
bool TileRenderer::tesselateThinPaneInWorld(Tile* tt, int x, int y, int z) {
int depth = level->getMaxBuildHeight();
Tesselator* t = Tesselator::getInstance();
t->tex2(tt->getLightColor(level, x, y, z));
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
t->color(r, g, b);
Icon* tex;
Icon* edgeTex;
bool stained = dynamic_cast<StainedGlassPaneBlock*>(tt) != NULL;
if (hasFixedTexture()) {
tex = fixedTexture;
edgeTex = fixedTexture;
} else {
int data = level->getData(x, y, z);
tex = getTexture(tt, 0, data);
edgeTex = (stained) ? ((StainedGlassPaneBlock*)tt)->getEdgeTexture(data)
: ((ThinFenceTile*)tt)->getEdgeTexture();
}
double u0 = tex->getU0();
double iu0 = tex->getU(7);
double iu1 = tex->getU(9);
double u1 = tex->getU1();
double v0 = tex->getV0();
double v1 = tex->getV1();
double eiu0 = edgeTex->getU(7);
double eiu1 = edgeTex->getU(9);
double ev0 = edgeTex->getV0();
double ev1 = edgeTex->getV1();
double eiv0 = edgeTex->getV(7);
double eiv1 = edgeTex->getV(9);
double x0 = x;
double x1 = x + 1;
double z0 = z;
double z1 = z + 1;
double ix0 = x + .5 - 1.0 / 16.0;
double ix1 = x + .5 + 1.0 / 16.0;
double iz0 = z + .5 - 1.0 / 16.0;
double iz1 = z + .5 + 1.0 / 16.0;
bool n = (stained)
? ((StainedGlassPaneBlock*)tt)
->attachsTo(level->getTile(x, y, z - 1))
: ((ThinFenceTile*)tt)->attachsTo(level->getTile(x, y, z - 1));
bool s = (stained)
? ((StainedGlassPaneBlock*)tt)
->attachsTo(level->getTile(x, y, z + 1))
: ((ThinFenceTile*)tt)->attachsTo(level->getTile(x, y, z + 1));
bool w = (stained)
? ((StainedGlassPaneBlock*)tt)
->attachsTo(level->getTile(x - 1, y, z))
: ((ThinFenceTile*)tt)->attachsTo(level->getTile(x - 1, y, z));
bool e = (stained)
? ((StainedGlassPaneBlock*)tt)
->attachsTo(level->getTile(x + 1, y, z))
: ((ThinFenceTile*)tt)->attachsTo(level->getTile(x + 1, y, z));
double noZFightingOffset = 0.001;
double yt = 1.0 - noZFightingOffset;
double yb = 0.0 + noZFightingOffset;
bool none = !(n || s || w || e);
if (w || none) {
if (w && e) {
if (!n) {
t->vertexUV(x1, y + yt, iz0, u1, v0);
t->vertexUV(x1, y + yb, iz0, u1, v1);
t->vertexUV(x0, y + yb, iz0, u0, v1);
t->vertexUV(x0, y + yt, iz0, u0, v0);
} else {
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(x0, y + yb, iz0, u0, v1);
t->vertexUV(x0, y + yt, iz0, u0, v0);
t->vertexUV(x1, y + yt, iz0, u1, v0);
t->vertexUV(x1, y + yb, iz0, u1, v1);
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
}
if (!s) {
t->vertexUV(x0, y + yt, iz1, u0, v0);
t->vertexUV(x0, y + yb, iz1, u0, v1);
t->vertexUV(x1, y + yb, iz1, u1, v1);
t->vertexUV(x1, y + yt, iz1, u1, v0);
} else {
t->vertexUV(x0, y + yt, iz1, u0, v0);
t->vertexUV(x0, y + yb, iz1, u0, v1);
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(x1, y + yb, iz1, u1, v1);
t->vertexUV(x1, y + yt, iz1, u1, v0);
}
t->vertexUV(x0, y + yt, iz1, eiu1, ev0);
t->vertexUV(x1, y + yt, iz1, eiu1, ev1);
t->vertexUV(x1, y + yt, iz0, eiu0, ev1);
t->vertexUV(x0, y + yt, iz0, eiu0, ev0);
t->vertexUV(x1, y + yb, iz1, eiu0, ev1);
t->vertexUV(x0, y + yb, iz1, eiu0, ev0);
t->vertexUV(x0, y + yb, iz0, eiu1, ev0);
t->vertexUV(x1, y + yb, iz0, eiu1, ev1);
} else {
if (!(n || none)) {
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
t->vertexUV(x0, y + yb, iz0, u0, v1);
t->vertexUV(x0, y + yt, iz0, u0, v0);
} else {
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(x0, y + yb, iz0, u0, v1);
t->vertexUV(x0, y + yt, iz0, u0, v0);
}
if (!(s || none)) {
t->vertexUV(x0, y + yt, iz1, u0, v0);
t->vertexUV(x0, y + yb, iz1, u0, v1);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
} else {
t->vertexUV(x0, y + yt, iz1, u0, v0);
t->vertexUV(x0, y + yb, iz1, u0, v1);
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
}
t->vertexUV(x0, y + yt, iz1, eiu1, ev0);
t->vertexUV(ix0, y + yt, iz1, eiu1, eiv0);
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
t->vertexUV(x0, y + yt, iz0, eiu0, ev0);
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv0);
t->vertexUV(x0, y + yb, iz1, eiu0, ev0);
t->vertexUV(x0, y + yb, iz0, eiu1, ev0);
t->vertexUV(ix0, y + yb, iz0, eiu1, eiv0);
}
} else if (!(n || s)) {
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
}
if ((e || none) && !w) {
if (!(s || none)) {
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
t->vertexUV(x1, y + yb, iz1, u1, v1);
t->vertexUV(x1, y + yt, iz1, u1, v0);
} else {
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(x1, y + yb, iz1, u1, v1);
t->vertexUV(x1, y + yt, iz1, u1, v0);
}
if (!(n || none)) {
t->vertexUV(x1, y + yt, iz0, u1, v0);
t->vertexUV(x1, y + yb, iz0, u1, v1);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
} else {
t->vertexUV(x1, y + yt, iz0, u1, v0);
t->vertexUV(x1, y + yb, iz0, u1, v1);
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
}
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
t->vertexUV(x1, y + yt, iz1, eiu1, ev0);
t->vertexUV(x1, y + yt, iz0, eiu0, ev0);
t->vertexUV(ix1, y + yt, iz0, eiu0, eiv1);
t->vertexUV(x1, y + yb, iz1, eiu0, ev1);
t->vertexUV(ix1, y + yb, iz1, eiu0, eiv1);
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv1);
t->vertexUV(x1, y + yb, iz0, eiu1, ev1);
} else if (!(e || n || s)) {
t->vertexUV(ix1, y + yt, iz1, iu0, v0);
t->vertexUV(ix1, y + yb, iz1, iu0, v1);
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
}
if (n || none) {
if (n && s) {
if (!w) {
t->vertexUV(ix0, y + yt, z0, u0, v0);
t->vertexUV(ix0, y + yb, z0, u0, v1);
t->vertexUV(ix0, y + yb, z1, u1, v1);
t->vertexUV(ix0, y + yt, z1, u1, v0);
} else {
t->vertexUV(ix0, y + yt, z0, u0, v0);
t->vertexUV(ix0, y + yb, z0, u0, v1);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
t->vertexUV(ix0, y + yb, z1, u1, v1);
t->vertexUV(ix0, y + yt, z1, u1, v0);
}
if (!e) {
t->vertexUV(ix1, y + yt, z1, u1, v0);
t->vertexUV(ix1, y + yb, z1, u1, v1);
t->vertexUV(ix1, y + yb, z0, u0, v1);
t->vertexUV(ix1, y + yt, z0, u0, v0);
} else {
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
t->vertexUV(ix1, y + yb, z0, u0, v1);
t->vertexUV(ix1, y + yt, z0, u0, v0);
t->vertexUV(ix1, y + yt, z1, u1, v0);
t->vertexUV(ix1, y + yb, z1, u1, v1);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
}
t->vertexUV(ix1, y + yt, z0, eiu1, ev0);
t->vertexUV(ix0, y + yt, z0, eiu0, ev0);
t->vertexUV(ix0, y + yt, z1, eiu0, ev1);
t->vertexUV(ix1, y + yt, z1, eiu1, ev1);
t->vertexUV(ix0, y + yb, z0, eiu0, ev0);
t->vertexUV(ix1, y + yb, z0, eiu1, ev0);
t->vertexUV(ix1, y + yb, z1, eiu1, ev1);
t->vertexUV(ix0, y + yb, z1, eiu0, ev1);
} else {
if (!(w || none)) {
t->vertexUV(ix0, y + yt, z0, u0, v0);
t->vertexUV(ix0, y + yb, z0, u0, v1);
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
} else {
t->vertexUV(ix0, y + yt, z0, u0, v0);
t->vertexUV(ix0, y + yb, z0, u0, v1);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
}
if (!(e || none)) {
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(ix1, y + yb, z0, u0, v1);
t->vertexUV(ix1, y + yt, z0, u0, v0);
} else {
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
t->vertexUV(ix1, y + yb, z0, u0, v1);
t->vertexUV(ix1, y + yt, z0, u0, v0);
}
t->vertexUV(ix1, y + yt, z0, eiu1, ev0);
t->vertexUV(ix0, y + yt, z0, eiu0, ev0);
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0);
t->vertexUV(ix0, y + yb, z0, eiu0, ev0);
t->vertexUV(ix1, y + yb, z0, eiu1, ev0);
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0);
t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0);
}
} else if (!(e || w)) {
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
}
if ((s || none) && !n) {
if (!(w || none)) {
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
t->vertexUV(ix0, y + yb, z1, u1, v1);
t->vertexUV(ix0, y + yt, z1, u1, v0);
} else {
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
t->vertexUV(ix0, y + yb, z1, u1, v1);
t->vertexUV(ix0, y + yt, z1, u1, v0);
}
if (!(e || none)) {
t->vertexUV(ix1, y + yt, z1, u1, v0);
t->vertexUV(ix1, y + yb, z1, u1, v1);
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
} else {
t->vertexUV(ix1, y + yt, z1, u1, v0);
t->vertexUV(ix1, y + yb, z1, u1, v1);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
}
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1);
t->vertexUV(ix0, y + yt, z1, eiu0, ev1);
t->vertexUV(ix1, y + yt, z1, eiu1, ev1);
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1);
t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1);
t->vertexUV(ix1, y + yb, z1, eiu1, ev1);
t->vertexUV(ix0, y + yb, z1, eiu0, ev1);
} else if (!(s || e || w)) {
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
}
t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0);
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1);
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0);
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0);
t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1);
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1);
if (none) {
t->vertexUV(x0, y + yt, iz0, iu0, v0);
t->vertexUV(x0, y + yb, iz0, iu0, v1);
t->vertexUV(x0, y + yb, iz1, iu1, v1);
t->vertexUV(x0, y + yt, iz1, iu1, v0);
t->vertexUV(x1, y + yt, iz1, iu0, v0);
t->vertexUV(x1, y + yb, iz1, iu0, v1);
t->vertexUV(x1, y + yb, iz0, iu1, v1);
t->vertexUV(x1, y + yt, iz0, iu1, v0);
t->vertexUV(ix1, y + yt, z0, iu1, v0);
t->vertexUV(ix1, y + yb, z0, iu1, v1);
t->vertexUV(ix0, y + yb, z0, iu0, v1);
t->vertexUV(ix0, y + yt, z0, iu0, v0);
t->vertexUV(ix0, y + yt, z1, iu0, v0);
t->vertexUV(ix0, y + yb, z1, iu0, v1);
t->vertexUV(ix1, y + yb, z1, iu1, v1);
t->vertexUV(ix1, y + yt, z1, iu1, v0);
}
return true;
}
bool TileRenderer::tesselateThinFenceInWorld(ThinFenceTile* tt, int x, int y,
int z) {
int depth = level->getMaxBuildHeight();
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
t->color(br * r, br * g, br * b);
Icon* tex;
Icon* edgeTex;
if (hasFixedTexture()) {
tex = fixedTexture;
edgeTex = fixedTexture;
} else {
int data = level->getData(x, y, z);
tex = getTexture(tt, 0, data);
edgeTex = tt->getEdgeTexture();
}
int xt = tex->getX();
int yt = tex->getY();
float u0 = tex->getU0(true);
float u1 = tex->getU(8, true);
float u2 = tex->getU1(true);
float v0 = tex->getV0(true);
float v2 = tex->getV1(true);
int xet = edgeTex->getX();
int yet = edgeTex->getY();
float iu0 = edgeTex->getU(7, true);
float iu1 = edgeTex->getU(9, true);
float iv0 = edgeTex->getV0(true);
float iv1 = edgeTex->getV(8, true);
float iv2 = edgeTex->getV1(true);
float x0 = (float)x;
float x1 = x + 0.5f;
float x2 = x + 1.0f;
float z0 = (float)z;
float z1 = z + 0.5f;
float z2 = z + 1.0f;
float ix0 = x + 0.5f - 1.0f / 16.0f;
float ix1 = x + 0.5f + 1.0f / 16.0f;
float iz0 = z + 0.5f - 1.0f / 16.0f;
float iz1 = z + 0.5f + 1.0f / 16.0f;
bool n = tt->attachsTo(level->getTile(x, y, z - 1));
bool s = tt->attachsTo(level->getTile(x, y, z + 1));
bool w = tt->attachsTo(level->getTile(x - 1, y, z));
bool e = tt->attachsTo(level->getTile(x + 1, y, z));
bool up = tt->shouldRenderFace(level, x, y + 1, z, Facing::UP);
bool down = tt->shouldRenderFace(level, x, y - 1, z, Facing::DOWN);
const float noZFightingOffset = 0.01f;
const float noZFightingOffsetB = 0.005;
if ((w && e) || (!w && !e && !n && !s)) {
t->vertexUV(x0, y + 1, z1, u0, v0);
t->vertexUV(x0, y + 0, z1, u0, v2);
t->vertexUV(x2, y + 0, z1, u2, v2);
t->vertexUV(x2, y + 1, z1, u2, v0);
t->vertexUV(x2, y + 1, z1, u0, v0);
t->vertexUV(x2, y + 0, z1, u0, v2);
t->vertexUV(x0, y + 0, z1, u2, v2);
t->vertexUV(x0, y + 1, z1, u2, v0);
if (up) {
// small edge texture
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv2);
} else {
if (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z)) {
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1);
}
if (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z)) {
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0);
}
}
if (down) {
// small edge texture
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv2);
} else {
if (y > 1 && level->isEmptyTile(x - 1, y - 1, z)) {
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1);
}
if (y > 1 && level->isEmptyTile(x + 1, y - 1, z)) {
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0);
}
}
} else if (w && !e) {
// half-step towards west
t->vertexUV(x0, y + 1, z1, u0, v0);
t->vertexUV(x0, y + 0, z1, u0, v2);
t->vertexUV(x1, y + 0, z1, u1, v2);
t->vertexUV(x1, y + 1, z1, u1, v0);
t->vertexUV(x1, y + 1, z1, u0, v0);
t->vertexUV(x1, y + 0, z1, u0, v2);
t->vertexUV(x0, y + 0, z1, u1, v2);
t->vertexUV(x0, y + 1, z1, u1, v0);
// small edge texture
if (!s && !n) {
t->vertexUV(x1, y + 1, iz1, iu0, iv0);
t->vertexUV(x1, y + 0, iz1, iu0, iv2);
t->vertexUV(x1, y + 0, iz0, iu1, iv2);
t->vertexUV(x1, y + 1, iz0, iu1, iv0);
t->vertexUV(x1, y + 1, iz0, iu0, iv0);
t->vertexUV(x1, y + 0, iz0, iu0, iv2);
t->vertexUV(x1, y + 0, iz1, iu1, iv2);
t->vertexUV(x1, y + 1, iz1, iu1, iv0);
}
if (up || (y < (depth - 1) && level->isEmptyTile(x - 1, y + 1, z))) {
// small edge texture
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y + 1 + noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1);
}
if (down || (y > 1 && level->isEmptyTile(x - 1, y - 1, z))) {
// small edge texture
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x0, y - noZFightingOffset, iz1, iu1, iv2);
t->vertexUV(x0, y - noZFightingOffset, iz0, iu0, iv2);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1);
}
} else if (!w && e) {
// half-step towards east
t->vertexUV(x1, y + 1, z1, u1, v0);
t->vertexUV(x1, y + 0, z1, u1, v2);
t->vertexUV(x2, y + 0, z1, u2, v2);
t->vertexUV(x2, y + 1, z1, u2, v0);
t->vertexUV(x2, y + 1, z1, u1, v0);
t->vertexUV(x2, y + 0, z1, u1, v2);
t->vertexUV(x1, y + 0, z1, u2, v2);
t->vertexUV(x1, y + 1, z1, u2, v0);
// small edge texture
if (!s && !n) {
t->vertexUV(x1, y + 1, iz0, iu0, iv0);
t->vertexUV(x1, y + 0, iz0, iu0, iv2);
t->vertexUV(x1, y + 0, iz1, iu1, iv2);
t->vertexUV(x1, y + 1, iz1, iu1, iv0);
t->vertexUV(x1, y + 1, iz1, iu0, iv0);
t->vertexUV(x1, y + 0, iz1, iu0, iv2);
t->vertexUV(x1, y + 0, iz0, iu1, iv2);
t->vertexUV(x1, y + 1, iz0, iu1, iv0);
}
if (up || (y < (depth - 1) && level->isEmptyTile(x + 1, y + 1, z))) {
// small edge texture
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y + 1 + noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x2, y + 1 + noZFightingOffset, iz0, iu0, iv0);
}
if (down || (y > 1 && level->isEmptyTile(x + 1, y - 1, z))) {
// small edge texture
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv0);
t->vertexUV(x2, y - noZFightingOffset, iz1, iu1, iv0);
t->vertexUV(x1, y - noZFightingOffset, iz1, iu1, iv1);
t->vertexUV(x1, y - noZFightingOffset, iz0, iu0, iv1);
t->vertexUV(x2, y - noZFightingOffset, iz0, iu0, iv0);
}
}
if ((n && s) || (!w && !e && !n && !s)) {
// straight north-south
t->vertexUV(x1, y + 1, z2, u0, v0);
t->vertexUV(x1, y + 0, z2, u0, v2);
t->vertexUV(x1, y + 0, z0, u2, v2);
t->vertexUV(x1, y + 1, z0, u2, v0);
t->vertexUV(x1, y + 1, z0, u0, v0);
t->vertexUV(x1, y + 0, z0, u0, v2);
t->vertexUV(x1, y + 0, z2, u2, v2);
t->vertexUV(x1, y + 1, z2, u2, v0);
if (up) {
// small edge texture
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu0, iv2);
} else {
if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1)) {
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0);
}
if (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1)) {
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1);
}
}
if (down) {
// small edge texture
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z0, iu0, iv2);
} else {
if (y > 1 && level->isEmptyTile(x, y - 1, z - 1)) {
// north half-step
t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0);
}
if (y > 1 && level->isEmptyTile(x, y - 1, z + 1)) {
// south half-step
t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1);
}
}
} else if (n && !s) {
// half-step towards north
t->vertexUV(x1, y + 1, z0, u0, v0);
t->vertexUV(x1, y + 0, z0, u0, v2);
t->vertexUV(x1, y + 0, z1, u1, v2);
t->vertexUV(x1, y + 1, z1, u1, v0);
t->vertexUV(x1, y + 1, z1, u0, v0);
t->vertexUV(x1, y + 0, z1, u0, v2);
t->vertexUV(x1, y + 0, z0, u1, v2);
t->vertexUV(x1, y + 1, z0, u1, v0);
// small edge texture
if (!e && !w) {
t->vertexUV(ix0, y + 1, z1, iu0, iv0);
t->vertexUV(ix0, y + 0, z1, iu0, iv2);
t->vertexUV(ix1, y + 0, z1, iu1, iv2);
t->vertexUV(ix1, y + 1, z1, iu1, iv0);
t->vertexUV(ix1, y + 1, z1, iu0, iv0);
t->vertexUV(ix1, y + 0, z1, iu0, iv2);
t->vertexUV(ix0, y + 0, z1, iu1, iv2);
t->vertexUV(ix0, y + 1, z1, iu1, iv0);
}
if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z - 1))) {
// small edge texture
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu1, iv0);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z0, iu1, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z0, iu0, iv1);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu0, iv0);
}
if (down || (y > 1 && level->isEmptyTile(x, y - 1, z - 1))) {
// small edge texture
t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu1, iv0);
t->vertexUV(ix0, y - noZFightingOffset, z0, iu1, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z0, iu0, iv1);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu0, iv0);
}
} else if (!n && s) {
// half-step towards south
t->vertexUV(x1, y + 1, z1, u1, v0);
t->vertexUV(x1, y + 0, z1, u1, v2);
t->vertexUV(x1, y + 0, z2, u2, v2);
t->vertexUV(x1, y + 1, z2, u2, v0);
t->vertexUV(x1, y + 1, z2, u1, v0);
t->vertexUV(x1, y + 0, z2, u1, v2);
t->vertexUV(x1, y + 0, z1, u2, v2);
t->vertexUV(x1, y + 1, z1, u2, v0);
// small edge texture
if (!e && !w) {
t->vertexUV(ix1, y + 1, z1, iu0, iv0);
t->vertexUV(ix1, y + 0, z1, iu0, iv2);
t->vertexUV(ix0, y + 0, z1, iu1, iv2);
t->vertexUV(ix0, y + 1, z1, iu1, iv0);
t->vertexUV(ix0, y + 1, z1, iu0, iv0);
t->vertexUV(ix0, y + 0, z1, iu0, iv2);
t->vertexUV(ix1, y + 0, z1, iu1, iv2);
t->vertexUV(ix1, y + 1, z1, iu1, iv0);
}
if (up || (y < (depth - 1) && level->isEmptyTile(x, y + 1, z + 1))) {
// small edge texture
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z2, iu0, iv1);
t->vertexUV(ix0, y + 1 + noZFightingOffset, z1, iu0, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z1, iu1, iv2);
t->vertexUV(ix1, y + 1 + noZFightingOffset, z2, iu1, iv1);
}
if (down || (y > 1 && level->isEmptyTile(x, y - 1, z + 1))) {
// small edge texture
t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z2, iu0, iv1);
t->vertexUV(ix0, y - noZFightingOffset, z1, iu0, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z1, iu1, iv2);
t->vertexUV(ix1, y - noZFightingOffset, z2, iu1, iv1);
}
}
return true;
}
bool TileRenderer::tesselateCrossInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
t->color(br * r, br * g, br * b);
float xt = (float)x;
float yt = (float)y;
float zt = (float)z;
if (tt == Tile::tallgrass) {
// 4jcraft add a bunch of casts to prevent overflow (i pray to god)
int64_t seed =
((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) +
((uint64_t)seed * 11ULL));
xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f;
yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f;
zt += ((((seed >> 24) & 0xf) / 15.0f) - 0.5f) * 0.5f;
}
tesselateCrossTexture(tt, level->getData(x, y, z), xt, yt, zt, 1);
return true;
}
bool TileRenderer::tesselateStemInWorld(Tile* _tt, int x, int y, int z) {
StemTile* tt = (StemTile*)_tt;
Tesselator* t = Tesselator::getInstance();
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30.0f + g * 59.0f + b * 11.0f) / 100.0f;
float cg = (r * 30.0f + g * 70.0f) / (100.0f);
float cb = (r * 30.0f + b * 70.0f) / (100.0f);
r = cr;
g = cg;
b = cb;
}
t->color(br * r, br * g, br * b);
tt->updateShape(level, x, y, z);
int dir = tt->getConnectDir(level, x, y, z);
if (dir < 0) {
tesselateStemTexture(tt, level->getData(x, y, z), tileShapeY1, x,
y - 1 / 16.0f, z);
} else {
tesselateStemTexture(tt, level->getData(x, y, z), 0.5f, x,
y - 1 / 16.0f, z);
tesselateStemDirTexture(tt, level->getData(x, y, z), dir, tileShapeY1,
x, y - 1 / 16.0f, z);
}
return true;
}
bool TileRenderer::tesselateRowInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
t->color(1.0f, 1.0f, 1.0f);
} else {
float br = tt->getBrightness(level, x, y, z);
t->color(br, br, br);
}
tesselateRowTexture(tt, level->getData(x, y, z), x, y - 1.0f / 16.0f, z);
return true;
}
void TileRenderer::tesselateTorch(Tile* tt, float x, float y, float z,
float xxa, float zza, int data) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, Facing::DOWN, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float ut0 = tex->getU(7, true);
float vt0 = tex->getV(6, true);
float ut1 = tex->getU(9, true);
float vt1 = tex->getV(8, true);
float ub0 = tex->getU(7, true);
float vb0 = tex->getV(13, true);
float ub1 = tex->getU(9, true);
float vb1 = tex->getV(15, true);
x += 0.5f;
z += 0.5f;
float x0 = x - 0.5f;
float x1 = x + 0.5f;
float z0 = z - 0.5f;
float z1 = z + 0.5f;
float r = 1 / 16.0f;
float h = 10.0f / 16.0f;
t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h),
(float)(z + zza * (1 - h) - r), ut0, vt0);
t->vertexUV((float)(x + xxa * (1 - h) - r), (float)(y + h),
(float)(z + zza * (1 - h) + r), ut0, vt1);
t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h),
(float)(z + zza * (1 - h) + r), ut1, vt1);
t->vertexUV((float)(x + xxa * (1 - h) + r), (float)(y + h),
(float)(z + zza * (1 - h) - r), ut1, vt0);
t->vertexUV((float)(x + r + xxa), (float)y, (float)(z - r + zza), ub1, vb0);
t->vertexUV((float)(x + r + xxa), (float)y, (float)(z + r + zza), ub1, vb1);
t->vertexUV((float)(x - r + xxa), (float)y, (float)(z + r + zza), ub0, vb1);
t->vertexUV((float)(x - r + xxa), (float)y, (float)(z - r + zza), ub0, vb0);
t->vertexUV((float)(x - r), (float)(y + 1), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z0 + zza),
(float)(u0), (float)(v1));
t->vertexUV((float)(x - r + xxa), (float)(y + 0), (float)(z1 + zza),
(float)(u1), (float)(v1));
t->vertexUV((float)(x - r), (float)(y + 1), (float)(z1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x + r), (float)(y + 1), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z1 + zza),
(float)(u0), (float)(v1));
t->vertexUV((float)(x + xxa + r), (float)(y + 0), (float)(z0 + zza),
(float)(u1), (float)(v1));
t->vertexUV((float)(x + r), (float)(y + 1), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z + r), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z + r + zza),
(float)(u0), (float)(v1));
t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z + r + zza),
(float)(u1), (float)(v1));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z + r), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z - r), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1 + xxa), (float)(y + 0), (float)(z - r + zza),
(float)(u0), (float)(v1));
t->vertexUV((float)(x0 + xxa), (float)(y + 0), (float)(z - r + zza),
(float)(u1), (float)(v1));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z - r), (float)(u1),
(float)(v0));
}
void TileRenderer::tesselateCrossTexture(Tile* tt, int data, float x, float y,
float z, float scale) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float width = 0.45 * scale;
float x0 = x + 0.5 - width;
float x1 = x + 0.5 + width;
float z0 = z + 0.5 - width;
float z1 = z + 0.5 + width;
t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + scale), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + scale), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + scale), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + scale), (float)(z1), (float)(u1),
(float)(v0));
}
void TileRenderer::tesselateStemTexture(Tile* tt, int data, float h, float x,
float y, float z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION, true);
float x0 = x + 0.5f - 0.45f;
float x1 = x + 0.5f + 0.45f;
float z0 = z + 0.5f - 0.45f;
float z1 = z + 0.5f + 0.45f;
t->vertexUV(x0, y + h, z0, u0, v0);
t->vertexUV(x0, y + 0, z0, u0, v1);
t->vertexUV(x1, y + 0, z1, u1, v1);
t->vertexUV(x1, y + h, z1, u1, v0);
t->vertexUV(x1, y + h, z1, u0, v0);
t->vertexUV(x1, y + 0, z1, u0, v1);
t->vertexUV(x0, y + 0, z0, u1, v1);
t->vertexUV(x0, y + h, z0, u1, v0);
t->vertexUV(x0, y + h, z1, u0, v0);
t->vertexUV(x0, y + 0, z1, u0, v1);
t->vertexUV(x1, y + 0, z0, u1, v1);
t->vertexUV(x1, y + h, z0, u1, v0);
t->vertexUV(x1, y + h, z0, u0, v0);
t->vertexUV(x1, y + 0, z0, u0, v1);
t->vertexUV(x0, y + 0, z1, u1, v1);
t->vertexUV(x0, y + h, z1, u1, v0);
}
bool TileRenderer::tesselateLilypadInWorld(Tile* tt, int x, int y, int z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, Facing::UP);
if (hasFixedTexture()) tex = fixedTexture;
float h = 0.25f / 16.0f;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
// 4jcraft add a bunch of casts to prevent overflow (i pray to god)
int64_t seed =
((int64_t)x * 3129871) ^ ((int64_t)z * 116129781L) ^ ((int64_t)y);
seed = (int64_t)(((uint64_t)seed * (uint64_t)seed * 42317861ULL) +
((uint64_t)seed * 11ULL));
int dir = (int)((seed >> 16) & 0x3);
t->tex2(getLightColor(tt, level, x, y, z));
float xx = x + 0.5f;
float zz = z + 0.5f;
float c = ((dir & 1) * 0.5f) * (1 - dir / 2 % 2 * 2);
float s = (((dir + 1) & 1) * 0.5f) * (1 - (dir + 1) / 2 % 2 * 2);
t->color(tt->getColor());
t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
t->color((tt->getColor() & 0xfefefe) >> 1);
t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
return true;
}
void TileRenderer::tesselateStemDirTexture(StemTile* tt, int data, int dir,
float h, float x, float y, float z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = tt->getAngledTexture();
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float x0 = x + 0.5f - 0.5f;
float x1 = x + 0.5f + 0.5f;
float z0 = z + 0.5f - 0.5f;
float z1 = z + 0.5f + 0.5f;
float xm = x + 0.5f;
float zm = z + 0.5f;
if ((dir + 1) / 2 % 2 == 1) {
float tmp = u1;
u1 = u0;
u0 = tmp;
}
if (dir < 2) {
t->vertexUV(x0, y + h, zm, u0, v0);
t->vertexUV(x0, y + 0, zm, u0, v1);
t->vertexUV(x1, y + 0, zm, u1, v1);
t->vertexUV(x1, y + h, zm, u1, v0);
t->vertexUV(x1, y + h, zm, u1, v0);
t->vertexUV(x1, y + 0, zm, u1, v1);
t->vertexUV(x0, y + 0, zm, u0, v1);
t->vertexUV(x0, y + h, zm, u0, v0);
} else {
t->vertexUV(xm, y + h, z1, u0, v0);
t->vertexUV(xm, y + 0, z1, u0, v1);
t->vertexUV(xm, y + 0, z0, u1, v1);
t->vertexUV(xm, y + h, z0, u1, v0);
t->vertexUV(xm, y + h, z0, u1, v0);
t->vertexUV(xm, y + 0, z0, u1, v1);
t->vertexUV(xm, y + 0, z1, u0, v1);
t->vertexUV(xm, y + h, z1, u0, v0);
}
}
void TileRenderer::tesselateRowTexture(Tile* tt, int data, float x, float y,
float z) {
Tesselator* t = Tesselator::getInstance();
Icon* tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0(true);
float v0 = tex->getV0(true);
float u1 = tex->getU1(true);
float v1 = tex->getV1(true);
float x0 = x + 0.5f - 0.25f;
float x1 = x + 0.5f + 0.25f;
float z0 = z + 0.5f - 0.5f;
float z1 = z + 0.5f + 0.5f;
t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1),
(float)(v0));
x0 = x + 0.5f - 0.5f;
x1 = x + 0.5f + 0.5f;
z0 = z + 0.5f - 0.25f;
z1 = z + 0.5f + 0.25f;
t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z0), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z0), (float)(u1),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u1),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 1), (float)(z1), (float)(u0),
(float)(v0));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z1), (float)(u0),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x1), (float)(y + 1), (float)(z1), (float)(u1),
(float)(v0));
}
bool TileRenderer::tesselateWaterInWorld(Tile* tt, int x, int y, int z) {
// 4J Java comment
// TODO: This all needs to change. Somehow.
Tesselator* t = Tesselator::getInstance();
int col = tt->getColor(level, x, y, z);
float r = (col >> 16 & 0xff) / 255.0f;
float g = (col >> 8 & 0xff) / 255.0f;
float b = (col & 0xff) / 255.0f;
bool up = tt->shouldRenderFace(level, x, y + 1, z, 1);
bool down = tt->shouldRenderFace(level, x, y - 1, z, 0);
bool dirs[4];
dirs[0] = tt->shouldRenderFace(level, x, y, z - 1, 2);
dirs[1] = tt->shouldRenderFace(level, x, y, z + 1, 3);
dirs[2] = tt->shouldRenderFace(level, x - 1, y, z, 4);
dirs[3] = tt->shouldRenderFace(level, x + 1, y, z, 5);
if (!up && !down && !dirs[0] && !dirs[1] && !dirs[2] && !dirs[3])
return false;
bool changed = false;
float c10 = 0.5f;
float c11 = 1;
float c2 = 0.8f;
float c3 = 0.6f;
double yo0 = 0;
double yo1 = 1;
Material* m = tt->material;
int data = level->getData(x, y, z);
float h0 = getWaterHeight(x, y, z, m);
float h1 = getWaterHeight(x, y, z + 1, m);
float h2 = getWaterHeight(x + 1, y, z + 1, m);
float h3 = getWaterHeight(x + 1, y, z, m);
float offs = 0.001f;
// 4J - added. Farm tiles often found beside water, but they consider
// themselves non-solid as they only extend up to 15.0f / 16.0f. If the max
// height of this water is below that level, don't bother rendering sides
// bordering onto farmland.
float maxh = h0;
if (h1 > maxh) maxh = h1;
if (h2 > maxh) maxh = h2;
if (h3 > maxh) maxh = h3;
if (maxh <= (15.0f / 16.0f)) {
if (level->getTile(x, y, z - 1) == Tile::farmland_Id) {
dirs[0] = false;
}
if (level->getTile(x, y, z + 1) == Tile::farmland_Id) {
dirs[1] = false;
}
if (level->getTile(x - 1, y, z) == Tile::farmland_Id) {
dirs[2] = false;
}
if (level->getTile(x + 1, y, z) == Tile::farmland_Id) {
dirs[3] = false;
}
}
if (noCulling || up) {
changed = true;
Icon* tex = getTexture(tt, 1, data);
float angle = (float)LiquidTile::getSlopeAngle(level, x, y, z, m);
if (angle > -999) {
tex = getTexture(tt, 2, data);
}
h0 -= offs;
h1 -= offs;
h2 -= offs;
h3 -= offs;
float u00, u01, u10, u11;
float v00, v01, v10, v11;
if (angle < -999) {
u00 = tex->getU(0, true);
v00 = tex->getV(0, true);
u01 = u00;
v01 = tex->getV(SharedConstants::WORLD_RESOLUTION, true);
u10 = tex->getU(SharedConstants::WORLD_RESOLUTION, true);
v10 = v01;
u11 = u10;
v11 = v00;
} else {
float s = Mth::sin(angle) * .25f;
float c = Mth::cos(angle) * .25f;
float cc = SharedConstants::WORLD_RESOLUTION * .5f;
u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
}
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y, z);
}
t->color(c11 * br * r, c11 * br * g, c11 * br * b);
t->vertexUV((float)(x + 0.0f), (float)(y + h0), (float)(z + 0.0f), u00,
v00);
t->vertexUV((float)(x + 0.0f), (float)(y + h1), (float)(z + 1.0f), u01,
v01);
t->vertexUV((float)(x + 1.0f), (float)(y + h2), (float)(z + 1.0f), u10,
v10);
t->vertexUV((float)(x + 1.0f), (float)(y + h3), (float)(z + 0.0f), u11,
v11);
}
if (noCulling || down) {
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y - 1, z));
br = 1;
} else {
br = tt->getBrightness(level, x, y - 1, z);
}
t->color(c10 * br, c10 * br, c10 * br);
renderFaceDown(tt, x, y + offs, z, getTexture(tt, 0));
changed = true;
}
for (int face = 0; face < 4; face++) {
int xt = x;
int yt = y;
int zt = z;
if (face == 0) zt--;
if (face == 1) zt++;
if (face == 2) xt--;
if (face == 3) xt++;
Icon* tex = getTexture(tt, face + 2, data);
if (noCulling || dirs[face]) {
float hh0;
float hh1;
float x0, z0, x1, z1;
if (face == 0) {
hh0 = (float)(h0);
hh1 = (float)(h3);
x0 = (float)(x);
x1 = (float)(x + 1);
z0 = (float)(z + offs);
z1 = (float)(z + offs);
} else if (face == 1) {
hh0 = (float)(h2);
hh1 = (float)(h1);
x0 = (float)(x + 1);
x1 = (float)(x);
z0 = (float)(z + 1 - offs);
z1 = (float)(z + 1 - offs);
} else if (face == 2) {
hh0 = (float)(h1);
hh1 = (float)(h0);
x0 = (float)(x + offs);
x1 = (float)(x + offs);
z0 = (float)(z + 1);
z1 = (float)(z);
} else {
hh0 = (float)(h3);
hh1 = (float)(h2);
x0 = (float)(x + 1 - offs);
x1 = (float)(x + 1 - offs);
z0 = (float)(z);
z1 = (float)(z + 1);
}
changed = true;
float u0 = tex->getU(0, true);
float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f, true);
int yTex = tex->getY();
float v01 =
tex->getV((1 - hh0) * SharedConstants::WORLD_RESOLUTION * .5f);
float v02 =
tex->getV((1 - hh1) * SharedConstants::WORLD_RESOLUTION * .5f);
float v1 = tex->getV(SharedConstants::WORLD_RESOLUTION * .5f, true);
float br;
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, xt, yt, zt));
br = 1;
} else {
br = tt->getBrightness(level, xt, yt, zt);
}
if (face < 2)
br *= c2;
else
br *= c3;
t->color(c11 * br * r, c11 * br * g, c11 * br * b);
t->vertexUV((float)(x0), (float)(y + hh0), (float)(z0), (float)(u0),
(float)(v01));
t->vertexUV((float)(x1), (float)(y + hh1), (float)(z1), (float)(u1),
(float)(v02));
t->vertexUV((float)(x1), (float)(y + 0), (float)(z1), (float)(u1),
(float)(v1));
t->vertexUV((float)(x0), (float)(y + 0), (float)(z0), (float)(u0),
(float)(v1));
}
}
tileShapeY0 = yo0;
tileShapeY1 = yo1;
return changed;
}
float TileRenderer::getWaterHeight(int x, int y, int z, Material* m) {
int count = 0;
float h = 0;
for (int i = 0; i < 4; i++) {
int xx = x - (i & 1);
int yy = y;
int zz = z - ((i >> 1) & 1);
if (level->getMaterial(xx, yy + 1, zz) == m) {
return 1;
}
Material* tm = level->getMaterial(xx, yy, zz);
if (tm == m) {
int d = level->getData(xx, yy, zz);
if (d >= 8 || d == 0) {
h += (LiquidTile::getHeight(d)) * 10;
count += 10;
}
h += LiquidTile::getHeight(d);
count++;
} else if (!tm->isSolid()) {
h += 1;
count++;
}
}
return 1 - h / count;
}
void TileRenderer::renderBlock(Tile* tt, Level* level, int x, int y, int z) {
renderBlock(tt, level, x, y, z, 0);
}
void TileRenderer::renderBlock(Tile* tt, Level* level, int x, int y, int z,
int data) {
float c10 = 0.5f;
float c11 = 1;
float c2 = 0.8f;
float c3 = 0.6f;
Tesselator* t = Tesselator::getInstance();
t->begin();
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(getLightColor(tt, level, x, y, z));
}
float center = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x, y, z);
float br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x, y - 1, z);
if (br < center) br = center;
t->color(c10 * br, c10 * br, c10 * br);
renderFaceDown(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 0, data));
br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x, y + 1, z);
if (br < center) br = center;
t->color(c11 * br, c11 * br, c11 * br);
renderFaceUp(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 1, data));
br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x, y, z - 1);
if (br < center) br = center;
t->color(c2 * br, c2 * br, c2 * br);
renderNorth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 2, data));
br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x, y, z + 1);
if (br < center) br = center;
t->color(c2 * br, c2 * br, c2 * br);
renderSouth(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 3, data));
br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x - 1, y, z);
if (br < center) br = center;
t->color(c3 * br, c3 * br, c3 * br);
renderWest(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 4, data));
br = SharedConstants::TEXTURE_LIGHTING
? 1
: tt->getBrightness(level, x + 1, y, z);
if (br < center) br = center;
t->color(c3 * br, c3 * br, c3 * br);
renderEast(tt, -0.5f, -0.5f, -0.5f, getTexture(tt, 5, data));
t->end();
}
bool TileRenderer::tesselateBlockInWorld(Tile* tt, int x, int y, int z) {
int col = tt->getColor(level, x, y, z);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
if (Tile::lightEmission[tt->id] ==
0) // 4J - TODO/remove (Minecraft::useAmbientOcclusion())
{
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting(
tt, x, y, z, r, g, b, 0, smoothShapeLighting);
} else {
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())
{
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting(
tt, x, y, z, r, g, b, faceFlags, smoothShapeLighting);
} else {
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 = NULL;
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 == NULL) {
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x0), (float)(y0), (float)(z1), (float)(u10),
(float)(v10), c1r, c1g, c1b, tc1, (float)(x0),
(float)(y0), (float)(z0), (float)(u00), (float)(v00),
c2r, c2g, c2b, tc2, (float)(x1), (float)(y0),
(float)(z0), (float)(u01), (float)(v01), c3r, c3g, c3b,
tc3, (float)(x1), (float)(y0), (float)(z1),
(float)(u11), (float)(v11), c4r, c4g, c4b, tc4);
return;
}
#endif
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x1), (float)(y1), (float)(z1), (float)(u11),
(float)(v11), c1r, c1g, c1b, tc1, (float)(x1),
(float)(y1), (float)(z0), (float)(u01), (float)(v01),
c2r, c2g, c2b, tc2, (float)(x0), (float)(y1),
(float)(z0), (float)(u00), (float)(v00), c3r, c3g, c3b,
tc3, (float)(x0), (float)(y1), (float)(z1),
(float)(u10), (float)(v10), c4r, c4g, c4b, tc4);
return;
}
#endif
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x0), (float)(y1), (float)(z0), (float)(u01),
(float)(v01), c1r, c1g, c1b, tc1, (float)(x1),
(float)(y1), (float)(z0), (float)(u00), (float)(v00),
c2r, c2g, c2b, tc2, (float)(x1), (float)(y0),
(float)(z0), (float)(u10), (float)(v10), c3r, c3g, c3b,
tc3, (float)(x0), (float)(y0), (float)(z0),
(float)(u11), (float)(v11), c4r, c4g, c4b, tc4);
return;
}
#endif
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x0), (float)(y1), (float)(z1), (float)(u00),
(float)(v00), c1r, c1g, c1b, tc1, (float)(x0),
(float)(y0), (float)(z1), (float)(u10), (float)(v10),
c2r, c2g, c2b, tc2, (float)(x1), (float)(y0),
(float)(z1), (float)(u11), (float)(v11), c3r, c3g, c3b,
tc3, (float)(x1), (float)(y1), (float)(z1),
(float)(u01), (float)(v01), c4r, c4g, c4b, tc4);
return;
}
#endif
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x0), (float)(y1), (float)(z1), (float)(u01),
(float)(v01), c1r, c1g, c1b, tc1, (float)(x0),
(float)(y1), (float)(z0), (float)(u00), (float)(v00),
c2r, c2g, c2b, tc2, (float)(x0), (float)(y0),
(float)(z0), (float)(u10), (float)(v10), c3r, c3g, c3b,
tc3, (float)(x0), (float)(y0), (float)(z1),
(float)(u11), (float)(v11), c4r, c4g, c4b, tc4);
return;
}
#endif
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) {
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) {
#ifdef __PSVITA__
if (t->getCompactVertices()) {
t->tileQuad((float)(x1), (float)(y0), (float)(z1), (float)(u10),
(float)(v10), c1r, c1g, c1b, tc1, (float)(x1),
(float)(y0), (float)(z0), (float)(u11), (float)(v11),
c2r, c2g, c2b, tc2, (float)(x1), (float)(y1),
(float)(z0), (float)(u01), (float)(v01), c3r, c3g, c3b,
tc3, (float)(x1), (float)(y1), (float)(z1),
(float)(u00), (float)(v00), c4r, c4g, c4b, tc4);
return;
}
#endif
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 == NULL)
return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN);
#ifdef __PSVITA__
// AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag
// to the tesselator
Tesselator* t = Tesselator::getInstance();
t->setAlphaCutOut(icon->getFlags() & Icon::IS_ALPHA_CUT_OUT);
#endif
return icon;
}