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