#include "stdafx.h" #include "TileRenderer.h" #include "GameRenderer.h" #include "Minecraft.h" #include "Textures.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\net.minecraft.world.level.material.h" #include "..\Minecraft.World\net.minecraft.h" #include "..\Minecraft.World\net.minecraft.world.h" #include "Tesselator.h" #include "EntityTileRenderer.h" #include "Options.h" bool TileRenderer::fancy = true; const float smallUV = ( 1.0f / 16.0f ); void TileRenderer::_init() { fixedTexture = NULL; xFlipTexture = false; noCulling = false; blsmooth = 1; 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; } 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() { 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, 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, 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_DIODE: retVal = tesselateDiodeInWorld( (DiodeTile *)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_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; }; 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()); 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); 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::mushroom1; break; case FlowerPotTile::TYPE_MUSHROOM_RED: plant = Tile::mushroom2; 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::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 Stu - This block gets moved in a later version, but we don't need that yet // BEGIN TORCH SECTION { int dir = data & DiodeTile::DIRECTION_MASK; int delay = ( data & DiodeTile::DELAY_MASK ) >> DiodeTile::DELAY_SHIFT; float h = -3.0f / 16.0f; float transmitterX = 0.0f; float transmitterZ = 0.0f; float receiverX = 0.0f; float receiverZ = 0.0f; switch ( dir ) { case Direction::SOUTH: receiverZ = -5.0f / 16.0f; transmitterZ = DiodeTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::NORTH: receiverZ = 5.0f / 16.0f; transmitterZ = -DiodeTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::EAST: receiverX = -5.0f / 16.0f; transmitterX = DiodeTile::DELAY_RENDER_OFFSETS[delay]; break; case Direction::WEST: receiverX = 5.0f / 16.0f; transmitterX = -DiodeTile::DELAY_RENDER_OFFSETS[delay]; break; } // render transmitter tesselateTorch( tt, x + transmitterX, y + h, z + transmitterZ, 0.0f, 0.0f, 0 ); // render receiver tesselateTorch( tt, x + receiverX, y + h, z + receiverZ, 0.0f, 0.0f, 0 ); } // END TORCH SECTION 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::stoneBrick)); 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 ); byte redComponent = ((minColour>>16)&0xFF) + (( (maxColour>>16)&0xFF - (minColour>>16)&0xFF)*( (data-1)/14.0f)); byte greenComponent = ((minColour>>8)&0xFF) + (( (maxColour>>8)&0xFF - (minColour>>8)&0xFF)*( (data-1)/14.0f)); byte 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::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) { __int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y); seed = seed * seed * 42317861 + seed * 11; 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); __int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y); seed = seed * seed * 42317861 + seed * 11; 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 ); } 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 ); } 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 ) { // 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; float ll1 = ll000; float ll2 = ll000; float ll3 = ll000; float ll4 = ll000; bool tint0 = true; bool tint1 = true; bool tint2 = true; bool tint3 = true; bool tint4 = true; bool tint5 = true; ll000 = getShadeBrightness(tt, level, pX, pY, pZ ); llx00 = getShadeBrightness(tt, level, pX - 1, pY, pZ ); ll0y0 = getShadeBrightness(tt, level, pX, pY - 1, pZ ); ll00z = getShadeBrightness(tt, level, pX, pY, pZ - 1 ); llX00 = getShadeBrightness(tt, level, pX + 1, pY, pZ ); ll0Y0 = getShadeBrightness(tt, level, pX, pY + 1, pZ ); ll00Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 ); // 4J - these changes brought forward from 1.2.3 int centerColor = getLightColor(tt, level, pX, pY, pZ ); int ccx00 = centerColor; int cc0y0 = centerColor; int cc00z = centerColor; int ccX00 = centerColor; int cc0Y0 = centerColor; int cc00Z = centerColor; if (tileShapeY0 <= 0 || !level->isSolidRenderTile(pX, pY - 1, pZ)) cc0y0 = getLightColor(tt, level, pX, pY - 1, pZ); if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = getLightColor(tt, level, pX, pY + 1, pZ); if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = getLightColor(tt, level, pX - 1, pY, pZ); if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = getLightColor(tt, level, pX + 1, pY, pZ); if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = getLightColor(tt, level, pX, pY, pZ - 1); if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = getLightColor(tt, level, pX, pY, pZ + 1); Tesselator* t = Tesselator::getInstance(); t->tex2( 0xf000f ); llTransXY0 = isTranslucentAt( level, pX + 1, pY + 1, pZ ); llTransXy0 = isTranslucentAt( level, pX + 1, pY - 1, pZ ); llTransX0Z = isTranslucentAt( level, pX + 1, pY, pZ + 1 ); llTransX0z = isTranslucentAt( level, pX + 1, pY, pZ - 1 ); llTransxY0 = isTranslucentAt( level, pX - 1, pY + 1, pZ ); llTransxy0 = isTranslucentAt( level, pX - 1, pY - 1, pZ ); llTransx0z = isTranslucentAt( level, pX - 1, pY, pZ - 1 ); llTransx0Z = isTranslucentAt( level, pX - 1, pY, pZ + 1 ); llTrans0YZ = isTranslucentAt( level, pX, pY + 1, pZ + 1 ); llTrans0Yz = isTranslucentAt( level, pX, pY + 1, pZ - 1 ); llTrans0yZ = isTranslucentAt( level, pX, pY - 1, pZ + 1 ); llTrans0yz = isTranslucentAt( level, pX, pY - 1, pZ - 1 ); if( uniformTex == NULL ) { if ( getTexture(tt)->getFlags() == Icon::IS_GRASS_TOP ) tint0 = tint2 = tint3 = tint4 = tint5 = false; } if ( hasFixedTexture() ) tint0 = tint2 = tint3 = tint4 = tint5 = false; if ( faceFlags & 0x01 ) { if ( blsmooth > 0 ) { if ( tileShapeY0 <= 0 ) pY--; // 4J - condition brought forward from 1.2.3 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 ); 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++; // 4J - condition brought forward from 1.2.3 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 ); } else { ll1 = ll2 = ll3 = ll4 = ll0y0; tc1 = tc2 = tc3 = tc4 = ccxy0; } c1r = c2r = c3r = c4r = ( tint0 ? pBaseRed : 1.0f ) * 0.5f; c1g = c2g = c3g = c4g = ( tint0 ? pBaseGreen : 1.0f ) * 0.5f; c1b = c2b = c3b = c4b = ( tint0 ? pBaseBlue : 1.0f ) * 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 ) ); } if ( faceFlags & 0x02 ) { if ( blsmooth > 0 ) { 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 ); 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--; // 4J - condition brought forward from 1.2.3 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 ); } else { ll1 = ll2 = ll3 = ll4 = ll0Y0; tc1 = tc2 = tc3 = tc4 = cc0Y0; } c1r = c2r = c3r = c4r = ( tint1 ? pBaseRed : 1.0f ); c1g = c2g = c3g = c4g = ( tint1 ? pBaseGreen : 1.0f ); c1b = c2b = c3b = c4b = ( tint1 ? pBaseBlue : 1.0f ); 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 ) ); } if ( faceFlags & 0x04 ) { if ( blsmooth > 0 ) { 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 ); 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++; // 4J - condition brought forward from 1.2.3 if (smoothShapeLighting && false) //minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes { 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 ); } } else { ll1 = ll2 = ll3 = ll4 = ll00z; tc1 = tc2 = tc3 = tc4 = cc00z; } c1r = c2r = c3r = c4r = ( tint2 ? pBaseRed : 1.0f ) * 0.8f; c1g = c2g = c3g = c4g = ( tint2 ? pBaseGreen : 1.0f ) * 0.8f; c1b = c2b = c3b = c4b = ( tint2 ? pBaseBlue : 1.0f ) * 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 ); } } if ( faceFlags & 0x08 ) { if ( blsmooth > 0 ) { if ( tileShapeZ1 >= 1 ) pZ++; // 4J - condition brought forward from 1.2.3 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 ); 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--; // 4J - condition brought forward from 1.2.3 if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes { 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 ); } } else { ll1 = ll2 = ll3 = ll4 = ll00Z; tc1 = tc2 = tc3 = tc4 = cc00Z; } c1r = c2r = c3r = c4r = ( tint3 ? pBaseRed : 1.0f ) * 0.8f; c1g = c2g = c3g = c4g = ( tint3 ? pBaseGreen : 1.0f ) * 0.8f; c1b = c2b = c3b = c4b = ( tint3 ? pBaseBlue : 1.0f ) * 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 ); } } if ( faceFlags & 0x10 ) { if ( blsmooth > 0 ) { 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 ); 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 if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes { 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 ); } } else { ll1 = ll2 = ll3 = ll4 = llx00; tc1 = tc2 = tc3 = tc4 = ccx00; } c1r = c2r = c3r = c4r = ( tint4 ? pBaseRed : 1.0f ) * 0.6f; c1g = c2g = c3g = c4g = ( tint4 ? pBaseGreen : 1.0f ) * 0.6f; c1b = c2b = c3b = c4b = ( tint4 ? pBaseBlue : 1.0f ) * 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 ); } } if ( faceFlags & 0x20 ) { if ( blsmooth > 0 ) { if ( tileShapeX1 >= 1 ) 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 ); 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 if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes { 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); } } else { ll1 = ll2 = ll3 = ll4 = llX00; tc1 = tc2 = tc3 = tc4 = ccX00; } c1r = c2r = c3r = c4r = ( tint5 ? pBaseRed : 1.0f ) * 0.6f; c1g = c2g = c3g = c4g = ( tint5 ? pBaseGreen : 1.0f ) * 0.6f; c1b = c2b = c3b = c4b = ( tint5 ? pBaseBlue : 1.0f ) * 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, 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; 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 renderEast( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() ); t->setMipmapEnable( prev ); } } 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::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 s = 1 / 16.0f; float centerBrightness = 0.0f; int centerColor = 0; 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, 0 ) ) { 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, 1 ) ) { 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, 2 ) ) { 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 ); } t->addOffset( 0, 0, s ); renderNorth( tt, x, y, z, getTexture(tt, level, x, y, z, 2 ) ); t->addOffset( 0, 0, -s ); changed = true; } if ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, 3 ) ) { 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 ); } t->addOffset( 0, 0, -s ); renderSouth( tt, x, y, z, getTexture(tt, level, x, y, z, 3 ) ); t->addOffset( 0, 0, s ); changed = true; } if ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, 4 ) ) { 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 ); } t->addOffset( s, 0, 0 ); renderWest( tt, x, y, z, getTexture(tt, level, x, y, z, 4 ) ); t->addOffset( -s, 0, 0 ); changed = true; } if ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, 5 ) ) { 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 ); } t->addOffset( -s, 0, 0 ); renderEast( tt, x, y, z, getTexture(tt, level, x, y, z, 5 ) ); t->addOffset( s, 0, 0 ); changed = true; } return changed; } 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::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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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 ) { 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, 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(); } 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_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); return icon; }