Files
MinecraftConsoles/Minecraft.Client/PS3/SPU_Tasks/ChunkUpdate/TileRenderer_SPU.cpp
2026-03-01 12:16:08 +08:00

7635 lines
238 KiB
C++

#include "stdafx.h"
#include "TileRenderer_SPU.h"
#include "LiquidTile_SPU.h"
#include "FireTile_SPU.h"
#include "RailTile_SPU.h"
#include "StemTile_SPU.h"
#include "VineTile_SPU.h"
#include "WaterLilyTile_SPU.h"
#include "BrewingStandTile_SPU.h"
#include "RedStoneDustTile_SPU.h"
#include "DiodeTile_SPU.h"
#include "FenceGateTile_SPU.h"
#include "StairTile_SPU.h"
#include "EggTile_SPU.h"
#include "DoorTile_SPU.h"
#include "FenceTile_SPU.h"
#include "GrassTile_SPU.h"
#include "TreeTile_SPU.h"
#include "WallTile_SPU.h"
#include "QuartzBlockTile_SPU.h"
// #include <string>
#include <math.h>
#include <assert.h>
#ifdef SN_TARGET_PS3_SPU
#include "..\Common\spu_assert.h"
#endif
static const float MATH_PI = 3.141592654f;
// #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 "..\..\..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "Tesselator_SPU.h"
#ifdef SN_TARGET_PS3_SPU
#include "Stubs_SPU.h"
#endif // SN_TARGET_PS3_SPU
// #include "..\..\Minecraft.World\SharedConstants.h"
#include "Facing_SPU.h"
// #include "EntityTileRenderer.h"
// #include "Options.h"
// #define DISABLE_TESS_FUNCS
#ifdef SN_TARGET_PS3_SPU
class SharedConstants
{
public:
static const bool TEXTURE_LIGHTING = true;
static const int WORLD_RESOLUTION = 16;
};
#endif
// #define SN_TARGET_PS3_SPU
bool TileRenderer_SPU::fancy = true;
bool g_ambientOcclusionMax = false; // minecraft->options->ambientOcclusion >= Options::AO_MAX
const float smallUV = ( 1.0f / 16.0f );
void TileRenderer_SPU::_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();
}
TileRenderer_SPU::TileRenderer_SPU( ChunkRebuildData* level )
{
this->level = level;
_init();
}
TileRenderer_SPU::TileRenderer_SPU()
{
this->level = NULL;
_init();
}
Tesselator_SPU* TileRenderer_SPU::getTesselator()
{
Tesselator_SPU* t = &level->m_tesselator;
return t;
}
void TileRenderer_SPU::setFixedTexture( Icon_SPU *fixedTexture )
{
this->fixedTexture = fixedTexture;
}
void TileRenderer_SPU::clearFixedTexture()
{
this->fixedTexture = NULL;
}
bool TileRenderer_SPU::hasFixedTexture()
{
return fixedTexture != NULL;
}
void TileRenderer_SPU::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_SPU::setShape(Tile_SPU *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_SPU::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_SPU::clearFixedShape()
{
fixedShape = false;
}
void TileRenderer_SPU::tesselateInWorldFixedTexture( Tile_SPU* tile, int x, int y, int z, Icon_SPU *fixedTexture ) // 4J renamed to differentiate from tesselateInWorld
{
this->setFixedTexture(fixedTexture);
tesselateInWorld( tile, x, y, z );
this->clearFixedTexture();
}
void TileRenderer_SPU::tesselateInWorldNoCulling( Tile_SPU* tile, int x, int y, int z, int forceData,
TileEntity* forceEntity ) // 4J added forceData, forceEntity param
{
noCulling = true;
tesselateInWorld( tile, x, y, z, forceData );
noCulling = false;
}
bool TileRenderer_SPU::hasRenderer(Tile_SPU* tt)
{
int shape = tt->getRenderShape();
bool retVal = false;
switch(shape)
{
case Tile_SPU::SHAPE_BLOCK:
case Tile_SPU::SHAPE_WATER:
case Tile_SPU::SHAPE_CACTUS:
case Tile_SPU::SHAPE_STEM:
case Tile_SPU::SHAPE_LILYPAD:
case Tile_SPU::SHAPE_ROWS:
case Tile_SPU::SHAPE_TORCH:
case Tile_SPU::SHAPE_FIRE:
case Tile_SPU::SHAPE_LADDER:
case Tile_SPU::SHAPE_DOOR:
case Tile_SPU::SHAPE_RAIL:
case Tile_SPU::SHAPE_EGG:
case Tile_SPU::SHAPE_VINE:
case Tile_SPU::SHAPE_BREWING_STAND:
case Tile_SPU::SHAPE_CROSS_TEXTURE:
case Tile_SPU::SHAPE_FENCE:
retVal = true;
break;
case Tile_SPU::SHAPE_FENCE_GATE:
case Tile_SPU::SHAPE_RED_DUST:
case Tile_SPU::SHAPE_STAIRS:
case Tile_SPU::SHAPE_DIODE:
case Tile_SPU::SHAPE_LEVER:
case Tile_SPU::SHAPE_BED:
case Tile_SPU::SHAPE_PISTON_BASE:
case Tile_SPU::SHAPE_PISTON_EXTENSION:
case Tile_SPU::SHAPE_IRON_FENCE:
case Tile_SPU::SHAPE_CAULDRON:
case Tile_SPU::SHAPE_PORTAL_FRAME:
retVal = false;
break;
}
return retVal;
}
bool TileRenderer_SPU::tesselateInWorld( Tile_SPU* tt, int x, int y, int z, int forceData,
TileEntity* forceEntity ) // 4J added forceData, forceEntity param
{
Tesselator_SPU* t = getTesselator();
int shape = tt->getRenderShape();
tt->updateShape( level, x, y, z, forceData, forceEntity );
setShape(tt);
t->setMipmapEnable( level->m_tileData.mipmapEnable[tt->id] ); // 4J added
bool retVal = false;
switch(shape)
{
case Tile_SPU::SHAPE_BLOCK:
retVal = tesselateBlockInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_TREE:
retVal = tesselateTreeInWorld(tt, x, y, z);
break;
case Tile_SPU::SHAPE_QUARTZ:
retVal = tesselateQuartzInWorld(tt, x, y, z);
break;
case Tile_SPU::SHAPE_WATER:
retVal = tesselateWaterInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_CACTUS:
retVal = tesselateCactusInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_CROSS_TEXTURE:
retVal = tesselateCrossInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_STEM:
retVal = tesselateStemInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_LILYPAD:
retVal = tesselateLilypadInWorld( (WaterlilyTile_SPU*)tt, x, y, z );
break;
case Tile_SPU::SHAPE_ROWS:
retVal = tesselateRowInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_TORCH:
retVal = tesselateTorchInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_FIRE:
retVal = tesselateFireInWorld( (FireTile_SPU *)tt, x, y, z );
break;
case Tile_SPU::SHAPE_RED_DUST:
retVal = tesselateDustInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_LADDER:
retVal = tesselateLadderInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_DOOR:
retVal = tesselateDoorInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_RAIL:
retVal = tesselateRailInWorld( ( RailTile_SPU* )tt, x, y, z );
break;
case Tile_SPU::SHAPE_STAIRS:
retVal = tesselateStairsInWorld( (StairTile_SPU *)tt, x, y, z );
break;
case Tile_SPU::SHAPE_EGG:
retVal = tesselateEggInWorld((EggTile_SPU*) tt, x, y, z);
break;
case Tile_SPU::SHAPE_FENCE:
retVal = tesselateFenceInWorld( ( FenceTile_SPU* )tt, x, y, z );
break;
case Tile_SPU::SHAPE_WALL:
retVal = tesselateWallInWorld( (WallTile_SPU *) tt, x, y, z);
break;
case Tile_SPU::SHAPE_LEVER:
retVal = tesselateLeverInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_TRIPWIRE_SOURCE:
retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
break;
case Tile_SPU::SHAPE_TRIPWIRE:
retVal = tesselateTripwireInWorld(tt, x, y, z);
break;
case Tile_SPU::SHAPE_BED:
retVal = tesselateBedInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_DIODE:
retVal = tesselateDiodeInWorld( (DiodeTile_SPU *)tt, x, y, z );
break;
case Tile_SPU::SHAPE_PISTON_BASE:
retVal = tesselatePistonBaseInWorld( tt, x, y, z, false, forceData );
break;
case Tile_SPU::SHAPE_PISTON_EXTENSION:
retVal = tesselatePistonExtensionInWorld( tt, x, y, z, true, forceData );
break;
case Tile_SPU::SHAPE_IRON_FENCE:
retVal = tesselateThinFenceInWorld( ( ThinFenceTile* )tt, x, y, z );
break;
case Tile_SPU::SHAPE_VINE:
retVal = tesselateVineInWorld( tt, x, y, z );
break;
case Tile_SPU::SHAPE_FENCE_GATE:
retVal = tesselateFenceGateInWorld( ( FenceGateTile_SPU* )tt, x, y, z );
break;
case Tile_SPU::SHAPE_CAULDRON:
retVal = tesselateCauldronInWorld((CauldronTile_SPU* ) tt, x, y, z);
break;
case Tile_SPU::SHAPE_FLOWER_POT:
retVal = tesselateFlowerPotInWorld((FlowerPotTile_SPU *) tt, x, y, z);
break;
case Tile_SPU::SHAPE_ANVIL:
retVal = tesselateAnvilInWorld((AnvilTile_SPU *) tt, x, y, z);
break;
case Tile_SPU::SHAPE_BREWING_STAND:
retVal = tesselateBrewingStandInWorld((BrewingStandTile_SPU* ) tt, x, y, z);
break;
case Tile_SPU::SHAPE_PORTAL_FRAME:
retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile *)tt, x, y, z);
break;
case Tile_SPU::SHAPE_COCOA:
retVal = tesselateCocoaInWorld((CocoaTile_SPU *) tt, x, y, z);
break;
};
t->setMipmapEnable( true ); // 4J added
return retVal;
}
bool TileRenderer_SPU::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
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))
{
// EnterCriticalSection( &Tile_SPU::m_csShape );
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
tesselateBlockInWorld(tt, x, y, z);
// LeaveCriticalSection( &Tile_SPU::m_csShape );
upFlip = FLIP_NONE;
return true;
}
// EnterCriticalSection( &Tile_SPU::m_csShape );
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();
// LeaveCriticalSection( &Tile_SPU::m_csShape );
upFlip = FLIP_NONE;
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateBedInWorld( Tile_SPU* tt, int x, int y, int z )
{
#ifdef DISABLE_TESS_FUNCS
Tesselator_SPU* t = getTesselator();
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 = tt->getLightColor( 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_SPU *tex = getTexture( tt, level, x, y, z, Facing::DOWN );
float u0 = tex->getU0();
float u1 = tex->getU1();
float v0 = tex->getV0();
float v1 = tex->getV1();
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( tt->getLightColor( 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_SPU *tex = getTexture( tt, level, x, y, z, Facing::UP );
float u0 = tex->getU0();
float u1 = tex->getU1();
float v0 = tex->getV0();
float v1 = tex->getV1();
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 : tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( 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;
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateBrewingStandInWorld(BrewingStandTile_SPU *tt, int x, int y, int z)
{
// EnterCriticalSection( &Tile_SPU::m_csShape );
// 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_SPU* t = getTesselator();
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;
t->color(br * r, br * g, br * b);
Icon_SPU *tex = getTexture(tt, 0, 0);
if (hasFixedTexture()) tex = fixedTexture;
float v0 = tex->getV0();
float v1 = tex->getV1();
int data = level->getData(x, y, z);
for (int arm = 0; arm < 3; arm++)
{
float angle = arm * MATH_PI * 2.0f / 3.0f + MATH_PI * 0.5f;
float u0 = tex->getU(8);
float u1 = tex->getU1();
// if (brewEntity != null && brewEntity.getItem(arm) != null) {
if ((data & (1 << arm)) != 0)
{
u1 = tex->getU0();
}
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();
// LeaveCriticalSection( &Tile_SPU::m_csShape );
return true;
}
bool TileRenderer_SPU::tesselateCauldronInWorld(CauldronTile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
// bounding box first
tesselateBlockInWorld(tt, x, y, z);
Tesselator_SPU* t = getTesselator();
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;
t->color(br * r, br * g, br * b);
// render inside
Icon_SPU *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_SPU *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_SPU *liquidTex = LiquidTile_SPU::getTexture(LiquidTile_SPU::TEXTURE_WATER_STILL);
if (waterLevel > 3)
{
waterLevel = 3;
}
renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z, liquidTex);
}
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateFlowerPotInWorld(FlowerPotTile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
// 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);
}
#endif //DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU *tt, int x, int y, int z)
{
return tesselateAnvilInWorld(tt, x, y, z, level->getData(x, y, z));
}
bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU *tt, int x, int y, int z, int data)
{
#ifdef DISABLE_TESS_FUNCS
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);
#endif // DISABLE_TESS_FUNCS
return tesselateAnvilInWorld(tt, x, y, z, data, false);
}
bool TileRenderer_SPU::tesselateAnvilInWorld(AnvilTile_SPU *tt, int x, int y, int z, int data, bool render)
{
#ifdef DISABLE_TESS_FUNCS
int facing = render ? 0 : data & 3;
boolean 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;
#endif // DISABLE_TESS_FUNCS
return true;
}
float TileRenderer_SPU::tesselateAnvilPiece(AnvilTile_SPU *tt, int x, int y, int z, int part, float bottom, float width, float height, float length, bool rotate, bool render, int data)
{
#ifdef DISABLE_TESS_FUNCS
if (rotate)
{
float swap = width;
width = length;
length = swap;
}
width /= 2;
length /= 2;
ms_pTileData->anvilPart = 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);
}
#endif // DISABLE_TESS_FUNCS
return bottom + height;
}
bool TileRenderer_SPU::tesselateTorchInWorld( Tile_SPU* tt, int x, int y, int z )
{
int dir = level->getData( x, y, z );
Tesselator_SPU* t = getTesselator();
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
t->color( 1.0f, 1.0f, 1.0f );
}
else
{
float br = tt->getBrightness( level, x, y, z );
if ( level->m_tileData.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_SPU::tesselateDiodeInWorld(DiodeTile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
Tesselator_SPU* t = getTesselator();
tesselateDiodeInWorld(tt, x, y, z, level->getData(x, y, z) & DiodeTile_SPU::DIRECTION_MASK);
return true;
#endif // #ifdef DISABLE_TESS_FUNCS
return false;
}
void TileRenderer_SPU::tesselateDiodeInWorld( DiodeTile_SPU* tt, int x, int y, int z, int dir )
{
#ifdef DISABLE_TESS_FUNCS
// render half-block edges
tesselateBlockInWorld( tt, x, y, z );
Tesselator_SPU* t = getTesselator();
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
t->color( 1.0f, 1.0f, 1.0f );
}
else
{
float br = tt->getBrightness( level, x, y, z );
if ( level->m_tileData.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_SPU::DIRECTION_MASK;
int delay = ( data & DiodeTile_SPU::DELAY_MASK ) >> DiodeTile_SPU::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_SPU::DELAY_RENDER_OFFSETS[delay];
break;
case Direction::NORTH:
receiverZ = 5.0f / 16.0f;
transmitterZ = -DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay];
break;
case Direction::EAST:
receiverX = -5.0f / 16.0f;
transmitterX = DiodeTile_SPU::DELAY_RENDER_OFFSETS[delay];
break;
case Direction::WEST:
receiverX = 5.0f / 16.0f;
transmitterX = -DiodeTile_SPU::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_SPU *tex = getTexture(tt, Facing::UP, data);
float u0 = tex->getU0();
float u1 = tex->getU1();
float v0 = tex->getV0();
float v1 = tex->getV1();
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 );
#endif // #ifdef DISABLE_TESS_FUNCS
}
void TileRenderer_SPU::tesselatePistonBaseForceExtended( Tile_SPU* tile, int x, int y, int z, int forceData ) // 4J added forceData param
{
#ifdef DISABLE_TESS_FUNCS
noCulling = true;
tesselatePistonBaseInWorld( tile, x, y, z, true, forceData );
noCulling = false;
#endif // DISABLE_TESS_FUNCS
}
bool TileRenderer_SPU::tesselatePistonBaseInWorld( Tile_SPU* tt, int x, int y, int z, bool forceExtended, int forceData ) // 4J added forceData param
{
#ifdef DISABLE_TESS_FUNCS
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;
// EnterCriticalSection( &Tile_SPU::m_csShape );
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;
}
// LeaveCriticalSection( &Tile_SPU::m_csShape );
#endif // DISABLE_TESS_FUNCS
return true;
}
void TileRenderer_SPU::renderPistonArmUpDown( float x0, float x1, float y0, float y1, float z0, float z1, float br,
float armLengthPixels )
{
#ifdef DISABLE_TESS_FUNCS
Icon_SPU *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
if (hasFixedTexture()) armTex = fixedTexture;
Tesselator_SPU* t = getTesselator();
// upwards arm
float u00 = armTex->getU0();
float v00 = armTex->getV0();
float u11 = armTex->getU(armLengthPixels);
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS);
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 );
#endif // DISABLE_TESS_FUNCS
}
void TileRenderer_SPU::renderPistonArmNorthSouth( float x0, float x1, float y0, float y1, float z0, float z1,
float br, float armLengthPixels )
{
#ifdef DISABLE_TESS_FUNCS
Icon_SPU *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
if (hasFixedTexture()) armTex = fixedTexture;
Tesselator_SPU* t = getTesselator();
// upwards arm
float u00 = armTex->getU0();
float v00 = armTex->getV0();
float u11 = armTex->getU(armLengthPixels);
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS);
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 );
#endif // DISABLE_TESS_FUNCS
}
void TileRenderer_SPU::renderPistonArmEastWest( float x0, float x1, float y0, float y1, float z0, float z1, float br,
float armLengthPixels )
{
#ifdef DISABLE_TESS_FUNCS
Icon_SPU *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
if (hasFixedTexture()) armTex = fixedTexture;
Tesselator_SPU* t = getTesselator();
// upwards arm
float u00 = armTex->getU0();
float v00 = armTex->getV0();
float u11 = armTex->getU(armLengthPixels);
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS);
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 );
#endif // DISABLE_TESS_FUNCS
}
void TileRenderer_SPU::tesselatePistonArmNoCulling( Tile_SPU* tile, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
{
#ifdef DISABLE_TESS_FUNCS
noCulling = true;
tesselatePistonExtensionInWorld( tile, x, y, z, fullArm );
noCulling = false;
#endif // DISABLE_TESS_FUNCS
}
bool TileRenderer_SPU::tesselatePistonExtensionInWorld( Tile_SPU* tt, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
{
#ifdef DISABLE_TESS_FUNCS
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;
// EnterCriticalSection( &Tile_SPU::m_csShape );
Tesselator_SPU* t = getTesselator();
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 );
// LeaveCriticalSection( &Tile_SPU::m_csShape );
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateLeverInWorld( Tile_SPU* tt, int x, int y, int z )
{
#ifdef DISABLE_TESS_FUNCS
int data = level->getData( x, y, z );
int dir = data & 7;
bool flipped = ( data & 8 ) > 0;
Tesselator_SPU* t = getTesselator();
bool hadFixed = hasFixedTexture();
if (!hadFixed) this->setFixedTexture(getTexture(Tile_SPU::stoneBrick));
float w1 = 4.0f / 16.0f;
float w2 = 3.0f / 16.0f;
float h = 3.0f / 16.0f;
// EnterCriticalSection( &Tile_SPU::m_csShape );
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 );
// LeaveCriticalSection( &Tile_SPU::m_csShape );
if ( !hadFixed ) this->clearFixedTexture();
float br;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
br = 1;
}
else
{
br = tt->getBrightness( level, x, y, z );
}
if ( Tile_SPU::lightEmission[tt->id] > 0 ) br = 1.0f;
t->color( br, br, br );
Icon_SPU *tex = getTexture(tt, 0);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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);
v0 = tex->getV(6);
u1 = tex->getU(9);
v1 = tex->getV(8);
}
else if ( i == 2 )
{
u0 = tex->getU(7);
v0 = tex->getV(6);
u1 = tex->getU(9);
v1 = tex->getV1();
}
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 ) );
}
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateTripwireSourceInWorld(Tile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
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 = 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;
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);
}
}
#endif // #ifdef DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateTripwireInWorld(Tile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
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);
}
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateFireInWorld( FireTile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *firstTex = tt->getTextureLayer(0);
Icon_SPU *secondTex = tt->getTextureLayer(1);
Icon_SPU *tex = firstTex;
if (hasFixedTexture()) tex = fixedTexture;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->color( 1.0f, 1.0f, 1.0f );
t->tex2( tt->getLightColor( level, x, y, z ) );
}
else
{
float br = tt->getBrightness( level, x, y, z );
t->color( br, br, br );
}
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
float h = 1.4f;
if ( level->isSolidBlockingTile( x, y - 1, z ) || FireTile_SPU::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();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
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();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
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();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
}
if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
{
float tmp = u1;
u1 = u0;
u0 = tmp;
}
if ( FireTile_SPU::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 ( FireTile_SPU::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 ( FireTile_SPU::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 ( FireTile_SPU::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 ( FireTile_SPU::canBurn( level, x, y + 1.0f, z ) )
{
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 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;
tex = firstTex;
u0 = tex->getU0();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
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();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
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();
v0 = tex->getV0();
u1 = tex->getU1();
v1 = tex->getV1();
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_SPU::tesselateDustInWorld( Tile_SPU* tt, int x, int y, int z )
{
#ifdef DISABLE_TESS_FUNCS
Tesselator_SPU* t = getTesselator();
int data = level->getData( x, y, z );
Icon_SPU *crossTexture = RedStoneDustTile_SPU::getTextureByName(RedStoneDustTile_SPU::TEXTURE_CROSS);
Icon_SPU *lineTexture = RedStoneDustTile_SPU::getTextureByName(RedStoneDustTile_SPU::TEXTURE_LINE);
Icon_SPU *crossTextureOverlay = RedStoneDustTile_SPU::getTextureByName(RedStoneDustTile_SPU::TEXTURE_CROSS_OVERLAY);
Icon_SPU *lineTextureOverlay = RedStoneDustTile_SPU::getTextureByName(RedStoneDustTile_SPU::TEXTURE_LINE_OVERLAY);
float br;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
br = 1;
}
else
{
br = tt->getBrightness( level, x, y, z );
}
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;
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_SPU::shouldConnectTo( level, x - 1, y, z, Direction::WEST )
|| ( !level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile_SPU::shouldConnectTo( level, x - 1, y - 1, z,
Direction::UNDEFINED ) );
bool e = RedStoneDustTile_SPU::shouldConnectTo( level, x + 1, y, z, Direction::EAST )
|| ( !level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile_SPU::shouldConnectTo( level, x + 1, y - 1, z,
Direction::UNDEFINED ) );
bool n = RedStoneDustTile_SPU::shouldConnectTo( level, x, y, z - 1, Direction::NORTH )
|| ( !level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile_SPU::shouldConnectTo( level, x, y - 1, z - 1,
Direction::UNDEFINED ) );
bool s = RedStoneDustTile_SPU::shouldConnectTo( level, x, y, z + 1, Direction::SOUTH )
|| ( !level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile_SPU::shouldConnectTo( level, x, y - 1, z + 1,
Direction::UNDEFINED ) );
if ( !level->isSolidBlockingTile( x, y + 1, z ) )
{
if ( level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile_SPU::shouldConnectTo( level, x - 1, y + 1, z,
Direction::UNDEFINED ) ) w
= true;
if ( level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile_SPU::shouldConnectTo( level, x + 1, y + 1, z,
Direction::UNDEFINED ) ) e
= true;
if ( level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile_SPU::shouldConnectTo( level, x, y + 1, z - 1,
Direction::UNDEFINED ) ) n
= true;
if ( level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile_SPU::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), crossTexture->getV(v1) );
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u1), crossTexture->getV(v0) );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u0), crossTexture->getV(v0) );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u0), crossTexture->getV(v1) );
t->color( br, br, br );
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u1), crossTextureOverlay->getV(v1) );
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u1), crossTextureOverlay->getV(v0) );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u0), crossTextureOverlay->getV(v0) );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u0), crossTextureOverlay->getV(v1) );
}
else if ( pic == 1 )
{
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(), lineTexture->getV1() );
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU1(), lineTexture->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(), lineTexture->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU0(), lineTexture->getV1() );
t->color( br, br, br );
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
}
else
{
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(), lineTexture->getV1() );
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(), lineTexture->getV1() );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(), lineTexture->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(), lineTexture->getV0() );
t->color( br, br, br );
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
}
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_SPU::redStoneDust_Id )
{
t->color( br * red, br * green, br * blue );
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(), lineTexture->getV0() );
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(), lineTexture->getV0() );
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(), lineTexture->getV1() );
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(), lineTexture->getV1() );
t->color( br, br, br );
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
}
if ( level->isSolidBlockingTile( x + 1, y, z ) && level->getTile( x + 1, y + 1, z ) == Tile_SPU::redStoneDust_Id )
{
t->color( br * red, br * green, br * blue );
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(), lineTexture->getV1() );
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(), lineTexture->getV1() );
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(), lineTexture->getV0() );
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(), lineTexture->getV0() );
t->color( br, br, br );
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
}
if ( level->isSolidBlockingTile( x, y, z - 1 ) && level->getTile( x, y + 1, z - 1 ) == Tile_SPU::redStoneDust_Id )
{
t->color( br * red, br * green, br * blue );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(), lineTexture->getV1() );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(), lineTexture->getV1() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(), lineTexture->getV0() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(), lineTexture->getV0() );
t->color( br, br, br );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
}
if ( level->isSolidBlockingTile( x, y, z + 1 ) && level->getTile( x, y + 1, z + 1 ) == Tile_SPU::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(), lineTexture->getV0() );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(), lineTexture->getV0() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(), lineTexture->getV1() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(), lineTexture->getV1() );
t->color( br, br, br );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(), lineTextureOverlay->getV0() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(), lineTextureOverlay->getV1() );
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(), lineTextureOverlay->getV1() );
}
}
#endif // #ifdef DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateRailInWorld( RailTile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
int data = level->getData( x, y, z );
Icon_SPU *tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
if ( tt->isUsesDataBit() )
{
data &= RailTile_SPU::RAIL_DIRECTION_MASK;
}
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
t->color( 1.0f, 1.0f, 1.0f );
}
else
{
float br = tt->getBrightness( level, x, y, z );
t->color( br, br, br );
}
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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_SPU::tesselateLadderInWorld( Tile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, 0);
if (hasFixedTexture()) tex = fixedTexture;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( 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();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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_SPU::tesselateVineInWorld( Tile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, 0);
if (hasFixedTexture()) tex = fixedTexture;
float br = 1;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( 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();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
float r = 0.05f;
int facings = level->getData( x, y, z );
if ( ( facings & VineTile_SPU::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_SPU::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_SPU::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_SPU::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_SPU::tesselateThinFenceInWorld( ThinFenceTile* tt, int x, int y, int z )
{
#ifdef DISABLE_TESS_FUNCS
int depth = level->getDepth();
Tesselator_SPU* t = getTesselator();
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 );
Icon_SPU *tex;
Icon_SPU *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();
float u1 = tex->getU(8);
float u2 = tex->getU1();
float v0 = tex->getV0();
float v2 = tex->getV1();
int xet = edgeTex->getX();
int yet = edgeTex->getY();
float iu0 = edgeTex->getU(7);
float iu1 = edgeTex->getU(9);
float iv0 = edgeTex->getV0();
float iv1 = edgeTex->getV(8);
float iv2 = edgeTex->getV1();
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 );
}
}
#endif // DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateCrossInWorld( Tile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
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 ( isAnaglyph3d() )
{
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->id == Tile_SPU::tallgrass_Id)
{
int64_t 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_SPU::tesselateStemInWorld( Tile_SPU* _tt, int x, int y, int z )
{
StemTile_SPU* tt = ( StemTile_SPU* )_tt;
Tesselator_SPU* t = getTesselator();
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 ( isAnaglyph3d())
{
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_SPU::tesselateRowInWorld( Tile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( level, x, y, z ) );
t->color( 1.0f, 1.0f, 1.0f );
}
else
{
float br = tt->getBrightness( level, x, y, z );
t->color( br, br, br );
}
tesselateRowTexture( tt, level->getData( x, y, z ), x, y - 1.0f / 16.0f, z );
return true;
}
void TileRenderer_SPU::tesselateTorch( Tile_SPU* tt, float x, float y, float z, float xxa, float zza, int data )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, Facing::DOWN, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
float ut0 = tex->getU(7);
float vt0 = tex->getV(6);
float ut1 = tex->getU(9);
float vt1 = tex->getV(8);
float ub0 = tex->getU(7);
float vb0 = tex->getV(13);
float ub1 = tex->getU(9);
float vb1 = tex->getV(15);
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_SPU::tesselateCrossTexture( Tile_SPU* tt, int data, float x, float y, float z, float scale )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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_SPU::tesselateStemTexture( Tile_SPU* tt, int data, float h, float x, float y, float z )
{
// #ifdef DISABLE_TESS_FUNCS
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION);
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 );
// #endif // DISABLE_TESS_FUNCS
}
bool TileRenderer_SPU::tesselateLilypadInWorld(WaterlilyTile_SPU *tt, int x, int y, int z)
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, Facing::UP);
if (hasFixedTexture()) tex = fixedTexture;
float h = 0.25f / 16.0f;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
seed = seed * seed * 42317861 + seed * 11;
int dir = (int) ((seed >> 16) & 0x3);
t->tex2(tt->getLightColor(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_SPU::tesselateStemDirTexture( StemTile_SPU* tt, int data, int dir, float h, float x, float y, float z )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = tt->getAngledTexture();
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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_SPU::tesselateRowTexture( Tile_SPU* tt, int data, float x, float y, float z )
{
Tesselator_SPU* t = getTesselator();
Icon_SPU *tex = getTexture(tt, 0, data);
if (hasFixedTexture()) tex = fixedTexture;
float u0 = tex->getU0();
float v0 = tex->getV0();
float u1 = tex->getU1();
float v1 = tex->getV1();
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_SPU::tesselateWaterInWorld( Tile_SPU* tt, int x, int y, int z )
{
// 4J Java comment
// TODO: This all needs to change. Somehow.
Tesselator_SPU* t = getTesselator();
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;
float yo0 = 0;
float yo1 = 1;
Material_SPU* m = tt->getMaterial();
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_SPU::farmland_Id )
{
dirs[0] = false;
}
if ( level->getTile( x, y, z + 1 ) == Tile_SPU::farmland_Id )
{
dirs[1] = false;
}
if ( level->getTile( x - 1, y, z ) == Tile_SPU::farmland_Id )
{
dirs[2] = false;
}
if ( level->getTile( x + 1, y, z ) == Tile_SPU::farmland_Id )
{
dirs[3] = false;
}
}
if ( noCulling || up )
{
changed = true;
Icon_SPU *tex = getTexture( tt, 1, data );
float angle = ( float )LiquidTile_SPU::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);
v00 = tex->getV(0);
u01 = u00;
v01 = tex->getV(SharedConstants::WORLD_RESOLUTION);
u10 = tex->getU(SharedConstants::WORLD_RESOLUTION);
v10 = v01;
u11 = u10;
v11 = v00;
}
else
{
float s = sinf(angle) * .25f;
float c = cosf(angle) * .25f;
float cc = SharedConstants::WORLD_RESOLUTION * .5f;
u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
}
float br;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( 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( tt->getLightColor( 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_SPU *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);
float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f);
// 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);
float br;
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( 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_SPU::getWaterHeight( int x, int y, int z, Material_SPU* 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_SPU* tm = level->getMaterial( xx, yy, zz );
if ( tm == m )
{
int d = level->getData( xx, yy, zz );
if ( d >= 8 || d == 0 )
{
h += ( LiquidTile_SPU::getHeight( d ) )* 10;
count += 10;
}
h += LiquidTile_SPU::getHeight( d );
count++;
}
else if ( !tm->isSolid() )
{
h += 1;
count++;
}
}
return 1 - h / count;
}
void TileRenderer_SPU::renderBlock( Tile_SPU* tt, ChunkRebuildData* level, int x, int y, int z )
{
renderBlock(tt, level, x, y, z, 0);
}
void TileRenderer_SPU::renderBlock(Tile_SPU *tt, ChunkRebuildData *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_SPU* t = getTesselator();
t->begin();
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tt->getLightColor( 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_SPU::tesselateBlockInWorld( Tile_SPU* 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 ( isAnaglyph3d())
{
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 ( level->m_tileData.lightEmission[tt->id] == 0 )//4J - TODO/remove (Minecraft::useAmbientOcclusion())
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b );
}
else
{
return tesselateBlockInWorldWithAmbienceOcclusionOldLighting( tt, x, y, z, r, g, b );
}
}
else
{
return tesselateBlockInWorld( tt, x, y, z, r, g, b );
}
}
bool TileRenderer_SPU::tesselateTreeInWorld(Tile_SPU *tt, int x, int y, int z)
{
int data = level->getData(x, y, z);
int facing = data & TreeTile_SPU::MASK_FACING;
if (facing == TreeTile_SPU::FACING_X)
{
northFlip = FLIP_CW;
southFlip = FLIP_CW;
upFlip = FLIP_CW;
downFlip = FLIP_CW;
}
else if (facing == TreeTile_SPU::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_SPU::tesselateQuartzInWorld(Tile_SPU *tt, int x, int y, int z)
{
int data = level->getData(x, y, z);
if (data == QuartzBlockTile_SPU::TYPE_LINES_X)
{
northFlip = FLIP_CW;
southFlip = FLIP_CW;
upFlip = FLIP_CW;
downFlip = FLIP_CW;
}
else if (data == QuartzBlockTile_SPU::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_SPU::tesselateCocoaInWorld(CocoaTile_SPU *tt, int x, int y, int z)
{
#ifdef DISABLE_TESS_FUNCS
Tesselator *t = Tesselator::getInstance();
if (SharedConstants::TEXTURE_LIGHTING)
{
t->tex2(tt->getLightColor(level, x, y, z));
t->color(1.0f, 1.0f, 1.0f);
}
else
{
float br = tt->getBrightness(level, x, y, z);
if (Tile::lightEmission[tt->id] > 0) br = 1.0f;
t->color(br, br, br);
}
int data = level->getData(x, y, z);
int dir = 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);
}
}
#endif // DISABLE_TESS_FUNCS
return true;
}
// 4J - brought changes forward from 1.8.2
bool TileRenderer_SPU::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile_SPU* tt, int pX, int pY, int pZ,
float pBaseRed, float pBaseGreen,
float pBaseBlue )
{
// 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
int faceFlags = 0;
if ( noCulling )
{
faceFlags = 0x3f;
}
else
{
/*#ifdef _DEBUG
if(dynamic_cast<StairTile *>(tt)!=NULL)
{
// stair tile
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;
printf("Stair tile\n");
}
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;
}
#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;
//#endif
}
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 = tt->getShadeBrightness( level, pX, pY, pZ );
// Tile* t2 = Tile::tiles[tt->id];
// if(t2->getShadeBrightness(level->m_pRegion, pX, pY, pZ) != ll000)
// {
// app.DebugPrintf("Failed\n");
// ll000 = tt->getShadeBrightness( level, pX, pY, pZ );
// ll000 = t2->getShadeBrightness(level->m_pRegion, pX, pY, pZ);
// }
llx00 = tt->getShadeBrightness( level, pX - 1, pY, pZ );
ll0y0 = tt->getShadeBrightness( level, pX, pY - 1, pZ );
ll00z = tt->getShadeBrightness( level, pX, pY, pZ - 1 );
llX00 = tt->getShadeBrightness( level, pX + 1, pY, pZ );
ll0Y0 = tt->getShadeBrightness( level, pX, pY + 1, pZ );
ll00Z = tt->getShadeBrightness( level, pX, pY, pZ + 1 );
// 4J - these changes brought forward from 1.2.3
int centerColor = tt->getLightColor( 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 = tt->getLightColor(level, pX, pY - 1, pZ);
if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = tt->getLightColor(level, pX, pY + 1, pZ);
if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = tt->getLightColor(level, pX - 1, pY, pZ);
if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = tt->getLightColor(level, pX + 1, pY, pZ);
if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = tt->getLightColor(level, pX, pY, pZ - 1);
if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = tt->getLightColor(level, pX, pY, pZ + 1);
Tesselator_SPU* t = getTesselator();
t->tex2( 0xf000f );
llTransXY0 = level->m_tileData.transculent[level->getTile( pX + 1, pY + 1, pZ )];
llTransXy0 = level->m_tileData.transculent[level->getTile( pX + 1, pY - 1, pZ )];
llTransX0Z = level->m_tileData.transculent[level->getTile( pX + 1, pY, pZ + 1 )];
llTransX0z = level->m_tileData.transculent[level->getTile( pX + 1, pY, pZ - 1 )];
llTransxY0 = level->m_tileData.transculent[level->getTile( pX - 1, pY + 1, pZ )];
llTransxy0 = level->m_tileData.transculent[level->getTile( pX - 1, pY - 1, pZ )];
llTransx0z = level->m_tileData.transculent[level->getTile( pX - 1, pY, pZ - 1 )];
llTransx0Z = level->m_tileData.transculent[level->getTile( pX - 1, pY, pZ + 1 )];
llTrans0YZ = level->m_tileData.transculent[level->getTile( pX, pY + 1, pZ + 1 )];
llTrans0Yz = level->m_tileData.transculent[level->getTile( pX, pY + 1, pZ - 1 )];
llTrans0yZ = level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ + 1 )];
llTrans0yz = level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ - 1 )];
if ( getTexture(tt)== &Tile_SPU::ms_pTileData->grass_iconTop )
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 forwardEnterCriticalSection from 1.2.3
ccxy0 = tt->getLightColor( level, pX - 1, pY, pZ );
cc0yz = tt->getLightColor( level, pX, pY, pZ - 1 );
cc0yZ = tt->getLightColor( level, pX, pY, pZ + 1 );
ccXy0 = tt->getLightColor( level, pX + 1, pY, pZ );
llxy0 = tt->getShadeBrightness( level, pX - 1, pY, pZ );
ll0yz = tt->getShadeBrightness( level, pX, pY, pZ - 1 );
ll0yZ = tt->getShadeBrightness( level, pX, pY, pZ + 1 );
llXy0 = tt->getShadeBrightness( level, pX + 1, pY, pZ );
if ( llTrans0yz || llTransxy0 )
{
llxyz = tt->getShadeBrightness( level, pX - 1, pY, pZ - 1 );
ccxyz = tt->getLightColor( level, pX - 1, pY, pZ - 1 );
}
else
{
llxyz = llxy0;
ccxyz = ccxy0;
}
if ( llTrans0yZ || llTransxy0 )
{
llxyZ = tt->getShadeBrightness( level, pX - 1, pY, pZ + 1 );
ccxyZ = tt->getLightColor( level, pX - 1, pY, pZ + 1 );
}
else
{
llxyZ = llxy0;
ccxyZ = ccxy0;
}
if ( llTrans0yz || llTransXy0 )
{
llXyz = tt->getShadeBrightness( level, pX + 1, pY, pZ - 1 );
ccXyz = tt->getLightColor( level, pX + 1, pY, pZ - 1 );
}
else
{
llXyz = llXy0;
ccXyz = ccXy0;
}
if ( llTrans0yZ || llTransXy0 )
{
llXyZ = tt->getShadeBrightness( level, pX + 1, pY, pZ + 1 );
ccXyZ = tt->getLightColor( 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, ( float )pX, ( float )pY, ( float )pZ, 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 = tt->getLightColor( level, pX - 1, pY, pZ );
ccXY0 = tt->getLightColor( level, pX + 1, pY, pZ );
cc0Yz = tt->getLightColor( level, pX, pY, pZ - 1 );
cc0YZ = tt->getLightColor( level, pX, pY, pZ + 1 );
llxY0 = tt->getShadeBrightness( level, pX - 1, pY, pZ );
llXY0 = tt->getShadeBrightness( level, pX + 1, pY, pZ );
ll0Yz = tt->getShadeBrightness( level, pX, pY, pZ - 1 );
ll0YZ = tt->getShadeBrightness( level, pX, pY, pZ + 1 );
if ( llTrans0Yz || llTransxY0 )
{
llxYz = tt->getShadeBrightness( level, pX - 1, pY, pZ - 1 );
ccxYz = tt->getLightColor( level, pX - 1, pY, pZ - 1 );
}
else
{
llxYz = llxY0;
ccxYz = ccxY0;
}
if ( llTrans0Yz || llTransXY0 )
{
llXYz = tt->getShadeBrightness( level, pX + 1, pY, pZ - 1 );
ccXYz = tt->getLightColor( level, pX + 1, pY, pZ - 1 );
}
else
{
llXYz = llXY0;
ccXYz = ccXY0;
}
if ( llTrans0YZ || llTransxY0 )
{
llxYZ = tt->getShadeBrightness( level, pX - 1, pY, pZ + 1 );
ccxYZ = tt->getLightColor( level, pX - 1, pY, pZ + 1 );
}
else
{
llxYZ = llxY0;
ccxYZ = ccxY0;
}
if ( llTrans0YZ || llTransXY0 )
{
llXYZ = tt->getShadeBrightness( level, pX + 1, pY, pZ + 1 );
ccXYZ = tt->getLightColor( 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, ( float )pX, ( float )pY, ( float )pZ, 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 = tt->getShadeBrightness( level, pX - 1, pY, pZ );
ll0yz = tt->getShadeBrightness( level, pX, pY - 1, pZ );
ll0Yz = tt->getShadeBrightness( level, pX, pY + 1, pZ );
llX0z = tt->getShadeBrightness( level, pX + 1, pY, pZ );
ccx0z = tt->getLightColor( level, pX - 1, pY, pZ );
cc0yz = tt->getLightColor( level, pX, pY - 1, pZ );
cc0Yz = tt->getLightColor( level, pX, pY + 1, pZ );
ccX0z = tt->getLightColor( level, pX + 1, pY, pZ );
if ( llTransx0z || llTrans0yz )
{
llxyz = tt->getShadeBrightness( level, pX - 1, pY - 1, pZ );
ccxyz = tt->getLightColor( level, pX - 1, pY - 1, pZ );
}
else
{
llxyz = llx0z;
ccxyz = ccx0z;
}
if ( llTransx0z || llTrans0Yz )
{
llxYz = tt->getShadeBrightness( level, pX - 1, pY + 1, pZ );
ccxYz = tt->getLightColor( level, pX - 1, pY + 1, pZ );
}
else
{
llxYz = llx0z;
ccxYz = ccx0z;
}
if ( llTransX0z || llTrans0yz )
{
llXyz = tt->getShadeBrightness( level, pX + 1, pY - 1, pZ );
ccXyz = tt->getLightColor( level, pX + 1, pY - 1, pZ );
}
else
{
llXyz = llX0z;
ccXyz = ccX0z;
}
if ( llTransX0z || llTrans0Yz )
{
llXYz = tt->getShadeBrightness( level, pX + 1, pY + 1, pZ );
ccXYz = tt->getLightColor( level, pX + 1, pY + 1, pZ );
}
else
{
llXYz = llX0z;
ccXYz = ccX0z;
}
if ( tileShapeZ0 <= 0 ) pZ++; // 4J - condition brought forward from 1.2.3
#ifdef _XBOX
#pragma message(__LOC__"ambientOcclusion NEEDS CHANGED FROM A BOOL ")
#endif
if (smoothShapeLighting && g_ambientOcclusionMax)//minecraft->options->ambientOcclusion >= Options::AO_MAX)
{
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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 2);
renderNorth( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !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, ( float )pX, ( float )pY, ( float )pZ, GrassTile_SPU::getSideTextureOverlay() );
t->setMipmapEnable( prev );
}
}
if ( faceFlags & 0x08 )
{
if ( blsmooth > 0 )
{
if ( tileShapeZ1 >= 1 ) pZ++; // 4J - condition brought forward from 1.2.3
llx0Z = tt->getShadeBrightness( level, pX - 1, pY, pZ );
llX0Z = tt->getShadeBrightness( level, pX + 1, pY, pZ );
ll0yZ = tt->getShadeBrightness( level, pX, pY - 1, pZ );
ll0YZ = tt->getShadeBrightness( level, pX, pY + 1, pZ );
ccx0Z = tt->getLightColor( level, pX - 1, pY, pZ );
ccX0Z = tt->getLightColor( level, pX + 1, pY, pZ );
cc0yZ = tt->getLightColor( level, pX, pY - 1, pZ );
cc0YZ = tt->getLightColor( level, pX, pY + 1, pZ );
if ( llTransx0Z || llTrans0yZ )
{
llxyZ = tt->getShadeBrightness( level, pX - 1, pY - 1, pZ );
ccxyZ = tt->getLightColor( level, pX - 1, pY - 1, pZ );
}
else
{
llxyZ = llx0Z;
ccxyZ = ccx0Z;
}
if ( llTransx0Z || llTrans0YZ )
{
llxYZ = tt->getShadeBrightness( level, pX - 1, pY + 1, pZ );
ccxYZ = tt->getLightColor( level, pX - 1, pY + 1, pZ );
}
else
{
llxYZ = llx0Z;
ccxYZ = ccx0Z;
}
if ( llTransX0Z || llTrans0yZ )
{
llXyZ = tt->getShadeBrightness( level, pX + 1, pY - 1, pZ );
ccXyZ = tt->getLightColor( level, pX + 1, pY - 1, pZ );
}
else
{
llXyZ = llX0Z;
ccXyZ = ccX0Z;
}
if ( llTransX0Z || llTrans0YZ )
{
llXYZ = tt->getShadeBrightness( level, pX + 1, pY + 1, pZ );
ccXYZ = tt->getLightColor( 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 && g_ambientOcclusionMax)//minecraft->options->ambientOcclusion >= Options::AO_MAX)
{
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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 3);
renderSouth( tt, ( float )pX, ( float )pY, ( float )pZ, getTexture(tt, level, pX, pY, pZ, 3 ) );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !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, ( float )pX, ( float )pY, ( float )pZ, GrassTile_SPU::getSideTextureOverlay() );
t->setMipmapEnable( prev );
}
}
if ( faceFlags & 0x10 )
{
if ( blsmooth > 0 )
{
if ( tileShapeX0 <= 0 ) pX--; // 4J - condition brought forward from 1.2.3
llxy0 = tt->getShadeBrightness( level, pX, pY - 1, pZ );
llx0z = tt->getShadeBrightness( level, pX, pY, pZ - 1 );
llx0Z = tt->getShadeBrightness( level, pX, pY, pZ + 1 );
llxY0 = tt->getShadeBrightness( level, pX, pY + 1, pZ );
ccxy0 = tt->getLightColor( level, pX, pY - 1, pZ );
ccx0z = tt->getLightColor( level, pX, pY, pZ - 1 );
ccx0Z = tt->getLightColor( level, pX, pY, pZ + 1 );
ccxY0 = tt->getLightColor( level, pX, pY + 1, pZ );
if ( llTransx0z || llTransxy0 )
{
llxyz = tt->getShadeBrightness( level, pX, pY - 1, pZ - 1 );
ccxyz = tt->getLightColor( level, pX, pY - 1, pZ - 1 );
}
else
{
llxyz = llx0z;
ccxyz = ccx0z;
}
if ( llTransx0Z || llTransxy0 )
{
llxyZ = tt->getShadeBrightness( level, pX, pY - 1, pZ + 1 );
ccxyZ = tt->getLightColor( level, pX, pY - 1, pZ + 1 );
}
else
{
llxyZ = llx0Z;
ccxyZ = ccx0Z;
}
if ( llTransx0z || llTransxY0 )
{
llxYz = tt->getShadeBrightness( level, pX, pY + 1, pZ - 1 );
ccxYz = tt->getLightColor( level, pX, pY + 1, pZ - 1 );
}
else
{
llxYz = llx0z;
ccxYz = ccx0z;
}
if ( llTransx0Z || llTransxY0 )
{
llxYZ = tt->getShadeBrightness( level, pX, pY + 1, pZ + 1 );
ccxYZ = tt->getLightColor( 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 && g_ambientOcclusionMax)//minecraft->options->ambientOcclusion >= Options::AO_MAX)
{
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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 4);
renderWest( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !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, ( float )pX, ( float )pY, ( float )pZ, GrassTile_SPU::getSideTextureOverlay() );
t->setMipmapEnable( prev );
}
}
if ( faceFlags & 0x20 )
{
if ( blsmooth > 0 )
{
if ( tileShapeX1 >= 1 ) pX++; // 4J - condition brought forward from 1.2.3
llXy0 = tt->getShadeBrightness( level, pX, pY - 1, pZ );
llX0z = tt->getShadeBrightness( level, pX, pY, pZ - 1 );
llX0Z = tt->getShadeBrightness( level, pX, pY, pZ + 1 );
llXY0 = tt->getShadeBrightness( level, pX, pY + 1, pZ );
ccXy0 = tt->getLightColor( level, pX, pY - 1, pZ );
ccX0z = tt->getLightColor( level, pX, pY, pZ - 1 );
ccX0Z = tt->getLightColor( level, pX, pY, pZ + 1 );
ccXY0 = tt->getLightColor( level, pX, pY + 1, pZ );
if ( llTransXy0 || llTransX0z )
{
llXyz = tt->getShadeBrightness( level, pX, pY - 1, pZ - 1 );
ccXyz = tt->getLightColor( level, pX, pY - 1, pZ - 1 );
}
else
{
llXyz = llX0z;
ccXyz = ccX0z;
}
if ( llTransXy0 || llTransX0Z )
{
llXyZ = tt->getShadeBrightness( level, pX, pY - 1, pZ + 1 );
ccXyZ = tt->getLightColor( level, pX, pY - 1, pZ + 1 );
}
else
{
llXyZ = llX0Z;
ccXyZ = ccX0Z;
}
if ( llTransXY0 || llTransX0z )
{
llXYz = tt->getShadeBrightness( level, pX, pY + 1, pZ - 1 );
ccXYz = tt->getLightColor( level, pX, pY + 1, pZ - 1 );
}
else
{
llXYz = llX0z;
ccXYz = ccX0z;
}
if ( llTransXY0 || llTransX0Z )
{
llXYZ = tt->getShadeBrightness( level, pX, pY + 1, pZ + 1 );
ccXYZ = tt->getLightColor( 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 && g_ambientOcclusionMax)//minecraft->options->ambientOcclusion >= Options::AO_MAX)
{
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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 5);
renderEast( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !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, ( float )pX, ( float )pY, ( float )pZ, GrassTile_SPU::getSideTextureOverlay() );
t->setMipmapEnable( prev );
}
}
applyAmbienceOcclusion = false;
return true;
}
bool TileRenderer_SPU::tesselateBlockInWorldWithAmbienceOcclusionOldLighting( Tile_SPU* tt, int pX, int pY, int pZ,
float pBaseRed, float pBaseGreen,
float pBaseBlue )
{
//
// // 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
// int 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;
// }
//
// 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 = tt->getBrightness( level, pX, pY, pZ );
// llx00 = tt->getBrightness( level, pX - 1, pY, pZ );
// ll0y0 = tt->getBrightness( level, pX, pY - 1, pZ );
// ll00z = tt->getBrightness( level, pX, pY, pZ - 1 );
// llX00 = tt->getBrightness( level, pX + 1, pY, pZ );
// ll0Y0 = tt->getBrightness( level, pX, pY + 1, pZ );
// ll00Z = tt->getBrightness( level, pX, pY, pZ + 1 );
//
// llTransXY0 = level->m_tileData.transculent[level->getTile( pX + 1, pY + 1, pZ )];
// llTransXy0 = level->m_tileData.transculent[level->getTile( pX + 1, pY - 1, pZ )];
// llTransX0Z = level->m_tileData.transculent[level->getTile( pX + 1, pY, pZ + 1 )];
// llTransX0z = level->m_tileData.transculent[level->getTile( pX + 1, pY, pZ - 1 )];
// llTransxY0 = level->m_tileData.transculent[level->getTile( pX - 1, pY + 1, pZ )];
// llTransxy0 = level->m_tileData.transculent[level->getTile( pX - 1, pY - 1, pZ )];
// llTransx0z = level->m_tileData.transculent[level->getTile( pX - 1, pY, pZ - 1 )];
// llTransx0Z = level->m_tileData.transculent[level->getTile( pX - 1, pY, pZ + 1 )];
// llTrans0YZ = level->m_tileData.transculent[level->getTile( pX, pY + 1, pZ + 1 )];
// llTrans0Yz = level->m_tileData.transculent[level->getTile( pX, pY + 1, pZ - 1 )];
// llTrans0yZ = level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ + 1 )];
// llTrans0yz = level->m_tileData.transculent[level->getTile( pX, pY - 1, pZ - 1 )];
//
// spu_print("Have to add texture name check here\n");
// if ( getTexture(tt)->getName().compare(L"grass_top") == 0 ) tint0 = tint2 = tint3 = tint4 = tint5 = false;
// if ( hasFixedTexture() ) tint0 = tint2 = tint3 = tint4 = tint5 = false;
//
// if ( faceFlags & 0x01 )
// {
// if ( blsmooth > 0 )
// {
// pY--;
//
// llxy0 = tt->getBrightness( level, pX - 1, pY, pZ );
// ll0yz = tt->getBrightness( level, pX, pY, pZ - 1 );
// ll0yZ = tt->getBrightness( level, pX, pY, pZ + 1 );
// llXy0 = tt->getBrightness( level, pX + 1, pY, pZ );
//
// if ( llTrans0yz || llTransxy0 )
// {
// llxyz = tt->getBrightness( level, pX - 1, pY, pZ - 1 );
// }
// else
// {
// llxyz = llxy0;
// }
// if ( llTrans0yZ || llTransxy0 )
// {
// llxyZ = tt->getBrightness( level, pX - 1, pY, pZ + 1 );
// }
// else
// {
// llxyZ = llxy0;
// }
// if ( llTrans0yz || llTransXy0 )
// {
// llXyz = tt->getBrightness( level, pX + 1, pY, pZ - 1 );
// }
// else
// {
// llXyz = llXy0;
// }
// if ( llTrans0yZ || llTransXy0 )
// {
// llXyZ = tt->getBrightness( level, pX + 1, pY, pZ + 1 );
// }
// else
// {
// llXyZ = llXy0;
// }
//
// pY++;
// 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;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = ll0y0;
// }
// 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, ( float )pX, ( float )pY, ( float )pZ, getTexture( tt, level, pX, pY, pZ, 0 ) );
// }
// if ( faceFlags & 0x02 )
// {
// if ( blsmooth > 0 )
// {
// pY++;
//
// llxY0 = tt->getBrightness( level, pX - 1, pY, pZ );
// llXY0 = tt->getBrightness( level, pX + 1, pY, pZ );
// ll0Yz = tt->getBrightness( level, pX, pY, pZ - 1 );
// ll0YZ = tt->getBrightness( level, pX, pY, pZ + 1 );
//
// if ( llTrans0Yz || llTransxY0 )
// {
// llxYz = tt->getBrightness( level, pX - 1, pY, pZ - 1 );
// }
// else
// {
// llxYz = llxY0;
// }
// if ( llTrans0Yz || llTransXY0 )
// {
// llXYz = tt->getBrightness( level, pX + 1, pY, pZ - 1 );
// }
// else
// {
// llXYz = llXY0;
// }
// if ( llTrans0YZ || llTransxY0 )
// {
// llxYZ = tt->getBrightness( level, pX - 1, pY, pZ + 1 );
// }
// else
// {
// llxYZ = llxY0;
// }
// if ( llTrans0YZ || llTransXY0 )
// {
// llXYZ = tt->getBrightness( level, pX + 1, pY, pZ + 1 );
// }
// else
// {
// llXYZ = llXY0;
// }
// pY--;
//
// 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;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = ll0Y0;
// }
// 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, ( float )pX, ( float )pY, ( float )pZ, getTexture( tt, level, pX, pY, pZ, 1 ) );
// }
// if ( faceFlags & 0x04 )
// {
// if ( blsmooth > 0 )
// {
// pZ--;
// llx0z = tt->getBrightness( level, pX - 1, pY, pZ );
// ll0yz = tt->getBrightness( level, pX, pY - 1, pZ );
// ll0Yz = tt->getBrightness( level, pX, pY + 1, pZ );
// llX0z = tt->getBrightness( level, pX + 1, pY, pZ );
//
// if ( llTransx0z || llTrans0yz )
// {
// llxyz = tt->getBrightness( level, pX - 1, pY - 1, pZ );
// }
// else
// {
// llxyz = llx0z;
// }
// if ( llTransx0z || llTrans0Yz )
// {
// llxYz = tt->getBrightness( level, pX - 1, pY + 1, pZ );
// }
// else
// {
// llxYz = llx0z;
// }
// if ( llTransX0z || llTrans0yz )
// {
// llXyz = tt->getBrightness( level, pX + 1, pY - 1, pZ );
// }
// else
// {
// llXyz = llX0z;
// }
// if ( llTransX0z || llTrans0Yz )
// {
// llXYz = tt->getBrightness( level, pX + 1, pY + 1, pZ );
// }
// else
// {
// llXYz = llX0z;
// }
// pZ++;
// 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;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = ll00z;
// }
// 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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 2);
// renderNorth( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
//
// if ( fancy && (tex->getName().compare(L"grass_side") == 0) && !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;
// renderNorth( tt, ( float )pX, ( float )pY, ( float )pZ, getGrassSideTextureOverlay() );
// }
// }
// if ( faceFlags & 0x08 )
// {
// if ( blsmooth > 0 )
// {
// pZ++;
//
// llx0Z = tt->getBrightness( level, pX - 1, pY, pZ );
// llX0Z = tt->getBrightness( level, pX + 1, pY, pZ );
// ll0yZ = tt->getBrightness( level, pX, pY - 1, pZ );
// ll0YZ = tt->getBrightness( level, pX, pY + 1, pZ );
//
// if ( llTransx0Z || llTrans0yZ )
// {
// llxyZ = tt->getBrightness( level, pX - 1, pY - 1, pZ );
// }
// else
// {
// llxyZ = llx0Z;
// }
// if ( llTransx0Z || llTrans0YZ )
// {
// llxYZ = tt->getBrightness( level, pX - 1, pY + 1, pZ );
// }
// else
// {
// llxYZ = llx0Z;
// }
// if ( llTransX0Z || llTrans0yZ )
// {
// llXyZ = tt->getBrightness( level, pX + 1, pY - 1, pZ );
// }
// else
// {
// llXyZ = llX0Z;
// }
// if ( llTransX0Z || llTrans0YZ )
// {
// llXYZ = tt->getBrightness( level, pX + 1, pY + 1, pZ );
// }
// else
// {
// llXYZ = llX0Z;
// }
// pZ--;
// 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;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = ll00Z;
// }
// 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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 3);
// renderSouth( tt, ( float )pX, ( float )pY, ( float )pZ, getTexture(tt, level, pX, pY, pZ, 3 ) );
// if ( fancy && (tex->getName().compare(L"grass_side") == 0) && !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;
// renderSouth( tt, ( float )pX, ( float )pY, ( float )pZ, getGrassSideTextureOverlay() );
// }
// }
// if ( faceFlags & 0x10 )
// {
// if ( blsmooth > 0 )
// {
// pX--;
// llxy0 = tt->getBrightness( level, pX, pY - 1, pZ );
// llx0z = tt->getBrightness( level, pX, pY, pZ - 1 );
// llx0Z = tt->getBrightness( level, pX, pY, pZ + 1 );
// llxY0 = tt->getBrightness( level, pX, pY + 1, pZ );
//
// if ( llTransx0z || llTransxy0 )
// {
// llxyz = tt->getBrightness( level, pX, pY - 1, pZ - 1 );
// }
// else
// {
// llxyz = llx0z;
// }
// if ( llTransx0Z || llTransxy0 )
// {
// llxyZ = tt->getBrightness( level, pX, pY - 1, pZ + 1 );
// }
// else
// {
// llxyZ = llx0Z;
// }
// if ( llTransx0z || llTransxY0 )
// {
// llxYz = tt->getBrightness( level, pX, pY + 1, pZ - 1 );
// }
// else
// {
// llxYz = llx0z;
// }
// if ( llTransx0Z || llTransxY0 )
// {
// llxYZ = tt->getBrightness( level, pX, pY + 1, pZ + 1 );
// }
// else
// {
// llxYZ = llx0Z;
// }
// pX++;
// 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;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = llx00;
// }
// 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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 4);
// renderWest( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
// if ( fancy &&(tex->getName().compare(L"grass_side") == 0) && !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;
// renderWest( tt, ( float )pX, ( float )pY, ( float )pZ, getGrassSideTextureOverlay() );
// }
// }
// if ( faceFlags & 0x20 )
// {
// if ( blsmooth > 0 )
// {
// pX++;
// llXy0 = tt->getBrightness( level, pX, pY - 1, pZ );
// llX0z = tt->getBrightness( level, pX, pY, pZ - 1 );
// llX0Z = tt->getBrightness( level, pX, pY, pZ + 1 );
// llXY0 = tt->getBrightness( level, pX, pY + 1, pZ );
//
// if ( llTransXy0 || llTransX0z )
// {
// llXyz = tt->getBrightness( level, pX, pY - 1, pZ - 1 );
// }
// else
// {
// llXyz = llX0z;
// }
// if ( llTransXy0 || llTransX0Z )
// {
// llXyZ = tt->getBrightness( level, pX, pY - 1, pZ + 1 );
// }
// else
// {
// llXyZ = llX0Z;
// }
// if ( llTransXY0 || llTransX0z )
// {
// llXYz = tt->getBrightness( level, pX, pY + 1, pZ - 1 );
// }
// else
// {
// llXYz = llX0z;
// }
// if ( llTransXY0 || llTransX0Z )
// {
// llXYZ = tt->getBrightness( level, pX, pY + 1, pZ + 1 );
// }
// else
// {
// llXYZ = llX0Z;
// }
// pX--;
// ll1 = ( llXy0 + llXyZ + llX00 + llX0Z ) / 4.0f;
// ll4 = ( llX00 + llX0Z + llXY0 + llXYZ ) / 4.0f;
// ll3 = ( llX0z + llX00 + llXYz + llXY0 ) / 4.0f;
// ll2 = ( llXyz + llXy0 + llX0z + llX00 ) / 4.0f;
// }
// else
// {
// ll1 = ll2 = ll3 = ll4 = llX00;
// }
// 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_SPU *tex = getTexture(tt, level, pX, pY, pZ, 5);
// renderEast( tt, ( float )pX, ( float )pY, ( float )pZ, tex );
// if ( fancy && (tex->getName().compare(L"grass_side") == 0) && !hasFixedTexture() )
// {
// c1r *= pBaseRed;
// c2r *= pBaseRed;
// c3r *= pBaseRed;
// c4r *= pBaseRed;
// c1g *= pBaseGreen;
// c2g *= pBaseGreen;
// c3g *= pBaseGreen;
// c4g *= pBaseGreen;
// c1b *= pBaseBlue;
// c2b *= pBaseBlue;
// c3b *= pBaseBlue;
// c4b *= pBaseBlue;
// renderEast( tt, ( float )pX, ( float )pY, ( float )pZ, getGrassSideTextureOverlay() );
// }
// }
// applyAmbienceOcclusion = false;
//
return true;
}
// 4J - brought forward from 1.8.2
int TileRenderer_SPU::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_SPU::blend(int a, int b, int c, int d, float fa, float fb, float fc, float fd)
{
int top = (int) ((float) ((a >> 16) & 0xff) * fa + (float) ((b >> 16) & 0xff) * fb + (float) ((c >> 16) & 0xff) * fc + (float) ((d >> 16) & 0xff) * fd) & 0xff;
int bottom = (int) ((float) (a & 0xff) * fa + (float) (b & 0xff) * fb + (float) (c & 0xff) * fc + (float) (d & 0xff) * fd) & 0xff;
return (top << 16) | bottom;
}
bool TileRenderer_SPU::tesselateBlockInWorld( Tile_SPU* tt, int x, int y, int z, float r, float g, float b )
{
applyAmbienceOcclusion = false;
Tesselator_SPU* t = getTesselator();
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->id != Tile_SPU::grass_Id )
{
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 = tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( level, x, y + 1, z ) );
t->color( r11, g11, b11 );
}
else
{
float br = tt->getBrightness( level, x, y + 1, z );
// spu_print("need to add material settings\n");
// 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 : tt->getLightColor( 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_SPU *tex = getTexture(tt, level, x, y, z, 2);
renderNorth( tt, x, y, z, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture() ))
{
t->color( r2 * r, g2 * g, b2 * b );
renderNorth( tt, x, y, z, GrassTile_SPU::getSideTextureOverlay() );
}
changed = true;
}
if ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeZ1 < 1 ? centerColor : tt->getLightColor( 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_SPU *tex = getTexture(tt, level, x, y, z, 3);
renderSouth( tt, x, y, z, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture() ))
{
t->color( r2 * r, g2 * g, b2 * b );
renderSouth( tt, x, y, z, GrassTile_SPU::getSideTextureOverlay() );
}
changed = true;
}
if ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeX0 > 0 ? centerColor : tt->getLightColor( 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_SPU *tex = getTexture(tt, level, x, y, z, 4);
renderWest( tt, x, y, z, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture() ))
{
t->color( r3 * r, g3 * g, b3 * b );
renderWest( tt, x, y, z, GrassTile_SPU::getSideTextureOverlay() );
}
changed = true;
}
if ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeX1 < 1 ? centerColor : tt->getLightColor( 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_SPU *tex = getTexture(tt, level, x, y, z, 5);
renderEast( tt, x, y, z, tex );
if ( fancy && (tex == &Tile_SPU::ms_pTileData->iconData[Tile_SPU::grass_Id] && !hasFixedTexture() ))
{
t->color( r3 * r, g3 * g, b3 * b );
renderEast( tt, x, y, z, GrassTile_SPU::getSideTextureOverlay() );
}
changed = true;
}
return changed;
}
bool TileRenderer_SPU::tesselateCactusInWorld( Tile_SPU* 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 ( isAnaglyph3d() )
{
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_SPU::tesselateCactusInWorld( Tile_SPU* tt, int x, int y, int z, float r, float g, float b )
{
Tesselator_SPU* t = getTesselator();
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 = tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( level, x, y + 1, z ) );
t->color( r11, g11, b11 );
}
else
{
float br = tt->getBrightness( level, x, y + 1, z );
if ( tileShapeY1 != 1 && !tt->getMaterial()->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 : tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( 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 : tt->getLightColor( 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_SPU::tesselateFenceInWorld( FenceTile_SPU* tt, int x, int y, int z )
{
// #ifdef DISABLE_TESS_FUNCS
bool changed = false;
float a = 6 / 16.0f;
float b = 10 / 16.0f;
// EnterCriticalSection( &Tile_SPU::m_csShape );
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);
// LeaveCriticalSection( &Tile_SPU::m_csShape );
return changed;
// #endif // #ifdef DISABLE_TESS_FUNCS
return false;
}
bool TileRenderer_SPU::tesselateWallInWorld(WallTile_SPU *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_SPU::POST_WIDTH, 0, .5f - WallTile_SPU::POST_WIDTH, .5f + WallTile_SPU::POST_WIDTH, WallTile_SPU::POST_HEIGHT, .5f + WallTile_SPU::POST_WIDTH);
tesselateBlockInWorld(tt, x, y, z);
if (w)
{
setShape(0, 0, .5f - WallTile_SPU::WALL_WIDTH, .5f - WallTile_SPU::POST_WIDTH, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH);
tesselateBlockInWorld(tt, x, y, z);
}
if (e)
{
setShape(.5f + WallTile_SPU::POST_WIDTH, 0, .5f - WallTile_SPU::WALL_WIDTH, 1, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH);
tesselateBlockInWorld(tt, x, y, z);
}
if (n)
{
setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, 0, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, .5f - WallTile_SPU::POST_WIDTH);
tesselateBlockInWorld(tt, x, y, z);
}
if (s)
{
setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, .5f + WallTile_SPU::POST_WIDTH, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, 1);
tesselateBlockInWorld(tt, x, y, z);
}
}
else if (vertical)
{
// north-south wall
setShape(.5f - WallTile_SPU::WALL_WIDTH, 0, 0, .5f + WallTile_SPU::WALL_WIDTH, WallTile_SPU::WALL_HEIGHT, 1);
tesselateBlockInWorld(tt, x, y, z);
}
else
{
// west-east wall
setShape(0, 0, .5f - WallTile_SPU::WALL_WIDTH, 1, WallTile_SPU::WALL_HEIGHT, .5f + WallTile_SPU::WALL_WIDTH);
tesselateBlockInWorld(tt, x, y, z);
}
tt->updateShape(level, x, y, z);
return true;
}
bool TileRenderer_SPU::tesselateEggInWorld(EggTile_SPU *tt, int x, int y, int z)
{
bool changed = false;
// EnterCriticalSection( &Tile_SPU::m_csShape );
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);
// LeaveCriticalSection( &Tile_SPU::m_csShape );
return changed;
}
bool TileRenderer_SPU::tesselateFenceGateInWorld(FenceGateTile_SPU *tt, int x, int y, int z)
{
bool changed = true;
#ifdef DISABLE_TESS_FUNCS
int data = level->getData(x, y, z);
bool isOpen = FenceGateTile_SPU::isOpen(data);
int direction = FenceGateTile_SPU::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_SPU::cobbleWall_Id && level->getTile(x + 1, y, z) == Tile_SPU::cobbleWall_Id)
// || ((direction == Direction::EAST || direction == Direction::WEST) && level->getTile(x, y, z - 1) == Tile_SPU::cobbleWall_Id && level->getTile(x, y, z + 1) == Tile_SPU::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;
// EnterCriticalSection( &Tile_SPU::m_csShape );
// 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);
// LeaveCriticalSection( &Tile_SPU::m_csShape );
#endif // #ifdef DISABLE_TESS_FUNCS
return changed;
}
bool TileRenderer_SPU::tesselateStairsInWorld( StairTile_SPU* tt, int x, int y, int z )
{
#ifdef DISABLE_TESS_FUNCS
// EnterCriticalSection( &Tile_SPU::m_csShape );
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);
}
}
// LeaveCriticalSection( &Tile_SPU::m_csShape );
#endif // #ifdef DISABLE_TESS_FUNCS
return true;
}
bool TileRenderer_SPU::tesselateDoorInWorld( Tile_SPU* tt, int x, int y, int z )
{
Tesselator_SPU* t = getTesselator();
// 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_SPU::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 = tt->getLightColor( level, x, y, z );
}
else
{
centerBrightness = tt->getBrightness( level, x, y, z );
}
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeY0 > 0 ? centerColor : tt->getLightColor( 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 (level->m_tileData.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 : tt->getLightColor( 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 ( level->m_tileData.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 : tt->getLightColor( 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 ( level->m_tileData.lightEmission[tt->id] > 0 ) br = 1.0f;
t->color( c2 * br, c2 * br, c2 * br );
}
Icon_SPU *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 : tt->getLightColor( 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 ( level->m_tileData.lightEmission[tt->id] > 0 ) br = 1.0f;
t->color( c2 * br, c2 * br, c2 * br );
}
Icon_SPU *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 : tt->getLightColor( 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 ( level->m_tileData.lightEmission[tt->id] > 0 ) br = 1.0f;
t->color( c3 * br, c3 * br, c3 * br );
}
Icon_SPU *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 : tt->getLightColor( 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 ( level->m_tileData.lightEmission[tt->id] > 0 ) br = 1.0f;
t->color( c3 * br, c3 * br, c3 * br );
}
Icon_SPU *tex = getTexture(tt, level, x, y, z, 5 );
renderEast( tt, x, y, z, tex );
changed = true;
xFlipTexture = false;
}
return changed;
}
void TileRenderer_SPU::renderFaceDown( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeX0 * 16.0f);
float u11 = tex->getU(tileShapeX1 * 16.0f);
float v00 = tex->getV(tileShapeZ0 * 16.0f);
float v11 = tex->getV(tileShapeZ1 * 16.0f);
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( downFlip == FLIP_CCW )
{
u00 = tex->getU(tileShapeZ0 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
u11 = tex->getU(tileShapeZ1 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f);
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);
v00 = tex->getV(tileShapeX0 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
v11 = tex->getV(tileShapeX1 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0;
float z0 = z + tileShapeZ0;
float 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_SPU::renderFaceUp( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeX0 * 16.0f);
float u11 = tex->getU(tileShapeX1 * 16.0f);
float v00 = tex->getV(tileShapeZ0 * 16.0f);
float v11 = tex->getV(tileShapeZ1 * 16.0f);
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( upFlip == FLIP_CW )
{
u00 = tex->getU(tileShapeZ0 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
u11 = tex->getU(tileShapeZ1 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f);
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);
v00 = tex->getV(tileShapeX0 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
v11 = tex->getV(tileShapeX1 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y1 = y + tileShapeY1;
float z0 = z + tileShapeZ0;
float 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_SPU::renderNorth( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeX0 * 16.0f);
float u11 = tex->getU(tileShapeX1 * 16.0f);
float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f);
float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
if ( xFlipTexture )
{
float tmp = u00;
u00 = u11;
u11 = tmp;
}
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( northFlip == FLIP_CCW )
{
u00 = tex->getU(tileShapeY0 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f);
u11 = tex->getU(tileShapeY1 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
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);
v00 = tex->getV(tileShapeX1 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
v11 = tex->getV(tileShapeX0 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
v00 = tex->getV(tileShapeY1 * 16.0f);
v11 = tex->getV(tileShapeY0 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0;
float y1 = y + tileShapeY1;
float 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_SPU::renderSouth( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeX0 * 16.0f);
float u11 = tex->getU(tileShapeX1 * 16.0f);
float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f);
float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
if ( xFlipTexture )
{
float tmp = u00;
u00 = u11;
u11 = tmp;
}
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( southFlip == FLIP_CW )
{
u00 = tex->getU(tileShapeY0 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f);
u11 = tex->getU(tileShapeY1 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
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);
v00 = tex->getV(tileShapeX0 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
v11 = tex->getV(tileShapeX1 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f);
v00 = tex->getV(tileShapeY1 * 16.0f);
v11 = tex->getV(tileShapeY0 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0;
float y1 = y + tileShapeY1;
float 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_SPU::renderWest( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeZ0 * 16.0f);
float u11 = tex->getU(tileShapeZ1 * 16.0f);
float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f);
float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
if ( xFlipTexture )
{
float tmp = u00;
u00 = u11;
u11 = tmp;
}
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( westFlip == FLIP_CW )
{
u00 = tex->getU(tileShapeY0 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
u11 = tex->getU(tileShapeY1 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
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);
v00 = tex->getV(tileShapeZ0 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
v11 = tex->getV(tileShapeZ1 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
v00 = tex->getV(tileShapeY1 * 16.0f);
v11 = tex->getV(tileShapeY0 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x0 = x + tileShapeX0;
float y0 = y + tileShapeY0;
float y1 = y + tileShapeY1;
float z0 = z + tileShapeZ0;
float 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_SPU::renderEast( Tile_SPU* tt, float x, float y, float z, Icon_SPU *tex )
{
Tesselator_SPU* t = getTesselator();
if (hasFixedTexture()) tex = fixedTexture;
float u00 = tex->getU(tileShapeZ0 * 16.0f);
float u11 = tex->getU(tileShapeZ1 * 16.0f);
float v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f);
float v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
if ( xFlipTexture )
{
float tmp = u00;
u00 = u11;
u11 = tmp;
}
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
{
u00 = tex->getU0();
u11 = tex->getU1();
}
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
{
v00 = tex->getV0();
v11 = tex->getV1();
}
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
if ( eastFlip == FLIP_CCW )
{
u00 = tex->getU(tileShapeY0 * 16.0f);
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f);
u11 = tex->getU(tileShapeY1 * 16.0f);
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
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);
v00 = tex->getV(tileShapeZ1 * 16.0f);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f);
v11 = tex->getV(tileShapeZ0 * 16.0f);
// 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);
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f);
v00 = tex->getV(tileShapeY1 * 16.0f);
v11 = tex->getV(tileShapeY0 * 16.0f);
u01 = u11;
u10 = u00;
v01 = v00;
v10 = v11;
}
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0;
float y1 = y + tileShapeY1;
float z0 = z + tileShapeZ0;
float 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 ) );
}
}
bool TileRenderer_SPU::canRender( int renderShape )
{
if ( renderShape == Tile_SPU::SHAPE_BLOCK ) return true;
if ( renderShape == Tile_SPU::SHAPE_TREE ) return true;
if ( renderShape == Tile_SPU::SHAPE_QUARTZ) return true;
if ( renderShape == Tile_SPU::SHAPE_CACTUS ) return true;
if ( renderShape == Tile_SPU::SHAPE_STAIRS ) return true;
if ( renderShape == Tile_SPU::SHAPE_FENCE ) return true;
if ( renderShape == Tile_SPU::SHAPE_EGG) return true;
if ( renderShape == Tile_SPU::SHAPE_ENTITYTILE_ANIMATED) return true;
if ( renderShape == Tile_SPU::SHAPE_FENCE_GATE) return true;
if ( renderShape == Tile_SPU::SHAPE_PISTON_BASE ) return true;
if ( renderShape == Tile_SPU::SHAPE_PORTAL_FRAME ) return true;
if ( renderShape == Tile_SPU::SHAPE_WALL) return true;
if ( renderShape == Tile_SPU::SHAPE_ANVIL) return true;
return false;
}
Icon_SPU *TileRenderer_SPU::getTexture(Tile_SPU *tile, ChunkRebuildData *level, int x, int y, int z, int face)
{
return getTextureOrMissing(tile->getTexture(level, x, y, z, face));
}
Icon_SPU *TileRenderer_SPU::getTexture(Tile_SPU *tile, int face, int data)
{
return getTextureOrMissing(tile->getTexture(face, data));
}
Icon_SPU *TileRenderer_SPU::getTexture(Tile_SPU *tile, int face)
{
return getTextureOrMissing(tile->getTexture(face));
}
Icon_SPU *TileRenderer_SPU::getTexture(Tile_SPU *tile)
{
return getTextureOrMissing(tile->getTexture(Facing::UP));
}
Icon_SPU *TileRenderer_SPU::getTextureOrMissing(Icon_SPU *Icon_SPU)
{
if (Icon_SPU == NULL)
{
assert(0);
// return minecraft->textures->getMissingIcon_SPU(Icon_SPU::TYPE_TERRAIN);
}
return Icon_SPU;
}