This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
257 lines
8.5 KiB
C++
257 lines
8.5 KiB
C++
#include "stdafx.h"
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#include "Minecraft.h"
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#include "Minimap.h"
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#include "Font.h"
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#include "Options.h"
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#include "Textures.h"
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#include "Tesselator.h"
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#include "..\Minecraft.World\net.minecraft.world.level.saveddata.h"
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#include "..\Minecraft.World\net.minecraft.world.level.material.h"
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#ifdef __ORBIS__
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short Minimap::LUT[256]; // 4J added
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#else
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int Minimap::LUT[256]; // 4J added
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#endif
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bool Minimap::genLUT = true; // 4J added
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Minimap::Minimap(Font *font, Options *options, Textures *textures, bool optimised)
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{
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#ifdef __PS3__
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// we're using the RSX now to upload textures to vram, so we need the main ram textures allocated from io space
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this->pixels = intArray((int*)RenderManager.allocIOMem(w*h*sizeof(int)), 16*16);
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#elif defined __ORBIS__
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this->pixels = shortArray(w*h);
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#else
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this->pixels = intArray(w*h);
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#endif
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this->options = options;
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this->font = font;
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BufferedImage *img = new BufferedImage(w, h, BufferedImage::TYPE_INT_ARGB);
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#ifdef __ORBIS__
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mapTexture = textures->getTexture(img, C4JRender::TEXTURE_FORMAT_RxGyBzAw5551, false ); // 4J - make sure we aren't mipmapping as we never set the data for mipmaps
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#else
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mapTexture = textures->getTexture(img, C4JRender::TEXTURE_FORMAT_RxGyBzAw, false ); // 4J - make sure we aren't mipmapping as we never set the data for mipmaps
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#endif
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delete img;
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for (int i = 0; i < w * h; i++)
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{
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pixels[i] = 0x00000000;
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}
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// 4J added - generate the colour mapping that we'll be needing as a LUT to minimise processing we actually need to do during normal rendering
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if( genLUT )
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{
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reloadColours();
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}
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renderCount = 0; // 4J added
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m_optimised = optimised;
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}
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void Minimap::reloadColours()
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{
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ColourTable *colourTable = Minecraft::GetInstance()->getColourTable();
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// 4J note that this code has been extracted pretty much as it was in Minimap::render, although with some byte order changes
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for( int i = 0; i < (14 * 4); i++ ) // 14 material colours currently, 4 brightnesses of each
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{
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if (i / 4 == 0)
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{
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// 4J - changed byte order to save having to reorder later
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#ifdef __ORBIS__
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LUT[i] = 0;
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#else
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LUT[i] = (((i + i / w) & 1) * 8 + 16);
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#endif
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//pixels[i] = (((i + i / w) & 1) * 8 + 16) << 24;
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}
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else
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{
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int color = colourTable->getColor( MaterialColor::colors[i / 4]->col );
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int brightness = i & 3;
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int br = 220;
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if (brightness == 2) br = 255;
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if (brightness == 0) br = 180;
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int r = ((color >> 16) & 0xff) * br / 255;
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int g = ((color >> 8) & 0xff) * br / 255;
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int b = ((color) & 0xff) * br / 255;
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// 4J - changed byte order to save having to reorder later
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#if ( defined _DURANGO || defined _WIN64 || __PSVITA__ )
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LUT[i] = 255 << 24 | b << 16 | g << 8 | r;
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#elif defined _XBOX
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LUT[i] = 255 << 24 | r << 16 | g << 8 | b;
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#elif defined __ORBIS__
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r >>= 3; g >>= 3; b >>= 3;
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LUT[i] = 1 << 15 | ( r << 10 ) | ( g << 5 ) | b;
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#else
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LUT[i] = r << 24 | g << 16 | b << 8 | 255;
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#endif
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//pixels[i] = (255) << 24 | r << 16 | g << 8 | b;
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}
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}
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genLUT = false;
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}
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// 4J added entityId
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void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<MapItemSavedData> data, int entityId)
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{
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// 4J - only update every 8 renders, as an optimisation
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// We don't want to use this for ItemFrame renders of maps, as then we can't have different maps together
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if( !m_optimised || ( renderCount & 7 ) == 0 )
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{
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for (int i = 0; i < w * h; i++)
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{
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int val = data->colors[i];
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// 4J - moved the code that used to run here into a LUT that is generated once in the ctor above
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pixels[i] = LUT[val];
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}
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}
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renderCount++;
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// 4J - changed - have changed texture generation here to put the bytes in the right order already, so we don't have to do any copying round etc. in the texture replacement itself
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textures->replaceTextureDirect(pixels, w, h, mapTexture);
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int x = 0;
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int y = 0;
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Tesselator *t = Tesselator::getInstance();
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float vo = 0;
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glBindTexture(GL_TEXTURE_2D, mapTexture);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_ALPHA_TEST);
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t->begin();
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// 4J - moved to -0.02 to stop z fighting ( was -0.01)
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// AP - Vita still has issues so push it a bit more
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float Offset = -0.02f;
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#ifdef __PSVITA__
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Offset = -0.03f;
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#endif
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t->vertexUV((float)(x + 0 + vo), (float)( y + h - vo), (float)( Offset), (float)( 0), (float)( 1));
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t->vertexUV((float)(x + w - vo), (float)( y + h - vo), (float)( Offset), (float)( 1), (float)( 1));
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t->vertexUV((float)(x + w - vo), (float)( y + 0 + vo), (float)( Offset), (float)( 1), (float)( 0));
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t->vertexUV((float)(x + 0 + vo), (float)( y + 0 + vo), (float)( Offset), (float)( 0), (float)( 0));
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t->end();
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glEnable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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textures->bind(textures->loadTexture(TN_MISC_MAPICONS));//L"/misc/mapicons.png"));
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#ifdef _LARGE_WORLDS
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vector<MapItemSavedData::MapDecoration *> m_edgeIcons;
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#endif
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// 4J-PB - stack the map icons
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float fIconZ=-0.04f;// 4J - moved to -0.04 (was -0.02) to stop z fighting
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for( MapItemSavedData::MapDecoration *dec : data->decorations )
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{
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if(!dec->visible) continue;
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char imgIndex = dec->img;
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#ifdef _LARGE_WORLDS
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// For edge icons, use a different texture
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if(imgIndex >= 16)
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{
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m_edgeIcons.push_back(dec);
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continue;
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}
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#endif
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// 4J Stu - For item frame renders, the player is NULL. We do not want to show player icons on the frames.
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if(player == NULL && (imgIndex != 12)) continue;
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else if (player != NULL && imgIndex == 12) continue;
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else if( imgIndex == 12 && dec->entityId != entityId) continue;
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glPushMatrix();
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glTranslatef(x + dec->x / 2.0f + w / 2, y + dec->y / 2.0f + h / 2, fIconZ);
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glRotatef(dec->rot * 360 / 16.0f, 0, 0, 1);
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glScalef(4, 4, 3);
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glTranslatef(-1.0f / 8.0f, +1.0f / 8.0f, 0);
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float u0 = (imgIndex % 4 + 0) / 4.0f;
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float v0 = (imgIndex / 4 + 0) / 4.0f;
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float u1 = (imgIndex % 4 + 1) / 4.0f;
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float v1 = (imgIndex / 4 + 1) / 4.0f;
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t->begin();
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t->vertexUV((float)(-1), (float)( +1), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(+1), (float)( +1), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(+1), (float)( -1), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(-1), (float)( -1), (float)( 0), (float)( u0), (float)( v1));
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t->end();
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glPopMatrix();
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fIconZ-=0.01f;
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}
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#ifdef _LARGE_WORLDS
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// For players on the edge of the world
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textures->bind(textures->loadTexture(TN_MISC_ADDITIONALMAPICONS));
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fIconZ=-0.04f;// 4J - moved to -0.04 (was -0.02) to stop z fighting
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for( MapItemSavedData::MapDecoration *dec : m_edgeIcons )
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{
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char imgIndex = dec->img;
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imgIndex -= 16;
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// 4J Stu - For item frame renders, the player is NULL. We do not want to show player icons on the frames.
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if(player == NULL && (imgIndex != 12)) continue;
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else if (player != NULL && imgIndex == 12) continue;
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else if( imgIndex == 12 && dec->entityId != entityId) continue;
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glPushMatrix();
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glTranslatef(x + dec->x / 2.0f + w / 2, y + dec->y / 2.0f + h / 2, fIconZ);
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glRotatef(dec->rot * 360 / 16.0f, 0, 0, 1);
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glScalef(4, 4, 3);
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glTranslatef(-1.0f / 8.0f, +1.0f / 8.0f, 0);
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float u0 = (imgIndex % 4 + 0) / 4.0f;
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float v0 = (imgIndex / 4 + 0) / 4.0f;
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float u1 = (imgIndex % 4 + 1) / 4.0f;
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float v1 = (imgIndex / 4 + 1) / 4.0f;
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t->begin();
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t->vertexUV((float)(-1), (float)( +1), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(+1), (float)( +1), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(+1), (float)( -1), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(-1), (float)( -1), (float)( 0), (float)( u0), (float)( v1));
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t->end();
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glPopMatrix();
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fIconZ-=0.01f;
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}
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#endif
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glPushMatrix();
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// glRotatef(0, 1, 0, 0);
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glTranslatef(0, 0, -0.06f);
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glScalef(1, 1, 1);
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// 4J Stu - Don't render the text name, except in debug
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//#if 1
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//#ifdef _DEBUG
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// font->draw(data->id, x, y, 0xff000000);
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//#else
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// 4J Stu - TU-1 hotfix
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// DCR: Render the players current position here instead
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if(player != NULL)
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{
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wchar_t playerPosText[32];
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ZeroMemory(&playerPosText, sizeof(wchar_t) * 32);
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int posx = floor(player->x);
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int posy = floor(player->y);
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int posz = floor(player->z);
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swprintf(playerPosText, 32, L"X: %d, Y: %d, Z: %d", posx, posy, posz);
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font->draw(playerPosText, x, y, Minecraft::GetInstance()->getColourTable()->getColour(eMinecraftColour_Map_Text));
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}
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//#endif
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glPopMatrix();
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}
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