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.
76 lines
3.3 KiB
C++
76 lines
3.3 KiB
C++
#include "stdafx.h"
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#include "TerrainParticle.h"
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#include "Tesselator.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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TerrainParticle::TerrainParticle(Level *level, double x, double y, double z, double xa, double ya, double za, Tile *tile, int face, int data, Textures *textures) : Particle(level, x, y, z, xa, ya, za)
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{
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this->tile = tile;
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this->setTex(textures, tile->getTexture(0, data)); // 4J - change brought forward from 1.8.2 to fix purple particles on door damage
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this->gravity = tile->gravity;
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rCol = gCol = bCol = 0.6f;
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size /= 2;
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}
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shared_ptr<TerrainParticle> TerrainParticle::init(int x, int y, int z, int data) // 4J - added data parameter
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{
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if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );
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int col = tile->getColor(level, x, y, z, data); // 4J - added data parameter
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rCol *= ((col >> 16) & 0xff) / 255.0f;
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gCol *= ((col >> 8) & 0xff) / 255.0f;
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bCol *= ((col) & 0xff) / 255.0f;
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return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );
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}
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shared_ptr<TerrainParticle> TerrainParticle::init(int data)
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{
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if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );
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int col = tile->getColor(data);
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rCol *= ((col >> 16) & 0xff) / 255.0f;
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gCol *= ((col >> 8) & 0xff) / 255.0f;
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bCol *= ((col) & 0xff) / 255.0f;
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return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );
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}
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int TerrainParticle::getParticleTexture()
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{
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return ParticleEngine::TERRAIN_TEXTURE;
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}
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void TerrainParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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float u0 = (texX + uo / 4.0f) / 16.0f;
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float u1 = u0 + 0.999f / 16.0f / 4;
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float v0 = (texY + vo / 4.0f) / 16.0f;
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float v1 = v0 + 0.999f / 16.0f / 4;
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float r = 0.1f * size;
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if (tex != NULL)
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{
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u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION);
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}
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float x = (float) (xo + (this->x - xo) * a - xOff);
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float y = (float) (yo + (this->y - yo) * a - yOff);
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float z = (float) (zo + (this->z - zo) * a - zOff);
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// 4J - don't render terrain particles that are less than a metre away, to try and avoid large particles that are causing us problems with
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// photosensitivity testing
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float distSq = (x*x + y*y + z*z);
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if( distSq < 1.0f ) return;
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float br = SharedConstants::TEXTURE_LIGHTING ? 1.0f : getBrightness(a); // 4J - change brought forward from 1.8.2
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t->color(br * rCol, br * gCol, br * bCol);
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t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1));
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t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0));
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t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0));
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t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1));
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}
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