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.
8563 lines
260 KiB
C++
8563 lines
260 KiB
C++
#include "stdafx.h"
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#include "TileRenderer.h"
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#include "GameRenderer.h"
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#include "Minecraft.h"
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#include "Textures.h"
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#include "..\Minecraft.World\net.minecraft.world.level.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.material.h"
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#include "..\Minecraft.World\net.minecraft.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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#include "Tesselator.h"
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#include "EntityTileRenderer.h"
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#include "Options.h"
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bool TileRenderer::fancy = true;
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const float smallUV = ( 1.0f / 16.0f );
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void TileRenderer::_init()
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{
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fixedTexture = NULL;
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xFlipTexture = false;
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noCulling = false;
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applyAmbienceOcclusion = false;
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setColor = true;
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northFlip = FLIP_NONE;
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southFlip = FLIP_NONE;
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eastFlip = FLIP_NONE;
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westFlip = FLIP_NONE;
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upFlip = FLIP_NONE;
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downFlip = FLIP_NONE;
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tileShapeX0 = 0.0;
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tileShapeX1 = 0.0;
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tileShapeY0 = 0.0;
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tileShapeY1 = 0.0;
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tileShapeZ0 = 0.0;
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tileShapeZ1 = 0.0;
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fixedShape = false;
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smoothShapeLighting = false;
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minecraft = Minecraft::GetInstance();
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xMin = 0;
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yMin = 0;
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zMin = 0;
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cache = NULL;
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}
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bool TileRenderer::isTranslucentAt(LevelSource *level, int x, int y, int z)
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{
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if( cache )
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{
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int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
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if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
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{
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assert (id >= 0 );
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assert (id <= 32 * 32 * 32);
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if( cache[id] & cache_isTranslucentAt_valid ) return ( ( cache[id] & cache_isTranslucentAt_flag ) == cache_isTranslucentAt_flag );
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bool ret = Tile::transculent[level->getTile(x,y,z)];
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if( ret )
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{
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cache[id] |= cache_isTranslucentAt_valid | cache_isTranslucentAt_flag;
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}
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else
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{
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cache[id] |= cache_isTranslucentAt_valid;
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}
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return ret;
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}
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}
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return Tile::transculent[level->getTile(x,y,z)];
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}
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float TileRenderer::getShadeBrightness(Tile *tt, LevelSource *level, int x, int y, int z)
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{
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if( cache )
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{
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int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
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if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
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{
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if( cache[id] & cache_isSolidBlockingTile_valid ) return ( ( cache[id] & cache_isSolidBlockingTile_flag ) ? 0.2f : 1.0f);
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bool isSolidBlocking = level->isSolidBlockingTile(x, y, z);
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if( isSolidBlocking )
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{
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cache[id] |= cache_isSolidBlockingTile_valid | cache_isSolidBlockingTile_flag;
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}
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else
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{
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cache[id] |= cache_isSolidBlockingTile_valid;
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}
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return ( isSolidBlocking ? 0.2f : 1.0f);
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}
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}
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return tt->getShadeBrightness(level, x, y, z);
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}
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int TileRenderer::getLightColor( Tile *tt, LevelSource *level, int x, int y, int z)
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{
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if( cache )
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{
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int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
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if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
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{
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// Don't use the cache for liquid tiles, as they are the only type that seem to have their own implementation of getLightColor that actually is important.
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// Without this we get patches of dark water where their lighting value is 0, it needs to pull in light from the tile above to work
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if( ( tt->id >= Tile::water_Id ) && ( tt->id <= Tile::calmLava_Id ) ) return tt->getLightColor(level, x, y, z);
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if( cache[id] & cache_getLightColor_valid ) return cache[id] & cache_getLightColor_mask;
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// Not in cache. Have we got the tile type cached? We can pass this as a parameter to Tile::getLightColor( or -1 if we don't) so that underlying things
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// don't have to get the tile again.
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int tileId = -1;
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int xx = x - xMin;
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int zz = z - zMin;
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if( ( xx >= 0 ) && ( xx <= 15 ) && ( zz >= 0 ) && ( zz <= 15 ) && ( y >= 0 ) && ( y < Level::maxBuildHeight ) )
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{
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int indexY = y;
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int offset = 0;
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if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
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{
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indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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unsigned char ucTileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ];
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// Tiles that were determined to be invisible (by being surrounded by solid stuff) will be set to 255 rather than their actual ID
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if( ucTileId != 255 )
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{
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tileId = (int)ucTileId;
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}
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}
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int ret = tt->getLightColor(level, x, y, z, tileId);
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cache[id] |= ( ( ret & cache_getLightColor_mask ) | cache_getLightColor_valid );
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return ret;
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}
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}
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return tt->getLightColor(level, x, y, z);
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}
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TileRenderer::TileRenderer( LevelSource* level, int xMin, int yMin, int zMin, unsigned char *tileIds )
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{
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this->level = level;
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_init();
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this->xMin = xMin;
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this->yMin = yMin;
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this->zMin = zMin;
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this->xMin2 = xMin-2;
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this->yMin2 = yMin-2;
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this->zMin2 = zMin-2;
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this->tileIds = tileIds;
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cache = new unsigned int[32*32*32];
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XMemSet(cache,0,32*32*32*sizeof(unsigned int));
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}
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TileRenderer::~TileRenderer()
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{
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delete cache;
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}
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TileRenderer::TileRenderer( LevelSource* level )
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{
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this->level = level;
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_init();
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}
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TileRenderer::TileRenderer()
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{
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this->level = NULL;
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_init();
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}
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void TileRenderer::setFixedTexture( Icon *fixedTexture )
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{
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this->fixedTexture = fixedTexture;
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}
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void TileRenderer::clearFixedTexture()
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{
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this->fixedTexture = NULL;
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}
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bool TileRenderer::hasFixedTexture()
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{
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#ifdef __PSVITA__
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// AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag to the tesselator
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if(fixedTexture)
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{
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Tesselator* t = Tesselator::getInstance();
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t->setAlphaCutOut( fixedTexture->getFlags() & Icon::IS_ALPHA_CUT_OUT );
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}
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#endif
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return fixedTexture != NULL;
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}
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void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1, float z1)
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{
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if (!fixedShape)
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{
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tileShapeX0 = x0;
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tileShapeX1 = x1;
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tileShapeY0 = y0;
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tileShapeY1 = y1;
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tileShapeZ0 = z0;
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tileShapeZ1 = z1;
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smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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}
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void TileRenderer::setShape(Tile *tt)
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{
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if (!fixedShape)
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{
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tileShapeX0 = tt->getShapeX0();
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tileShapeX1 = tt->getShapeX1();
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tileShapeY0 = tt->getShapeY0();
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tileShapeY1 = tt->getShapeY1();
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tileShapeZ0 = tt->getShapeZ0();
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tileShapeZ1 = tt->getShapeZ1();
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smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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}
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void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1, float y1, float z1)
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{
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tileShapeX0 = x0;
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tileShapeX1 = x1;
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tileShapeY0 = y0;
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tileShapeY1 = y1;
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tileShapeZ0 = z0;
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tileShapeZ1 = z1;
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fixedShape = true;
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smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
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}
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void TileRenderer::clearFixedShape()
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{
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fixedShape = false;
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}
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void TileRenderer::tesselateInWorldFixedTexture( Tile* tile, int x, int y, int z, Icon *fixedTexture ) // 4J renamed to differentiate from tesselateInWorld
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{
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this->setFixedTexture(fixedTexture);
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tesselateInWorld( tile, x, y, z );
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this->clearFixedTexture();
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}
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void TileRenderer::tesselateInWorldNoCulling( Tile* tile, int x, int y, int z, int forceData,
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shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
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{
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noCulling = true;
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tesselateInWorld( tile, x, y, z, forceData );
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noCulling = false;
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}
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bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceData,
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shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
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{
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Tesselator* t = Tesselator::getInstance();
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int shape = tt->getRenderShape();
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tt->updateShape( level, x, y, z, forceData, forceEntity );
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// AP - now that the culling is done earlier we don't need to call setShape until later on (only for SHAPE_BLOCK)
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if( shape != Tile::SHAPE_BLOCK )
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{
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setShape(tt);
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}
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t->setMipmapEnable( Tile::mipmapEnable[tt->id] ); // 4J added
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bool retVal = false;
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switch(shape)
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{
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case Tile::SHAPE_BLOCK:
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{
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// 4J - added these faceFlags so we can detect whether this block is going to have no visible faces and early out
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// the original code checked noCulling and shouldRenderFace directly where faceFlags is used now
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// AP - I moved this check from tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even earlier to speed up early rejection.
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// The flags are then passed down to avoid creating them again.
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// These changes in combination have more than halved the time it takes to reject a block on Vita
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int faceFlags = 0;
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if ( noCulling )
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{
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faceFlags = 0x3f;
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}
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else
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{
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// these block types can take advantage of a faster version of shouldRenderFace
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// there are others but this is an easy check which covers the majority
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// Note: This now covers rock, grass, dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel, goldOre, ironOre, coalOre, treeTrunk
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if( ( tt->id <= Tile::unbreakable_Id ) ||
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( ( tt->id >= Tile::sand_Id ) && ( tt->id <= Tile::treeTrunk_Id ) ) )
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{
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faceFlags = tt->getFaceFlags( level, x, y, z );
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}
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else
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{
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faceFlags |= tt->shouldRenderFace( level, x, y - 1, z, 0 ) ? 0x01 : 0;
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faceFlags |= tt->shouldRenderFace( level, x, y + 1, z, 1 ) ? 0x02 : 0;
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faceFlags |= tt->shouldRenderFace( level, x, y, z - 1, 2 ) ? 0x04 : 0;
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faceFlags |= tt->shouldRenderFace( level, x, y, z + 1, 3 ) ? 0x08 : 0;
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faceFlags |= tt->shouldRenderFace( level, x - 1, y, z, 4 ) ? 0x10 : 0;
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faceFlags |= tt->shouldRenderFace( level, x + 1, y, z, 5 ) ? 0x20 : 0;
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}
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}
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if ( faceFlags == 0 )
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{
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retVal = false;
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break;
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}
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// now we need to set the shape
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setShape(tt);
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retVal = tesselateBlockInWorld( tt, x, y, z, faceFlags );
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}
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break;
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case Tile::SHAPE_TREE:
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retVal = tesselateTreeInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_QUARTZ:
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retVal = tesselateQuartzInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_WATER:
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retVal = tesselateWaterInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_CACTUS:
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retVal = tesselateCactusInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_CROSS_TEXTURE:
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retVal = tesselateCrossInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_STEM:
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retVal = tesselateStemInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_LILYPAD:
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retVal = tesselateLilypadInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_ROWS:
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retVal = tesselateRowInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_TORCH:
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retVal = tesselateTorchInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_FIRE:
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retVal = tesselateFireInWorld( (FireTile *)tt, x, y, z );
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break;
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case Tile::SHAPE_RED_DUST:
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retVal = tesselateDustInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_LADDER:
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retVal = tesselateLadderInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_DOOR:
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retVal = tesselateDoorInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_RAIL:
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retVal = tesselateRailInWorld( ( RailTile* )tt, x, y, z );
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break;
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case Tile::SHAPE_STAIRS:
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retVal = tesselateStairsInWorld( (StairTile *)tt, x, y, z );
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break;
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case Tile::SHAPE_EGG:
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retVal = tesselateEggInWorld((EggTile*) tt, x, y, z);
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break;
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case Tile::SHAPE_FENCE:
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retVal = tesselateFenceInWorld( ( FenceTile* )tt, x, y, z );
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break;
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case Tile::SHAPE_WALL:
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retVal = tesselateWallInWorld( (WallTile *) tt, x, y, z);
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break;
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case Tile::SHAPE_LEVER:
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retVal = tesselateLeverInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_TRIPWIRE_SOURCE:
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retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_TRIPWIRE:
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retVal = tesselateTripwireInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_BED:
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retVal = tesselateBedInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_REPEATER:
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retVal = tesselateRepeaterInWorld((RepeaterTile *)tt, x, y, z);
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break;
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case Tile::SHAPE_DIODE:
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retVal = tesselateDiodeInWorld( (DiodeTile *)tt, x, y, z );
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break;
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case Tile::SHAPE_COMPARATOR:
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retVal = tesselateComparatorInWorld((ComparatorTile *)tt, x, y, z);
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break;
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case Tile::SHAPE_PISTON_BASE:
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retVal = tesselatePistonBaseInWorld( tt, x, y, z, false, forceData );
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break;
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case Tile::SHAPE_PISTON_EXTENSION:
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retVal = tesselatePistonExtensionInWorld( tt, x, y, z, true, forceData );
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break;
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case Tile::SHAPE_IRON_FENCE:
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retVal = tesselateThinFenceInWorld( ( ThinFenceTile* )tt, x, y, z );
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break;
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case Tile::SHAPE_THIN_PANE:
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retVal = tesselateThinPaneInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_VINE:
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retVal = tesselateVineInWorld( tt, x, y, z );
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break;
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case Tile::SHAPE_FENCE_GATE:
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retVal = tesselateFenceGateInWorld( ( FenceGateTile* )tt, x, y, z );
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break;
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case Tile::SHAPE_CAULDRON:
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retVal = tesselateCauldronInWorld((CauldronTile* ) tt, x, y, z);
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break;
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case Tile::SHAPE_FLOWER_POT:
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retVal = tesselateFlowerPotInWorld((FlowerPotTile *) tt, x, y, z);
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break;
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case Tile::SHAPE_ANVIL:
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retVal = tesselateAnvilInWorld((AnvilTile *) tt, x, y, z);
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break;
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case Tile::SHAPE_BREWING_STAND:
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retVal = tesselateBrewingStandInWorld((BrewingStandTile* ) tt, x, y, z);
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break;
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case Tile::SHAPE_PORTAL_FRAME:
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retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile *)tt, x, y, z);
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break;
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case Tile::SHAPE_COCOA:
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retVal = tesselateCocoaInWorld((CocoaTile *)tt, x, y, z);
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break;
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case Tile::SHAPE_BEACON:
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retVal = tesselateBeaconInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_HOPPER:
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retVal = tesselateHopperInWorld(tt, x, y, z);
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break;
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};
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t->setMipmapEnable( true ); // 4J added
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return retVal;
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}
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bool TileRenderer::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile *tt, int x, int y, int z)
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{
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int data = level->getData(x, y, z);
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int direction = data & 3;
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if (direction == Direction::SOUTH)
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{
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upFlip = FLIP_180;
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}
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else if (direction == Direction::EAST)
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{
|
|
upFlip = FLIP_CW;
|
|
}
|
|
else if (direction == Direction::WEST)
|
|
{
|
|
upFlip = FLIP_CCW;
|
|
}
|
|
|
|
if (!TheEndPortalFrameTile::hasEye(data))
|
|
{
|
|
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
upFlip = FLIP_NONE;
|
|
return true;
|
|
}
|
|
|
|
noCulling = true;
|
|
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setFixedTexture(tt->getEye());
|
|
setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1, 12.0f / 16.0f);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
noCulling = false;
|
|
clearFixedTexture();
|
|
|
|
upFlip = FLIP_NONE;
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateBedInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
int data = level->getData( x, y, z );
|
|
int direction = BedTile::getDirection( data );
|
|
bool isHead = BedTile::isHeadPiece( data );
|
|
|
|
float c10 = 0.5f;
|
|
float c11 = 1.0f;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
float r11 = c11;
|
|
float g11 = c11;
|
|
float b11 = c11;
|
|
|
|
float r10 = c10;
|
|
float r2 = c2;
|
|
float r3 = c3;
|
|
|
|
float g10 = c10;
|
|
float g2 = c2;
|
|
float g3 = c3;
|
|
|
|
float b10 = c10;
|
|
float b2 = c2;
|
|
float b3 = c3;
|
|
|
|
// 4J - change brought forward from 1.8.2
|
|
int centerColor;
|
|
float centerBrightness;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
centerColor = getLightColor(tt, level, x, y, z );
|
|
}
|
|
else
|
|
{
|
|
centerBrightness = tt->getBrightness( level, x, y, z );
|
|
}
|
|
|
|
// render wooden underside
|
|
{
|
|
// 4J - change brought forward from 1.8.2
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( centerColor );
|
|
t->color( r10, g10, b10 );
|
|
}
|
|
else
|
|
{
|
|
t->color( r10 * centerBrightness, g10 * centerBrightness, b10 * centerBrightness );
|
|
}
|
|
|
|
Icon *tex = getTexture( tt, level, x, y, z, Facing::DOWN );
|
|
|
|
float u0 = tex->getU0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v0 = tex->getV0(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float x0 = x + tileShapeX0;
|
|
float x1 = x + tileShapeX1;
|
|
float y0 = y + tileShapeY0 + 3.0 / 16.0;
|
|
float z0 = z + tileShapeZ0;
|
|
float z1 = z + tileShapeZ1;
|
|
|
|
t->vertexUV( x0 , y0 , z1 , u0 , v1 );
|
|
t->vertexUV( x0 , y0 , z0 , u0 , v0 );
|
|
t->vertexUV( x1 , y0 , z0 , u1 , v0 );
|
|
t->vertexUV( x1 , y0 , z1 , u1 , v1 );
|
|
}
|
|
|
|
// render bed top
|
|
// 4J - change brought forward from 1.8.2
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y + 1, z ) );
|
|
t->color( r11, g11, b11 );
|
|
}
|
|
else
|
|
{
|
|
float brightness = tt->getBrightness( level, x, y + 1, z );
|
|
t->color( r11 * brightness, g11 * brightness, b11 * brightness );
|
|
}
|
|
|
|
Icon *tex = getTexture( tt, level, x, y, z, Facing::UP );
|
|
|
|
float u0 = tex->getU0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v0 = tex->getV0(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float topLeftU = u0;
|
|
float topRightU = u1;
|
|
float topLeftV = v0;
|
|
float topRightV = v0;
|
|
float bottomLeftU = u0;
|
|
float bottomRightU = u1;
|
|
float bottomLeftV = v1;
|
|
float bottomRightV = v1;
|
|
|
|
if ( direction == Direction::SOUTH )
|
|
{
|
|
// rotate 90 degrees clockwise
|
|
topRightU = u0;
|
|
topLeftV = v1;
|
|
bottomLeftU = u1;
|
|
bottomRightV = v0;
|
|
}
|
|
else if ( direction == Direction::NORTH )
|
|
{
|
|
// rotate 90 degrees counter-clockwise
|
|
topLeftU = u1;
|
|
topRightV = v1;
|
|
bottomRightU = u0;
|
|
bottomLeftV = v0;
|
|
}
|
|
else if ( direction == Direction::EAST )
|
|
{
|
|
// rotate 180 degrees
|
|
topLeftU = u1;
|
|
topRightV = v1;
|
|
bottomRightU = u0;
|
|
bottomLeftV = v0;
|
|
topRightU = u0;
|
|
topLeftV = v1;
|
|
bottomLeftU = u1;
|
|
bottomRightV = v0;
|
|
}
|
|
|
|
float x0 = x + tileShapeX0;
|
|
float x1 = x + tileShapeX1;
|
|
float y1 = y + tileShapeY1;
|
|
float z0 = z + tileShapeZ0;
|
|
float z1 = z + tileShapeZ1;
|
|
|
|
t->vertexUV( x1 , y1 , z1 , bottomLeftU ,bottomLeftV );
|
|
t->vertexUV( x1 , y1 , z0 , topLeftU , topLeftV );
|
|
t->vertexUV( x0 , y1 , z0 , topRightU ,topRightV );
|
|
t->vertexUV( x0 , y1 , z1 , bottomRightU ,bottomRightV );
|
|
|
|
// determine which edge to skip (the one between foot and head piece)
|
|
int skipEdge = Direction::DIRECTION_FACING[direction];
|
|
if ( isHead )
|
|
{
|
|
skipEdge = Direction::DIRECTION_FACING[Direction::DIRECTION_OPPOSITE[direction]];
|
|
}
|
|
// and which edge to x-flip
|
|
int flipEdge = Facing::WEST;
|
|
switch ( direction )
|
|
{
|
|
case Direction::NORTH:
|
|
break;
|
|
case Direction::SOUTH:
|
|
flipEdge = Facing::EAST;
|
|
break;
|
|
case Direction::EAST:
|
|
flipEdge = Facing::NORTH;
|
|
break;
|
|
case Direction::WEST:
|
|
flipEdge = Facing::SOUTH;
|
|
break;
|
|
}
|
|
|
|
if ( ( skipEdge != Facing::NORTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, Facing::NORTH ) ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
|
|
t->color( r2, g2, b2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z - 1 );
|
|
if ( tileShapeZ0 > 0 ) br = centerBrightness;
|
|
t->color( r2 * br, g2 * br, b2 * br );
|
|
}
|
|
xFlipTexture = flipEdge == Facing::NORTH;
|
|
renderNorth( tt, x, y, z, getTexture( tt, level, x, y, z, 2 ) );
|
|
}
|
|
|
|
if ( ( skipEdge != Facing::SOUTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
|
|
t->color( r2, g2, b2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z + 1 );
|
|
if ( tileShapeZ1 < 1 ) br = centerBrightness;
|
|
t->color( r2 * br, g2 * br, b2 * br );
|
|
}
|
|
|
|
xFlipTexture = flipEdge == Facing::SOUTH;
|
|
renderSouth( tt, x, y, z, getTexture( tt, level, x, y, z, 3 ) );
|
|
}
|
|
|
|
if ( ( skipEdge != Facing::WEST ) && ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
|
|
t->color( r3, g3, b3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x - 1, y, z );
|
|
if ( tileShapeX0 > 0 ) br = centerBrightness;
|
|
t->color( r3 * br, g3 * br, b3 * br );
|
|
}
|
|
xFlipTexture = flipEdge == Facing::WEST;
|
|
renderWest( tt, x, y, z, getTexture( tt, level, x, y, z, 4 ) );
|
|
}
|
|
|
|
if ( ( skipEdge != Facing::EAST ) && ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
|
|
t->color( r3, g3, b3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x + 1, y, z );
|
|
if ( tileShapeX1 < 1 ) br = centerBrightness;
|
|
t->color( r3 * br, g3 * br, b3 * br );
|
|
}
|
|
xFlipTexture = flipEdge == Facing::EAST;
|
|
renderEast( tt, x, y, z, getTexture( tt, level, x, y, z, 5 ) );
|
|
}
|
|
xFlipTexture = false;
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateBrewingStandInWorld(BrewingStandTile *tt, int x, int y, int z)
|
|
{
|
|
// bounding box first
|
|
setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f, 9.0f / 16.0f);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setFixedTexture(tt->getBaseTexture());
|
|
|
|
// Fix faceculling when attached to blocks
|
|
noCulling = true;
|
|
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);
|
|
noCulling = false;
|
|
|
|
clearFixedTexture();
|
|
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(getLightColor(tt, level, x, y, z));
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness(level, x, y, z);
|
|
}
|
|
int col = tt->getColor(level, x, y, z);
|
|
float r = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
t->color(br * r, br * g, br * b);
|
|
|
|
Icon *tex = getTexture(tt, 0, 0);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float v0 = tex->getV0(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
int data = level->getData(x, y, z);
|
|
|
|
for (int arm = 0; arm < 3; arm++)
|
|
{
|
|
|
|
float angle = arm * PI * 2.0f / 3.0f + PI * 0.5f;
|
|
|
|
float u0 = tex->getU(8, true);
|
|
float u1 = tex->getU1(true);
|
|
if ((data & (1 << arm)) != 0)
|
|
{
|
|
u1 = tex->getU0(true);
|
|
}
|
|
|
|
float x0 = x + 8.0f / 16.0f;
|
|
float x1 = x + 8.0f / 16.0f + sin(angle) * 8.0f / 16.0f;
|
|
float z0 = z + 8.0f / 16.0f;
|
|
float z1 = z + 8.0f / 16.0f + cos(angle) * 8.0f / 16.0f;
|
|
|
|
t->vertexUV(x0, y + 1.0f, z0, u0, v0);
|
|
t->vertexUV(x0, y + 0.0f, z0, u0, v1);
|
|
t->vertexUV(x1, y + 0.0f, z1, u1, v1);
|
|
t->vertexUV(x1, y + 1.0f, z1, u1, v0);
|
|
|
|
t->vertexUV(x1, y + 1.0f, z1, u1, v0);
|
|
t->vertexUV(x1, y + 0.0f, z1, u1, v1);
|
|
t->vertexUV(x0, y + 0.0f, z0, u0, v1);
|
|
t->vertexUV(x0, y + 1.0f, z0, u0, v0);
|
|
}
|
|
|
|
tt->updateDefaultShape();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateCauldronInWorld(CauldronTile *tt, int x, int y, int z)
|
|
{
|
|
// bounding box first
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(getLightColor(tt, level, x, y, z));
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness(level, x, y, z);
|
|
}
|
|
int col = tt->getColor(level, x, y, z);
|
|
float r = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
t->color(br * r, br * g, br * b);
|
|
|
|
// render inside
|
|
Icon *insideTex = tt->getTexture(Facing::NORTH);
|
|
const float cWidth = ( 2.0f / 16.0f ) - ( 1.0f / 128.0f ); // 4J - Moved by 1/128th (smallest movement possible with our vertex storage) to remove gap at edge of cauldron
|
|
renderEast(tt, x - 1.0f + cWidth, y, z, insideTex);
|
|
renderWest(tt, x + 1.0f - cWidth, y, z, insideTex);
|
|
renderSouth(tt, x, y, z - 1.0f + cWidth, insideTex);
|
|
renderNorth(tt, x, y, z + 1.0f - cWidth, insideTex);
|
|
|
|
Icon *bottomTex = CauldronTile::getTexture(CauldronTile::TEXTURE_INSIDE);
|
|
renderFaceUp(tt, x, y - 1.0f + 4.0f / 16.0f, z, bottomTex);
|
|
renderFaceDown(tt, x, y + 1.0f - 12.0f / 16.0f, z, bottomTex);
|
|
|
|
int waterLevel = level->getData(x, y, z);
|
|
if (waterLevel > 0)
|
|
{
|
|
Icon *liquidTex = LiquidTile::getTexture(LiquidTile::TEXTURE_WATER_STILL);
|
|
|
|
if (waterLevel > 3)
|
|
{
|
|
waterLevel = 3;
|
|
}
|
|
|
|
renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z, liquidTex);
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile *tt, int x, int y, int z)
|
|
{
|
|
// bounding box first
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(tt->getLightColor(level, x, y, z));
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness(level, x, y, z);
|
|
}
|
|
int col = tt->getColor(level, x, y, z);
|
|
Icon *tex = getTexture(tt, 0);
|
|
float r = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
if (GameRenderer::anaglyph3d)
|
|
{
|
|
float cr = (r * 30 + g * 59 + b * 11) / 100;
|
|
float cg = (r * 30 + g * 70) / (100);
|
|
float cb = (r * 30 + b * 70) / (100);
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color(br * r, br * g, br * b);
|
|
|
|
// render inside
|
|
|
|
float halfWidth = (6.0f / 16.0f) / 2 - 0.001f;
|
|
renderEast(tt, x - 0.5f + halfWidth, y, z, tex);
|
|
renderWest(tt, x + 0.5f - halfWidth, y, z, tex);
|
|
renderSouth(tt, x, y, z - 0.5f + halfWidth, tex);
|
|
renderNorth(tt, x, y, z + 0.5f - halfWidth, tex);
|
|
|
|
renderFaceUp(tt, x, y - 0.5f + halfWidth + 3.0f / 16.0f, z, getTexture(Tile::dirt));
|
|
|
|
int type = level->getData(x, y, z);
|
|
|
|
if (type != 0)
|
|
{
|
|
float xOff = 0;
|
|
float yOff = 4;
|
|
float zOff = 0;
|
|
Tile *plant = NULL;
|
|
|
|
switch (type)
|
|
{
|
|
case FlowerPotTile::TYPE_FLOWER_RED:
|
|
plant = Tile::rose;
|
|
break;
|
|
case FlowerPotTile::TYPE_FLOWER_YELLOW:
|
|
plant = Tile::flower;
|
|
break;
|
|
case FlowerPotTile::TYPE_MUSHROOM_BROWN:
|
|
plant = Tile::mushroom_brown;
|
|
break;
|
|
case FlowerPotTile::TYPE_MUSHROOM_RED:
|
|
plant = Tile::mushroom_red;
|
|
break;
|
|
}
|
|
|
|
t->addOffset(xOff / 16.0f, yOff / 16.0f, zOff / 16.0f);
|
|
|
|
if (plant != NULL)
|
|
{
|
|
tesselateInWorld(plant, x, y, z);
|
|
}
|
|
else
|
|
{
|
|
if (type == FlowerPotTile::TYPE_CACTUS)
|
|
{
|
|
|
|
// Force drawing of all faces else the cactus misses faces
|
|
// when a block is adjacent
|
|
noCulling = true;
|
|
|
|
float halfSize = 0.25f / 2;
|
|
setShape(0.5f - halfSize, 0.0f, 0.5f - halfSize, 0.5f + halfSize, 0.25f, 0.5f + halfSize);
|
|
tesselateBlockInWorld(Tile::cactus, x, y, z);
|
|
setShape(0.5f - halfSize, 0.25f, 0.5f - halfSize, 0.5f + halfSize, 0.5f, 0.5f + halfSize);
|
|
tesselateBlockInWorld(Tile::cactus, x, y, z);
|
|
setShape(0.5f - halfSize, 0.5f, 0.5f - halfSize, 0.5f + halfSize, 0.75f, 0.5f + halfSize);
|
|
tesselateBlockInWorld(Tile::cactus, x, y, z);
|
|
|
|
noCulling = false;
|
|
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_SAPLING_DEFAULT)
|
|
{
|
|
tesselateCrossTexture(Tile::sapling, Sapling::TYPE_DEFAULT, x, y, z, 0.75f);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_SAPLING_BIRCH)
|
|
{
|
|
tesselateCrossTexture(Tile::sapling, Sapling::TYPE_BIRCH, x, y, z, 0.75f);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_SAPLING_EVERGREEN)
|
|
{
|
|
tesselateCrossTexture(Tile::sapling, Sapling::TYPE_EVERGREEN, x, y, z, 0.75f);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_SAPLING_JUNGLE)
|
|
{
|
|
tesselateCrossTexture(Tile::sapling, Sapling::TYPE_JUNGLE, x, y, z, 0.75f);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_FERN)
|
|
{
|
|
col = Tile::tallgrass->getColor(level, x, y, z);
|
|
r = ((col >> 16) & 0xff) / 255.0f;
|
|
g = ((col >> 8) & 0xff) / 255.0f;
|
|
b = ((col) & 0xff) / 255.0f;
|
|
t->color(br * r, br * g, br * b);
|
|
tesselateCrossTexture(Tile::tallgrass, TallGrass::FERN, x, y, z, 0.75f);
|
|
}
|
|
else if (type == FlowerPotTile::TYPE_DEAD_BUSH)
|
|
{
|
|
tesselateCrossTexture(Tile::deadBush, TallGrass::FERN, x, y, z, 0.75f);
|
|
}
|
|
}
|
|
|
|
t->addOffset(-xOff / 16.0f, -yOff / 16.0f, -zOff / 16.0f);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z)
|
|
{
|
|
return tesselateAnvilInWorld(tt, x, y, z, level->getData(x, y, z));
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z, int data)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(tt->getLightColor(level, x, y, z));
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness(level, x, y, z);
|
|
}
|
|
int col = tt->getColor(level, x, y, z);
|
|
float r = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
if (GameRenderer::anaglyph3d)
|
|
{
|
|
float cr = (r * 30 + g * 59 + b * 11) / 100;
|
|
float cg = (r * 30 + g * 70) / (100);
|
|
float cb = (r * 30 + b * 70) / (100);
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color(br * r, br * g, br * b);
|
|
|
|
return tesselateAnvilInWorld(tt, x, y, z, data, false);
|
|
}
|
|
|
|
bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z, int data, bool render)
|
|
{
|
|
int facing = render ? 0 : data & 3;
|
|
bool rotate = false;
|
|
float bottom = 0;
|
|
|
|
switch (facing)
|
|
{
|
|
case Direction::NORTH:
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CCW;
|
|
break;
|
|
case Direction::SOUTH:
|
|
eastFlip = FLIP_CCW;
|
|
westFlip = FLIP_CW;
|
|
upFlip = FLIP_180;
|
|
downFlip = FLIP_180;
|
|
break;
|
|
case Direction::WEST:
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CCW;
|
|
upFlip = FLIP_CCW;
|
|
downFlip = FLIP_CW;
|
|
rotate = true;
|
|
break;
|
|
case Direction::EAST:
|
|
northFlip = FLIP_CCW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CCW;
|
|
rotate = true;
|
|
break;
|
|
}
|
|
|
|
bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_BASE, bottom, 12.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, rotate, render, data);
|
|
bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_JOINT, bottom, 8.0f / 16.0f, 1.0f / 16.0f, 10.0f / 16.0f, rotate, render, data);
|
|
bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_COLUMN, bottom, 4.0f / 16.0f, 5.0f / 16.0f, 8.0f / 16.0f, rotate, render, data);
|
|
bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_TOP, bottom, 10.0f / 16.0f, 6.0f / 16.0f, 16.0f / 16.0f, rotate, render, data);
|
|
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
northFlip = FLIP_NONE;
|
|
southFlip = FLIP_NONE;
|
|
eastFlip = FLIP_NONE;
|
|
westFlip = FLIP_NONE;
|
|
upFlip = FLIP_NONE;
|
|
downFlip = FLIP_NONE;
|
|
|
|
return true;
|
|
}
|
|
|
|
float TileRenderer::tesselateAnvilPiece(AnvilTile *tt, int x, int y, int z, int part, float bottom, float width, float height, float length, bool rotate, bool render, int data)
|
|
{
|
|
if (rotate)
|
|
{
|
|
float swap = width;
|
|
width = length;
|
|
length = swap;
|
|
}
|
|
|
|
width /= 2;
|
|
length /= 2;
|
|
|
|
tt->part = part;
|
|
setShape(0.5f - width, bottom, 0.5f - length, 0.5f + width, bottom + height, 0.5f + length);
|
|
|
|
if (render)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tt, 0, 0, 0, getTexture(tt, 0, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tt, 0, 0, 0, getTexture(tt, 1, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tt, 0, 0, 0, getTexture(tt, 2, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tt, 0, 0, 0, getTexture(tt, 3, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tt, 0, 0, 0, getTexture(tt, 4, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tt, 0, 0, 0, getTexture(tt, 5, data));
|
|
t->end();
|
|
}
|
|
else
|
|
{
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
|
|
return bottom + height;
|
|
}
|
|
|
|
|
|
|
|
bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
int dir = level->getData( x, y, z );
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
t->color( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( br, br, br );
|
|
}
|
|
|
|
float r = 0.40f;
|
|
float r2 = 0.5f - r;
|
|
float h = 0.20f;
|
|
if ( dir == 1 )
|
|
{
|
|
tesselateTorch( tt, (float)x - r2, (float)y + h, (float)z, -r, 0.0f, 0 );
|
|
}
|
|
else if ( dir == 2 )
|
|
{
|
|
tesselateTorch( tt, (float)x + r2, (float)y + h, (float)z, +r, 0.0f, 0 );
|
|
}
|
|
else if ( dir == 3 )
|
|
{
|
|
tesselateTorch( tt, (float)x, (float)y + h, z - r2, 0.0f, -r, 0 );
|
|
}
|
|
else if ( dir == 4 )
|
|
{
|
|
tesselateTorch( tt, (float)x, (float)y + h, (float)z + r2, 0.0f, +r, 0 );
|
|
}
|
|
else
|
|
{
|
|
tesselateTorch( tt, (float)x, (float)y, (float)z, 0.0f, 0.0f, 0 );
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateRepeaterInWorld(RepeaterTile *tt, int x, int y, int z)
|
|
{
|
|
int data = level->getData(x, y, z);
|
|
int dir = data & DiodeTile::DIRECTION_MASK;
|
|
int delay = (data & RepeaterTile::DELAY_MASK) >> RepeaterTile::DELAY_SHIFT;
|
|
|
|
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);
|
|
}
|
|
|
|
double h = -3.0f / 16.0f;
|
|
bool hasLockSignal = tt->isLocked(level, x, y, z, data);
|
|
double transmitterX = 0;
|
|
double transmitterZ = 0;
|
|
double receiverX = 0;
|
|
double receiverZ = 0;
|
|
|
|
switch (dir)
|
|
{
|
|
case Direction::SOUTH:
|
|
receiverZ = -5.0f / 16.0f;
|
|
transmitterZ = RepeaterTile::DELAY_RENDER_OFFSETS[delay];
|
|
break;
|
|
case Direction::NORTH:
|
|
receiverZ = 5.0f / 16.0f;
|
|
transmitterZ = -RepeaterTile::DELAY_RENDER_OFFSETS[delay];
|
|
break;
|
|
case Direction::EAST:
|
|
receiverX = -5.0f / 16.0f;
|
|
transmitterX = RepeaterTile::DELAY_RENDER_OFFSETS[delay];
|
|
break;
|
|
case Direction::WEST:
|
|
receiverX = 5.0f / 16.0f;
|
|
transmitterX = -RepeaterTile::DELAY_RENDER_OFFSETS[delay];
|
|
break;
|
|
}
|
|
|
|
// render transmitter
|
|
if (!hasLockSignal)
|
|
{
|
|
tesselateTorch((Tile *)tt, x + transmitterX, y + h, z + transmitterZ, 0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
Icon *lockTex = getTexture(Tile::unbreakable);
|
|
setFixedTexture(lockTex);
|
|
|
|
float west = 2.0f;
|
|
float east = 14.0f;
|
|
float north = 7.0f;
|
|
float south = 9.0f;
|
|
|
|
switch (dir)
|
|
{
|
|
case Direction::SOUTH:
|
|
case Direction::NORTH:
|
|
break;
|
|
case Direction::EAST:
|
|
case Direction::WEST:
|
|
west = 7.f;
|
|
east = 9.f;
|
|
north = 2.f;
|
|
south = 14.f;
|
|
break;
|
|
}
|
|
setShape(west / 16.0f + (float) transmitterX, 2.f / 16.0f, north / 16.0f + (float) transmitterZ, east / 16.0f + (float) transmitterX, 4.f / 16.0f, south / 16.0f + (float) transmitterZ);
|
|
double u0 = lockTex->getU(west);
|
|
double v0 = lockTex->getV(north);
|
|
double u1 = lockTex->getU(east);
|
|
double v1 = lockTex->getV(south);
|
|
t->vertexUV(x + west / 16.0f + transmitterX, y + 4.0f / 16.0f, z + north / 16.0f + transmitterZ, u0, v0);
|
|
t->vertexUV(x + west / 16.0f + transmitterX, y + 4.0f / 16.0f, z + south / 16.0f + transmitterZ, u0, v1);
|
|
t->vertexUV(x + east / 16.0f + transmitterX, y + 4.0f / 16.0f, z + south / 16.0f + transmitterZ, u1, v1);
|
|
t->vertexUV(x + east / 16.0f + transmitterX, y + 4.0f / 16.0f, z + north / 16.0f + transmitterZ, u1, v0);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(0, 0, 0, 1, 2.0f / 16.0f, 1);
|
|
clearFixedTexture();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// render receiver
|
|
tesselateTorch(tt, x + receiverX, y + h, z + receiverZ, 0, 0, 0);
|
|
|
|
// render floor
|
|
tesselateDiodeInWorld(tt, x, y, z);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateComparatorInWorld(ComparatorTile *tt, int x, int y, int z)
|
|
{
|
|
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 = data & DirectionalTile::DIRECTION_MASK;
|
|
double extenderX = 0;
|
|
double extenderY = -3.0f / 16.0f;
|
|
double extenderZ = 0;
|
|
double inputXStep = 0;
|
|
double inputZStep = 0;
|
|
Icon *extenderTex;
|
|
|
|
if (tt->isReversedOutputSignal(data))
|
|
{
|
|
extenderTex = Tile::redstoneTorch_on->getTexture(Facing::DOWN);
|
|
}
|
|
else
|
|
{
|
|
extenderY -= 3 / 16.0f;
|
|
extenderTex = Tile::redstoneTorch_off->getTexture(Facing::DOWN);
|
|
}
|
|
|
|
switch (dir)
|
|
{
|
|
case Direction::SOUTH:
|
|
extenderZ = -5.0f / 16.0f;
|
|
inputZStep = 1;
|
|
break;
|
|
case Direction::NORTH:
|
|
extenderZ = 5.0f / 16.0f;
|
|
inputZStep = -1;
|
|
break;
|
|
case Direction::EAST:
|
|
extenderX = -5.0f / 16.0f;
|
|
inputXStep = 1;
|
|
break;
|
|
case Direction::WEST:
|
|
extenderX = 5.0f / 16.0f;
|
|
inputXStep = -1;
|
|
break;
|
|
}
|
|
|
|
// Render the two input torches
|
|
tesselateTorch((Tile *)tt, x + (4 / 16.0f * inputXStep) + (3 / 16.0f * inputZStep), y - 3 / 16.0f, z + (4 / 16.0f * inputZStep) + (3 / 16.0f * inputXStep), 0, 0, data);
|
|
tesselateTorch((Tile *)tt, x + (4 / 16.0f * inputXStep) + (-3 / 16.0f * inputZStep), y - 3 / 16.0f, z + (4 / 16.0f * inputZStep) + (-3 / 16.0f * inputXStep), 0, 0, data);
|
|
|
|
setFixedTexture(extenderTex);
|
|
tesselateTorch((Tile *)tt, x + extenderX, y + extenderY, z + extenderZ, 0, 0, data);
|
|
clearFixedTexture();
|
|
|
|
tesselateDiodeInWorld((DiodeTile *)tt, x, y, z, dir);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateDiodeInWorld(DiodeTile *tt, int x, int y, int z)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
tesselateDiodeInWorld(tt, x, y, z, level->getData(x, y, z) & DiodeTile::DIRECTION_MASK);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TileRenderer::tesselateDiodeInWorld( DiodeTile* tt, int x, int y, int z, int dir )
|
|
{
|
|
// render half-block edges
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
t->color( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( br, br, br );
|
|
}
|
|
|
|
int data = level->getData(x, y, z);
|
|
|
|
// 4J-JEV - It's now been moved.
|
|
// 4J Stu - This block gets moved in a later version, but we don't need that yet
|
|
|
|
|
|
Icon *tex = getTexture(tt, Facing::UP, data);
|
|
float u0 = tex->getU0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v0 = tex->getV0(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float r = 2.0f / 16.0f;
|
|
|
|
float x0 = ( float )( x + 1.0f );
|
|
float x1 = ( float )( x + 1.0f );
|
|
float x2 = ( float )( x + 0.0f );
|
|
float x3 = ( float )( x + 0.0f );
|
|
|
|
float z0 = ( float )( z + 0.0f );
|
|
float z1 = ( float )( z + 1.0f );
|
|
float z2 = ( float )( z + 1.0f );
|
|
float z3 = ( float )( z + 0.0f );
|
|
|
|
float y0 = ( float )( y + r );
|
|
|
|
if ( dir == Direction::NORTH )
|
|
{
|
|
// rotate 180 degrees
|
|
x0 = x1 = ( float )( x + 0.0f );
|
|
x2 = x3 = ( float )( x + 1.0f );
|
|
z0 = z3 = ( float )( z + 1.0f );
|
|
z1 = z2 = ( float )( z + 0.0f );
|
|
}
|
|
else if ( dir == Direction::EAST )
|
|
{
|
|
// rotate 90 degrees counter-clockwise
|
|
x0 = x3 = ( float )( x + 0.0f );
|
|
x1 = x2 = ( float )( x + 1.0f );
|
|
z0 = z1 = ( float )( z + 0.0f );
|
|
z2 = z3 = ( float )( z + 1.0f );
|
|
}
|
|
else if ( dir == Direction::WEST )
|
|
{
|
|
// rotate 90 degrees clockwise
|
|
x0 = x3 = ( float )( x + 1.0f );
|
|
x1 = x2 = ( float )( x + 0.0f );
|
|
z0 = z1 = ( float )( z + 1.0f );
|
|
z2 = z3 = ( float )( z + 0.0f );
|
|
}
|
|
|
|
t->vertexUV( x3 , y0 , z3 , u0 , v0 );
|
|
t->vertexUV( x2 , y0 , z2 , u0 , v1 );
|
|
t->vertexUV( x1 , y0 , z1 , u1 , v1 );
|
|
t->vertexUV( x0 , y0 , z0 , u1 , v0 );
|
|
}
|
|
|
|
void TileRenderer::tesselatePistonBaseForceExtended( Tile* tile, int x, int y, int z, int forceData ) // 4J added forceData param
|
|
{
|
|
noCulling = true;
|
|
tesselatePistonBaseInWorld( tile, x, y, z, true, forceData );
|
|
noCulling = false;
|
|
}
|
|
|
|
bool TileRenderer::tesselatePistonBaseInWorld( Tile* tt, int x, int y, int z, bool forceExtended, int forceData ) // 4J added forceData param
|
|
{
|
|
int data = ( forceData == -1 ) ? level->getData( x, y, z ) : forceData;
|
|
bool extended = forceExtended || ( data & PistonBaseTile::EXTENDED_BIT ) != 0;
|
|
int facing = PistonBaseTile::getFacing( data );
|
|
|
|
const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f;
|
|
|
|
if ( extended )
|
|
{
|
|
switch ( facing )
|
|
{
|
|
case Facing::DOWN:
|
|
northFlip = FLIP_180;
|
|
southFlip = FLIP_180;
|
|
eastFlip = FLIP_180;
|
|
westFlip = FLIP_180;
|
|
setShape( 0.0f, thickness, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
break;
|
|
case Facing::UP:
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f - thickness, 1.0f );
|
|
break;
|
|
case Facing::NORTH:
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CCW;
|
|
setShape( 0.0f, 0.0f, thickness, 1.0f, 1.0f, 1.0f );
|
|
break;
|
|
case Facing::SOUTH:
|
|
eastFlip = FLIP_CCW;
|
|
westFlip = FLIP_CW;
|
|
upFlip = FLIP_180;
|
|
downFlip = FLIP_180;
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - thickness );
|
|
break;
|
|
case Facing::WEST:
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CCW;
|
|
upFlip = FLIP_CCW;
|
|
downFlip = FLIP_CW;
|
|
setShape( thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
break;
|
|
case Facing::EAST:
|
|
northFlip = FLIP_CCW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CCW;
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f );
|
|
break;
|
|
}
|
|
// weird way of telling the piston to use the
|
|
// "inside" texture for the forward-facing edge
|
|
((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1);
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
northFlip = FLIP_NONE;
|
|
southFlip = FLIP_NONE;
|
|
eastFlip = FLIP_NONE;
|
|
westFlip = FLIP_NONE;
|
|
upFlip = FLIP_NONE;
|
|
downFlip = FLIP_NONE;
|
|
((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1);
|
|
}
|
|
else
|
|
{
|
|
switch ( facing )
|
|
{
|
|
case Facing::DOWN:
|
|
northFlip = FLIP_180;
|
|
southFlip = FLIP_180;
|
|
eastFlip = FLIP_180;
|
|
westFlip = FLIP_180;
|
|
break;
|
|
case Facing::UP:
|
|
break;
|
|
case Facing::NORTH:
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CCW;
|
|
break;
|
|
case Facing::SOUTH:
|
|
eastFlip = FLIP_CCW;
|
|
westFlip = FLIP_CW;
|
|
upFlip = FLIP_180;
|
|
downFlip = FLIP_180;
|
|
break;
|
|
case Facing::WEST:
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CCW;
|
|
upFlip = FLIP_CCW;
|
|
downFlip = FLIP_CW;
|
|
break;
|
|
case Facing::EAST:
|
|
northFlip = FLIP_CCW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CCW;
|
|
break;
|
|
}
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
northFlip = FLIP_NONE;
|
|
southFlip = FLIP_NONE;
|
|
eastFlip = FLIP_NONE;
|
|
westFlip = FLIP_NONE;
|
|
upFlip = FLIP_NONE;
|
|
downFlip = FLIP_NONE;
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
void TileRenderer::renderPistonArmUpDown( float x0, float x1, float y0, float y1, float z0, float z1, float br,
|
|
float armLengthPixels )
|
|
{
|
|
Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
|
|
if (hasFixedTexture()) armTex = fixedTexture;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
// upwards arm
|
|
float u00 = armTex->getU0(true);
|
|
float v00 = armTex->getV0(true);
|
|
float u11 = armTex->getU(armLengthPixels, true);
|
|
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
|
|
|
|
t->color( br, br, br );
|
|
|
|
t->vertexUV( x0, y1, z0, u11, v00 );
|
|
t->vertexUV( x0, y0, z0, u00, v00 );
|
|
t->vertexUV( x1, y0, z1, u00, v11 );
|
|
t->vertexUV( x1, y1, z1, u11, v11 );
|
|
|
|
}
|
|
|
|
void TileRenderer::renderPistonArmNorthSouth( float x0, float x1, float y0, float y1, float z0, float z1,
|
|
float br, float armLengthPixels )
|
|
{
|
|
Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
|
|
if (hasFixedTexture()) armTex = fixedTexture;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
// upwards arm
|
|
float u00 = armTex->getU0(true);
|
|
float v00 = armTex->getV0(true);
|
|
float u11 = armTex->getU(armLengthPixels, true);
|
|
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
|
|
|
|
t->color( br, br, br );
|
|
|
|
t->vertexUV( x0, y0, z1, u11, v00 );
|
|
t->vertexUV( x0, y0, z0, u00, v00 );
|
|
t->vertexUV( x1, y1, z0, u00, v11 );
|
|
t->vertexUV( x1, y1, z1, u11, v11 );
|
|
}
|
|
|
|
void TileRenderer::renderPistonArmEastWest( float x0, float x1, float y0, float y1, float z0, float z1, float br,
|
|
float armLengthPixels )
|
|
{
|
|
Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
|
|
if (hasFixedTexture()) armTex = fixedTexture;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
// upwards arm
|
|
float u00 = armTex->getU0(true);
|
|
float v00 = armTex->getV0(true);
|
|
float u11 = armTex->getU(armLengthPixels, true);
|
|
float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
|
|
|
|
t->color( br, br, br );
|
|
|
|
t->vertexUV( x1, y0, z0, u11, v00 );
|
|
t->vertexUV( x0, y0, z0, u00, v00 );
|
|
t->vertexUV( x0, y1, z1, u00, v11 );
|
|
t->vertexUV( x1, y1, z1, u11, v11 );
|
|
}
|
|
|
|
void TileRenderer::tesselatePistonArmNoCulling( Tile* tile, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
|
|
{
|
|
noCulling = true;
|
|
tesselatePistonExtensionInWorld( tile, x, y, z, fullArm );
|
|
noCulling = false;
|
|
}
|
|
|
|
bool TileRenderer::tesselatePistonExtensionInWorld( Tile* tt, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
|
|
{
|
|
int data = ( forceData == -1 ) ? level->getData( x, y, z ) : forceData;
|
|
int facing = PistonExtensionTile::getFacing( data );
|
|
|
|
const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f;
|
|
const float leftEdge = ( 8.0f - ( PistonBaseTile::PLATFORM_THICKNESS / 2.0f ) ) / 16.0f;
|
|
const float rightEdge = ( 8.0f + ( PistonBaseTile::PLATFORM_THICKNESS / 2.0f ) ) / 16.0f;
|
|
const float br = tt->getBrightness( level, x, y, z );
|
|
const float armLength = fullArm ? 1.0f : 0.5f;
|
|
const float armLengthPixels = fullArm ? 16.0f : 8.0f;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
switch ( facing )
|
|
{
|
|
case Facing::DOWN:
|
|
northFlip = FLIP_180;
|
|
southFlip = FLIP_180;
|
|
eastFlip = FLIP_180;
|
|
westFlip = FLIP_180;
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f, thickness, 1.0f );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
renderPistonArmUpDown( x + leftEdge, x + rightEdge, y + thickness, y + thickness + armLength,
|
|
z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels );
|
|
renderPistonArmUpDown( x + rightEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge,
|
|
z + leftEdge, br * 0.8f, armLengthPixels );
|
|
renderPistonArmUpDown( x + leftEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge,
|
|
z + rightEdge, br * 0.6f, armLengthPixels );
|
|
renderPistonArmUpDown( x + rightEdge, x + rightEdge, y + thickness, y + thickness + armLength,
|
|
z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels );
|
|
|
|
break;
|
|
case Facing::UP:
|
|
setShape( 0.0f, 1.0f - thickness, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
renderPistonArmUpDown( x + leftEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
|
|
z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels );
|
|
renderPistonArmUpDown( x + rightEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
|
|
z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels );
|
|
renderPistonArmUpDown( x + leftEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
|
|
z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels );
|
|
renderPistonArmUpDown( x + rightEdge, x + rightEdge, y - thickness + 1.0f - armLength,
|
|
y - thickness + 1.0f, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels );
|
|
break;
|
|
case Facing::NORTH:
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CCW;
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, thickness );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z + thickness,
|
|
z + thickness + armLength, br * 0.6f, armLengthPixels );
|
|
renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z + thickness,
|
|
z + thickness + armLength, br * 0.6f, armLengthPixels );
|
|
renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z + thickness,
|
|
z + thickness + armLength, br * 0.5f, armLengthPixels );
|
|
renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z + thickness,
|
|
z + thickness + armLength, br, armLengthPixels );
|
|
break;
|
|
case Facing::SOUTH:
|
|
eastFlip = FLIP_CCW;
|
|
westFlip = FLIP_CW;
|
|
upFlip = FLIP_180;
|
|
downFlip = FLIP_180;
|
|
setShape( 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f, 1.0f );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge,
|
|
z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f,
|
|
armLengthPixels );
|
|
renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge,
|
|
z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f,
|
|
armLengthPixels );
|
|
renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge,
|
|
z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.5f,
|
|
armLengthPixels );
|
|
renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge,
|
|
z - thickness + 1.0f - armLength, z - thickness + 1.0f, br, armLengthPixels );
|
|
break;
|
|
case Facing::WEST:
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CCW;
|
|
upFlip = FLIP_CCW;
|
|
downFlip = FLIP_CW;
|
|
setShape( 0.0f, 0.0f, 0.0f, thickness, 1.0f, 1.0f );
|
|
tesselateBlockInWorld( tt, x, y, z ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) );
|
|
renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + leftEdge, y + leftEdge,
|
|
z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels );
|
|
renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + rightEdge, y + rightEdge,
|
|
z + leftEdge, z + rightEdge, br, armLengthPixels );
|
|
renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + leftEdge, y + rightEdge,
|
|
z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels );
|
|
renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + rightEdge, y + leftEdge,
|
|
z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels );
|
|
break;
|
|
case Facing::EAST:
|
|
northFlip = FLIP_CCW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CCW;
|
|
setShape( 1.0f - thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
|
|
renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge,
|
|
y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels );
|
|
renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge,
|
|
y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels );
|
|
renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge,
|
|
y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels );
|
|
renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge,
|
|
y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels );
|
|
break;
|
|
}
|
|
northFlip = FLIP_NONE;
|
|
southFlip = FLIP_NONE;
|
|
eastFlip = FLIP_NONE;
|
|
westFlip = FLIP_NONE;
|
|
upFlip = FLIP_NONE;
|
|
downFlip = FLIP_NONE;
|
|
setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateLeverInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
int data = level->getData( x, y, z );
|
|
|
|
int dir = data & 7;
|
|
bool flipped = ( data & 8 ) > 0;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
bool hadFixed = hasFixedTexture();
|
|
if (!hadFixed) this->setFixedTexture(getTexture(Tile::cobblestone));
|
|
float w1 = 4.0f / 16.0f;
|
|
float w2 = 3.0f / 16.0f;
|
|
float h = 3.0f / 16.0f;
|
|
|
|
if ( dir == 5 )
|
|
{
|
|
setShape( 0.5f - w2, 0.0f, 0.5f - w1, 0.5f + w2, h, 0.5f + w1 );
|
|
}
|
|
else if ( dir == 6 )
|
|
{
|
|
setShape( 0.5f - w1, 0.0f, 0.5f - w2, 0.5f + w1, h, 0.5f + w2 );
|
|
}
|
|
else if ( dir == 4 )
|
|
{
|
|
setShape( 0.5f - w2, 0.5f - w1, 1.0f - h, 0.5f + w2, 0.5f + w1, 1.0f );
|
|
}
|
|
else if ( dir == 3 )
|
|
{
|
|
setShape( 0.5f - w2, 0.5f - w1, 0, 0.5f + w2, 0.5f + w1, h );
|
|
}
|
|
else if ( dir == 2 )
|
|
{
|
|
setShape( 1.0f - h, 0.5f - w1, 0.5f - w2, 1.0f, 0.5f + w1, 0.5f + w2 );
|
|
}
|
|
else if ( dir == 1 )
|
|
{
|
|
setShape( 0, 0.5f - w1, 0.5f - w2, h, 0.5f + w1, 0.5f + w2 );
|
|
}
|
|
else if (dir == 0)
|
|
{
|
|
setShape(0.5f - w1, 1 - h, 0.5f - w2, 0.5f + w1, 1, 0.5f + w2);
|
|
}
|
|
else if (dir == 7)
|
|
{
|
|
setShape(0.5f - w2, 1 - h, 0.5f - w1, 0.5f + w2, 1, 0.5f + w1);
|
|
}
|
|
this->tesselateBlockInWorld( tt, x, y, z );
|
|
|
|
if ( !hadFixed ) this->clearFixedTexture();
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( br, br, br );
|
|
Icon *tex = getTexture(tt, 0);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
Vec3* corners[8];
|
|
float xv = 1.0f / 16.0f;
|
|
float zv = 1.0f / 16.0f;
|
|
float yv = 10.0f / 16.0f;
|
|
corners[0] = Vec3::newTemp( -xv, -0, -zv );
|
|
corners[1] = Vec3::newTemp( +xv, -0, -zv );
|
|
corners[2] = Vec3::newTemp( +xv, -0, +zv );
|
|
corners[3] = Vec3::newTemp( -xv, -0, +zv );
|
|
corners[4] = Vec3::newTemp( -xv, +yv, -zv );
|
|
corners[5] = Vec3::newTemp( +xv, +yv, -zv );
|
|
corners[6] = Vec3::newTemp( +xv, +yv, +zv );
|
|
corners[7] = Vec3::newTemp( -xv, +yv, +zv );
|
|
|
|
for ( int i = 0; i < 8; i++ )
|
|
{
|
|
if ( flipped )
|
|
{
|
|
corners[i]->z -= 1 / 16.0f;
|
|
corners[i]->xRot( 40 * PI / 180 );
|
|
}
|
|
else
|
|
{
|
|
corners[i]->z += 1 / 16.0f;
|
|
corners[i]->xRot( -40 * PI / 180 );
|
|
}
|
|
if (dir == 0 || dir == 7)
|
|
{
|
|
corners[i]->zRot(180 * PI / 180);
|
|
}
|
|
if ( dir == 6 || dir == 0 )
|
|
{
|
|
corners[i]->yRot( 90 * PI / 180 );
|
|
}
|
|
|
|
if ( dir > 0 && dir < 5 )
|
|
{
|
|
corners[i]->y -= 6 / 16.0f;
|
|
corners[i]->xRot( 90 * PI / 180 );
|
|
|
|
if ( dir == 4 ) corners[i]->yRot( 0 * PI / 180 );
|
|
if ( dir == 3 ) corners[i]->yRot( 180 * PI / 180 );
|
|
if ( dir == 2 ) corners[i]->yRot( 90 * PI / 180 );
|
|
if ( dir == 1 ) corners[i]->yRot( -90 * PI / 180 );
|
|
|
|
corners[i]->x += x + 0.5;
|
|
corners[i]->y += y + 8 / 16.0f;
|
|
corners[i]->z += z + 0.5;
|
|
}
|
|
else if (dir == 0 || dir == 7)
|
|
{
|
|
corners[i]->x += x + 0.5;
|
|
corners[i]->y += y + 14 / 16.0f;
|
|
corners[i]->z += z + 0.5;
|
|
}
|
|
else
|
|
{
|
|
corners[i]->x += x + 0.5;
|
|
corners[i]->y += y + 2 / 16.0f;
|
|
corners[i]->z += z + 0.5;
|
|
}
|
|
}
|
|
|
|
Vec3* c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
|
|
for ( int i = 0; i < 6; i++ )
|
|
{
|
|
if ( i == 0 )
|
|
{
|
|
u0 = tex->getU(7, true);
|
|
v0 = tex->getV(6, true);
|
|
u1 = tex->getU(9, true);
|
|
v1 = tex->getV(8, true);
|
|
}
|
|
else if ( i == 2 )
|
|
{
|
|
u0 = tex->getU(7, true);
|
|
v0 = tex->getV(6, true);
|
|
u1 = tex->getU(9, true);
|
|
v1 = tex->getV1(true);
|
|
}
|
|
if ( i == 0 )
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[1];
|
|
c2 = corners[2];
|
|
c3 = corners[3];
|
|
}
|
|
else if ( i == 1 )
|
|
{
|
|
c0 = corners[7];
|
|
c1 = corners[6];
|
|
c2 = corners[5];
|
|
c3 = corners[4];
|
|
}
|
|
else if ( i == 2 )
|
|
{
|
|
c0 = corners[1];
|
|
c1 = corners[0];
|
|
c2 = corners[4];
|
|
c3 = corners[5];
|
|
}
|
|
else if ( i == 3 )
|
|
{
|
|
c0 = corners[2];
|
|
c1 = corners[1];
|
|
c2 = corners[5];
|
|
c3 = corners[6];
|
|
}
|
|
else if ( i == 4 )
|
|
{
|
|
c0 = corners[3];
|
|
c1 = corners[2];
|
|
c2 = corners[6];
|
|
c3 = corners[7];
|
|
}
|
|
else if ( i == 5 )
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[3];
|
|
c2 = corners[7];
|
|
c3 = corners[4];
|
|
}
|
|
t->vertexUV( ( float )( c0->x ), ( float )( c0->y ), ( float )( c0->z ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( c1->x ), ( float )( c1->y ), ( float )( c1->z ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( c2->x ), ( float )( c2->y ), ( float )( c2->z ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( c3->x ), ( float )( c3->y ), ( float )( c3->z ), ( float )( u0 ), ( float )( v0 ) );
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateTripwireSourceInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
int data = level->getData(x, y, z);
|
|
int dir = data & TripWireSourceTile::MASK_DIR;
|
|
bool attached = (data & TripWireSourceTile::MASK_ATTACHED) == TripWireSourceTile::MASK_ATTACHED;
|
|
bool powered = (data & TripWireSourceTile::MASK_POWERED) == TripWireSourceTile::MASK_POWERED;
|
|
bool suspended = !level->isTopSolidBlocking(x, y - 1, z);
|
|
|
|
bool hadFixed = hasFixedTexture();
|
|
if (!hadFixed) this->setFixedTexture(getTexture(Tile::wood));
|
|
|
|
float boxHeight = 4 / 16.0f;
|
|
float boxWidth = 2 / 16.0f;
|
|
float boxDepth = 2 / 16.0f;
|
|
|
|
float boxy0 = 0.3f - boxHeight;
|
|
float boxy1 = 0.3f + boxHeight;
|
|
if (dir == Direction::NORTH)
|
|
{
|
|
setShape(0.5f - boxWidth, boxy0, 1 - boxDepth, 0.5f + boxWidth, boxy1, 1);
|
|
}
|
|
else if (dir == Direction::SOUTH)
|
|
{
|
|
setShape(0.5f - boxWidth, boxy0, 0, 0.5f + boxWidth, boxy1, boxDepth);
|
|
}
|
|
else if (dir == Direction::WEST)
|
|
{
|
|
setShape(1 - boxDepth, boxy0, 0.5f - boxWidth, 1, boxy1, 0.5f + boxWidth);
|
|
}
|
|
else if (dir == Direction::EAST)
|
|
{
|
|
setShape(0, boxy0, 0.5f - boxWidth, boxDepth, boxy1, 0.5f + boxWidth);
|
|
}
|
|
|
|
this->tesselateBlockInWorld(tt, x, y, z);
|
|
if (!hadFixed) this->clearFixedTexture();
|
|
|
|
float brightness;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(tt->getLightColor(level, x, y, z));
|
|
brightness = 1;
|
|
}
|
|
else
|
|
{
|
|
brightness = tt->getBrightness(level, x, y, z);
|
|
}
|
|
if (Tile::lightEmission[tt->id] > 0) brightness = 1.0f;
|
|
t->color(brightness, brightness, brightness);
|
|
Icon *tex = getTexture(tt, 0);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
double u0 = tex->getU0();
|
|
double v0 = tex->getV0();
|
|
double u1 = tex->getU1();
|
|
double v1 = tex->getV1();
|
|
|
|
Vec3 *corners[8];
|
|
float stickWidth = 0.75f / 16.0f;
|
|
float stickHeight = 0.75f / 16.0f;
|
|
float stickLength = 5 / 16.0f;
|
|
corners[0] = Vec3::newTemp(-stickWidth, -0, -stickHeight);
|
|
corners[1] = Vec3::newTemp(+stickWidth, -0, -stickHeight);
|
|
corners[2] = Vec3::newTemp(+stickWidth, -0, +stickHeight);
|
|
corners[3] = Vec3::newTemp(-stickWidth, -0, +stickHeight);
|
|
corners[4] = Vec3::newTemp(-stickWidth, +stickLength, -stickHeight);
|
|
corners[5] = Vec3::newTemp(+stickWidth, +stickLength, -stickHeight);
|
|
corners[6] = Vec3::newTemp(+stickWidth, +stickLength, +stickHeight);
|
|
corners[7] = Vec3::newTemp(-stickWidth, +stickLength, +stickHeight);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
corners[i]->z += 1 / 16.0f;
|
|
|
|
if (powered)
|
|
{
|
|
corners[i]->xRot(30 * PI / 180);
|
|
corners[i]->y -= 7 / 16.0f;
|
|
}
|
|
else if (attached)
|
|
{
|
|
corners[i]->xRot(5 * PI / 180);
|
|
corners[i]->y -= 7 / 16.0f;
|
|
}
|
|
else
|
|
{
|
|
corners[i]->xRot(-40 * PI / 180);
|
|
corners[i]->y -= 6 / 16.0f;
|
|
}
|
|
|
|
corners[i]->xRot(90 * PI / 180);
|
|
|
|
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
|
|
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
|
|
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
|
|
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
|
|
|
|
corners[i]->x += x + 0.5;
|
|
corners[i]->y += y + 5 / 16.0f;
|
|
corners[i]->z += z + 0.5;
|
|
}
|
|
|
|
Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
|
|
int stickX0 = 7;
|
|
int stickX1 = 9;
|
|
int stickY0 = 9;
|
|
int stickY1 = 16;
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[1];
|
|
c2 = corners[2];
|
|
c3 = corners[3];
|
|
u0 = tex->getU(stickX0);
|
|
v0 = tex->getV(stickY0);
|
|
u1 = tex->getU(stickX1);
|
|
v1 = tex->getV(stickY0 + 2);
|
|
}
|
|
else if (i == 1)
|
|
{
|
|
c0 = corners[7];
|
|
c1 = corners[6];
|
|
c2 = corners[5];
|
|
c3 = corners[4];
|
|
}
|
|
else if (i == 2)
|
|
{
|
|
c0 = corners[1];
|
|
c1 = corners[0];
|
|
c2 = corners[4];
|
|
c3 = corners[5];
|
|
u0 = tex->getU(stickX0);
|
|
v0 = tex->getV(stickY0);
|
|
u1 = tex->getU(stickX1);
|
|
v1 = tex->getV(stickY1);
|
|
}
|
|
else if (i == 3)
|
|
{
|
|
c0 = corners[2];
|
|
c1 = corners[1];
|
|
c2 = corners[5];
|
|
c3 = corners[6];
|
|
}
|
|
else if (i == 4)
|
|
{
|
|
c0 = corners[3];
|
|
c1 = corners[2];
|
|
c2 = corners[6];
|
|
c3 = corners[7];
|
|
}
|
|
else if (i == 5)
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[3];
|
|
c2 = corners[7];
|
|
c3 = corners[4];
|
|
}
|
|
t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
|
|
t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
|
|
t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
|
|
t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
|
|
}
|
|
|
|
|
|
float hoopWidth = 1.5f / 16.0f;
|
|
float hoopHeight = 1.5f / 16.0f;
|
|
float hoopLength = 0.5f / 16.0f;
|
|
corners[0] = Vec3::newTemp(-hoopWidth, -0, -hoopHeight);
|
|
corners[1] = Vec3::newTemp(+hoopWidth, -0, -hoopHeight);
|
|
corners[2] = Vec3::newTemp(+hoopWidth, -0, +hoopHeight);
|
|
corners[3] = Vec3::newTemp(-hoopWidth, -0, +hoopHeight);
|
|
corners[4] = Vec3::newTemp(-hoopWidth, +hoopLength, -hoopHeight);
|
|
corners[5] = Vec3::newTemp(+hoopWidth, +hoopLength, -hoopHeight);
|
|
corners[6] = Vec3::newTemp(+hoopWidth, +hoopLength, +hoopHeight);
|
|
corners[7] = Vec3::newTemp(-hoopWidth, +hoopLength, +hoopHeight);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
corners[i]->z += 3.5f / 16.0f;
|
|
|
|
if (powered)
|
|
{
|
|
corners[i]->y -= 1.5 / 16.0f;
|
|
corners[i]->z -= 2.6 / 16.0f;
|
|
corners[i]->xRot(0 * PI / 180);
|
|
}
|
|
else if (attached)
|
|
{
|
|
corners[i]->y += 0.25 / 16.0f;
|
|
corners[i]->z -= 2.75 / 16.0f;
|
|
corners[i]->xRot(10 * PI / 180);
|
|
}
|
|
else
|
|
{
|
|
corners[i]->xRot(50 * PI / 180);
|
|
}
|
|
|
|
if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
|
|
if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
|
|
if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
|
|
if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
|
|
|
|
corners[i]->x += x + 0.5;
|
|
corners[i]->y += y + 5 / 16.0f;
|
|
corners[i]->z += z + 0.5;
|
|
}
|
|
|
|
int hoopX0 = 5;
|
|
int hoopX1 = 11;
|
|
int hoopY0 = 3;
|
|
int hoopY1 = 9;
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[1];
|
|
c2 = corners[2];
|
|
c3 = corners[3];
|
|
u0 = tex->getU(hoopX0);
|
|
v0 = tex->getV(hoopY0);
|
|
u1 = tex->getU(hoopX1);
|
|
v1 = tex->getV(hoopY1);
|
|
}
|
|
else if (i == 1)
|
|
{
|
|
c0 = corners[7];
|
|
c1 = corners[6];
|
|
c2 = corners[5];
|
|
c3 = corners[4];
|
|
}
|
|
else if (i == 2)
|
|
{
|
|
c0 = corners[1];
|
|
c1 = corners[0];
|
|
c2 = corners[4];
|
|
c3 = corners[5];
|
|
u0 = tex->getU(hoopX0);
|
|
v0 = tex->getV(hoopY0);
|
|
u1 = tex->getU(hoopX1);
|
|
v1 = tex->getV(hoopY0 + 2);
|
|
}
|
|
else if (i == 3)
|
|
{
|
|
c0 = corners[2];
|
|
c1 = corners[1];
|
|
c2 = corners[5];
|
|
c3 = corners[6];
|
|
}
|
|
else if (i == 4)
|
|
{
|
|
c0 = corners[3];
|
|
c1 = corners[2];
|
|
c2 = corners[6];
|
|
c3 = corners[7];
|
|
}
|
|
else if (i == 5)
|
|
{
|
|
c0 = corners[0];
|
|
c1 = corners[3];
|
|
c2 = corners[7];
|
|
c3 = corners[4];
|
|
}
|
|
t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
|
|
t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
|
|
t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
|
|
t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
|
|
}
|
|
|
|
if (attached)
|
|
{
|
|
double hoopBottomY = corners[0]->y;
|
|
float width = 0.5f / 16.0f;
|
|
float top = 0.5f - (width / 2);
|
|
float bottom = top + width;
|
|
Icon *wireTex = getTexture(Tile::tripWire);
|
|
double wireX0 = wireTex->getU0();
|
|
double wireY0 = wireTex->getV(attached ? 2 : 0);
|
|
double wireX1 = wireTex->getU1();
|
|
double wireY1 = wireTex->getV(attached ? 4 : 2);
|
|
double floating = (suspended ? 3.5f : 1.5f) / 16.0;
|
|
|
|
brightness = tt->getBrightness(level, x, y, z) * 0.75f;
|
|
t->color(brightness, brightness, brightness);
|
|
|
|
if (dir == Direction::NORTH)
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
|
|
}
|
|
else if (dir == Direction::SOUTH)
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX1, wireY1);
|
|
t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
|
|
}
|
|
else if (dir == Direction::WEST)
|
|
{
|
|
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateTripwireInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
Icon *tex = getTexture(tt, 0);
|
|
int data = level->getData(x, y, z);
|
|
bool attached = (data & TripWireTile::MASK_ATTACHED) == TripWireTile::MASK_ATTACHED;
|
|
bool suspended = (data & TripWireTile::MASK_SUSPENDED) == TripWireTile::MASK_SUSPENDED;
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
|
|
float brightness;
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(tt->getLightColor(level, x, y, z));
|
|
}
|
|
brightness = tt->getBrightness(level, x, y, z) * 0.75f;
|
|
t->color(brightness, brightness, brightness);
|
|
|
|
double wireX0 = tex->getU0();
|
|
double wireY0 = tex->getV(attached ? 2 : 0);
|
|
double wireX1 = tex->getU1();
|
|
double wireY1 = tex->getV(attached ? 4 : 2);
|
|
double floating = (suspended ? 3.5f : 1.5f) / 16.0;
|
|
|
|
bool w = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::WEST);
|
|
bool e = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::EAST);
|
|
bool n = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::NORTH);
|
|
bool s = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::SOUTH);
|
|
|
|
float width = 0.5f / 16.0f;
|
|
float top = 0.5f - (width / 2);
|
|
float bottom = top + width;
|
|
|
|
if (!n && !e && !s && !w)
|
|
{
|
|
n = true;
|
|
s = true;
|
|
}
|
|
|
|
if (n)
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
|
|
}
|
|
if (n || (s && !e && !w))
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
|
|
}
|
|
if (s || (n && !e && !w))
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
|
|
}
|
|
if (s)
|
|
{
|
|
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
|
|
|
|
t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
|
|
t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
|
|
t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
|
|
t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
|
|
}
|
|
|
|
if (w)
|
|
{
|
|
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
|
|
}
|
|
if (w || (e && !n && !s))
|
|
{
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
|
|
t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
|
|
}
|
|
if (e || (w && !n && !s))
|
|
{
|
|
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
|
|
}
|
|
if (e)
|
|
{
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
|
|
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
|
|
|
|
t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
|
|
t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
|
|
t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
|
|
t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *firstTex = tt->getTextureLayer(0);
|
|
Icon *secondTex = tt->getTextureLayer(1);
|
|
Icon *tex = firstTex;
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->color( 1.0f, 1.0f, 1.0f );
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
t->color( br, br, br );
|
|
}
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
float h = 1.4f;
|
|
|
|
if ( level->isTopSolidBlocking( x, y - 1, z ) || Tile::fire->canBurn( level, x, y - 1, z ) )
|
|
{
|
|
float x0 = x + 0.5f + 0.2f;
|
|
float x1 = x + 0.5f - 0.2f;
|
|
float z0 = z + 0.5f + 0.2f;
|
|
float z1 = z + 0.5f - 0.2f;
|
|
|
|
float x0_ = x + 0.5f - 0.3f;
|
|
float x1_ = x + 0.5f + 0.3f;
|
|
float z0_ = z + 0.5f - 0.3f;
|
|
float z1_ = z + 0.5f + 0.3f;
|
|
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
tex = secondTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
x0 = x + 0.5f - 0.5f;
|
|
x1 = x + 0.5f + 0.5f;
|
|
z0 = z + 0.5f - 0.5f;
|
|
z1 = z + 0.5f + 0.5f;
|
|
|
|
x0_ = x + 0.5f - 0.4f;
|
|
x1_ = x + 0.5f + 0.4f;
|
|
z0_ = z + 0.5f - 0.4f;
|
|
z1_ = z + 0.5f + 0.4f;
|
|
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
tex = firstTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
else
|
|
{
|
|
float r = 0.2f;
|
|
float yo = 1 / 16.0f;
|
|
if ( ( ( x + y + z ) & 1 ) == 1 )
|
|
{
|
|
tex = secondTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
}
|
|
if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
|
|
{
|
|
float tmp = u1;
|
|
u1 = u0;
|
|
u0 = tmp;
|
|
}
|
|
if ( Tile::fire->canBurn( level, x - 1, y, z ) )
|
|
{
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
if ( Tile::fire->canBurn( level, x + 1, y, z ) )
|
|
{
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1.0f - 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f - 0 ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v0 ) );
|
|
}
|
|
if ( Tile::fire->canBurn( level, x, y, z - 1 ) )
|
|
{
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
|
|
0.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
if ( Tile::fire->canBurn( level, x, y, z + 1 ) )
|
|
{
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
|
|
0.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
|
|
0.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
|
|
0.0f ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
}
|
|
if ( Tile::fire->canBurn( level, x, y + 1.0f, z ) )
|
|
{
|
|
double x0 = x + 0.5f + 0.5f;
|
|
double x1 = x + 0.5f - 0.5f;
|
|
double z0 = z + 0.5f + 0.5f;
|
|
double z1 = z + 0.5f - 0.5f;
|
|
|
|
double x0_ = x + 0.5f - 0.5f;
|
|
double x1_ = x + 0.5f + 0.5f;
|
|
double z0_ = z + 0.5f - 0.5f;
|
|
double z1_ = z + 0.5f + 0.5f;
|
|
|
|
tex = firstTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
|
|
y += 1;
|
|
h = -0.2f;
|
|
|
|
if ( ( ( x + y + z ) & 1 ) == 0 )
|
|
{
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
|
|
0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
|
|
0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
|
|
1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
|
|
1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
tex = secondTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
|
|
1.0f ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
|
|
0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
|
|
0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
|
h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
|
0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
|
0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
|
h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
tex = secondTex;
|
|
u0 = tex->getU0(true);
|
|
v0 = tex->getV0(true);
|
|
u1 = tex->getU1(true);
|
|
v1 = tex->getV1(true);
|
|
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
|
h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
|
0.0f ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
|
0.0f ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
|
|
h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateDustInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
int data = level->getData( x, y, z );
|
|
Icon *crossTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS);
|
|
Icon *lineTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE);
|
|
Icon *crossTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS_OVERLAY);
|
|
Icon *lineTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE_OVERLAY);
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
// 4J Stu - not used any more
|
|
//float pow = ( data / 15.0f );
|
|
//float red = pow * 0.6f + 0.4f;
|
|
//if ( data == 0 ) red = 0.3f;
|
|
|
|
//float green = pow * pow * 0.7f - 0.5f;
|
|
//float blue = pow * pow * 0.6f - 0.7f;
|
|
//if ( green < 0 ) green = 0;
|
|
//if ( blue < 0 ) blue = 0;
|
|
|
|
unsigned int colour = 0;
|
|
if(data == 0)
|
|
{
|
|
colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustUnlit );
|
|
}
|
|
else
|
|
{
|
|
unsigned int minColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMin );
|
|
unsigned int maxColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMax );
|
|
|
|
byte redComponent = ((minColour>>16)&0xFF) + (( (maxColour>>16)&0xFF - (minColour>>16)&0xFF)*( (data-1)/14.0f));
|
|
byte greenComponent = ((minColour>>8)&0xFF) + (( (maxColour>>8)&0xFF - (minColour>>8)&0xFF)*( (data-1)/14.0f));
|
|
byte blueComponent = ((minColour)&0xFF) + (( (maxColour)&0xFF - (minColour)&0xFF)*( (data-1)/14.0f));
|
|
|
|
colour = redComponent<<16 | greenComponent<<8 | blueComponent;
|
|
}
|
|
|
|
float red = ((colour>>16)&0xFF)/255.0f;
|
|
float green = ((colour>>8)&0xFF)/255.0f;
|
|
float blue = (colour&0xFF)/255.0f;
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->color( red, green, blue );
|
|
}
|
|
else
|
|
{
|
|
t->color( br * red, br * green, br * blue );
|
|
}
|
|
const float dustOffset = 0.25f / 16.0f;
|
|
const float overlayOffset = 0.25f / 16.0f;
|
|
|
|
bool w = RedStoneDustTile::shouldConnectTo( level, x - 1, y, z, Direction::WEST )
|
|
|| ( !level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x - 1, y - 1, z,
|
|
Direction::UNDEFINED ) );
|
|
bool e = RedStoneDustTile::shouldConnectTo( level, x + 1, y, z, Direction::EAST )
|
|
|| ( !level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x + 1, y - 1, z,
|
|
Direction::UNDEFINED ) );
|
|
bool n = RedStoneDustTile::shouldConnectTo( level, x, y, z - 1, Direction::NORTH )
|
|
|| ( !level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y - 1, z - 1,
|
|
Direction::UNDEFINED ) );
|
|
bool s = RedStoneDustTile::shouldConnectTo( level, x, y, z + 1, Direction::SOUTH )
|
|
|| ( !level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y - 1, z + 1,
|
|
Direction::UNDEFINED ) );
|
|
if ( !level->isSolidBlockingTile( x, y + 1, z ) )
|
|
{
|
|
if ( level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x - 1, y + 1, z,
|
|
Direction::UNDEFINED ) ) w
|
|
= true;
|
|
if ( level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x + 1, y + 1, z,
|
|
Direction::UNDEFINED ) ) e
|
|
= true;
|
|
if ( level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y + 1, z - 1,
|
|
Direction::UNDEFINED ) ) n
|
|
= true;
|
|
if ( level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y + 1, z + 1,
|
|
Direction::UNDEFINED ) ) s
|
|
= true;
|
|
}
|
|
float x0 = ( float )( x + 0.0f );
|
|
float x1 = ( float )( x + 1.0f );
|
|
float z0 = ( float )( z + 0.0f );
|
|
float z1 = ( float )( z + 1.0f );
|
|
|
|
int pic = 0;
|
|
if ( ( w || e ) && ( !n && !s ) ) pic = 1;
|
|
if ( ( n || s ) && ( !e && !w ) ) pic = 2;
|
|
|
|
if ( pic == 0 )
|
|
{
|
|
// if ( e || n || s || w )
|
|
int u0 = 0;
|
|
int v0 = 0;
|
|
int u1 = SharedConstants::WORLD_RESOLUTION;
|
|
int v1 = SharedConstants::WORLD_RESOLUTION;
|
|
|
|
int cutDistance = 5;
|
|
if (!w) x0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
|
|
if (!w) u0 += cutDistance;
|
|
if (!e) x1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
|
|
if (!e) u1 -= cutDistance;
|
|
if (!n) z0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
|
|
if (!n) v0 += cutDistance;
|
|
if (!s) z1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
|
|
if (!s) v1 -= cutDistance;
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u1, true), crossTexture->getV(v1) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u1, true), crossTexture->getV(v0) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u0, true), crossTexture->getV(v0) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u0, true), crossTexture->getV(v1) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v1, true) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v0, true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v0, true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v1, true) );
|
|
}
|
|
else if ( pic == 1 )
|
|
{
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
}
|
|
|
|
if ( !level->isSolidBlockingTile( x, y + 1, z ) )
|
|
{
|
|
const float yStretch = .35f / 16.0f;
|
|
|
|
if ( level->isSolidBlockingTile( x - 1, y, z ) && level->getTile( x - 1, y + 1, z ) == Tile::redStoneDust_Id )
|
|
{
|
|
t->color( br * red, br * green, br * blue );
|
|
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
}
|
|
if ( level->isSolidBlockingTile( x + 1, y, z ) && level->getTile( x + 1, y + 1, z ) == Tile::redStoneDust_Id )
|
|
{
|
|
t->color( br * red, br * green, br * blue );
|
|
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
}
|
|
if ( level->isSolidBlockingTile( x, y, z - 1 ) && level->getTile( x, y + 1, z - 1 ) == Tile::redStoneDust_Id )
|
|
{
|
|
t->color( br * red, br * green, br * blue );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
}
|
|
if ( level->isSolidBlockingTile( x, y, z + 1 ) && level->getTile( x, y + 1, z + 1 ) == Tile::redStoneDust_Id )
|
|
{
|
|
t->color( br * red, br * green, br * blue );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) );
|
|
|
|
t->color( br, br, br );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
|
|
t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
|
|
}
|
|
}
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateRailInWorld( RailTile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
int data = level->getData( x, y, z );
|
|
|
|
Icon *tex = getTexture(tt, 0, data);
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
|
|
if ( tt->isUsesDataBit() )
|
|
{
|
|
data &= RailTile::RAIL_DIRECTION_MASK;
|
|
}
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
t->color( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
t->color( br, br, br );
|
|
}
|
|
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float r = 1 / 16.0f;
|
|
|
|
float x0 = ( float )( x + 1 );
|
|
float x1 = ( float )( x + 1 );
|
|
float x2 = ( float )( x + 0 );
|
|
float x3 = ( float )( x + 0 );
|
|
|
|
float z0 = ( float )( z + 0 );
|
|
float z1 = ( float )( z + 1 );
|
|
float z2 = ( float )( z + 1 );
|
|
float z3 = ( float )( z + 0 );
|
|
|
|
float y0 = ( float )( y + r );
|
|
float y1 = ( float )( y + r );
|
|
float y2 = ( float )( y + r );
|
|
float y3 = ( float )( y + r );
|
|
|
|
if ( data == 1 || data == 2 || data == 3 || data == 7 )
|
|
{
|
|
x0 = x3 = ( float )( x + 1 );
|
|
x1 = x2 = ( float )( x + 0 );
|
|
z0 = z1 = ( float )( z + 1 );
|
|
z2 = z3 = ( float )( z + 0 );
|
|
}
|
|
else if ( data == 8 )
|
|
{
|
|
x0 = x1 = ( float )( x + 0 );
|
|
x2 = x3 = ( float )( x + 1 );
|
|
z0 = z3 = ( float )( z + 1 );
|
|
z1 = z2 = ( float )( z + 0 );
|
|
}
|
|
else if ( data == 9 )
|
|
{
|
|
x0 = x3 = ( float )( x + 0 );
|
|
x1 = x2 = ( float )( x + 1 );
|
|
z0 = z1 = ( float )( z + 0 );
|
|
z2 = z3 = ( float )( z + 1 );
|
|
}
|
|
|
|
if ( data == 2 || data == 4 )
|
|
{
|
|
y0 += 1;
|
|
y3 += 1;
|
|
}
|
|
else if ( data == 3 || data == 5 )
|
|
{
|
|
y1 += 1;
|
|
y2 += 1;
|
|
}
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x2 ), ( float )( y2 ), ( float )( z2 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x3 ), ( float )( y3 ), ( float )( z3 ), ( float )( u0 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x3 ), ( float )( y3 ), ( float )( z3 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x2 ), ( float )( y2 ), ( float )( z2 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateLadderInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, 0);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
float br = 1;
|
|
t->color( br, br, br );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
t->color( br, br, br );
|
|
}
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
int face = level->getData( x, y, z );
|
|
|
|
float o = 0 / 16.0f;
|
|
float r = 0.05f;
|
|
if ( face == 5 )
|
|
{
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 1 + o ), ( float )( z + 1 +
|
|
o ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 0 - o ), ( float )( z + 1 +
|
|
o ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 0 - o ), ( float )( z + 0 -
|
|
o ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 1 + o ), ( float )( z + 0 -
|
|
o ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
if ( face == 4 )
|
|
{
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 0 - o ), ( float )( z + 1 +
|
|
o ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 1 + o ), ( float )( z + 1 +
|
|
o ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 1 + o ), ( float )( z + 0 -
|
|
o ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 0 - o ), ( float )( z + 0 -
|
|
o ), ( float )( u0 ), ( float )( v1 ) );
|
|
}
|
|
if ( face == 3 )
|
|
{
|
|
t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 0 - o ), ( float )( z +
|
|
r ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 1 + o ), ( float )( z +
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 1 + o ), ( float )( z +
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 0 - o ), ( float )( z +
|
|
r ), ( float )( u0 ), ( float )( v1 ) );
|
|
}
|
|
if ( face == 2 )
|
|
{
|
|
t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 1 + o ), ( float )( z + 1 -
|
|
r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 0 - o ), ( float )( z + 1 -
|
|
r ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 0 - o ), ( float )( z + 1 -
|
|
r ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 1 + o ), ( float )( z + 1 -
|
|
r ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateVineInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, 0);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
|
|
|
|
float br = 1;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
{
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
t->color( br * r, br * g, br * b );
|
|
}
|
|
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float r = 0.05f;
|
|
int facings = level->getData( x, y, z );
|
|
|
|
if ( ( facings & VineTile::VINE_WEST ) != 0 )
|
|
{
|
|
t->vertexUV( x + r, y + 1, z + 1, u0, v0 );
|
|
t->vertexUV( x + r, y + 0, z + 1, u0, v1 );
|
|
t->vertexUV( x + r, y + 0, z + 0, u1, v1 );
|
|
t->vertexUV( x + r, y + 1, z + 0, u1, v0 );
|
|
|
|
t->vertexUV( x + r, y + 1, z + 0, u1, v0 );
|
|
t->vertexUV( x + r, y + 0, z + 0, u1, v1 );
|
|
t->vertexUV( x + r, y + 0, z + 1, u0, v1 );
|
|
t->vertexUV( x + r, y + 1, z + 1, u0, v0 );
|
|
}
|
|
if ( ( facings & VineTile::VINE_EAST ) != 0 )
|
|
{
|
|
t->vertexUV( x + 1 - r, y + 0, z + 1, u1, v1 );
|
|
t->vertexUV( x + 1 - r, y + 1, z + 1, u1, v0 );
|
|
t->vertexUV( x + 1 - r, y + 1, z + 0, u0, v0 );
|
|
t->vertexUV( x + 1 - r, y + 0, z + 0, u0, v1 );
|
|
|
|
t->vertexUV( x + 1 - r, y + 0, z + 0, u0, v1 );
|
|
t->vertexUV( x + 1 - r, y + 1, z + 0, u0, v0 );
|
|
t->vertexUV( x + 1 - r, y + 1, z + 1, u1, v0 );
|
|
t->vertexUV( x + 1 - r, y + 0, z + 1, u1, v1 );
|
|
}
|
|
if ( ( facings & VineTile::VINE_NORTH ) != 0 )
|
|
{
|
|
t->vertexUV( x + 1, y + 0, z + r, u1, v1 );
|
|
t->vertexUV( x + 1, y + 1, z + r, u1, v0 );
|
|
t->vertexUV( x + 0, y + 1, z + r, u0, v0 );
|
|
t->vertexUV( x + 0, y + 0, z + r, u0, v1 );
|
|
|
|
t->vertexUV( x + 0, y + 0, z + r, u0, v1 );
|
|
t->vertexUV( x + 0, y + 1, z + r, u0, v0 );
|
|
t->vertexUV( x + 1, y + 1, z + r, u1, v0 );
|
|
t->vertexUV( x + 1, y + 0, z + r, u1, v1 );
|
|
}
|
|
if ( ( facings & VineTile::VINE_SOUTH ) != 0 )
|
|
{
|
|
t->vertexUV( x + 1, y + 1, z + 1 - r, u0, v0 );
|
|
t->vertexUV( x + 1, y + 0, z + 1 - r, u0, v1 );
|
|
t->vertexUV( x + 0, y + 0, z + 1 - r, u1, v1 );
|
|
t->vertexUV( x + 0, y + 1, z + 1 - r, u1, v0 );
|
|
|
|
t->vertexUV( x + 0, y + 1, z + 1 - r, u1, v0 );
|
|
t->vertexUV( x + 0, y + 0, z + 1 - r, u1, v1 );
|
|
t->vertexUV( x + 1, y + 0, z + 1 - r, u0, v1 );
|
|
t->vertexUV( x + 1, y + 1, z + 1 - r, u0, v0 );
|
|
}
|
|
if ( level->isSolidBlockingTile( x, y + 1, z ) )
|
|
{
|
|
t->vertexUV( x + 1, y + 1 - r, z + 0, u0, v0 );
|
|
t->vertexUV( x + 1, y + 1 - r, z + 1, u0, v1 );
|
|
t->vertexUV( x + 0, y + 1 - r, z + 1, u1, v1 );
|
|
t->vertexUV( x + 0, y + 1 - r, z + 0, u1, v0 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateThinPaneInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
int depth = level->getMaxBuildHeight();
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
t->tex2(tt->getLightColor(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(r, g, b);
|
|
|
|
Icon *tex;
|
|
Icon *edgeTex;
|
|
|
|
bool stained = dynamic_cast<StainedGlassPaneBlock *>(tt) != NULL;
|
|
if (hasFixedTexture())
|
|
{
|
|
tex = fixedTexture;
|
|
edgeTex = fixedTexture;
|
|
}
|
|
else
|
|
{
|
|
int data = level->getData(x, y, z);
|
|
tex = getTexture(tt, 0, data);
|
|
edgeTex = (stained) ? ((StainedGlassPaneBlock *) tt)->getEdgeTexture(data) : ((ThinFenceTile *) tt)->getEdgeTexture();
|
|
}
|
|
|
|
double u0 = tex->getU0();
|
|
double iu0 = tex->getU(7);
|
|
double iu1 = tex->getU(9);
|
|
double u1 = tex->getU1();
|
|
double v0 = tex->getV0();
|
|
double v1 = tex->getV1();
|
|
|
|
double eiu0 = edgeTex->getU(7);
|
|
double eiu1 = edgeTex->getU(9);
|
|
double ev0 = edgeTex->getV0();
|
|
double ev1 = edgeTex->getV1();
|
|
double eiv0 = edgeTex->getV(7);
|
|
double eiv1 = edgeTex->getV(9);
|
|
|
|
double x0 = x;
|
|
double x1 = x + 1;
|
|
double z0 = z;
|
|
double z1 = z + 1;
|
|
double ix0 = x + .5 - 1.0 / 16.0;
|
|
double ix1 = x + .5 + 1.0 / 16.0;
|
|
double iz0 = z + .5 - 1.0 / 16.0;
|
|
double iz1 = z + .5 + 1.0 / 16.0;
|
|
|
|
bool n = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x, y, z - 1)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x, y, z - 1));
|
|
bool s = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x, y, z + 1)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x, y, z + 1));
|
|
bool w = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x - 1, y, z)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x - 1, y, z));
|
|
bool e = (stained) ? ((StainedGlassPaneBlock *)tt)->attachsTo(level->getTile(x + 1, y, z)) : ((ThinFenceTile *)tt)->attachsTo(level->getTile(x + 1, y, z));
|
|
|
|
double noZFightingOffset = 0.001;
|
|
double yt = 1.0 - noZFightingOffset;
|
|
double yb = 0.0 + noZFightingOffset;
|
|
|
|
bool none = !(n || s || w || e);
|
|
|
|
if (w || none)
|
|
{
|
|
if (w && e)
|
|
{
|
|
if (!n)
|
|
{
|
|
t->vertexUV(x1, y + yt, iz0, u1, v0);
|
|
t->vertexUV(x1, y + yb, iz0, u1, v1);
|
|
t->vertexUV(x0, y + yb, iz0, u0, v1);
|
|
t->vertexUV(x0, y + yt, iz0, u0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV( x0, y + yb, iz0, u0, v1);
|
|
t->vertexUV( x0, y + yt, iz0, u0, v0);
|
|
|
|
t->vertexUV( x1, y + yt, iz0, u1, v0);
|
|
t->vertexUV( x1, y + yb, iz0, u1, v1);
|
|
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
|
|
}
|
|
if (!s)
|
|
{
|
|
t->vertexUV(x0, y + yt, iz1, u0, v0);
|
|
t->vertexUV(x0, y + yb, iz1, u0, v1);
|
|
t->vertexUV(x1, y + yb, iz1, u1, v1);
|
|
t->vertexUV(x1, y + yt, iz1, u1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( x0, y + yt, iz1, u0, v0);
|
|
t->vertexUV( x0, y + yb, iz1, u0, v1);
|
|
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
|
|
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV( x1, y + yb, iz1, u1, v1);
|
|
t->vertexUV( x1, y + yt, iz1, u1, v0);
|
|
}
|
|
|
|
t->vertexUV(x0, y + yt, iz1, eiu1, ev0);
|
|
t->vertexUV(x1, y + yt, iz1, eiu1, ev1);
|
|
t->vertexUV(x1, y + yt, iz0, eiu0, ev1);
|
|
t->vertexUV(x0, y + yt, iz0, eiu0, ev0);
|
|
|
|
t->vertexUV(x1, y + yb, iz1, eiu0, ev1);
|
|
t->vertexUV(x0, y + yb, iz1, eiu0, ev0);
|
|
t->vertexUV(x0, y + yb, iz0, eiu1, ev0);
|
|
t->vertexUV(x1, y + yb, iz0, eiu1, ev1);
|
|
}
|
|
else
|
|
{
|
|
if (!(n || none))
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV( x0, y + yb, iz0, u0, v1);
|
|
t->vertexUV( x0, y + yt, iz0, u0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV( x0, y + yb, iz0, u0, v1);
|
|
t->vertexUV( x0, y + yt, iz0, u0, v0);
|
|
}
|
|
if (!(s || none))
|
|
{
|
|
t->vertexUV( x0, y + yt, iz1, u0, v0);
|
|
t->vertexUV( x0, y + yb, iz1, u0, v1);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( x0, y + yt, iz1, u0, v0);
|
|
t->vertexUV( x0, y + yb, iz1, u0, v1);
|
|
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
|
|
}
|
|
|
|
t->vertexUV( x0, y + yt, iz1, eiu1, ev0);
|
|
t->vertexUV(ix0, y + yt, iz1, eiu1, eiv0);
|
|
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
|
|
t->vertexUV( x0, y + yt, iz0, eiu0, ev0);
|
|
|
|
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv0);
|
|
t->vertexUV( x0, y + yb, iz1, eiu0, ev0);
|
|
t->vertexUV( x0, y + yb, iz0, eiu1, ev0);
|
|
t->vertexUV(ix0, y + yb, iz0, eiu1, eiv0);
|
|
}
|
|
}
|
|
else if (!(n || s))
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
|
|
}
|
|
|
|
if ((e || none) && !w)
|
|
{
|
|
if (!(s || none))
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
|
|
t->vertexUV( x1, y + yb, iz1, u1, v1);
|
|
t->vertexUV( x1, y + yt, iz1, u1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV( x1, y + yb, iz1, u1, v1);
|
|
t->vertexUV( x1, y + yt, iz1, u1, v0);
|
|
}
|
|
if (!(n || none))
|
|
{
|
|
t->vertexUV( x1, y + yt, iz0, u1, v0);
|
|
t->vertexUV( x1, y + yb, iz0, u1, v1);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( x1, y + yt, iz0, u1, v0);
|
|
t->vertexUV( x1, y + yb, iz0, u1, v1);
|
|
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
|
|
}
|
|
|
|
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
|
|
t->vertexUV( x1, y + yt, iz1, eiu1, ev0);
|
|
t->vertexUV( x1, y + yt, iz0, eiu0, ev0);
|
|
t->vertexUV(ix1, y + yt, iz0, eiu0, eiv1);
|
|
|
|
t->vertexUV( x1, y + yb, iz1, eiu0, ev1);
|
|
t->vertexUV(ix1, y + yb, iz1, eiu0, eiv1);
|
|
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv1);
|
|
t->vertexUV( x1, y + yb, iz0, eiu1, ev1);
|
|
}
|
|
else if (!(e || n || s))
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz1, iu0, v0);
|
|
t->vertexUV(ix1, y + yb, iz1, iu0, v1);
|
|
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
|
|
}
|
|
|
|
if (n || none)
|
|
{
|
|
if (n && s)
|
|
{
|
|
if (!w)
|
|
{
|
|
t->vertexUV(ix0, y + yt, z0, u0, v0);
|
|
t->vertexUV(ix0, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix0, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix0, y + yt, z1, u1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix0, y + yt, z0, u0, v0);
|
|
t->vertexUV(ix0, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
|
|
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
|
|
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix0, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix0, y + yt, z1, u1, v0);
|
|
}
|
|
if (!e)
|
|
{
|
|
t->vertexUV(ix1, y + yt, z1, u1, v0);
|
|
t->vertexUV(ix1, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix1, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix1, y + yt, z0, u0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix1, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix1, y + yt, z0, u0, v0);
|
|
|
|
t->vertexUV(ix1, y + yt, z1, u1, v0);
|
|
t->vertexUV(ix1, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
}
|
|
|
|
t->vertexUV(ix1, y + yt, z0, eiu1, ev0);
|
|
t->vertexUV(ix0, y + yt, z0, eiu0, ev0);
|
|
t->vertexUV(ix0, y + yt, z1, eiu0, ev1);
|
|
t->vertexUV(ix1, y + yt, z1, eiu1, ev1);
|
|
|
|
t->vertexUV(ix0, y + yb, z0, eiu0, ev0);
|
|
t->vertexUV(ix1, y + yb, z0, eiu1, ev0);
|
|
t->vertexUV(ix1, y + yb, z1, eiu1, ev1);
|
|
t->vertexUV(ix0, y + yb, z1, eiu0, ev1);
|
|
}
|
|
else
|
|
{
|
|
if (!(w || none))
|
|
{
|
|
t->vertexUV(ix0, y + yt, z0, u0, v0);
|
|
t->vertexUV(ix0, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix0, y + yt, z0, u0, v0);
|
|
t->vertexUV(ix0, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
}
|
|
if (!(e || none))
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix1, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix1, y + yt, z0, u0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix1, y + yb, z0, u0, v1);
|
|
t->vertexUV(ix1, y + yt, z0, u0, v0);
|
|
}
|
|
|
|
t->vertexUV(ix1, y + yt, z0, eiu1, ev0);
|
|
t->vertexUV(ix0, y + yt, z0, eiu0, ev0);
|
|
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
|
|
t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0);
|
|
|
|
t->vertexUV(ix0, y + yb, z0, eiu0, ev0);
|
|
t->vertexUV(ix1, y + yb, z0, eiu1, ev0);
|
|
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0);
|
|
t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0);
|
|
}
|
|
}
|
|
else if (!(e || w))
|
|
{
|
|
t->vertexUV(ix1, y + yt, iz0, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
}
|
|
|
|
if ((s || none) && !n)
|
|
{
|
|
if (!(w || none))
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix0, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix0, y + yt, z1, u1, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz1, iu1, v0);
|
|
t->vertexUV(ix0, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix0, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix0, y + yt, z1, u1, v0);
|
|
}
|
|
if (!(e || none))
|
|
{
|
|
t->vertexUV(ix1, y + yt, z1, u1, v0);
|
|
t->vertexUV(ix1, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix1, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(ix1, y + yt, iz0, iu0, v0);
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV(ix1, y + yt, z1, u1, v0);
|
|
t->vertexUV(ix1, y + yb, z1, u1, v1);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
}
|
|
|
|
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
|
|
t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1);
|
|
t->vertexUV(ix0, y + yt, z1, eiu0, ev1);
|
|
t->vertexUV(ix1, y + yt, z1, eiu1, ev1);
|
|
|
|
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1);
|
|
t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1);
|
|
t->vertexUV(ix1, y + yb, z1, eiu1, ev1);
|
|
t->vertexUV(ix0, y + yb, z1, eiu0, ev1);
|
|
}
|
|
else if (!(s || e || w))
|
|
{
|
|
t->vertexUV(ix0, y + yt, iz1, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, iz1, iu0, v1);
|
|
t->vertexUV(ix1, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, iz1, iu1, v0);
|
|
}
|
|
|
|
t->vertexUV(ix1, y + yt, iz0, eiu1, eiv0);
|
|
t->vertexUV(ix0, y + yt, iz0, eiu0, eiv0);
|
|
t->vertexUV(ix0, y + yt, iz1, eiu0, eiv1);
|
|
t->vertexUV(ix1, y + yt, iz1, eiu1, eiv1);
|
|
|
|
t->vertexUV(ix0, y + yb, iz0, eiu0, eiv0);
|
|
t->vertexUV(ix1, y + yb, iz0, eiu1, eiv0);
|
|
t->vertexUV(ix1, y + yb, iz1, eiu1, eiv1);
|
|
t->vertexUV(ix0, y + yb, iz1, eiu0, eiv1);
|
|
|
|
if (none)
|
|
{
|
|
t->vertexUV(x0, y + yt, iz0, iu0, v0);
|
|
t->vertexUV(x0, y + yb, iz0, iu0, v1);
|
|
t->vertexUV(x0, y + yb, iz1, iu1, v1);
|
|
t->vertexUV(x0, y + yt, iz1, iu1, v0);
|
|
|
|
t->vertexUV(x1, y + yt, iz1, iu0, v0);
|
|
t->vertexUV(x1, y + yb, iz1, iu0, v1);
|
|
t->vertexUV(x1, y + yb, iz0, iu1, v1);
|
|
t->vertexUV(x1, y + yt, iz0, iu1, v0);
|
|
|
|
t->vertexUV(ix1, y + yt, z0, iu1, v0);
|
|
t->vertexUV(ix1, y + yb, z0, iu1, v1);
|
|
t->vertexUV(ix0, y + yb, z0, iu0, v1);
|
|
t->vertexUV(ix0, y + yt, z0, iu0, v0);
|
|
|
|
t->vertexUV(ix0, y + yt, z1, iu0, v0);
|
|
t->vertexUV(ix0, y + yb, z1, iu0, v1);
|
|
t->vertexUV(ix1, y + yb, z1, iu1, v1);
|
|
t->vertexUV(ix1, y + yt, z1, iu1, v0);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateThinFenceInWorld( ThinFenceTile* tt, int x, int y, int z )
|
|
{
|
|
int depth = level->getMaxBuildHeight();
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
|
|
float cg = ( r * 30 + g * 70 ) / ( 100 );
|
|
float cb = ( r * 30 + b * 70 ) / ( 100 );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color( br * r, br * g, br * b );
|
|
|
|
Icon *tex;
|
|
Icon *edgeTex;
|
|
|
|
if ( hasFixedTexture() )
|
|
{
|
|
tex = fixedTexture;
|
|
edgeTex = fixedTexture;
|
|
}
|
|
else
|
|
{
|
|
int data = level->getData( x, y, z );
|
|
tex = getTexture( tt, 0, data );
|
|
edgeTex = tt->getEdgeTexture();
|
|
}
|
|
|
|
int xt = tex->getX();
|
|
int yt = tex->getY();
|
|
float u0 = tex->getU0(true);
|
|
float u1 = tex->getU(8, true);
|
|
float u2 = tex->getU1(true);
|
|
float v0 = tex->getV0(true);
|
|
float v2 = tex->getV1(true);
|
|
|
|
int xet = edgeTex->getX();
|
|
int yet = edgeTex->getY();
|
|
|
|
float iu0 = edgeTex->getU(7, true);
|
|
float iu1 = edgeTex->getU(9, true);
|
|
float iv0 = edgeTex->getV0(true);
|
|
float iv1 = edgeTex->getV(8, true);
|
|
float iv2 = edgeTex->getV1(true);
|
|
|
|
float x0 = (float)x;
|
|
float x1 = x + 0.5f;
|
|
float x2 = x + 1.0f;
|
|
float z0 = (float)z;
|
|
float z1 = z + 0.5f;
|
|
float z2 = z + 1.0f;
|
|
float ix0 = x + 0.5f - 1.0f / 16.0f;
|
|
float ix1 = x + 0.5f + 1.0f / 16.0f;
|
|
float iz0 = z + 0.5f - 1.0f / 16.0f;
|
|
float iz1 = z + 0.5f + 1.0f / 16.0f;
|
|
|
|
bool n = tt->attachsTo( level->getTile( x, y, z - 1 ) );
|
|
bool s = tt->attachsTo( level->getTile( x, y, z + 1 ) );
|
|
bool w = tt->attachsTo( level->getTile( x - 1, y, z ) );
|
|
bool e = tt->attachsTo( level->getTile( x + 1, y, z ) );
|
|
|
|
bool up = tt->shouldRenderFace( level, x, y + 1, z, Facing::UP );
|
|
bool down = tt->shouldRenderFace( level, x, y - 1, z, Facing::DOWN );
|
|
|
|
const float noZFightingOffset = 0.01f;
|
|
const float noZFightingOffsetB = 0.005;
|
|
|
|
if ( ( w && e ) || ( !w && !e && !n && !s ) )
|
|
{
|
|
t->vertexUV( x0, y + 1, z1, u0, v0 );
|
|
t->vertexUV( x0, y + 0, z1, u0, v2 );
|
|
t->vertexUV( x2, y + 0, z1, u2, v2 );
|
|
t->vertexUV( x2, y + 1, z1, u2, v0 );
|
|
|
|
t->vertexUV( x2, y + 1, z1, u0, v0 );
|
|
t->vertexUV( x2, y + 0, z1, u0, v2 );
|
|
t->vertexUV( x0, y + 0, z1, u2, v2 );
|
|
t->vertexUV( x0, y + 1, z1, u2, v0 );
|
|
|
|
if ( up )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
}
|
|
else
|
|
{
|
|
if ( y < ( depth - 1 ) && level->isEmptyTile( x - 1, y + 1, z ) )
|
|
{
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
}
|
|
if ( y < ( depth - 1 ) && level->isEmptyTile( x + 1, y + 1, z ) )
|
|
{
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
}
|
|
}
|
|
if ( down )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
}
|
|
else
|
|
{
|
|
if ( y > 1 && level->isEmptyTile( x - 1, y - 1, z ) )
|
|
{
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
}
|
|
if ( y > 1 && level->isEmptyTile( x + 1, y - 1, z ) )
|
|
{
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
}
|
|
}
|
|
}
|
|
else if ( w && !e )
|
|
{
|
|
// half-step towards west
|
|
t->vertexUV( x0, y + 1, z1, u0, v0 );
|
|
t->vertexUV( x0, y + 0, z1, u0, v2 );
|
|
t->vertexUV( x1, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x1, y + 1, z1, u1, v0 );
|
|
|
|
t->vertexUV( x1, y + 1, z1, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z1, u0, v2 );
|
|
t->vertexUV( x0, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x0, y + 1, z1, u1, v0 );
|
|
|
|
// small edge texture
|
|
if ( !s && !n )
|
|
{
|
|
t->vertexUV( x1, y + 1, iz1, iu0, iv0 );
|
|
t->vertexUV( x1, y + 0, iz1, iu0, iv2 );
|
|
t->vertexUV( x1, y + 0, iz0, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1, iz0, iu1, iv0 );
|
|
|
|
t->vertexUV( x1, y + 1, iz0, iu0, iv0 );
|
|
t->vertexUV( x1, y + 0, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y + 0, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1, iz1, iu1, iv0 );
|
|
}
|
|
|
|
if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x - 1, y + 1, z ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
}
|
|
if ( down || ( y > 1 && level->isEmptyTile( x - 1, y - 1, z ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
|
|
t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
}
|
|
|
|
}
|
|
else if ( !w && e )
|
|
{
|
|
// half-step towards east
|
|
t->vertexUV( x1, y + 1, z1, u1, v0 );
|
|
t->vertexUV( x1, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x2, y + 0, z1, u2, v2 );
|
|
t->vertexUV( x2, y + 1, z1, u2, v0 );
|
|
|
|
t->vertexUV( x2, y + 1, z1, u1, v0 );
|
|
t->vertexUV( x2, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x1, y + 0, z1, u2, v2 );
|
|
t->vertexUV( x1, y + 1, z1, u2, v0 );
|
|
|
|
// small edge texture
|
|
if ( !s && !n )
|
|
{
|
|
t->vertexUV( x1, y + 1, iz0, iu0, iv0 );
|
|
t->vertexUV( x1, y + 0, iz0, iu0, iv2 );
|
|
t->vertexUV( x1, y + 0, iz1, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1, iz1, iu1, iv0 );
|
|
|
|
t->vertexUV( x1, y + 1, iz1, iu0, iv0 );
|
|
t->vertexUV( x1, y + 0, iz1, iu0, iv2 );
|
|
t->vertexUV( x1, y + 0, iz0, iu1, iv2 );
|
|
t->vertexUV( x1, y + 1, iz0, iu1, iv0 );
|
|
}
|
|
|
|
if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x + 1, y + 1, z ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
|
|
}
|
|
if ( down || ( y > 1 && level->isEmptyTile( x + 1, y - 1, z ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
|
|
t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
|
|
t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
|
|
t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
|
|
}
|
|
|
|
}
|
|
|
|
if ( ( n && s ) || ( !w && !e && !n && !s ) )
|
|
{
|
|
// straight north-south
|
|
t->vertexUV( x1, y + 1, z2, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z2, u0, v2 );
|
|
t->vertexUV( x1, y + 0, z0, u2, v2 );
|
|
t->vertexUV( x1, y + 1, z0, u2, v0 );
|
|
|
|
t->vertexUV( x1, y + 1, z0, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z0, u0, v2 );
|
|
t->vertexUV( x1, y + 0, z2, u2, v2 );
|
|
t->vertexUV( x1, y + 1, z2, u2, v0 );
|
|
|
|
if ( up )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu0, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
|
|
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu0, iv2 );
|
|
}
|
|
else
|
|
{
|
|
if ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z - 1 ) )
|
|
{
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv0 );
|
|
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv0 );
|
|
}
|
|
if ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z + 1 ) )
|
|
{
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv1 );
|
|
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv1 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv1 );
|
|
}
|
|
}
|
|
if ( down )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu0, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
|
|
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu0, iv2 );
|
|
}
|
|
else
|
|
{
|
|
if ( y > 1 && level->isEmptyTile( x, y - 1, z - 1 ) )
|
|
{
|
|
// north half-step
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv0 );
|
|
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv0 );
|
|
}
|
|
if ( y > 1 && level->isEmptyTile( x, y - 1, z + 1 ) )
|
|
{
|
|
// south half-step
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv1 );
|
|
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv1 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv1 );
|
|
}
|
|
}
|
|
|
|
}
|
|
else if ( n && !s )
|
|
{
|
|
// half-step towards north
|
|
t->vertexUV( x1, y + 1, z0, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z0, u0, v2 );
|
|
t->vertexUV( x1, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x1, y + 1, z1, u1, v0 );
|
|
|
|
t->vertexUV( x1, y + 1, z1, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z1, u0, v2 );
|
|
t->vertexUV( x1, y + 0, z0, u1, v2 );
|
|
t->vertexUV( x1, y + 1, z0, u1, v0 );
|
|
|
|
// small edge texture
|
|
if ( !e && !w )
|
|
{
|
|
t->vertexUV( ix0, y + 1, z1, iu0, iv0 );
|
|
t->vertexUV( ix0, y + 0, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 0, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1, z1, iu1, iv0 );
|
|
|
|
t->vertexUV( ix1, y + 1, z1, iu0, iv0 );
|
|
t->vertexUV( ix1, y + 0, z1, iu0, iv2 );
|
|
t->vertexUV( ix0, y + 0, z1, iu1, iv2 );
|
|
t->vertexUV( ix0, y + 1, z1, iu1, iv0 );
|
|
}
|
|
|
|
if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z - 1 ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv0 );
|
|
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv0 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv1 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv0 );
|
|
}
|
|
|
|
if ( down || ( y > 1 && level->isEmptyTile( x, y - 1, z - 1 ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv0 );
|
|
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv0 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv1 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv0 );
|
|
}
|
|
|
|
}
|
|
else if ( !n && s )
|
|
{
|
|
// half-step towards south
|
|
t->vertexUV( x1, y + 1, z1, u1, v0 );
|
|
t->vertexUV( x1, y + 0, z1, u1, v2 );
|
|
t->vertexUV( x1, y + 0, z2, u2, v2 );
|
|
t->vertexUV( x1, y + 1, z2, u2, v0 );
|
|
|
|
t->vertexUV( x1, y + 1, z2, u1, v0 );
|
|
t->vertexUV( x1, y + 0, z2, u1, v2 );
|
|
t->vertexUV( x1, y + 0, z1, u2, v2 );
|
|
t->vertexUV( x1, y + 1, z1, u2, v0 );
|
|
|
|
// small edge texture
|
|
if ( !e && !w )
|
|
{
|
|
t->vertexUV( ix1, y + 1, z1, iu0, iv0 );
|
|
t->vertexUV( ix1, y + 0, z1, iu0, iv2 );
|
|
t->vertexUV( ix0, y + 0, z1, iu1, iv2 );
|
|
t->vertexUV( ix0, y + 1, z1, iu1, iv0 );
|
|
|
|
t->vertexUV( ix0, y + 1, z1, iu0, iv0 );
|
|
t->vertexUV( ix0, y + 0, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 0, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1, z1, iu1, iv0 );
|
|
}
|
|
|
|
if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z + 1 ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv1 );
|
|
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv1 );
|
|
t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv1 );
|
|
}
|
|
if ( down || ( y > 1 && level->isEmptyTile( x, y - 1, z + 1 ) ) )
|
|
{
|
|
// small edge texture
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv1 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv1 );
|
|
|
|
t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv1 );
|
|
t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv2 );
|
|
t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv1 );
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateCrossInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
|
|
float cg = ( r * 30 + g * 70 ) / ( 100 );
|
|
float cb = ( r * 30 + b * 70 ) / ( 100 );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color( br * r, br * g, br * b );
|
|
|
|
float xt = (float)x;
|
|
float yt = (float)y;
|
|
float zt = (float)z;
|
|
|
|
if (tt == Tile::tallgrass)
|
|
{
|
|
int64_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::tesselateStemInWorld( Tile* _tt, int x, int y, int z )
|
|
{
|
|
StemTile* tt = ( StemTile* )_tt;
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30.0f + g * 59.0f + b * 11.0f ) / 100.0f;
|
|
float cg = ( r * 30.0f + g * 70.0f ) / ( 100.0f );
|
|
float cb = ( r * 30.0f + b * 70.0f ) / ( 100.0f );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color( br * r, br * g, br * b );
|
|
|
|
tt->updateShape( level, x, y, z );
|
|
int dir = tt->getConnectDir( level, x, y, z );
|
|
if ( dir < 0 )
|
|
{
|
|
tesselateStemTexture( tt, level->getData( x, y, z ), tileShapeY1, x, y - 1 / 16.0f, z );
|
|
}
|
|
else
|
|
{
|
|
tesselateStemTexture( tt, level->getData( x, y, z ), 0.5f, x, y - 1 / 16.0f, z );
|
|
tesselateStemDirTexture( tt, level->getData( x, y, z ), dir, tileShapeY1, x, y - 1 / 16.0f, z );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateRowInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
t->color( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z );
|
|
t->color( br, br, br );
|
|
}
|
|
|
|
tesselateRowTexture( tt, level->getData( x, y, z ), x, y - 1.0f / 16.0f, z );
|
|
return true;
|
|
}
|
|
|
|
void TileRenderer::tesselateTorch( Tile* tt, float x, float y, float z, float xxa, float zza, int data )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
Icon *tex = getTexture(tt, Facing::DOWN, data);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float ut0 = tex->getU(7, true);
|
|
float vt0 = tex->getV(6, true);
|
|
float ut1 = tex->getU(9, true);
|
|
float vt1 = tex->getV(8, true);
|
|
|
|
float ub0 = tex->getU(7, true);
|
|
float vb0 = tex->getV(13, true);
|
|
float ub1 = tex->getU(9, true);
|
|
float vb1 = tex->getV(15, true);
|
|
|
|
x += 0.5f;
|
|
z += 0.5f;
|
|
|
|
float x0 = x - 0.5f;
|
|
float x1 = x + 0.5f;
|
|
float z0 = z - 0.5f;
|
|
float z1 = z + 0.5f;
|
|
float r = 1 / 16.0f;
|
|
|
|
float h = 10.0f / 16.0f;
|
|
t->vertexUV( ( float )( x + xxa * ( 1 - h ) - r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) - r ), ut0, vt0 );
|
|
t->vertexUV( ( float )( x + xxa * ( 1 - h ) - r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) + r ), ut0, vt1 );
|
|
t->vertexUV( ( float )( x + xxa * ( 1 - h ) + r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) + r ), ut1, vt1 );
|
|
t->vertexUV( ( float )( x + xxa * ( 1 - h ) + r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) - r ), ut1, vt0 );
|
|
|
|
t->vertexUV( (float)(x + r + xxa), (float) y, (float)(z - r + zza), ub1, vb0);
|
|
t->vertexUV( (float)(x + r + xxa), (float) y, (float)(z + r + zza), ub1, vb1);
|
|
t->vertexUV( (float)(x - r + xxa), (float) y, (float)(z + r + zza), ub0, vb1);
|
|
t->vertexUV( (float)(x - r + xxa), (float) y, (float)(z - r + zza), ub0, vb0);
|
|
|
|
t->vertexUV( ( float )( x - r ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x - r + xxa ), ( float )( y + 0 ), ( float )( z0 +
|
|
zza ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x - r + xxa ), ( float )( y + 0 ), ( float )( z1 +
|
|
zza ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x - r ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x + xxa + r ), ( float )( y + 0 ), ( float )( z1 +
|
|
zza ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + xxa + r ), ( float )( y + 0 ), ( float )( z0 +
|
|
zza ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x + r ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z + r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 + xxa ), ( float )( y + 0 ), ( float )( z + r +
|
|
zza ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 + xxa ), ( float )( y + 0 ), ( float )( z + r +
|
|
zza ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z + r ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z - r ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 + xxa ), ( float )( y + 0 ), ( float )( z - r +
|
|
zza ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 + xxa ), ( float )( y + 0 ), ( float )( z - r +
|
|
zza ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z - r ), ( float )( u1 ), ( float )( v0 ) );
|
|
}
|
|
|
|
void TileRenderer::tesselateCrossTexture( Tile* tt, int data, float x, float y, float z, float scale )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, 0, data);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float width = 0.45 * scale;
|
|
float x0 = x + 0.5 - width;
|
|
float x1 = x + 0.5 + width;
|
|
float z0 = z + 0.5 - width;
|
|
float z1 = z + 0.5 + width;
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
}
|
|
|
|
void TileRenderer::tesselateStemTexture( Tile* tt, int data, float h, float x, float y, float z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, 0, data);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION, true);
|
|
|
|
float x0 = x + 0.5f - 0.45f;
|
|
float x1 = x + 0.5f + 0.45f;
|
|
float z0 = z + 0.5f - 0.45f;
|
|
float z1 = z + 0.5f + 0.45f;
|
|
|
|
t->vertexUV( x0, y + h, z0, u0, v0 );
|
|
t->vertexUV( x0, y + 0, z0, u0, v1 );
|
|
t->vertexUV( x1, y + 0, z1, u1, v1 );
|
|
t->vertexUV( x1, y + h, z1, u1, v0 );
|
|
|
|
t->vertexUV( x1, y + h, z1, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z1, u0, v1 );
|
|
t->vertexUV( x0, y + 0, z0, u1, v1 );
|
|
t->vertexUV( x0, y + h, z0, u1, v0 );
|
|
|
|
t->vertexUV( x0, y + h, z1, u0, v0 );
|
|
t->vertexUV( x0, y + 0, z1, u0, v1 );
|
|
t->vertexUV( x1, y + 0, z0, u1, v1 );
|
|
t->vertexUV( x1, y + h, z0, u1, v0 );
|
|
|
|
t->vertexUV( x1, y + h, z0, u0, v0 );
|
|
t->vertexUV( x1, y + 0, z0, u0, v1 );
|
|
t->vertexUV( x0, y + 0, z1, u1, v1 );
|
|
t->vertexUV( x0, y + h, z1, u1, v0 );
|
|
}
|
|
|
|
bool TileRenderer::tesselateLilypadInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, Facing::UP);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float h = 0.25f / 16.0f;
|
|
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
int64_t seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
|
|
seed = seed * seed * 42317861 + seed * 11;
|
|
|
|
int dir = (int) ((seed >> 16) & 0x3);
|
|
|
|
|
|
|
|
t->tex2(getLightColor(tt, level, x, y, z));
|
|
|
|
float xx = x + 0.5f;
|
|
float zz = z + 0.5f;
|
|
float c = ((dir & 1) * 0.5f) * (1 - dir / 2 % 2 * 2);
|
|
float s = (((dir + 1) & 1) * 0.5f) * (1 - (dir + 1) / 2 % 2 * 2);
|
|
|
|
t->color(tt->getColor());
|
|
t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
|
|
t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
|
|
t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
|
|
t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
|
|
|
|
t->color((tt->getColor() & 0xfefefe) >> 1);
|
|
t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
|
|
t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
|
|
t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
|
|
t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
void TileRenderer::tesselateStemDirTexture( StemTile* tt, int data, int dir, float h, float x, float y, float z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = tt->getAngledTexture();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float x0 = x + 0.5f - 0.5f;
|
|
float x1 = x + 0.5f + 0.5f;
|
|
float z0 = z + 0.5f - 0.5f;
|
|
float z1 = z + 0.5f + 0.5f;
|
|
|
|
float xm = x + 0.5f;
|
|
float zm = z + 0.5f;
|
|
|
|
if ( ( dir + 1 ) / 2 % 2 == 1 )
|
|
{
|
|
float tmp = u1;
|
|
u1 = u0;
|
|
u0 = tmp;
|
|
}
|
|
|
|
if ( dir < 2 )
|
|
{
|
|
t->vertexUV( x0, y + h, zm, u0, v0 );
|
|
t->vertexUV( x0, y + 0, zm, u0, v1 );
|
|
t->vertexUV( x1, y + 0, zm, u1, v1 );
|
|
t->vertexUV( x1, y + h, zm, u1, v0 );
|
|
|
|
t->vertexUV( x1, y + h, zm, u1, v0 );
|
|
t->vertexUV( x1, y + 0, zm, u1, v1 );
|
|
t->vertexUV( x0, y + 0, zm, u0, v1 );
|
|
t->vertexUV( x0, y + h, zm, u0, v0 );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( xm, y + h, z1, u0, v0 );
|
|
t->vertexUV( xm, y + 0, z1, u0, v1 );
|
|
t->vertexUV( xm, y + 0, z0, u1, v1 );
|
|
t->vertexUV( xm, y + h, z0, u1, v0 );
|
|
|
|
t->vertexUV( xm, y + h, z0, u1, v0 );
|
|
t->vertexUV( xm, y + 0, z0, u1, v1 );
|
|
t->vertexUV( xm, y + 0, z1, u0, v1 );
|
|
t->vertexUV( xm, y + h, z1, u0, v0 );
|
|
}
|
|
}
|
|
|
|
|
|
void TileRenderer::tesselateRowTexture( Tile* tt, int data, float x, float y, float z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
Icon *tex = getTexture(tt, 0, data);
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u0 = tex->getU0(true);
|
|
float v0 = tex->getV0(true);
|
|
float u1 = tex->getU1(true);
|
|
float v1 = tex->getV1(true);
|
|
|
|
float x0 = x + 0.5f - 0.25f;
|
|
float x1 = x + 0.5f + 0.25f;
|
|
float z0 = z + 0.5f - 0.5f;
|
|
float z1 = z + 0.5f + 0.5f;
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
x0 = x + 0.5f - 0.5f;
|
|
x1 = x + 0.5f + 0.5f;
|
|
z0 = z + 0.5f - 0.25f;
|
|
z1 = z + 0.5f + 0.25f;
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
// 4J Java comment
|
|
// TODO: This all needs to change. Somehow.
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( col >> 16 & 0xff ) / 255.0f;
|
|
float g = ( col >> 8 & 0xff ) / 255.0f;
|
|
float b = ( col & 0xff ) / 255.0f;
|
|
bool up = tt->shouldRenderFace( level, x, y + 1, z, 1 );
|
|
bool down = tt->shouldRenderFace( level, x, y - 1, z, 0 );
|
|
bool dirs[4];
|
|
dirs[0] = tt->shouldRenderFace( level, x, y, z - 1, 2 );
|
|
dirs[1] = tt->shouldRenderFace( level, x, y, z + 1, 3 );
|
|
dirs[2] = tt->shouldRenderFace( level, x - 1, y, z, 4 );
|
|
dirs[3] = tt->shouldRenderFace( level, x + 1, y, z, 5 );
|
|
|
|
if ( !up && !down && !dirs[0] && !dirs[1] && !dirs[2] && !dirs[3] ) return false;
|
|
|
|
bool changed = false;
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
double yo0 = 0;
|
|
double yo1 = 1;
|
|
|
|
Material* m = tt->material;
|
|
int data = level->getData( x, y, z );
|
|
|
|
float h0 = getWaterHeight( x, y, z, m );
|
|
float h1 = getWaterHeight( x, y, z + 1, m );
|
|
float h2 = getWaterHeight( x + 1, y, z + 1, m );
|
|
float h3 = getWaterHeight( x + 1, y, z, m );
|
|
|
|
float offs = 0.001f;
|
|
// 4J - added. Farm tiles often found beside water, but they consider themselves non-solid as they only extend up to 15.0f / 16.0f.
|
|
// If the max height of this water is below that level, don't bother rendering sides bordering onto farmland.
|
|
float maxh = h0;
|
|
if ( h1 > maxh ) maxh = h1;
|
|
if ( h2 > maxh ) maxh = h2;
|
|
if ( h3 > maxh ) maxh = h3;
|
|
if ( maxh <= ( 15.0f / 16.0f ) )
|
|
{
|
|
if ( level->getTile( x, y, z - 1 ) == Tile::farmland_Id )
|
|
{
|
|
dirs[0] = false;
|
|
}
|
|
if ( level->getTile( x, y, z + 1 ) == Tile::farmland_Id )
|
|
{
|
|
dirs[1] = false;
|
|
}
|
|
if ( level->getTile( x - 1, y, z ) == Tile::farmland_Id )
|
|
{
|
|
dirs[2] = false;
|
|
}
|
|
if ( level->getTile( x + 1, y, z ) == Tile::farmland_Id )
|
|
{
|
|
dirs[3] = false;
|
|
}
|
|
}
|
|
|
|
if ( noCulling || up )
|
|
{
|
|
changed = true;
|
|
Icon *tex = getTexture( tt, 1, data );
|
|
float angle = ( float )LiquidTile::getSlopeAngle( level, x, y, z, m );
|
|
if ( angle > -999 )
|
|
{
|
|
tex = getTexture( tt, 2, data );
|
|
}
|
|
|
|
h0 -= offs;
|
|
h1 -= offs;
|
|
h2 -= offs;
|
|
h3 -= offs;
|
|
|
|
float u00, u01, u10, u11;
|
|
float v00, v01, v10, v11;
|
|
if ( angle < -999 )
|
|
{
|
|
u00 = tex->getU(0, true);
|
|
v00 = tex->getV(0, true);
|
|
u01 = u00;
|
|
v01 = tex->getV(SharedConstants::WORLD_RESOLUTION, true);
|
|
u10 = tex->getU(SharedConstants::WORLD_RESOLUTION, true);
|
|
v10 = v01;
|
|
u11 = u10;
|
|
v11 = v00;
|
|
}
|
|
else
|
|
{
|
|
float s = Mth::sin(angle) * .25f;
|
|
float c = Mth::cos(angle) * .25f;
|
|
float cc = SharedConstants::WORLD_RESOLUTION * .5f;
|
|
u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
|
|
v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
|
|
u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
|
|
v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
|
|
u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
|
|
v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
|
|
u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
|
|
v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
|
|
}
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y, z );
|
|
}
|
|
t->color( c11 * br * r, c11 * br * g, c11 * br * b );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h0 ), ( float )( z + 0.0f ), u00, v00 );
|
|
t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h1 ), ( float )( z + 1.0f ), u01, v01 );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h2 ), ( float )( z + 1.0f ), u10, v10 );
|
|
t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h3 ), ( float )( z + 0.0f ), u11, v11 );
|
|
}
|
|
|
|
if ( noCulling || down )
|
|
{
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y - 1, z ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, x, y - 1, z );
|
|
}
|
|
t->color( c10 * br, c10 * br, c10 * br );
|
|
renderFaceDown( tt, x, y + offs, z, getTexture( tt, 0 ) );
|
|
changed = true;
|
|
}
|
|
|
|
for ( int face = 0; face < 4; face++ )
|
|
{
|
|
int xt = x;
|
|
int yt = y;
|
|
int zt = z;
|
|
|
|
if ( face == 0 ) zt--;
|
|
if ( face == 1 ) zt++;
|
|
if ( face == 2 ) xt--;
|
|
if ( face == 3 ) xt++;
|
|
|
|
Icon *tex = getTexture(tt, face + 2, data);
|
|
|
|
if ( noCulling || dirs[face] )
|
|
{
|
|
float hh0;
|
|
float hh1;
|
|
float x0, z0, x1, z1;
|
|
if ( face == 0 )
|
|
{
|
|
hh0 = ( float )( h0 );
|
|
hh1 = ( float )( h3 );
|
|
x0 = ( float )( x );
|
|
x1 = ( float )( x + 1 );
|
|
z0 = ( float )( z + offs);
|
|
z1 = ( float )( z + offs);
|
|
}
|
|
else if ( face == 1 )
|
|
{
|
|
hh0 = ( float )( h2 );
|
|
hh1 = ( float )( h1 );
|
|
x0 = ( float )( x + 1 );
|
|
x1 = ( float )( x );
|
|
z0 = ( float )( z + 1 - offs);
|
|
z1 = ( float )( z + 1 - offs);
|
|
}
|
|
else if ( face == 2 )
|
|
{
|
|
hh0 = ( float )( h1 );
|
|
hh1 = ( float )( h0 );
|
|
x0 = ( float )( x + offs);
|
|
x1 = ( float )( x + offs);
|
|
z0 = ( float )( z + 1 );
|
|
z1 = ( float )( z );
|
|
}
|
|
else
|
|
{
|
|
hh0 = ( float )( h3 );
|
|
hh1 = ( float )( h2 );
|
|
x0 = ( float )( x + 1 - offs);
|
|
x1 = ( float )( x + 1 - offs);
|
|
z0 = ( float )( z );
|
|
z1 = ( float )( z + 1 );
|
|
}
|
|
|
|
|
|
changed = true;
|
|
float u0 = tex->getU(0, true);
|
|
float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f, true);
|
|
|
|
int yTex = tex->getY();
|
|
float v01 = tex->getV((1 - hh0) * SharedConstants::WORLD_RESOLUTION * .5f);
|
|
float v02 = tex->getV((1 - hh1) * SharedConstants::WORLD_RESOLUTION * .5f);
|
|
float v1 = tex->getV(SharedConstants::WORLD_RESOLUTION * .5f, true);
|
|
|
|
float br;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, xt, yt, zt ) );
|
|
br = 1;
|
|
}
|
|
else
|
|
{
|
|
br = tt->getBrightness( level, xt, yt, zt );
|
|
}
|
|
if ( face < 2 ) br *= c2;
|
|
else
|
|
br *= c3;
|
|
|
|
t->color( c11 * br * r, c11 * br * g, c11 * br * b );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + hh0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + hh1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v02 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
tileShapeY0 = yo0;
|
|
tileShapeY1 = yo1;
|
|
|
|
return changed;
|
|
|
|
}
|
|
|
|
float TileRenderer::getWaterHeight( int x, int y, int z, Material* m )
|
|
{
|
|
int count = 0;
|
|
float h = 0;
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
int xx = x - ( i & 1 );
|
|
int yy = y;
|
|
int zz = z - ( ( i >> 1 ) & 1 );
|
|
if ( level->getMaterial( xx, yy + 1, zz ) == m )
|
|
{
|
|
return 1;
|
|
}
|
|
Material* tm = level->getMaterial( xx, yy, zz );
|
|
if ( tm == m )
|
|
{
|
|
int d = level->getData( xx, yy, zz );
|
|
if ( d >= 8 || d == 0 )
|
|
{
|
|
h += ( LiquidTile::getHeight( d ) )* 10;
|
|
count += 10;
|
|
}
|
|
h += LiquidTile::getHeight( d );
|
|
count++;
|
|
}
|
|
else if ( !tm->isSolid() )
|
|
{
|
|
h += 1;
|
|
count++;
|
|
}
|
|
}
|
|
return 1 - h / count;
|
|
}
|
|
|
|
void TileRenderer::renderBlock( Tile* tt, Level* level, int x, int y, int z )
|
|
{
|
|
renderBlock(tt, level, x, y, z, 0);
|
|
}
|
|
|
|
void TileRenderer::renderBlock(Tile *tt, Level *level, int x, int y, int z, int data)
|
|
{
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
t->begin();
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( getLightColor(tt, level, x, y, z ) );
|
|
}
|
|
float center = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z );
|
|
float br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y - 1, z );
|
|
|
|
if ( br < center ) br = center;
|
|
t->color( c10 * br, c10 * br, c10 * br );
|
|
renderFaceDown( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 0, data ) );
|
|
|
|
br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y + 1, z );
|
|
if ( br < center ) br = center;
|
|
t->color( c11 * br, c11 * br, c11 * br );
|
|
renderFaceUp( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 1, data ) );
|
|
|
|
br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z - 1 );
|
|
if ( br < center ) br = center;
|
|
t->color( c2 * br, c2 * br, c2 * br );
|
|
renderNorth( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 2, data ) );
|
|
|
|
br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z + 1 );
|
|
if ( br < center ) br = center;
|
|
t->color( c2 * br, c2 * br, c2 * br );
|
|
renderSouth( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 3, data ) );
|
|
|
|
br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x - 1, y, z );
|
|
if ( br < center ) br = center;
|
|
t->color( c3 * br, c3 * br, c3 * br );
|
|
renderWest( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 4, data ) );
|
|
|
|
br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x + 1, y, z );
|
|
if ( br < center ) br = center;
|
|
t->color( c3 * br, c3 * br, c3 * br );
|
|
renderEast( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 5, data ) );
|
|
t->end();
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
|
|
float cg = ( r * 30 + g * 70 ) / ( 100 );
|
|
float cb = ( r * 30 + b * 70 ) / ( 100 );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
|
|
if ( Tile::lightEmission[tt->id] == 0 )//4J - TODO/remove (Minecraft::useAmbientOcclusion())
|
|
{
|
|
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting(tt, x, y, z, r, g, b, 0, smoothShapeLighting);
|
|
}
|
|
else
|
|
{
|
|
return tesselateBlockInWorld( tt, x, y, z, r, g, b );
|
|
}
|
|
}
|
|
|
|
// AP - added this version to be able to pass the face flags down
|
|
bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, int faceFlags )
|
|
{
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
|
|
float cg = ( r * 30 + g * 70 ) / ( 100 );
|
|
float cb = ( r * 30 + b * 70 ) / ( 100 );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
|
|
if ( Tile::lightEmission[tt->id] == 0 )//4J - TODO/remove (Minecraft::useAmbientOcclusion())
|
|
{
|
|
return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b, faceFlags, smoothShapeLighting );
|
|
}
|
|
else
|
|
{
|
|
return tesselateBlockInWorld( tt, x, y, z, r, g, b );
|
|
}
|
|
}
|
|
|
|
bool TileRenderer::tesselateTreeInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
int data = level->getData(x, y, z);
|
|
int facing = data & TreeTile::MASK_FACING;
|
|
|
|
if (facing == TreeTile::FACING_X)
|
|
{
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CW;
|
|
}
|
|
else if (facing == TreeTile::FACING_Z)
|
|
{
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CW;
|
|
}
|
|
|
|
bool result = tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
eastFlip = 0;
|
|
northFlip = 0;
|
|
southFlip = 0;
|
|
westFlip = 0;
|
|
upFlip = 0;
|
|
downFlip = 0;
|
|
|
|
return result;
|
|
}
|
|
|
|
bool TileRenderer::tesselateQuartzInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
int data = level->getData(x, y, z);
|
|
|
|
if (data == QuartzBlockTile::TYPE_LINES_X)
|
|
{
|
|
northFlip = FLIP_CW;
|
|
southFlip = FLIP_CW;
|
|
upFlip = FLIP_CW;
|
|
downFlip = FLIP_CW;
|
|
}
|
|
else if (data == QuartzBlockTile::TYPE_LINES_Z)
|
|
{
|
|
eastFlip = FLIP_CW;
|
|
westFlip = FLIP_CW;
|
|
}
|
|
|
|
bool result = tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
eastFlip = 0;
|
|
northFlip = 0;
|
|
southFlip = 0;
|
|
westFlip = 0;
|
|
upFlip = 0;
|
|
downFlip = 0;
|
|
|
|
return result;
|
|
}
|
|
|
|
bool TileRenderer::tesselateCocoaInWorld(CocoaTile *tt, int x, int y, int z)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
|
|
if (SharedConstants::TEXTURE_LIGHTING)
|
|
{
|
|
t->tex2(getLightColor(tt, level, x, y, z));
|
|
t->color(1.0f, 1.0f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness(level, x, y, z);
|
|
if (Tile::lightEmission[tt->id] > 0) br = 1.0f;
|
|
t->color(br, br, br);
|
|
}
|
|
|
|
int data = level->getData(x, y, z);
|
|
int dir = DirectionalTile::getDirection(data);
|
|
int age = CocoaTile::getAge(data);
|
|
Icon *tex = tt->getTextureForAge(age);
|
|
|
|
int cocoaWidth = 4 + age * 2;
|
|
int cocoaHeight = 5 + age * 2;
|
|
|
|
double us = 15.0 - cocoaWidth;
|
|
double ue = 15.0;
|
|
double vs = 4.0;
|
|
double ve = 4.0 + cocoaHeight;
|
|
double u0 = tex->getU(us, true);
|
|
double u1 = tex->getU(ue, true);
|
|
double v0 = tex->getV(vs, true);
|
|
double v1 = tex->getV(ve, true);
|
|
|
|
|
|
double offX = 0;
|
|
double offZ = 0;
|
|
|
|
switch (dir)
|
|
{
|
|
case Direction::NORTH:
|
|
offX = 8.0 - cocoaWidth / 2;
|
|
offZ = 1.0;
|
|
break;
|
|
case Direction::SOUTH:
|
|
offX = 8.0 - cocoaWidth / 2;
|
|
offZ = 15.0 - cocoaWidth;
|
|
break;
|
|
case Direction::EAST:
|
|
offX = 15.0 - cocoaWidth;
|
|
offZ = 8.0 - cocoaWidth / 2;
|
|
break;
|
|
case Direction::WEST:
|
|
offX = 1.0;
|
|
offZ = 8.0 - cocoaWidth / 2;
|
|
break;
|
|
}
|
|
|
|
double x0 = x + offX / 16.0;
|
|
double x1 = x + (offX + cocoaWidth) / 16.0;
|
|
double y0 = y + (12.0 - cocoaHeight) / 16.0;
|
|
double y1 = y + 12.0 / 16.0;
|
|
double z0 = z + offZ / 16.0;
|
|
double z1 = z + (offZ + cocoaWidth) / 16.0;
|
|
|
|
// west
|
|
{
|
|
t->vertexUV(x0, y0, z0, u0, v1);
|
|
t->vertexUV(x0, y0, z1, u1, v1);
|
|
t->vertexUV(x0, y1, z1, u1, v0);
|
|
t->vertexUV(x0, y1, z0, u0, v0);
|
|
}
|
|
// east
|
|
{
|
|
t->vertexUV(x1, y0, z1, u0, v1);
|
|
t->vertexUV(x1, y0, z0, u1, v1);
|
|
t->vertexUV(x1, y1, z0, u1, v0);
|
|
t->vertexUV(x1, y1, z1, u0, v0);
|
|
}
|
|
// north
|
|
{
|
|
t->vertexUV(x1, y0, z0, u0, v1);
|
|
t->vertexUV(x0, y0, z0, u1, v1);
|
|
t->vertexUV(x0, y1, z0, u1, v0);
|
|
t->vertexUV(x1, y1, z0, u0, v0);
|
|
}
|
|
// south
|
|
{
|
|
t->vertexUV(x0, y0, z1, u0, v1);
|
|
t->vertexUV(x1, y0, z1, u1, v1);
|
|
t->vertexUV(x1, y1, z1, u1, v0);
|
|
t->vertexUV(x0, y1, z1, u0, v0);
|
|
}
|
|
|
|
int topWidth = cocoaWidth;
|
|
if (age >= 2)
|
|
{
|
|
// special case because the top piece didn't fit
|
|
topWidth--;
|
|
}
|
|
|
|
u0 = tex->getU0(true);
|
|
u1 = tex->getU(topWidth, true);
|
|
v0 = tex->getV0(true);
|
|
v1 = tex->getV(topWidth, true);
|
|
|
|
// top
|
|
{
|
|
t->vertexUV(x0, y1, z1, u0, v1);
|
|
t->vertexUV(x1, y1, z1, u1, v1);
|
|
t->vertexUV(x1, y1, z0, u1, v0);
|
|
t->vertexUV(x0, y1, z0, u0, v0);
|
|
}
|
|
// bottom
|
|
{
|
|
t->vertexUV(x0, y0, z0, u0, v0);
|
|
t->vertexUV(x1, y0, z0, u1, v0);
|
|
t->vertexUV(x1, y0, z1, u1, v1);
|
|
t->vertexUV(x0, y0, z1, u0, v1);
|
|
}
|
|
|
|
// stalk
|
|
u0 = tex->getU(12, true);
|
|
u1 = tex->getU1(true);
|
|
v0 = tex->getV0(true);
|
|
v1 = tex->getV(4, true);
|
|
|
|
offX = 8;
|
|
offZ = 0;
|
|
|
|
switch (dir)
|
|
{
|
|
case Direction::NORTH:
|
|
offX = 8.0;
|
|
offZ = 0.0;
|
|
break;
|
|
case Direction::SOUTH:
|
|
offX = 8;
|
|
offZ = 12;
|
|
{
|
|
double temp = u0;
|
|
u0 = u1;
|
|
u1 = temp;
|
|
}
|
|
break;
|
|
case Direction::EAST:
|
|
offX = 12.0;
|
|
offZ = 8.0;
|
|
{
|
|
double temp = u0;
|
|
u0 = u1;
|
|
u1 = temp;
|
|
}
|
|
break;
|
|
case Direction::WEST:
|
|
offX = 0.0;
|
|
offZ = 8.0;
|
|
break;
|
|
}
|
|
|
|
x0 = x + offX / 16.0;
|
|
x1 = x + (offX + 4.0) / 16.0;
|
|
y0 = y + 12.0 / 16.0;
|
|
y1 = y + 16.0 / 16.0;
|
|
z0 = z + offZ / 16.0;
|
|
z1 = z + (offZ + 4.0) / 16.0;
|
|
if (dir == Direction::NORTH || dir == Direction::SOUTH)
|
|
{
|
|
// west
|
|
{
|
|
t->vertexUV(x0, y0, z0, u1, v1);
|
|
t->vertexUV(x0, y0, z1, u0, v1);
|
|
t->vertexUV(x0, y1, z1, u0, v0);
|
|
t->vertexUV(x0, y1, z0, u1, v0);
|
|
}
|
|
// east
|
|
{
|
|
t->vertexUV(x0, y0, z1, u0, v1);
|
|
t->vertexUV(x0, y0, z0, u1, v1);
|
|
t->vertexUV(x0, y1, z0, u1, v0);
|
|
t->vertexUV(x0, y1, z1, u0, v0);
|
|
}
|
|
}
|
|
else if (dir == Direction::WEST || dir == Direction::EAST)
|
|
{
|
|
// north
|
|
{
|
|
t->vertexUV(x1, y0, z0, u0, v1);
|
|
t->vertexUV(x0, y0, z0, u1, v1);
|
|
t->vertexUV(x0, y1, z0, u1, v0);
|
|
t->vertexUV(x1, y1, z0, u0, v0);
|
|
}
|
|
// south
|
|
{
|
|
t->vertexUV(x0, y0, z0, u1, v1);
|
|
t->vertexUV(x1, y0, z0, u0, v1);
|
|
t->vertexUV(x1, y1, z0, u0, v0);
|
|
t->vertexUV(x0, y1, z0, u1, v0);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// 4J - brought changes forward from 1.8.2
|
|
bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* tt, int pX, int pY, int pZ,
|
|
float pBaseRed, float pBaseGreen,
|
|
float pBaseBlue, int faceFlags, bool smoothShapeLighting )
|
|
{
|
|
// 4J - the texture is (originally) obtained for each face in the block, if those faces are visible. For a lot of blocks,
|
|
// the textures don't vary from face to face - this is particularly an issue for leaves as they not only don't vary between faces,
|
|
// but they also happen to draw a lot of faces, and the code for determining which texture to use is more complex than in most
|
|
// cases. Optimisation here then to store a uniform texture where appropriate (could be extended beyond leaves) that will stop
|
|
// any other faces being evaluated.
|
|
Icon *uniformTex = NULL;
|
|
int id = tt->id;
|
|
if( id == Tile::leaves_Id )
|
|
{
|
|
uniformTex = getTexture(tt, level, pX, pY, pZ, 0);
|
|
}
|
|
// 4J - added these faceFlags so we can detect whether this block is going to have no visible faces and early out
|
|
// the original code checked noCulling and shouldRenderFace directly where faceFlags is used now
|
|
// AP - I moved a copy of these face checks to have an even earlier out
|
|
// check if the faceFlags have indeed been set
|
|
if( faceFlags == 0 )
|
|
{
|
|
if ( noCulling )
|
|
{
|
|
faceFlags = 0x3f;
|
|
}
|
|
else
|
|
{
|
|
faceFlags |= tt->shouldRenderFace( level, pX, pY - 1, pZ, 0 ) ? 0x01 : 0;
|
|
faceFlags |= tt->shouldRenderFace( level, pX, pY + 1, pZ, 1 ) ? 0x02 : 0;
|
|
faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ - 1, 2 ) ? 0x04 : 0;
|
|
faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ + 1, 3 ) ? 0x08 : 0;
|
|
faceFlags |= tt->shouldRenderFace( level, pX - 1, pY, pZ, 4 ) ? 0x10 : 0;
|
|
faceFlags |= tt->shouldRenderFace( level, pX + 1, pY, pZ, 5 ) ? 0x20 : 0;
|
|
}
|
|
if ( faceFlags == 0 )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
// If we are only rendering the bottom face and we're at the bottom of the world, we shouldn't be able to see this - don't render anything
|
|
if( ( faceFlags == 1 ) && ( pY == 0 ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
applyAmbienceOcclusion = true;
|
|
bool i = false;
|
|
float ll1 = 0;
|
|
float ll2 = 0;
|
|
float ll3 = 0;
|
|
float ll4 = 0;
|
|
|
|
bool tintSides = true;
|
|
|
|
int centerColor = getLightColor(tt, level, pX, pY, pZ );
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
t->tex2( 0xf000f );
|
|
|
|
if( uniformTex == NULL )
|
|
{
|
|
if ( getTexture(tt)->getFlags() == Icon::IS_GRASS_TOP ) tintSides = false;
|
|
}
|
|
else if (hasFixedTexture())
|
|
{
|
|
tintSides = false;
|
|
}
|
|
|
|
if ( faceFlags & 0x01 )
|
|
{
|
|
if ( tileShapeY0 <= 0 ) pY--;
|
|
|
|
ccxy0 = getLightColor(tt, level, pX - 1, pY, pZ );
|
|
cc0yz = getLightColor(tt, level, pX, pY, pZ - 1 );
|
|
cc0yZ = getLightColor(tt, level, pX, pY, pZ + 1 );
|
|
ccXy0 = getLightColor(tt, level, pX + 1, pY, pZ );
|
|
|
|
llxy0 = getShadeBrightness(tt, level, pX - 1, pY, pZ );
|
|
ll0yz = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
|
|
ll0yZ = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
|
|
llXy0 = getShadeBrightness(tt, level, pX + 1, pY, pZ );
|
|
|
|
bool llTransXy0 = Tile::transculent[level->getTile(pX + 1, pY - 1, pZ)];
|
|
bool llTransxy0 = Tile::transculent[level->getTile(pX - 1, pY - 1, pZ)];
|
|
bool llTrans0yZ = Tile::transculent[level->getTile(pX, pY - 1, pZ + 1)];
|
|
bool llTrans0yz = Tile::transculent[level->getTile(pX, pY - 1, pZ - 1)];
|
|
|
|
if ( llTrans0yz || llTransxy0 )
|
|
{
|
|
llxyz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1 );
|
|
ccxyz = getLightColor(tt, level, pX - 1, pY, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llxyz = llxy0;
|
|
ccxyz = ccxy0;
|
|
}
|
|
if ( llTrans0yZ || llTransxy0 )
|
|
{
|
|
llxyZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1 );
|
|
ccxyZ = getLightColor(tt, level, pX - 1, pY, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llxyZ = llxy0;
|
|
ccxyZ = ccxy0;
|
|
}
|
|
if ( llTrans0yz || llTransXy0 )
|
|
{
|
|
llXyz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1 );
|
|
ccXyz = getLightColor(tt, level, pX + 1, pY, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llXyz = llXy0;
|
|
ccXyz = ccXy0;
|
|
}
|
|
if ( llTrans0yZ || llTransXy0 )
|
|
{
|
|
llXyZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1 );
|
|
ccXyZ = getLightColor(tt, level, pX + 1, pY, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llXyZ = llXy0;
|
|
ccXyZ = ccXy0;
|
|
}
|
|
|
|
if ( tileShapeY0 <= 0 ) pY++;
|
|
|
|
int cc0y0 = centerColor;
|
|
if (tileShapeY0 <= 0 || !level->isSolidRenderTile(pX, pY - 1, pZ)) cc0y0 = tt->getLightColor(level, pX, pY - 1, pZ);
|
|
float ll0y0 = tt->getShadeBrightness(level, pX, pY - 1, pZ);
|
|
|
|
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 );
|
|
|
|
if (tintSides)
|
|
{
|
|
c1r = c2r = c3r = c4r = pBaseRed * 0.5f;
|
|
c1g = c2g = c3g = c4g = pBaseGreen * 0.5f;
|
|
c1b = c2b = c3b = c4b = pBaseBlue * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
c1r = c2r = c3r = c4r = 0.5f;
|
|
c1g = c2g = c3g = c4g = 0.5f;
|
|
c1b = c2b = c3b = c4b = 0.5f;
|
|
}
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
|
|
renderFaceDown( tt, ( double )pX, ( double )pY, ( double )pZ, uniformTex ? uniformTex : getTexture( tt, level, pX, pY, pZ, 0 ) );
|
|
i = true;
|
|
}
|
|
if ( faceFlags & 0x02 )
|
|
{
|
|
if ( tileShapeY1 >= 1 ) pY++; // 4J - condition brought forward from 1.2.3
|
|
|
|
ccxY0 = getLightColor(tt, level, pX - 1, pY, pZ );
|
|
ccXY0 = getLightColor(tt, level, pX + 1, pY, pZ );
|
|
cc0Yz = getLightColor(tt, level, pX, pY, pZ - 1 );
|
|
cc0YZ = getLightColor(tt, level, pX, pY, pZ + 1 );
|
|
|
|
llxY0 = getShadeBrightness(tt, level, pX - 1, pY, pZ );
|
|
llXY0 = getShadeBrightness(tt, level, pX + 1, pY, pZ );
|
|
ll0Yz = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
|
|
ll0YZ = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
|
|
|
|
bool llTransXY0 = Tile::transculent[level->getTile(pX + 1, pY + 1, pZ)];
|
|
bool llTransxY0 = Tile::transculent[level->getTile(pX - 1, pY + 1, pZ)];
|
|
bool llTrans0YZ = Tile::transculent[level->getTile(pX, pY + 1, pZ + 1)];
|
|
bool llTrans0Yz = Tile::transculent[level->getTile(pX, pY + 1, pZ - 1)];
|
|
|
|
if ( llTrans0Yz || llTransxY0 )
|
|
{
|
|
llxYz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1 );
|
|
ccxYz = getLightColor(tt, level, pX - 1, pY, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llxYz = llxY0;
|
|
ccxYz = ccxY0;
|
|
}
|
|
if ( llTrans0Yz || llTransXY0 )
|
|
{
|
|
llXYz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1 );
|
|
ccXYz = getLightColor(tt, level, pX + 1, pY, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llXYz = llXY0;
|
|
ccXYz = ccXY0;
|
|
}
|
|
if ( llTrans0YZ || llTransxY0 )
|
|
{
|
|
llxYZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1 );
|
|
ccxYZ = getLightColor(tt, level, pX - 1, pY, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llxYZ = llxY0;
|
|
ccxYZ = ccxY0;
|
|
}
|
|
if ( llTrans0YZ || llTransXY0 )
|
|
{
|
|
llXYZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1 );
|
|
ccXYZ = getLightColor(tt, level, pX + 1, pY, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llXYZ = llXY0;
|
|
ccXYZ = ccXY0;
|
|
}
|
|
if ( tileShapeY1 >= 1 ) pY--;
|
|
|
|
int cc0Y0 = centerColor;
|
|
if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = tt->getLightColor(level, pX, pY + 1, pZ);
|
|
float ll0Y0 = tt->getShadeBrightness(level, pX, pY + 1, pZ);
|
|
|
|
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 );
|
|
|
|
c1r = c2r = c3r = c4r = pBaseRed;
|
|
c1g = c2g = c3g = c4g = pBaseGreen;
|
|
c1b = c2b = c3b = c4b = pBaseBlue;
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
renderFaceUp( tt, ( double )pX, ( double )pY, ( double )pZ, uniformTex ? uniformTex : getTexture( tt, level, pX, pY, pZ, 1 ) );
|
|
i = true;
|
|
}
|
|
if ( faceFlags & 0x04 )
|
|
{
|
|
if ( tileShapeZ0 <= 0 ) pZ--; // 4J - condition brought forward from 1.2.3
|
|
llx0z = getShadeBrightness(tt, level, pX - 1, pY, pZ );
|
|
ll0yz = getShadeBrightness(tt, level, pX, pY - 1, pZ );
|
|
ll0Yz = getShadeBrightness(tt, level, pX, pY + 1, pZ );
|
|
llX0z = getShadeBrightness(tt, level, pX + 1, pY, pZ );
|
|
|
|
ccx0z = getLightColor(tt, level, pX - 1, pY, pZ );
|
|
cc0yz = getLightColor(tt, level, pX, pY - 1, pZ );
|
|
cc0Yz = getLightColor(tt, level, pX, pY + 1, pZ );
|
|
ccX0z = getLightColor(tt, level, pX + 1, pY, pZ );
|
|
|
|
bool llTransX0z = Tile::transculent[level->getTile(pX + 1, pY, pZ - 1)];
|
|
bool llTransx0z = Tile::transculent[level->getTile(pX - 1, pY, pZ - 1)];
|
|
bool llTrans0Yz = Tile::transculent[level->getTile(pX, pY + 1, pZ - 1)];
|
|
bool llTrans0yz = Tile::transculent[level->getTile(pX, pY - 1, pZ - 1)];
|
|
|
|
if ( llTransx0z || llTrans0yz )
|
|
{
|
|
llxyz = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ );
|
|
ccxyz = getLightColor(tt, level, pX - 1, pY - 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llxyz = llx0z;
|
|
ccxyz = ccx0z;
|
|
}
|
|
if ( llTransx0z || llTrans0Yz )
|
|
{
|
|
llxYz = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ );
|
|
ccxYz = getLightColor(tt, level, pX - 1, pY + 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llxYz = llx0z;
|
|
ccxYz = ccx0z;
|
|
}
|
|
if ( llTransX0z || llTrans0yz )
|
|
{
|
|
llXyz = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ );
|
|
ccXyz = getLightColor(tt, level, pX + 1, pY - 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llXyz = llX0z;
|
|
ccXyz = ccX0z;
|
|
}
|
|
if ( llTransX0z || llTrans0Yz )
|
|
{
|
|
llXYz = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ );
|
|
ccXYz = getLightColor(tt, level, pX + 1, pY + 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llXYz = llX0z;
|
|
ccXYz = ccX0z;
|
|
}
|
|
if ( tileShapeZ0 <= 0 ) pZ++;
|
|
|
|
int cc00z = centerColor;
|
|
if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = tt->getLightColor(level, pX, pY, pZ - 1);
|
|
float ll00z = tt->getShadeBrightness(level, pX, pY, pZ - 1);
|
|
|
|
{
|
|
if(smoothShapeLighting) // MGH - unifying tesselateBlockInWorldWithAmbienceOcclusionTexLighting and tesselateBlockInWorldWithAmbienceOcclusionTexLighting2
|
|
{
|
|
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 );
|
|
|
|
}
|
|
}
|
|
|
|
if (tintSides)
|
|
{
|
|
c1r = c2r = c3r = c4r = pBaseRed * 0.8f;
|
|
c1g = c2g = c3g = c4g = pBaseGreen * 0.8f;
|
|
c1b = c2b = c3b = c4b = pBaseBlue * 0.8f;
|
|
}
|
|
else
|
|
{
|
|
c1r = c2r = c3r = c4r = 0.8f;
|
|
c1g = c2g = c3g = c4g = 0.8f;
|
|
c1b = c2b = c3b = c4b = 0.8f;
|
|
}
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
|
|
Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 2);
|
|
renderNorth( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
|
|
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
c1r *= pBaseRed;
|
|
c2r *= pBaseRed;
|
|
c3r *= pBaseRed;
|
|
c4r *= pBaseRed;
|
|
c1g *= pBaseGreen;
|
|
c2g *= pBaseGreen;
|
|
c3g *= pBaseGreen;
|
|
c4g *= pBaseGreen;
|
|
c1b *= pBaseBlue;
|
|
c2b *= pBaseBlue;
|
|
c3b *= pBaseBlue;
|
|
c4b *= pBaseBlue;
|
|
bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
|
|
renderNorth( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
|
|
t->setMipmapEnable( prev );
|
|
}
|
|
|
|
i = true;
|
|
}
|
|
if ( faceFlags & 0x08 )
|
|
{
|
|
if ( tileShapeZ1 >= 1 ) pZ++;
|
|
|
|
llx0Z = getShadeBrightness(tt, level, pX - 1, pY, pZ );
|
|
llX0Z = getShadeBrightness(tt, level, pX + 1, pY, pZ );
|
|
ll0yZ = getShadeBrightness(tt, level, pX, pY - 1, pZ );
|
|
ll0YZ = getShadeBrightness(tt, level, pX, pY + 1, pZ );
|
|
|
|
ccx0Z = getLightColor(tt, level, pX - 1, pY, pZ );
|
|
ccX0Z = getLightColor(tt, level, pX + 1, pY, pZ );
|
|
cc0yZ = getLightColor(tt, level, pX, pY - 1, pZ );
|
|
cc0YZ = getLightColor(tt, level, pX, pY + 1, pZ );
|
|
|
|
bool llTransX0Z = Tile::transculent[level->getTile(pX + 1, pY, pZ + 1)];
|
|
bool llTransx0Z = Tile::transculent[level->getTile(pX - 1, pY, pZ + 1)];
|
|
bool llTrans0YZ = Tile::transculent[level->getTile(pX, pY + 1, pZ + 1)];
|
|
bool llTrans0yZ = Tile::transculent[level->getTile(pX, pY - 1, pZ + 1)];
|
|
|
|
if ( llTransx0Z || llTrans0yZ )
|
|
{
|
|
llxyZ = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ );
|
|
ccxyZ = getLightColor(tt, level, pX - 1, pY - 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llxyZ = llx0Z;
|
|
ccxyZ = ccx0Z;
|
|
}
|
|
if ( llTransx0Z || llTrans0YZ )
|
|
{
|
|
llxYZ = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ );
|
|
ccxYZ = getLightColor(tt, level, pX - 1, pY + 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llxYZ = llx0Z;
|
|
ccxYZ = ccx0Z;
|
|
}
|
|
if ( llTransX0Z || llTrans0yZ )
|
|
{
|
|
llXyZ = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ );
|
|
ccXyZ = getLightColor(tt, level, pX + 1, pY - 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llXyZ = llX0Z;
|
|
ccXyZ = ccX0Z;
|
|
}
|
|
if ( llTransX0Z || llTrans0YZ )
|
|
{
|
|
llXYZ = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ );
|
|
ccXYZ = getLightColor(tt, level, pX + 1, pY + 1, pZ );
|
|
}
|
|
else
|
|
{
|
|
llXYZ = llX0Z;
|
|
ccXYZ = ccX0Z;
|
|
}
|
|
if ( tileShapeZ1 >= 1 ) pZ--;
|
|
|
|
int cc00Z = centerColor;
|
|
if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = tt->getLightColor(level, pX, pY, pZ + 1);
|
|
float ll00Z = tt->getShadeBrightness(level, pX, pY, pZ + 1);
|
|
|
|
{
|
|
if(smoothShapeLighting) // MGH - unifying tesselateBlockInWorldWithAmbienceOcclusionTexLighting and tesselateBlockInWorldWithAmbienceOcclusionTexLighting2
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
|
|
if (tintSides)
|
|
{
|
|
c1r = c2r = c3r = c4r = pBaseRed * 0.8f;
|
|
c1g = c2g = c3g = c4g = pBaseGreen * 0.8f;
|
|
c1b = c2b = c3b = c4b = pBaseBlue * 0.8f;
|
|
}
|
|
else
|
|
{
|
|
c1r = c2r = c3r = c4r = 0.8f;
|
|
c1g = c2g = c3g = c4g = 0.8f;
|
|
c1b = c2b = c3b = c4b = 0.8f;
|
|
}
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
|
|
Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 3);
|
|
renderSouth( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
c1r *= pBaseRed;
|
|
c2r *= pBaseRed;
|
|
c3r *= pBaseRed;
|
|
c4r *= pBaseRed;
|
|
c1g *= pBaseGreen;
|
|
c2g *= pBaseGreen;
|
|
c3g *= pBaseGreen;
|
|
c4g *= pBaseGreen;
|
|
c1b *= pBaseBlue;
|
|
c2b *= pBaseBlue;
|
|
c3b *= pBaseBlue;
|
|
c4b *= pBaseBlue;
|
|
bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
|
|
renderSouth( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
|
|
t->setMipmapEnable( prev );
|
|
}
|
|
|
|
i = true;
|
|
}
|
|
if ( faceFlags & 0x10 ) // ((noCulling) || (tt->shouldRenderFace(level, pX - 1, pY, pZ, 4)))
|
|
{
|
|
if ( tileShapeX0 <= 0 ) pX--; // 4J - condition brought forward from 1.2.3
|
|
llxy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ );
|
|
llx0z = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
|
|
llx0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
|
|
llxY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ );
|
|
|
|
ccxy0 = getLightColor(tt, level, pX, pY - 1, pZ );
|
|
ccx0z = getLightColor(tt, level, pX, pY, pZ - 1 );
|
|
ccx0Z = getLightColor(tt, level, pX, pY, pZ + 1 );
|
|
ccxY0 = getLightColor(tt, level, pX, pY + 1, pZ );
|
|
|
|
bool llTransxY0 = Tile::transculent[level->getTile(pX - 1, pY + 1, pZ)];
|
|
bool llTransxy0 = Tile::transculent[level->getTile(pX - 1, pY - 1, pZ)];
|
|
bool llTransx0z = Tile::transculent[level->getTile(pX - 1, pY, pZ - 1)];
|
|
bool llTransx0Z = Tile::transculent[level->getTile(pX - 1, pY, pZ + 1)];
|
|
|
|
if ( llTransx0z || llTransxy0 )
|
|
{
|
|
llxyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1 );
|
|
ccxyz = getLightColor(tt, level, pX, pY - 1, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llxyz = llx0z;
|
|
ccxyz = ccx0z;
|
|
}
|
|
if ( llTransx0Z || llTransxy0 )
|
|
{
|
|
llxyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1 );
|
|
ccxyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llxyZ = llx0Z;
|
|
ccxyZ = ccx0Z;
|
|
}
|
|
if ( llTransx0z || llTransxY0 )
|
|
{
|
|
llxYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1 );
|
|
ccxYz = getLightColor(tt, level, pX, pY + 1, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llxYz = llx0z;
|
|
ccxYz = ccx0z;
|
|
}
|
|
if ( llTransx0Z || llTransxY0 )
|
|
{
|
|
llxYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1 );
|
|
ccxYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llxYZ = llx0Z;
|
|
ccxYZ = ccx0Z;
|
|
}
|
|
if ( tileShapeX0 <= 0 ) pX++; // 4J - condition brought forward from 1.2.3
|
|
|
|
int ccx00 = centerColor;
|
|
if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = tt->getLightColor(level, pX - 1, pY, pZ);
|
|
float llx00 = tt->getShadeBrightness(level, pX - 1, pY, pZ);
|
|
|
|
{
|
|
if(smoothShapeLighting) // MGH - unifying tesselateBlockInWorldWithAmbienceOcclusionTexLighting and tesselateBlockInWorldWithAmbienceOcclusionTexLighting2
|
|
{
|
|
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 );
|
|
}
|
|
}
|
|
|
|
if (tintSides)
|
|
{
|
|
c1r = c2r = c3r = c4r = pBaseRed * 0.6f;
|
|
c1g = c2g = c3g = c4g = pBaseGreen * 0.6f;
|
|
c1b = c2b = c3b = c4b = pBaseBlue * 0.6f;
|
|
}
|
|
else
|
|
{
|
|
c1r = c2r = c3r = c4r = 0.6f;
|
|
c1g = c2g = c3g = c4g = 0.6f;
|
|
c1b = c2b = c3b = c4b = 0.6f;
|
|
}
|
|
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 4);
|
|
renderWest( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
c1r *= pBaseRed;
|
|
c2r *= pBaseRed;
|
|
c3r *= pBaseRed;
|
|
c4r *= pBaseRed;
|
|
c1g *= pBaseGreen;
|
|
c2g *= pBaseGreen;
|
|
c3g *= pBaseGreen;
|
|
c4g *= pBaseGreen;
|
|
c1b *= pBaseBlue;
|
|
c2b *= pBaseBlue;
|
|
c3b *= pBaseBlue;
|
|
c4b *= pBaseBlue;
|
|
bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
|
|
renderWest( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
|
|
t->setMipmapEnable( prev );
|
|
}
|
|
|
|
i = true;
|
|
}
|
|
if ( faceFlags & 0x20 ) // ((noCulling) || (tt->shouldRenderFace(level, pX + 1, pY, pZ, 5)))
|
|
{
|
|
if ( tileShapeX1 >= 1 ) pX++;
|
|
llXy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ );
|
|
llX0z = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
|
|
llX0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
|
|
llXY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ );
|
|
|
|
ccXy0 = getLightColor(tt, level, pX, pY - 1, pZ );
|
|
ccX0z = getLightColor(tt, level, pX, pY, pZ - 1 );
|
|
ccX0Z = getLightColor(tt, level, pX, pY, pZ + 1 );
|
|
ccXY0 = getLightColor(tt, level, pX, pY + 1, pZ );
|
|
|
|
bool llTransXY0 = Tile::transculent[level->getTile(pX + 1, pY + 1, pZ)];
|
|
bool llTransXy0 = Tile::transculent[level->getTile(pX + 1, pY - 1, pZ)];
|
|
bool llTransX0Z = Tile::transculent[level->getTile(pX + 1, pY, pZ + 1)];
|
|
bool llTransX0z = Tile::transculent[level->getTile(pX + 1, pY, pZ - 1)];
|
|
|
|
if ( llTransXy0 || llTransX0z )
|
|
{
|
|
llXyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1 );
|
|
ccXyz = getLightColor(tt, level, pX, pY - 1, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llXyz = llX0z;
|
|
ccXyz = ccX0z;
|
|
}
|
|
if ( llTransXy0 || llTransX0Z )
|
|
{
|
|
llXyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1 );
|
|
ccXyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llXyZ = llX0Z;
|
|
ccXyZ = ccX0Z;
|
|
}
|
|
if ( llTransXY0 || llTransX0z )
|
|
{
|
|
llXYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1 );
|
|
ccXYz = getLightColor(tt, level, pX, pY + 1, pZ - 1 );
|
|
}
|
|
else
|
|
{
|
|
llXYz = llX0z;
|
|
ccXYz = ccX0z;
|
|
}
|
|
if ( llTransXY0 || llTransX0Z )
|
|
{
|
|
llXYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1 );
|
|
ccXYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1 );
|
|
}
|
|
else
|
|
{
|
|
llXYZ = llX0Z;
|
|
ccXYZ = ccX0Z;
|
|
}
|
|
if ( tileShapeX1 >= 1 ) pX--; // 4J - condition brought forward from 1.2.3
|
|
|
|
int ccX00 = centerColor;
|
|
if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = tt->getLightColor(level, pX + 1, pY, pZ);
|
|
float llX00 = tt->getShadeBrightness(level, pX + 1, pY, pZ);
|
|
|
|
{
|
|
if(smoothShapeLighting) // MGH - unifying tesselateBlockInWorldWithAmbienceOcclusionTexLighting and tesselateBlockInWorldWithAmbienceOcclusionTexLighting2
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
if (tintSides)
|
|
{
|
|
c1r = c2r = c3r = c4r = pBaseRed * 0.6f;
|
|
c1g = c2g = c3g = c4g = pBaseGreen * 0.6f;
|
|
c1b = c2b = c3b = c4b = pBaseBlue * 0.6f;
|
|
}
|
|
else
|
|
{
|
|
c1r = c2r = c3r = c4r = 0.6f;
|
|
c1g = c2g = c3g = c4g = 0.6f;
|
|
c1b = c2b = c3b = c4b = 0.6f;
|
|
}
|
|
c1r *= ll1;
|
|
c1g *= ll1;
|
|
c1b *= ll1;
|
|
c2r *= ll2;
|
|
c2g *= ll2;
|
|
c2b *= ll2;
|
|
c3r *= ll3;
|
|
c3g *= ll3;
|
|
c3b *= ll3;
|
|
c4r *= ll4;
|
|
c4g *= ll4;
|
|
c4b *= ll4;
|
|
|
|
Icon *tex = getTexture(tt, level, pX, pY, pZ, 5);
|
|
renderEast(tt, (double) pX, (double) pY, (double) pZ, tex);
|
|
if (fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture())
|
|
{
|
|
c1r *= pBaseRed;
|
|
c2r *= pBaseRed;
|
|
c3r *= pBaseRed;
|
|
c4r *= pBaseRed;
|
|
c1g *= pBaseGreen;
|
|
c2g *= pBaseGreen;
|
|
c3g *= pBaseGreen;
|
|
c4g *= pBaseGreen;
|
|
c1b *= pBaseBlue;
|
|
c2b *= pBaseBlue;
|
|
c3b *= pBaseBlue;
|
|
c4b *= pBaseBlue;
|
|
renderEast(tt, (double) pX, (double) pY, (double) pZ, GrassTile::getSideTextureOverlay());
|
|
}
|
|
i = true;
|
|
}
|
|
applyAmbienceOcclusion = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// 4J - brought forward from 1.8.2
|
|
int TileRenderer::blend( int a, int b, int c, int def )
|
|
{
|
|
if ( a == 0 ) a = def;
|
|
if ( b == 0 ) b = def;
|
|
if ( c == 0 ) c = def;
|
|
return ( ( a + b + c + def ) >> 2 ) & 0xff00ff;
|
|
}
|
|
|
|
int TileRenderer::blend(int a, int b, int c, int d, double fa, double fb, double fc, double fd)
|
|
{
|
|
|
|
int top = (int) ((double) ((a >> 16) & 0xff) * fa + (double) ((b >> 16) & 0xff) * fb + (double) ((c >> 16) & 0xff) * fc + (double) ((d >> 16) & 0xff) * fd) & 0xff;
|
|
int bottom = (int) ((double) (a & 0xff) * fa + (double) (b & 0xff) * fb + (double) (c & 0xff) * fc + (double) (d & 0xff) * fd) & 0xff;
|
|
return (top << 16) | bottom;
|
|
}
|
|
|
|
bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, float r, float g, float b )
|
|
{
|
|
applyAmbienceOcclusion = false;
|
|
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
bool changed = false;
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
float r11 = c11 * r;
|
|
float g11 = c11 * g;
|
|
float b11 = c11 * b;
|
|
|
|
float r10 = c10;
|
|
float r2 = c2;
|
|
float r3 = c3;
|
|
|
|
float g10 = c10;
|
|
float g2 = c2;
|
|
float g3 = c3;
|
|
|
|
float b10 = c10;
|
|
float b2 = c2;
|
|
float b3 = c3;
|
|
|
|
if ( tt != Tile::grass )
|
|
{
|
|
r10 *= r;
|
|
r2 *= r;
|
|
r3 *= r;
|
|
|
|
g10 *= g;
|
|
g2 *= g;
|
|
g3 *= g;
|
|
|
|
b10 *= b;
|
|
b2 *= b;
|
|
b3 *= b;
|
|
}
|
|
|
|
int centerColor = 0;
|
|
float centerBrightness = 0.0f;
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
centerColor = getLightColor(tt, level, x, y, z );
|
|
}
|
|
else
|
|
{
|
|
centerBrightness = tt->getBrightness( level, x, y, z );
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x, y - 1, z, Facing::DOWN ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z ) );
|
|
t->color( r10, g10, b10 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y - 1, z );
|
|
t->color( r10 * br, g10 * br, b10 * br );
|
|
}
|
|
renderFaceDown( tt, x, y, z, getTexture(tt, level, x, y, z, 0 ) );
|
|
changed = true;
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x, y + 1, z, Facing::UP ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z ) );
|
|
t->color( r11, g11, b11 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y + 1, z );
|
|
if ( tileShapeY1 != 1 && !tt->material->isLiquid() ) br = centerBrightness;
|
|
t->color( r11 * br, g11 * br, b11 * br );
|
|
}
|
|
renderFaceUp( tt, x, y, z, getTexture(tt, level, x, y, z, 1 ) );
|
|
changed = true;
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, Facing::NORTH ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
|
|
t->color( r2, g2, b2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z - 1 );
|
|
if ( tileShapeZ0 > 0 ) br = centerBrightness;
|
|
t->color( r2 * br, g2 * br, b2 * br );
|
|
}
|
|
|
|
Icon *tex = getTexture(tt, level, x, y, z, 2);
|
|
renderNorth( tt, x, y, z, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
t->color( r2 * r, g2 * g, b2 * b );
|
|
renderNorth( tt, x, y, z, GrassTile::getSideTextureOverlay() );
|
|
}
|
|
changed = true;
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
|
|
t->color( r2, g2, b2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z + 1 );
|
|
if ( tileShapeZ1 < 1 ) br = centerBrightness;
|
|
t->color( r2 * br, g2 * br, b2 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 3);
|
|
renderSouth( tt, x, y, z, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
t->color( r2 * r, g2 * g, b2 * b );
|
|
renderSouth( tt, x, y, z, GrassTile::getSideTextureOverlay() );
|
|
}
|
|
changed = true;
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
|
|
t->color( r3, g3, b3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x - 1, y, z );
|
|
if ( tileShapeX0 > 0 ) br = centerBrightness;
|
|
t->color( r3 * br, g3 * br, b3 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 4);
|
|
renderWest( tt, x, y, z, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
t->color( r3 * r, g3 * g, b3 * b );
|
|
renderWest( tt, x, y, z, GrassTile::getSideTextureOverlay() );
|
|
}
|
|
changed = true;
|
|
}
|
|
|
|
if ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) )
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
|
|
t->color( r3, g3, b3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x + 1, y, z );
|
|
if ( tileShapeX1 < 1 ) br = centerBrightness;
|
|
t->color( r3 * br, g3 * br, b3 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 5);
|
|
renderEast( tt, x, y, z, tex );
|
|
if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
|
|
{
|
|
t->color( r3 * r, g3 * g, b3 * b );
|
|
renderEast( tt, x, y, z, GrassTile::getSideTextureOverlay() );
|
|
}
|
|
changed = true;
|
|
}
|
|
|
|
return changed;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateBeaconInWorld(Tile *tt, int x, int y, int z)
|
|
{
|
|
float obsHeight = 3.0f / 16.0f;
|
|
|
|
setFixedTexture(getTexture(Tile::glass));
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
// Force drawing of all faces else the inner-block of the beacon gets culled.
|
|
noCulling = true;
|
|
setFixedTexture(getTexture(Tile::obsidian));
|
|
setShape(2.0f / 16.0f, 0.1f / 16.0f, 2.0f / 16.0f, 14.0f / 16.0f, obsHeight, 14.0f / 16.0f);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setFixedTexture(getTexture(Tile::beacon));
|
|
setShape(3.0f / 16.0f, obsHeight, 3.0f / 16.0f, 13.0f / 16.0f, 14.0f / 16.0f, 13.0f / 16.0f);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
noCulling = false;
|
|
|
|
clearFixedTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateCactusInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
int col = tt->getColor( level, x, y, z );
|
|
float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
if ( GameRenderer::anaglyph3d )
|
|
{
|
|
float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
|
|
float cg = ( r * 30 + g * 70 ) / ( 100 );
|
|
float cb = ( r * 30 + b * 70 ) / ( 100 );
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
|
|
return tesselateCactusInWorld( tt, x, y, z, r, g, b );
|
|
}
|
|
|
|
bool TileRenderer::tesselateCactusInWorld( Tile* tt, int x, int y, int z, float r, float g, float b )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
bool changed = false;
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
float r10 = c10 * r;
|
|
float r11 = c11 * r;
|
|
float r2 = c2 * r;
|
|
float r3 = c3 * r;
|
|
|
|
float g10 = c10 * g;
|
|
float g11 = c11 * g;
|
|
float g2 = c2 * g;
|
|
float g3 = c3 * g;
|
|
|
|
float b10 = c10 * b;
|
|
float b11 = c11 * b;
|
|
float b2 = c2 * b;
|
|
float b3 = c3 * b;
|
|
|
|
float faceOffset = 1 / 16.0f;
|
|
|
|
int centerColor = tt->getLightColor(level, x, y, z);
|
|
|
|
if (noCulling || tt->shouldRenderFace(level, x, y - 1, z, 0)) {
|
|
t->tex2(tileShapeY0 > 0 ? centerColor : tt->getLightColor(level, x, y - 1, z));
|
|
t->color(r10, g10, b10);
|
|
renderFaceDown(tt, x, y, z, getTexture(tt, level, x, y, z, 0));
|
|
}
|
|
|
|
if (noCulling || tt->shouldRenderFace(level, x, y + 1, z, 1)) {
|
|
t->tex2(tileShapeY1 < 1 ? centerColor : tt->getLightColor(level, x, y + 1, z));
|
|
t->color(r11, g11, b11);
|
|
renderFaceUp(tt, x, y, z, getTexture(tt, level, x, y, z, 1));
|
|
}
|
|
|
|
// North/South
|
|
t->tex2(centerColor);
|
|
t->color(r2, g2, b2);
|
|
t->addOffset(0, 0, faceOffset);
|
|
renderNorth(tt, x, y, z, getTexture(tt, level, x, y, z, 2));
|
|
t->addOffset(0, 0, -faceOffset);
|
|
|
|
t->addOffset(0, 0, -faceOffset);
|
|
renderSouth(tt, x, y, z, getTexture(tt, level, x, y, z, 3));
|
|
t->addOffset(0, 0, faceOffset);
|
|
|
|
// West/East
|
|
t->color(r3, g3, b3);
|
|
t->addOffset(faceOffset, 0, 0);
|
|
renderWest(tt, x, y, z, getTexture(tt, level, x, y, z, 4));
|
|
t->addOffset(-faceOffset, 0, 0);
|
|
|
|
t->addOffset(-faceOffset, 0, 0);
|
|
renderEast(tt, x, y, z, getTexture(tt, level, x, y, z, 5));
|
|
t->addOffset(faceOffset, 0, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateFenceInWorld( FenceTile* tt, int x, int y, int z )
|
|
{
|
|
bool changed = false;
|
|
|
|
float a = 6 / 16.0f;
|
|
float b = 10 / 16.0f;
|
|
|
|
setShape( a, 0, a, b, 1, b );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
changed = true;
|
|
|
|
bool vertical = false;
|
|
bool horizontal = false;
|
|
|
|
if (tt->connectsTo(level, x - 1, y, z) || tt->connectsTo(level, x + 1, y, z)) vertical = true;
|
|
if (tt->connectsTo(level, x, y, z - 1) || tt->connectsTo(level, x, y, z + 1)) horizontal = true;
|
|
|
|
bool l = tt->connectsTo(level, x - 1, y, z);
|
|
bool r = tt->connectsTo(level, x + 1, y, z);
|
|
bool u = tt->connectsTo(level, x, y, z - 1);
|
|
bool d = tt->connectsTo(level, x, y, z + 1);
|
|
|
|
if ( !vertical && !horizontal ) vertical = true;
|
|
|
|
a = 7 / 16.0f;
|
|
b = 9 / 16.0f;
|
|
float h0 = 12 / 16.0f;
|
|
float h1 = 15 / 16.0f;
|
|
|
|
float x0 = l ? 0 : a;
|
|
float x1 = r ? 1 : b;
|
|
float z0 = u ? 0 : a;
|
|
float z1 = d ? 1 : b;
|
|
if ( vertical )
|
|
{
|
|
setShape( x0, h0, a, x1, h1, b );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
changed = true;
|
|
}
|
|
if ( horizontal )
|
|
{
|
|
setShape( a, h0, z0, b, h1, z1 );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
changed = true;
|
|
}
|
|
|
|
h0 = 6 / 16.0f;
|
|
h1 = 9 / 16.0f;
|
|
if ( vertical )
|
|
{
|
|
setShape( x0, h0, a, x1, h1, b );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
changed = true;
|
|
}
|
|
if ( horizontal )
|
|
{
|
|
setShape( a, h0, z0, b, h1, z1 );
|
|
tesselateBlockInWorld( tt, x, y, z );
|
|
changed = true;
|
|
}
|
|
|
|
tt->updateShape(level, x, y, z);
|
|
|
|
return changed;
|
|
}
|
|
|
|
bool TileRenderer::tesselateWallInWorld(WallTile *tt, int x, int y, int z)
|
|
{
|
|
bool w = tt->connectsTo(level, x - 1, y, z);
|
|
bool e = tt->connectsTo(level, x + 1, y, z);
|
|
bool n = tt->connectsTo(level, x, y, z - 1);
|
|
bool s = tt->connectsTo(level, x, y, z + 1);
|
|
|
|
bool vertical = (n && s && !w && !e);
|
|
bool horizontal = (!n && !s && w && e);
|
|
bool emptyAbove = level->isEmptyTile(x, y + 1, z);
|
|
|
|
if ((!vertical && !horizontal) || !emptyAbove)
|
|
{
|
|
// center post
|
|
setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
if (w)
|
|
{
|
|
setShape(0, 0, .5f - WallTile::WALL_WIDTH, .5f - WallTile::POST_WIDTH, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
if (e)
|
|
{
|
|
setShape(.5f + WallTile::POST_WIDTH, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
if (n)
|
|
{
|
|
setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, .5f - WallTile::POST_WIDTH);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
if (s)
|
|
{
|
|
setShape(.5f - WallTile::WALL_WIDTH, 0, .5f + WallTile::POST_WIDTH, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
}
|
|
else if (vertical)
|
|
{
|
|
// north-south wall
|
|
setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
else
|
|
{
|
|
// west-east wall
|
|
setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
|
|
tt->updateShape(level, x, y, z);
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateEggInWorld(EggTile *tt, int x, int y, int z)
|
|
{
|
|
bool changed = false;
|
|
|
|
int y0 = 0;
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
int ww = 0;
|
|
int hh = 1;
|
|
if (i == 0) ww = 2;
|
|
if (i == 1) ww = 3;
|
|
if (i == 2) ww = 4;
|
|
if (i == 3)
|
|
{
|
|
ww = 5;
|
|
hh = 2;
|
|
}
|
|
if (i == 4)
|
|
{
|
|
ww = 6;
|
|
hh = 3;
|
|
}
|
|
if (i == 5)
|
|
{
|
|
ww = 7;
|
|
hh = 5;
|
|
}
|
|
if (i == 6)
|
|
{
|
|
ww = 6;
|
|
hh = 2;
|
|
}
|
|
if (i == 7) ww = 3;
|
|
float w = ww / 16.0f;
|
|
float yy1 = 1 - (y0 / 16.0f);
|
|
float yy0 = 1 - ((y0 + hh) / 16.0f);
|
|
y0 += hh;
|
|
setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
changed = true;
|
|
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
|
|
return changed;
|
|
}
|
|
|
|
bool TileRenderer::tesselateFenceGateInWorld(FenceGateTile *tt, int x, int y, int z)
|
|
{
|
|
bool changed = true;
|
|
|
|
int data = level->getData(x, y, z);
|
|
bool isOpen = FenceGateTile::isOpen(data);
|
|
int direction = DirectionalTile::getDirection(data);
|
|
|
|
float h00 = 6 / 16.0f;
|
|
float h01 = 9 / 16.0f;
|
|
float h10 = 12 / 16.0f;
|
|
float h11 = 15 / 16.0f;
|
|
float h20 = 5 / 16.0f;
|
|
float h21 = 16 / 16.0f;
|
|
|
|
if (((direction == Direction::NORTH || direction == Direction::SOUTH) && level->getTile(x - 1, y, z) == Tile::cobbleWall_Id && level->getTile(x + 1, y, z) == Tile::cobbleWall_Id)
|
|
|| ((direction == Direction::EAST || direction == Direction::WEST) && level->getTile(x, y, z - 1) == Tile::cobbleWall_Id && level->getTile(x, y, z + 1) == Tile::cobbleWall_Id))
|
|
{
|
|
h00 -= 3.0f / 16.0f;
|
|
h01 -= 3.0f / 16.0f;
|
|
h10 -= 3.0f / 16.0f;
|
|
h11 -= 3.0f / 16.0f;
|
|
h20 -= 3.0f / 16.0f;
|
|
h21 -= 3.0f / 16.0f;
|
|
}
|
|
|
|
noCulling = true;
|
|
|
|
// edge sticks
|
|
if (direction == Direction::EAST || direction == Direction::WEST)
|
|
{
|
|
upFlip = FLIP_CW;
|
|
float x0 = 7 / 16.0f;
|
|
float x1 = 9 / 16.0f;
|
|
float z0 = 0 / 16.0f;
|
|
float z1 = 2 / 16.0f;
|
|
setShape(x0, h20, z0, x1, h21, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
z0 = 14 / 16.0f;
|
|
z1 = 16 / 16.0f;
|
|
setShape(x0, h20, z0, x1, h21, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
upFlip = FLIP_NONE;
|
|
}
|
|
else
|
|
{
|
|
float x0 = 0 / 16.0f;
|
|
float x1 = 2 / 16.0f;
|
|
float z0 = 7 / 16.0f;
|
|
float z1 = 9 / 16.0f;
|
|
setShape(x0, h20, z0, x1, h21, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
x0 = 14 / 16.0f;
|
|
x1 = 16 / 16.0f;
|
|
setShape(x0, h20, z0, x1, h21, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
if (isOpen)
|
|
{
|
|
if (direction == Direction::NORTH || direction == Direction::SOUTH)
|
|
{
|
|
upFlip = FLIP_CW;
|
|
}
|
|
if (direction == Direction::EAST)
|
|
{
|
|
|
|
const float z00 = 0 / 16.0f;
|
|
const float z01 = 2 / 16.0f;
|
|
const float z10 = 14 / 16.0f;
|
|
const float z11 = 16 / 16.0f;
|
|
|
|
const float x0 = 9 / 16.0f;
|
|
const float x1 = 13 / 16.0f;
|
|
const float x2 = 15 / 16.0f;
|
|
|
|
setShape(x1, h00, z00, x2, h11, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x1, h00, z10, x2, h11, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x0, h00, z00, x1, h01, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h00, z10, x1, h01, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x0, h10, z00, x1, h11, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h10, z10, x1, h11, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
else if (direction == Direction::WEST)
|
|
{
|
|
const float z00 = 0 / 16.0f;
|
|
const float z01 = 2 / 16.0f;
|
|
const float z10 = 14 / 16.0f;
|
|
const float z11 = 16 / 16.0f;
|
|
|
|
const float x0 = 1 / 16.0f;
|
|
const float x1 = 3 / 16.0f;
|
|
const float x2 = 7 / 16.0f;
|
|
|
|
setShape(x0, h00, z00, x1, h11, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h00, z10, x1, h11, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x1, h00, z00, x2, h01, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x1, h00, z10, x2, h01, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x1, h10, z00, x2, h11, z01);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x1, h10, z10, x2, h11, z11);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
else if (direction == Direction::SOUTH)
|
|
{
|
|
|
|
const float x00 = 0 / 16.0f;
|
|
const float x01 = 2 / 16.0f;
|
|
const float x10 = 14 / 16.0f;
|
|
const float x11 = 16 / 16.0f;
|
|
|
|
const float z0 = 9 / 16.0f;
|
|
const float z1 = 13 / 16.0f;
|
|
const float z2 = 15 / 16.0f;
|
|
|
|
setShape(x00, h00, z1, x01, h11, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h00, z1, x11, h11, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x00, h00, z0, x01, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h00, z0, x11, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x00, h10, z0, x01, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h10, z0, x11, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
else if (direction == Direction::NORTH)
|
|
{
|
|
const float x00 = 0 / 16.0f;
|
|
const float x01 = 2 / 16.0f;
|
|
const float x10 = 14 / 16.0f;
|
|
const float x11 = 16 / 16.0f;
|
|
|
|
const float z0 = 1 / 16.0f;
|
|
const float z1 = 3 / 16.0f;
|
|
const float z2 = 7 / 16.0f;
|
|
|
|
setShape(x00, h00, z0, x01, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h00, z0, x11, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x00, h00, z1, x01, h01, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h00, z1, x11, h01, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
setShape(x00, h10, z1, x01, h11, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x10, h10, z1, x11, h11, z2);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (direction == Direction::EAST || direction == Direction::WEST)
|
|
{
|
|
upFlip = FLIP_CW;
|
|
float x0 = 7 / 16.0f;
|
|
float x1 = 9 / 16.0f;
|
|
float z0 = 6 / 16.0f;
|
|
float z1 = 8 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
z0 = 8 / 16.0f;
|
|
z1 = 10 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
z0 = 10 / 16.0f;
|
|
z1 = 14 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h10, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
z0 = 2 / 16.0f;
|
|
z1 = 6 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h10, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
else
|
|
{
|
|
float x0 = 6 / 16.0f;
|
|
float x1 = 8 / 16.0f;
|
|
float z0 = 7 / 16.0f;
|
|
float z1 = 9 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
x0 = 8 / 16.0f;
|
|
x1 = 10 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
x0 = 10 / 16.0f;
|
|
x1 = 14 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h10, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
x0 = 2 / 16.0f;
|
|
x1 = 6 / 16.0f;
|
|
setShape(x0, h00, z0, x1, h01, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
setShape(x0, h10, z0, x1, h11, z1);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
}
|
|
}
|
|
noCulling = false;
|
|
upFlip = FLIP_NONE;
|
|
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
|
|
return changed;
|
|
}
|
|
|
|
bool TileRenderer::tesselateHopperInWorld(Tile *tt, int x, int y, int 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);
|
|
float r = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
if (GameRenderer::anaglyph3d)
|
|
{
|
|
float cr = (r * 30 + g * 59 + b * 11) / 100;
|
|
float cg = (r * 30 + g * 70) / (100);
|
|
float cb = (r * 30 + b * 70) / (100);
|
|
|
|
r = cr;
|
|
g = cg;
|
|
b = cb;
|
|
}
|
|
t->color(br * r, br * g, br * b);
|
|
|
|
return tesselateHopperInWorld(tt, x, y, z, level->getData(x, y, z), false);
|
|
}
|
|
|
|
bool TileRenderer::tesselateHopperInWorld(Tile *tt, int x, int y, int z, int data, bool render)
|
|
{
|
|
Tesselator *t = Tesselator::getInstance();
|
|
int facing = HopperTile::getAttachedFace(data);
|
|
|
|
// bounding box first
|
|
double bottom = 10.0 / 16.0;
|
|
setShape(0, bottom, 0, 1, 1, 1);
|
|
|
|
if (render)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (!render)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// render inside
|
|
Icon *hopperTex = HopperTile::getTexture(HopperTile::TEXTURE_OUTSIDE);
|
|
Icon *bottomTex = HopperTile::getTexture(HopperTile::TEXTURE_INSIDE);
|
|
float cWidth = 2.0f / 16.0f;
|
|
|
|
if (render)
|
|
{
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tt, -1.0f + cWidth, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tt, 1.0f - cWidth, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tt, 0, 0, -1.0f + cWidth, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tt, 0, 0, 1.0f - cWidth, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tt, 0, -1.0f + bottom, 0, bottomTex);
|
|
t->end();
|
|
}
|
|
else
|
|
{
|
|
renderEast(tt, x - 1.0f + cWidth, y, z, hopperTex);
|
|
renderWest(tt, x + 1.0f - cWidth, y, z, hopperTex);
|
|
renderSouth(tt, x, y, z - 1.0f + cWidth, hopperTex);
|
|
renderNorth(tt, x, y, z + 1.0f - cWidth, hopperTex);
|
|
renderFaceUp(tt, x, y - 1.0f + bottom, z, bottomTex);
|
|
}
|
|
|
|
// render bottom box
|
|
setFixedTexture(hopperTex);
|
|
double inset = 4.0 / 16.0;
|
|
double lboxy0 = 4.0 / 16.0;
|
|
double lboxy1 = bottom;
|
|
setShape(inset, lboxy0, inset, 1.0 - inset, lboxy1 - .002, 1.0 - inset);
|
|
|
|
if (render)
|
|
{
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tt, 0, 0, 0, hopperTex);
|
|
t->end();
|
|
}
|
|
else
|
|
{
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
|
|
if (!render)
|
|
{
|
|
// render pipe
|
|
double pipe = 6.0 / 16.0;
|
|
double pipeW = 4.0 / 16.0;
|
|
setFixedTexture(hopperTex);
|
|
|
|
// down
|
|
if (facing == Facing::DOWN)
|
|
{
|
|
setShape(pipe, 0, pipe, 1.0 - pipe, 4.0 / 16.0, 1.0 - pipe);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
// north
|
|
if (facing == Facing::NORTH)
|
|
{
|
|
setShape(pipe, lboxy0, 0, 1.0 - pipe, lboxy0 + pipeW, inset);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
// south
|
|
if (facing == Facing::SOUTH)
|
|
{
|
|
setShape(pipe, lboxy0, 1.0 - inset, 1.0 - pipe, lboxy0 + pipeW, 1.0);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
// west
|
|
if (facing == Facing::WEST)
|
|
{
|
|
setShape(0, lboxy0, pipe, inset, lboxy0 + pipeW, 1.0 - pipe);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
// east
|
|
if (facing == Facing::EAST)
|
|
{
|
|
setShape(1.0 - inset, lboxy0, pipe, 1.0, lboxy0 + pipeW, 1.0 - pipe);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
}
|
|
|
|
clearFixedTexture();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
bool TileRenderer::tesselateStairsInWorld( StairTile* tt, int x, int y, int z )
|
|
{
|
|
tt->setBaseShape(level, x, y, z);
|
|
setShape(tt);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
bool checkInnerPiece = tt->setStepShape(level, x, y, z);
|
|
setShape(tt);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
|
|
if (checkInnerPiece)
|
|
{
|
|
if (tt->setInnerPieceShape(level, x, y, z))
|
|
{
|
|
setShape(tt);
|
|
tesselateBlockInWorld(tt, x, y, z);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool TileRenderer::tesselateDoorInWorld( Tile* tt, int x, int y, int z )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
// skip rendering if the other half of the door is missing,
|
|
// to avoid rendering doors that are about to be removed
|
|
int data = level->getData(x, y, z);
|
|
if ((data & DoorTile::UPPER_BIT) != 0)
|
|
{
|
|
if (level->getTile(x, y - 1, z) != tt->id)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
if (level->getTile(x, y + 1, z) != tt->id)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool changed = false;
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
int centerColor = 0;
|
|
float centerBrightness = 0.0f;
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
centerColor = getLightColor(tt, level, x, y, z );
|
|
}
|
|
else
|
|
{
|
|
centerBrightness = tt->getBrightness( level, x, y, z );
|
|
}
|
|
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z ) );
|
|
t->color( c10, c10, c10 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y - 1, z );
|
|
if ( tileShapeY0 > 0 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c10 * br, c10 * br, c10 * br );
|
|
}
|
|
renderFaceDown( tt, x, y, z, getTexture(tt, level, x, y, z, 0 ) );
|
|
changed = true;
|
|
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z ) );
|
|
t->color( c11, c11, c11 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y + 1, z );
|
|
if ( tileShapeY1 < 1 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c11 * br, c11 * br, c11 * br );
|
|
}
|
|
renderFaceUp( tt, x, y, z, getTexture(tt, level, x, y, z, 1 ) );
|
|
changed = true;
|
|
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
|
|
t->color( c2, c2, c2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z - 1 );
|
|
if ( tileShapeZ0 > 0 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c2 * br, c2 * br, c2 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 2 );
|
|
renderNorth( tt, x, y, z, tex );
|
|
changed = true;
|
|
xFlipTexture = false;
|
|
}
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
|
|
t->color( c2, c2, c2 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x, y, z + 1 );
|
|
if ( tileShapeZ1 < 1 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c2 * br, c2 * br, c2 * br );
|
|
}
|
|
Icon *tex = getTexture( tt, level, x, y, z, 3 );
|
|
renderSouth( tt, x, y, z, tex );
|
|
changed = true;
|
|
xFlipTexture = false;
|
|
}
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
|
|
t->color( c3, c3, c3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x - 1, y, z );
|
|
if ( tileShapeX0 > 0 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c3 * br, c3 * br, c3 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 4 );
|
|
renderWest( tt, x, y, z, tex );
|
|
changed = true;
|
|
xFlipTexture = false;
|
|
}
|
|
{
|
|
if ( SharedConstants::TEXTURE_LIGHTING )
|
|
{
|
|
t->tex2( tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
|
|
t->color( c3, c3, c3 );
|
|
}
|
|
else
|
|
{
|
|
float br = tt->getBrightness( level, x + 1, y, z );
|
|
if ( tileShapeX1 < 1 ) br = centerBrightness;
|
|
if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
|
|
t->color( c3 * br, c3 * br, c3 * br );
|
|
}
|
|
Icon *tex = getTexture(tt, level, x, y, z, 5 );
|
|
renderEast( tt, x, y, z, tex );
|
|
changed = true;
|
|
xFlipTexture = false;
|
|
}
|
|
return changed;
|
|
}
|
|
|
|
void TileRenderer::renderFaceDown( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u00 = tex->getU(tileShapeX0 * 16.0f, true);
|
|
float u11 = tex->getU(tileShapeX1 * 16.0f, true);
|
|
float v00 = tex->getV(tileShapeZ0 * 16.0f, true);
|
|
float v11 = tex->getV(tileShapeZ1 * 16.0f, true);
|
|
|
|
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
if ( downFlip == FLIP_CCW )
|
|
{
|
|
u00 = tex->getU(tileShapeZ0 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeZ1 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( downFlip == FLIP_CW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeX1 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( downFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
double x0 = x + tileShapeX0;
|
|
double x1 = x + tileShapeX1;
|
|
double y0 = y + tileShapeY0;
|
|
double z0 = z + tileShapeZ0;
|
|
double z1 = z + tileShapeZ1;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c1r, c1g, c1b, tc1,
|
|
( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
|
|
( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c3r, c3g, c3b, tc3,
|
|
( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
}
|
|
|
|
void TileRenderer::renderFaceUp( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
float u00 = tex->getU(tileShapeX0 * 16.0f, true);
|
|
float u11 = tex->getU(tileShapeX1 * 16.0f, true);
|
|
float v00 = tex->getV(tileShapeZ0 * 16.0f, true);
|
|
float v11 = tex->getV(tileShapeZ1 * 16.0f, true);
|
|
|
|
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
|
|
if ( upFlip == FLIP_CW )
|
|
{
|
|
u00 = tex->getU(tileShapeZ0 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeZ1 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( upFlip == FLIP_CCW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeX1 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( upFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
|
|
double x0 = x + tileShapeX0;
|
|
double x1 = x + tileShapeX1;
|
|
double y1 = y + tileShapeY1;
|
|
double z0 = z + tileShapeZ0;
|
|
double z1 = z + tileShapeZ1;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c1r, c1g, c1b, tc1,
|
|
( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c2r, c2g, c2b, tc2,
|
|
( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c3r, c3g, c3b, tc3,
|
|
( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderNorth( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
double u00 = tex->getU(tileShapeX0 * 16.0f, true);
|
|
double u11 = tex->getU(tileShapeX1 * 16.0f, true);
|
|
double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
if ( xFlipTexture )
|
|
{
|
|
double tmp = u00;
|
|
u00 = u11;
|
|
u11 = tmp;
|
|
}
|
|
|
|
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
|
|
if ( northFlip == FLIP_CCW )
|
|
{
|
|
u00 = tex->getU(tileShapeY0 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( northFlip == FLIP_CW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeX1 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeX0 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( northFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeY0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
|
|
double x0 = x + tileShapeX0;
|
|
double x1 = x + tileShapeX1;
|
|
double y0 = y + tileShapeY0;
|
|
double y1 = y + tileShapeY1;
|
|
double z0 = z + tileShapeZ0;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c1r, c1g, c1b, tc1,
|
|
( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
|
|
( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ), c3r, c3g, c3b, tc3,
|
|
( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderSouth( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
double u00 = tex->getU(tileShapeX0 * 16.0f, true);
|
|
double u11 = tex->getU(tileShapeX1 * 16.0f, true);
|
|
double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
if ( xFlipTexture )
|
|
{
|
|
double tmp = u00;
|
|
u00 = u11;
|
|
u11 = tmp;
|
|
}
|
|
|
|
if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
|
|
if ( southFlip == FLIP_CW )
|
|
{
|
|
u00 = tex->getU(tileShapeY0 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeY1 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( southFlip == FLIP_CCW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeX1 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( southFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeY0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
|
|
double x0 = x + tileShapeX0;
|
|
double x1 = x + tileShapeX1;
|
|
double y0 = y + tileShapeY0;
|
|
double y1 = y + tileShapeY1;
|
|
double z1 = z + tileShapeZ1;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ), c1r, c1g, c1b, tc1,
|
|
( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c2r, c2g, c2b, tc2,
|
|
( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c3r, c3g, c3b, tc3,
|
|
( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderWest( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
double u00 = tex->getU(tileShapeZ0 * 16.0f, true);
|
|
double u11 = tex->getU(tileShapeZ1 * 16.0f, true);
|
|
double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
if ( xFlipTexture )
|
|
{
|
|
double tmp = u00;
|
|
u00 = u11;
|
|
u11 = tmp;
|
|
}
|
|
|
|
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
|
|
if ( westFlip == FLIP_CW )
|
|
{
|
|
u00 = tex->getU(tileShapeY0 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( westFlip == FLIP_CCW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeZ0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeZ1 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( westFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeY0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
double x0 = x + tileShapeX0;
|
|
double y0 = y + tileShapeY0;
|
|
double y1 = y + tileShapeY1;
|
|
double z0 = z + tileShapeZ0;
|
|
double z1 = z + tileShapeZ1;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ), c1r, c1g, c1b, tc1,
|
|
( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
|
|
( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ), c3r, c3g, c3b, tc3,
|
|
( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderEast( Tile* tt, double x, double y, double z, Icon *tex )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if (hasFixedTexture()) tex = fixedTexture;
|
|
double u00 = tex->getU(tileShapeZ0 * 16.0f, true);
|
|
double u11 = tex->getU(tileShapeZ1 * 16.0f, true);
|
|
double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
if ( xFlipTexture )
|
|
{
|
|
double tmp = u00;
|
|
u00 = u11;
|
|
u11 = tmp;
|
|
}
|
|
|
|
if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
|
|
{
|
|
u00 = tex->getU0(true);
|
|
u11 = tex->getU1(true);
|
|
}
|
|
if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
|
|
{
|
|
v00 = tex->getV0(true);
|
|
v11 = tex->getV1(true);
|
|
}
|
|
|
|
double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
|
|
|
|
if ( eastFlip == FLIP_CCW )
|
|
{
|
|
u00 = tex->getU(tileShapeY0 * 16.0f, true);
|
|
v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
u11 = tex->getU(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u01 = u00;
|
|
u10 = u11;
|
|
v00 = v11;
|
|
v11 = v01;
|
|
}
|
|
else if ( eastFlip == FLIP_CW )
|
|
{
|
|
// reshape
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeZ1 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeZ0 * 16.0f, true);
|
|
|
|
// rotate
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
u00 = u01;
|
|
u11 = u10;
|
|
v01 = v11;
|
|
v10 = v00;
|
|
}
|
|
else if ( eastFlip == FLIP_180 )
|
|
{
|
|
u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
|
|
u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
|
|
v00 = tex->getV(tileShapeY1 * 16.0f, true);
|
|
v11 = tex->getV(tileShapeY0 * 16.0f, true);
|
|
|
|
u01 = u11;
|
|
u10 = u00;
|
|
v01 = v00;
|
|
v10 = v11;
|
|
}
|
|
|
|
double x1 = x + tileShapeX1;
|
|
double y0 = y + tileShapeY0;
|
|
double y1 = y + tileShapeY1;
|
|
double z0 = z + tileShapeZ0;
|
|
double z1 = z + tileShapeZ1;
|
|
|
|
if ( applyAmbienceOcclusion )
|
|
{
|
|
#ifdef __PSVITA__
|
|
if( t->getCompactVertices() )
|
|
{
|
|
t->tileQuad(( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c1r, c1g, c1b, tc1,
|
|
( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ), c2r, c2g, c2b, tc2,
|
|
( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c3r, c3g, c3b, tc3,
|
|
( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ), c4r, c4g, c4b, tc4);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
t->color( c1r, c1g, c1b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->color( c2r, c2g, c2b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->color( c3r, c3g, c3b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->color( c4r, c4g, c4b );
|
|
if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
|
|
}
|
|
else
|
|
{
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
|
|
t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderCube( Tile* tile, float alpha )
|
|
{
|
|
int shape = tile->getRenderShape();
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
if ( shape == Tile::SHAPE_BLOCK )
|
|
{
|
|
tile->updateDefaultShape();
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
float c10 = 0.5f;
|
|
float c11 = 1;
|
|
float c2 = 0.8f;
|
|
float c3 = 0.6f;
|
|
|
|
t->begin();
|
|
t->color( c11, c11, c11, alpha );
|
|
renderFaceDown( tile, 0, 0, 0,getTexture(tile, 0 ) );
|
|
t->color( c10, c10, c10, alpha );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
|
|
t->color( c2, c2, c2, alpha );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
|
|
t->color( c3, c3, c3, alpha );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
|
|
|
|
t->end();
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
}
|
|
|
|
}
|
|
|
|
void TileRenderer::renderTile( Tile* tile, int data, float brightness, float fAlpha, bool useCompiled )
|
|
{
|
|
Tesselator* t = Tesselator::getInstance();
|
|
|
|
bool isGrass = tile->id == Tile::grass_Id;
|
|
|
|
if (tile == Tile::dispenser || tile == Tile::furnace || tile == Tile::dropper)
|
|
{
|
|
data = 3;
|
|
}
|
|
|
|
if ( setColor )
|
|
{
|
|
int col = tile->getColor( data );
|
|
if (isGrass)
|
|
{
|
|
col = 0xffffff;
|
|
}
|
|
float red = ( ( col >> 16 ) & 0xff ) / 255.0f;
|
|
float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
|
|
float b = ( ( col )& 0xff ) / 255.0f;
|
|
|
|
glColor4f( red * brightness, g * brightness, b * brightness, fAlpha );
|
|
}
|
|
|
|
int shape = tile->getRenderShape();
|
|
setShape(tile);
|
|
|
|
t->setMipmapEnable( Tile::mipmapEnable[tile->id] ); // 4J added
|
|
|
|
if ( shape == Tile::SHAPE_BLOCK || shape == Tile::SHAPE_TREE || shape == Tile::SHAPE_QUARTZ || shape == Tile::SHAPE_PISTON_BASE || shape == Tile::SHAPE_PORTAL_FRAME )
|
|
{
|
|
if ( shape == Tile::SHAPE_PISTON_BASE )
|
|
{
|
|
data = Facing::UP;
|
|
}
|
|
|
|
tile->updateDefaultShape();
|
|
setShape(tile);
|
|
glRotatef(90, 0, 1, 0);
|
|
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
int col = tile->getColor(data);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
|
|
}
|
|
|
|
t->begin();
|
|
t->normal( 0, 1, 0 );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
glColor4f(brightness, brightness, brightness, fAlpha);
|
|
}
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
int col = tile->getColor(data);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
renderNorth( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
|
|
t->end();
|
|
|
|
glColor4f(brightness, brightness, brightness, fAlpha);
|
|
}
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
int col = tile->getColor(data);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
renderSouth( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
|
|
t->end();
|
|
|
|
glColor4f(brightness, brightness, brightness, fAlpha);
|
|
}
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
int col = tile->getColor(data);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
|
|
t->end();
|
|
|
|
glColor4f(brightness, brightness, brightness, fAlpha);
|
|
}
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5, data ) );
|
|
t->end();
|
|
|
|
if (isGrass && setColor)
|
|
{
|
|
int col = tile->getColor(data);
|
|
float red = ((col >> 16) & 0xff) / 255.0f;
|
|
float g = ((col >> 8) & 0xff) / 255.0f;
|
|
float b = ((col) & 0xff) / 255.0f;
|
|
|
|
glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
|
|
t->end();
|
|
|
|
glColor4f(brightness, brightness, brightness, fAlpha);
|
|
}
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
}
|
|
else if ( shape == Tile::SHAPE_CROSS_TEXTURE )
|
|
{
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
tesselateCrossTexture( tile, data, -0.5f, -0.5f, -0.5f, 1 );
|
|
t->end();
|
|
}
|
|
else if (shape == Tile::SHAPE_STEM)
|
|
{
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
tile->updateDefaultShape();
|
|
tesselateStemTexture(tile, data, tileShapeY1, -0.5f, -0.5f, -0.5f);
|
|
t->end();
|
|
}
|
|
else if (shape == Tile::SHAPE_LILYPAD)
|
|
{
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
tile->updateDefaultShape();
|
|
t->end();
|
|
}
|
|
else if ( shape == Tile::SHAPE_CACTUS )
|
|
{
|
|
tile->updateDefaultShape();
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
float s = 1 / 16.0f;
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 1, 0 );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
t->addOffset( 0, 0, s );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
|
|
t->addOffset( 0, 0, -s );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
t->addOffset( 0, 0, -s );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
|
|
t->addOffset( 0, 0, s );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
t->addOffset( s, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
|
|
t->addOffset( -s, 0, 0 );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
t->addOffset( -s, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
|
|
t->addOffset( s, 0, 0 );
|
|
t->end();
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
}
|
|
else if (shape == Tile::SHAPE_ENTITYTILE_ANIMATED)
|
|
{
|
|
glRotatef(90, 0, 1, 0);
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
EntityTileRenderer::instance->render(tile, data, brightness, fAlpha, setColor, useCompiled);
|
|
glEnable(GL_RESCALE_NORMAL);
|
|
}
|
|
else if ( shape == Tile::SHAPE_ROWS )
|
|
{
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
tesselateRowTexture( tile, data, -0.5f, -0.5f, -0.5f );
|
|
t->end();
|
|
}
|
|
else if ( shape == Tile::SHAPE_TORCH )
|
|
{
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
tesselateTorch( tile, -0.5f, -0.5f, -0.5f, 0, 0, 0 );
|
|
t->end();
|
|
}
|
|
else if ( shape == Tile::SHAPE_STAIRS )
|
|
{
|
|
for ( int i = 0; i < 2; i++ )
|
|
{
|
|
if ( i == 0 ) setShape( 0, 0, 0, 1, 1, 0.5f );
|
|
if ( i == 1 ) setShape( 0, 0, 0.5f, 1, 0.5f, 1 );
|
|
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 1, 0 );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
|
|
t->end();
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
}
|
|
}
|
|
else if (shape == Tile::SHAPE_EGG)
|
|
{
|
|
int y0 = 0;
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
t->begin();
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
int ww = 0;
|
|
int hh = 1;
|
|
if (i == 0) ww = 2;
|
|
if (i == 1) ww = 3;
|
|
if (i == 2) ww = 4;
|
|
if (i == 3)
|
|
{
|
|
ww = 5;
|
|
hh = 2;
|
|
}
|
|
if (i == 4)
|
|
{
|
|
ww = 6;
|
|
hh = 3;
|
|
}
|
|
if (i == 5)
|
|
{
|
|
ww = 7;
|
|
hh = 5;
|
|
}
|
|
if (i == 6)
|
|
{
|
|
ww = 6;
|
|
hh = 2;
|
|
}
|
|
if (i == 7) ww = 3;
|
|
float w = ww / 16.0f;
|
|
float yy1 = 1 - (y0 / 16.0f);
|
|
float yy0 = 1 - ((y0 + hh) / 16.0f);
|
|
y0 += hh;
|
|
setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w);
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tile, 0, 0, 0, getTexture(tile,0));
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tile, 0, 0, 0, getTexture(tile,1));
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tile, 0, 0, 0, getTexture(tile,2));
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tile, 0, 0, 0, getTexture(tile,3));
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tile, 0, 0, 0, getTexture(tile,4));
|
|
t->normal(1, 0, 0);
|
|
renderEast(tile, 0, 0, 0, getTexture(tile,5));
|
|
}
|
|
t->end();
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
}
|
|
|
|
else if ( shape == Tile::SHAPE_FENCE )
|
|
{
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
float w = 2 / 16.0f;
|
|
if ( i == 0 ) setShape( 0.5f - w, 0, 0, 0.5f + w, 1, w * 2 );
|
|
if ( i == 1 ) setShape( 0.5f - w, 0, 1 - w * 2, 0.5f + w, 1, 1 );
|
|
w = 1 / 16.0f;
|
|
if ( i == 2 ) setShape( 0.5f - w, 1 - w * 3, -w * 2, 0.5f + w, 1 - w, 1 + w * 2 );
|
|
if ( i == 3 ) setShape( 0.5f - w, 0.5f - w * 3, -w * 2, 0.5f + w, 0.5f - w, 1 + w * 2 );
|
|
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 1, 0 );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
|
|
t->end();
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
}
|
|
setShape( 0, 0, 0, 1, 1, 1 );
|
|
}
|
|
else if (shape == Tile::SHAPE_FENCE_GATE)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
float w = 1 / 16.0f;
|
|
if (i == 0) setShape(0.5f - w, .3f, 0, 0.5f + w, 1, w * 2);
|
|
if (i == 1) setShape(0.5f - w, .3f, 1 - w * 2, 0.5f + w, 1, 1);
|
|
w = 1 / 16.0f;
|
|
if (i == 2) setShape(0.5f - w, .5f, 0, 0.5f + w, 1 - w, 1);
|
|
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tile, 0, 0, 0, getTexture(tile,0));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tile, 0, 0, 0, getTexture(tile,1));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tile, 0, 0, 0, getTexture(tile,2));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tile, 0, 0, 0, getTexture(tile,3));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tile, 0, 0, 0, getTexture(tile,4));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tile, 0, 0, 0, getTexture(tile,5));
|
|
t->end();
|
|
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
}
|
|
}
|
|
else if (shape == Tile::SHAPE_WALL)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (i == 0) setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
|
|
if (i == 1) setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH);
|
|
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tile, 0, 0, 0, tile->getTexture(0, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tile, 0, 0, 0, tile->getTexture(1, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tile, 0, 0, 0, tile->getTexture(2, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tile, 0, 0, 0, tile->getTexture(3, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tile, 0, 0, 0, tile->getTexture(4, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tile, 0, 0, 0, tile->getTexture(5, data));
|
|
t->end();
|
|
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
}
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
}
|
|
else if (shape == Tile::SHAPE_ANVIL)
|
|
{
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
tesselateAnvilInWorld((AnvilTile *) tile, 0, 0, 0, data << 2, true);
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
}
|
|
else if ( shape == Tile::SHAPE_PORTAL_FRAME )
|
|
{
|
|
// 4J added
|
|
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
|
|
|
|
glTranslatef( -0.5f, -0.5f, -0.5f );
|
|
t->begin();
|
|
t->normal( 0, -1, 0 );
|
|
renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 1, 0 );
|
|
renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, -1 );
|
|
renderNorth( tile, 0, 0, 0, getTexture(tile, 2, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 0, 0, 1 );
|
|
renderSouth( tile, 0, 0, 0, getTexture(tile, 3, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( -1, 0, 0 );
|
|
renderWest( tile, 0, 0, 0, getTexture(tile, 4, 0 ) );
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal( 1, 0, 0 );
|
|
renderEast( tile, 0, 0, 0, getTexture(tile, 5, 0 ) );
|
|
t->end();
|
|
|
|
glTranslatef( 0.5f, 0.5f, 0.5f );
|
|
|
|
tile->updateDefaultShape();
|
|
|
|
}
|
|
else if (shape == Tile::SHAPE_BEACON)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
setShape(2.0f / 16.0f, 0, 2.0f / 16.0f, 14.0f / 16.0f, 3.0f / 16.0f, 14.0f / 16.0f);
|
|
setFixedTexture(getTexture(Tile::obsidian));
|
|
}
|
|
else if (i == 1)
|
|
{
|
|
setShape(3.0f / 16.0f, 3.0f / 16.0f, 3.0f / 16.0f, 13.0f / 16.0f, 14.0f / 16.0f, 13.0f / 16.0f);
|
|
setFixedTexture(getTexture(Tile::beacon));
|
|
}
|
|
else if (i == 2)
|
|
{
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
setFixedTexture(getTexture(Tile::glass));
|
|
}
|
|
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
t->begin();
|
|
t->normal(0, -1, 0);
|
|
renderFaceDown(tile, 0, 0, 0, getTexture(tile, 0, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 1, 0);
|
|
renderFaceUp(tile, 0, 0, 0, getTexture(tile, 1, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, -1);
|
|
renderNorth(tile, 0, 0, 0, getTexture(tile, 2, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(0, 0, 1);
|
|
renderSouth(tile, 0, 0, 0, getTexture(tile, 3, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(-1, 0, 0);
|
|
renderWest(tile, 0, 0, 0, getTexture(tile, 4, data));
|
|
t->end();
|
|
|
|
t->begin();
|
|
t->normal(1, 0, 0);
|
|
renderEast(tile, 0, 0, 0, getTexture(tile, 5, data));
|
|
t->end();
|
|
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
}
|
|
setShape(0, 0, 0, 1, 1, 1);
|
|
clearFixedTexture();
|
|
}
|
|
else if (shape == Tile::SHAPE_HOPPER)
|
|
{
|
|
glTranslatef(-0.5f, -0.5f, -0.5f);
|
|
tesselateHopperInWorld(tile, 0, 0, 0, 0, true);
|
|
glTranslatef(0.5f, 0.5f, 0.5f);
|
|
}
|
|
|
|
t->setMipmapEnable( true ); // 4J added
|
|
}
|
|
|
|
bool TileRenderer::canRender( int renderShape )
|
|
{
|
|
if ( renderShape == Tile::SHAPE_BLOCK ) return true;
|
|
if ( renderShape == Tile::SHAPE_TREE ) return true;
|
|
if ( renderShape == Tile::SHAPE_QUARTZ) return true;
|
|
if ( renderShape == Tile::SHAPE_CACTUS ) return true;
|
|
if ( renderShape == Tile::SHAPE_STAIRS ) return true;
|
|
if ( renderShape == Tile::SHAPE_FENCE ) return true;
|
|
if ( renderShape == Tile::SHAPE_EGG) return true;
|
|
if ( renderShape == Tile::SHAPE_ENTITYTILE_ANIMATED) return true;
|
|
if ( renderShape == Tile::SHAPE_FENCE_GATE) return true;
|
|
if ( renderShape == Tile::SHAPE_PISTON_BASE ) return true;
|
|
if ( renderShape == Tile::SHAPE_PORTAL_FRAME ) return true;
|
|
if ( renderShape == Tile::SHAPE_WALL) return true;
|
|
if ( renderShape == Tile::SHAPE_BEACON) return true;
|
|
if ( renderShape == Tile::SHAPE_ANVIL) return true;
|
|
return false;
|
|
}
|
|
|
|
Icon *TileRenderer::getTexture(Tile *tile, LevelSource *level, int x, int y, int z, int face)
|
|
{
|
|
return getTextureOrMissing(tile->getTexture(level, x, y, z, face));
|
|
}
|
|
|
|
Icon *TileRenderer::getTexture(Tile *tile, int face, int data)
|
|
{
|
|
return getTextureOrMissing(tile->getTexture(face, data));
|
|
}
|
|
|
|
Icon *TileRenderer::getTexture(Tile *tile, int face)
|
|
{
|
|
return getTextureOrMissing(tile->getTexture(face));
|
|
}
|
|
|
|
Icon *TileRenderer::getTexture(Tile *tile)
|
|
{
|
|
return getTextureOrMissing(tile->getTexture(Facing::UP));
|
|
}
|
|
|
|
Icon *TileRenderer::getTextureOrMissing(Icon *icon)
|
|
{
|
|
if (icon == NULL) return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN);
|
|
|
|
#ifdef __PSVITA__
|
|
// AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag to the tesselator
|
|
Tesselator* t = Tesselator::getInstance();
|
|
t->setAlphaCutOut( icon->getFlags() & Icon::IS_ALPHA_CUT_OUT );
|
|
#endif
|
|
|
|
return icon;
|
|
}
|