Files
MinecraftConsoles/Minecraft.Client/TileRenderer.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

8563 lines
260 KiB
C++

#include "stdafx.h"
#include "TileRenderer.h"
#include "GameRenderer.h"
#include "Minecraft.h"
#include "Textures.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.level.material.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "Tesselator.h"
#include "EntityTileRenderer.h"
#include "Options.h"
bool TileRenderer::fancy = true;
const float smallUV = ( 1.0f / 16.0f );
void TileRenderer::_init()
{
fixedTexture = NULL;
xFlipTexture = false;
noCulling = false;
applyAmbienceOcclusion = false;
setColor = true;
northFlip = FLIP_NONE;
southFlip = FLIP_NONE;
eastFlip = FLIP_NONE;
westFlip = FLIP_NONE;
upFlip = FLIP_NONE;
downFlip = FLIP_NONE;
tileShapeX0 = 0.0;
tileShapeX1 = 0.0;
tileShapeY0 = 0.0;
tileShapeY1 = 0.0;
tileShapeZ0 = 0.0;
tileShapeZ1 = 0.0;
fixedShape = false;
smoothShapeLighting = false;
minecraft = Minecraft::GetInstance();
xMin = 0;
yMin = 0;
zMin = 0;
cache = NULL;
}
bool TileRenderer::isTranslucentAt(LevelSource *level, int x, int y, int z)
{
if( cache )
{
int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
{
assert (id >= 0 );
assert (id <= 32 * 32 * 32);
if( cache[id] & cache_isTranslucentAt_valid ) return ( ( cache[id] & cache_isTranslucentAt_flag ) == cache_isTranslucentAt_flag );
bool ret = Tile::transculent[level->getTile(x,y,z)];
if( ret )
{
cache[id] |= cache_isTranslucentAt_valid | cache_isTranslucentAt_flag;
}
else
{
cache[id] |= cache_isTranslucentAt_valid;
}
return ret;
}
}
return Tile::transculent[level->getTile(x,y,z)];
}
float TileRenderer::getShadeBrightness(Tile *tt, LevelSource *level, int x, int y, int z)
{
if( cache )
{
int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
{
if( cache[id] & cache_isSolidBlockingTile_valid ) return ( ( cache[id] & cache_isSolidBlockingTile_flag ) ? 0.2f : 1.0f);
bool isSolidBlocking = level->isSolidBlockingTile(x, y, z);
if( isSolidBlocking )
{
cache[id] |= cache_isSolidBlockingTile_valid | cache_isSolidBlockingTile_flag;
}
else
{
cache[id] |= cache_isSolidBlockingTile_valid;
}
return ( isSolidBlocking ? 0.2f : 1.0f);
}
}
return tt->getShadeBrightness(level, x, y, z);
}
int TileRenderer::getLightColor( Tile *tt, LevelSource *level, int x, int y, int z)
{
if( cache )
{
int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
{
// Don't use the cache for liquid tiles, as they are the only type that seem to have their own implementation of getLightColor that actually is important.
// Without this we get patches of dark water where their lighting value is 0, it needs to pull in light from the tile above to work
if( ( tt->id >= Tile::water_Id ) && ( tt->id <= Tile::calmLava_Id ) ) return tt->getLightColor(level, x, y, z);
if( cache[id] & cache_getLightColor_valid ) return cache[id] & cache_getLightColor_mask;
// Not in cache. Have we got the tile type cached? We can pass this as a parameter to Tile::getLightColor( or -1 if we don't) so that underlying things
// don't have to get the tile again.
int tileId = -1;
int xx = x - xMin;
int zz = z - zMin;
if( ( xx >= 0 ) && ( xx <= 15 ) && ( zz >= 0 ) && ( zz <= 15 ) && ( y >= 0 ) && ( y < Level::maxBuildHeight ) )
{
int indexY = y;
int offset = 0;
if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
{
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
unsigned char ucTileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ];
// Tiles that were determined to be invisible (by being surrounded by solid stuff) will be set to 255 rather than their actual ID
if( ucTileId != 255 )
{
tileId = (int)ucTileId;
}
}
int ret = tt->getLightColor(level, x, y, z, tileId);
cache[id] |= ( ( ret & cache_getLightColor_mask ) | cache_getLightColor_valid );
return ret;
}
}
return tt->getLightColor(level, x, y, z);
}
TileRenderer::TileRenderer( LevelSource* level, int xMin, int yMin, int zMin, unsigned char *tileIds )
{
this->level = level;
_init();
this->xMin = xMin;
this->yMin = yMin;
this->zMin = zMin;
this->xMin2 = xMin-2;
this->yMin2 = yMin-2;
this->zMin2 = zMin-2;
this->tileIds = tileIds;
cache = new unsigned int[32*32*32];
XMemSet(cache,0,32*32*32*sizeof(unsigned int));
}
TileRenderer::~TileRenderer()
{
delete cache;
}
TileRenderer::TileRenderer( LevelSource* level )
{
this->level = level;
_init();
}
TileRenderer::TileRenderer()
{
this->level = NULL;
_init();
}
void TileRenderer::setFixedTexture( Icon *fixedTexture )
{
this->fixedTexture = fixedTexture;
}
void TileRenderer::clearFixedTexture()
{
this->fixedTexture = NULL;
}
bool TileRenderer::hasFixedTexture()
{
#ifdef __PSVITA__
// AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag to the tesselator
if(fixedTexture)
{
Tesselator* t = Tesselator::getInstance();
t->setAlphaCutOut( fixedTexture->getFlags() & Icon::IS_ALPHA_CUT_OUT );
}
#endif
return fixedTexture != NULL;
}
void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1, float z1)
{
if (!fixedShape)
{
tileShapeX0 = x0;
tileShapeX1 = x1;
tileShapeY0 = y0;
tileShapeY1 = y1;
tileShapeZ0 = z0;
tileShapeZ1 = z1;
smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
}
void TileRenderer::setShape(Tile *tt)
{
if (!fixedShape)
{
tileShapeX0 = tt->getShapeX0();
tileShapeX1 = tt->getShapeX1();
tileShapeY0 = tt->getShapeY0();
tileShapeY1 = tt->getShapeY1();
tileShapeZ0 = tt->getShapeZ0();
tileShapeZ1 = tt->getShapeZ1();
smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
}
void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1, float y1, float z1)
{
tileShapeX0 = x0;
tileShapeX1 = x1;
tileShapeY0 = y0;
tileShapeY1 = y1;
tileShapeZ0 = z0;
tileShapeZ1 = z1;
fixedShape = true;
smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
}
void TileRenderer::clearFixedShape()
{
fixedShape = false;
}
void TileRenderer::tesselateInWorldFixedTexture( Tile* tile, int x, int y, int z, Icon *fixedTexture ) // 4J renamed to differentiate from tesselateInWorld
{
this->setFixedTexture(fixedTexture);
tesselateInWorld( tile, x, y, z );
this->clearFixedTexture();
}
void TileRenderer::tesselateInWorldNoCulling( Tile* tile, int x, int y, int z, int forceData,
shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
{
noCulling = true;
tesselateInWorld( tile, x, y, z, forceData );
noCulling = false;
}
bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceData,
shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
{
Tesselator* t = Tesselator::getInstance();
int shape = tt->getRenderShape();
tt->updateShape( level, x, y, z, forceData, forceEntity );
// AP - now that the culling is done earlier we don't need to call setShape until later on (only for SHAPE_BLOCK)
if( shape != Tile::SHAPE_BLOCK )
{
setShape(tt);
}
t->setMipmapEnable( Tile::mipmapEnable[tt->id] ); // 4J added
bool retVal = false;
switch(shape)
{
case Tile::SHAPE_BLOCK:
{
// 4J - added these faceFlags so we can detect whether this block is going to have no visible faces and early out
// the original code checked noCulling and shouldRenderFace directly where faceFlags is used now
// AP - I moved this check from tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even earlier to speed up early rejection.
// The flags are then passed down to avoid creating them again.
// These changes in combination have more than halved the time it takes to reject a block on Vita
int faceFlags = 0;
if ( noCulling )
{
faceFlags = 0x3f;
}
else
{
// these block types can take advantage of a faster version of shouldRenderFace
// there are others but this is an easy check which covers the majority
// Note: This now covers rock, grass, dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel, goldOre, ironOre, coalOre, treeTrunk
if( ( tt->id <= Tile::unbreakable_Id ) ||
( ( tt->id >= Tile::sand_Id ) && ( tt->id <= Tile::treeTrunk_Id ) ) )
{
faceFlags = tt->getFaceFlags( level, x, y, z );
}
else
{
faceFlags |= tt->shouldRenderFace( level, x, y - 1, z, 0 ) ? 0x01 : 0;
faceFlags |= tt->shouldRenderFace( level, x, y + 1, z, 1 ) ? 0x02 : 0;
faceFlags |= tt->shouldRenderFace( level, x, y, z - 1, 2 ) ? 0x04 : 0;
faceFlags |= tt->shouldRenderFace( level, x, y, z + 1, 3 ) ? 0x08 : 0;
faceFlags |= tt->shouldRenderFace( level, x - 1, y, z, 4 ) ? 0x10 : 0;
faceFlags |= tt->shouldRenderFace( level, x + 1, y, z, 5 ) ? 0x20 : 0;
}
}
if ( faceFlags == 0 )
{
retVal = false;
break;
}
// now we need to set the shape
setShape(tt);
retVal = tesselateBlockInWorld( tt, x, y, z, faceFlags );
}
break;
case Tile::SHAPE_TREE:
retVal = tesselateTreeInWorld(tt, x, y, z);
break;
case Tile::SHAPE_QUARTZ:
retVal = tesselateQuartzInWorld(tt, x, y, z);
break;
case Tile::SHAPE_WATER:
retVal = tesselateWaterInWorld( tt, x, y, z );
break;
case Tile::SHAPE_CACTUS:
retVal = tesselateCactusInWorld( tt, x, y, z );
break;
case Tile::SHAPE_CROSS_TEXTURE:
retVal = tesselateCrossInWorld( tt, x, y, z );
break;
case Tile::SHAPE_STEM:
retVal = tesselateStemInWorld( tt, x, y, z );
break;
case Tile::SHAPE_LILYPAD:
retVal = tesselateLilypadInWorld( tt, x, y, z );
break;
case Tile::SHAPE_ROWS:
retVal = tesselateRowInWorld( tt, x, y, z );
break;
case Tile::SHAPE_TORCH:
retVal = tesselateTorchInWorld( tt, x, y, z );
break;
case Tile::SHAPE_FIRE:
retVal = tesselateFireInWorld( (FireTile *)tt, x, y, z );
break;
case Tile::SHAPE_RED_DUST:
retVal = tesselateDustInWorld( tt, x, y, z );
break;
case Tile::SHAPE_LADDER:
retVal = tesselateLadderInWorld( tt, x, y, z );
break;
case Tile::SHAPE_DOOR:
retVal = tesselateDoorInWorld( tt, x, y, z );
break;
case Tile::SHAPE_RAIL:
retVal = tesselateRailInWorld( ( RailTile* )tt, x, y, z );
break;
case Tile::SHAPE_STAIRS:
retVal = tesselateStairsInWorld( (StairTile *)tt, x, y, z );
break;
case Tile::SHAPE_EGG:
retVal = tesselateEggInWorld((EggTile*) tt, x, y, z);
break;
case Tile::SHAPE_FENCE:
retVal = tesselateFenceInWorld( ( FenceTile* )tt, x, y, z );
break;
case Tile::SHAPE_WALL:
retVal = tesselateWallInWorld( (WallTile *) tt, x, y, z);
break;
case Tile::SHAPE_LEVER:
retVal = tesselateLeverInWorld( tt, x, y, z );
break;
case Tile::SHAPE_TRIPWIRE_SOURCE:
retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
break;
case Tile::SHAPE_TRIPWIRE:
retVal = tesselateTripwireInWorld(tt, x, y, z);
break;
case Tile::SHAPE_BED:
retVal = tesselateBedInWorld( tt, x, y, z );
break;
case Tile::SHAPE_REPEATER:
retVal = tesselateRepeaterInWorld((RepeaterTile *)tt, x, y, z);
break;
case Tile::SHAPE_DIODE:
retVal = tesselateDiodeInWorld( (DiodeTile *)tt, x, y, z );
break;
case Tile::SHAPE_COMPARATOR:
retVal = tesselateComparatorInWorld((ComparatorTile *)tt, x, y, z);
break;
case Tile::SHAPE_PISTON_BASE:
retVal = tesselatePistonBaseInWorld( tt, x, y, z, false, forceData );
break;
case Tile::SHAPE_PISTON_EXTENSION:
retVal = tesselatePistonExtensionInWorld( tt, x, y, z, true, forceData );
break;
case Tile::SHAPE_IRON_FENCE:
retVal = tesselateThinFenceInWorld( ( ThinFenceTile* )tt, x, y, z );
break;
case Tile::SHAPE_THIN_PANE:
retVal = tesselateThinPaneInWorld(tt, x, y, z);
break;
case Tile::SHAPE_VINE:
retVal = tesselateVineInWorld( tt, x, y, z );
break;
case Tile::SHAPE_FENCE_GATE:
retVal = tesselateFenceGateInWorld( ( FenceGateTile* )tt, x, y, z );
break;
case Tile::SHAPE_CAULDRON:
retVal = tesselateCauldronInWorld((CauldronTile* ) tt, x, y, z);
break;
case Tile::SHAPE_FLOWER_POT:
retVal = tesselateFlowerPotInWorld((FlowerPotTile *) tt, x, y, z);
break;
case Tile::SHAPE_ANVIL:
retVal = tesselateAnvilInWorld((AnvilTile *) tt, x, y, z);
break;
case Tile::SHAPE_BREWING_STAND:
retVal = tesselateBrewingStandInWorld((BrewingStandTile* ) tt, x, y, z);
break;
case Tile::SHAPE_PORTAL_FRAME:
retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile *)tt, x, y, z);
break;
case Tile::SHAPE_COCOA:
retVal = tesselateCocoaInWorld((CocoaTile *)tt, x, y, z);
break;
case Tile::SHAPE_BEACON:
retVal = tesselateBeaconInWorld(tt, x, y, z);
break;
case Tile::SHAPE_HOPPER:
retVal = tesselateHopperInWorld(tt, x, y, z);
break;
};
t->setMipmapEnable( true ); // 4J added
return retVal;
}
bool TileRenderer::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile *tt, int x, int y, int z)
{
int data = level->getData(x, y, z);
int direction = data & 3;
if (direction == Direction::SOUTH)
{
upFlip = FLIP_180;
}
else if (direction == Direction::EAST)
{
upFlip = FLIP_CW;
}
else if (direction == Direction::WEST)
{
upFlip = FLIP_CCW;
}
if (!TheEndPortalFrameTile::hasEye(data))
{
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
tesselateBlockInWorld(tt, x, y, z);
upFlip = FLIP_NONE;
return true;
}
noCulling = true;
setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
tesselateBlockInWorld(tt, x, y, z);
setFixedTexture(tt->getEye());
setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1, 12.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
noCulling = false;
clearFixedTexture();
upFlip = FLIP_NONE;
return true;
}
bool TileRenderer::tesselateBedInWorld( Tile* tt, int x, int y, int z )
{
Tesselator* t = Tesselator::getInstance();
int data = level->getData( x, y, z );
int direction = BedTile::getDirection( data );
bool isHead = BedTile::isHeadPiece( data );
float c10 = 0.5f;
float c11 = 1.0f;
float c2 = 0.8f;
float c3 = 0.6f;
float r11 = c11;
float g11 = c11;
float b11 = c11;
float r10 = c10;
float r2 = c2;
float r3 = c3;
float g10 = c10;
float g2 = c2;
float g3 = c3;
float b10 = c10;
float b2 = c2;
float b3 = c3;
// 4J - change brought forward from 1.8.2
int centerColor;
float centerBrightness;
if ( SharedConstants::TEXTURE_LIGHTING )
{
centerColor = getLightColor(tt, level, x, y, z );
}
else
{
centerBrightness = tt->getBrightness( level, x, y, z );
}
// render wooden underside
{
// 4J - change brought forward from 1.8.2
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( centerColor );
t->color( r10, g10, b10 );
}
else
{
t->color( r10 * centerBrightness, g10 * centerBrightness, b10 * centerBrightness );
}
Icon *tex = getTexture( tt, level, x, y, z, Facing::DOWN );
float u0 = tex->getU0(true);
float u1 = tex->getU1(true);
float v0 = tex->getV0(true);
float v1 = tex->getV1(true);
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y0 = y + tileShapeY0 + 3.0 / 16.0;
float z0 = z + tileShapeZ0;
float z1 = z + tileShapeZ1;
t->vertexUV( x0 , y0 , z1 , u0 , v1 );
t->vertexUV( x0 , y0 , z0 , u0 , v0 );
t->vertexUV( x1 , y0 , z0 , u1 , v0 );
t->vertexUV( x1 , y0 , z1 , u1 , v1 );
}
// render bed top
// 4J - change brought forward from 1.8.2
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( getLightColor(tt, level, x, y + 1, z ) );
t->color( r11, g11, b11 );
}
else
{
float brightness = tt->getBrightness( level, x, y + 1, z );
t->color( r11 * brightness, g11 * brightness, b11 * brightness );
}
Icon *tex = getTexture( tt, level, x, y, z, Facing::UP );
float u0 = tex->getU0(true);
float u1 = tex->getU1(true);
float v0 = tex->getV0(true);
float v1 = tex->getV1(true);
float topLeftU = u0;
float topRightU = u1;
float topLeftV = v0;
float topRightV = v0;
float bottomLeftU = u0;
float bottomRightU = u1;
float bottomLeftV = v1;
float bottomRightV = v1;
if ( direction == Direction::SOUTH )
{
// rotate 90 degrees clockwise
topRightU = u0;
topLeftV = v1;
bottomLeftU = u1;
bottomRightV = v0;
}
else if ( direction == Direction::NORTH )
{
// rotate 90 degrees counter-clockwise
topLeftU = u1;
topRightV = v1;
bottomRightU = u0;
bottomLeftV = v0;
}
else if ( direction == Direction::EAST )
{
// rotate 180 degrees
topLeftU = u1;
topRightV = v1;
bottomRightU = u0;
bottomLeftV = v0;
topRightU = u0;
topLeftV = v1;
bottomLeftU = u1;
bottomRightV = v0;
}
float x0 = x + tileShapeX0;
float x1 = x + tileShapeX1;
float y1 = y + tileShapeY1;
float z0 = z + tileShapeZ0;
float z1 = z + tileShapeZ1;
t->vertexUV( x1 , y1 , z1 , bottomLeftU ,bottomLeftV );
t->vertexUV( x1 , y1 , z0 , topLeftU , topLeftV );
t->vertexUV( x0 , y1 , z0 , topRightU ,topRightV );
t->vertexUV( x0 , y1 , z1 , bottomRightU ,bottomRightV );
// determine which edge to skip (the one between foot and head piece)
int skipEdge = Direction::DIRECTION_FACING[direction];
if ( isHead )
{
skipEdge = Direction::DIRECTION_FACING[Direction::DIRECTION_OPPOSITE[direction]];
}
// and which edge to x-flip
int flipEdge = Facing::WEST;
switch ( direction )
{
case Direction::NORTH:
break;
case Direction::SOUTH:
flipEdge = Facing::EAST;
break;
case Direction::EAST:
flipEdge = Facing::NORTH;
break;
case Direction::WEST:
flipEdge = Facing::SOUTH;
break;
}
if ( ( skipEdge != Facing::NORTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, Facing::NORTH ) ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
t->color( r2, g2, b2 );
}
else
{
float br = tt->getBrightness( level, x, y, z - 1 );
if ( tileShapeZ0 > 0 ) br = centerBrightness;
t->color( r2 * br, g2 * br, b2 * br );
}
xFlipTexture = flipEdge == Facing::NORTH;
renderNorth( tt, x, y, z, getTexture( tt, level, x, y, z, 2 ) );
}
if ( ( skipEdge != Facing::SOUTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
t->color( r2, g2, b2 );
}
else
{
float br = tt->getBrightness( level, x, y, z + 1 );
if ( tileShapeZ1 < 1 ) br = centerBrightness;
t->color( r2 * br, g2 * br, b2 * br );
}
xFlipTexture = flipEdge == Facing::SOUTH;
renderSouth( tt, x, y, z, getTexture( tt, level, x, y, z, 3 ) );
}
if ( ( skipEdge != Facing::WEST ) && ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
t->color( r3, g3, b3 );
}
else
{
float br = tt->getBrightness( level, x - 1, y, z );
if ( tileShapeX0 > 0 ) br = centerBrightness;
t->color( r3 * br, g3 * br, b3 * br );
}
xFlipTexture = flipEdge == Facing::WEST;
renderWest( tt, x, y, z, getTexture( tt, level, x, y, z, 4 ) );
}
if ( ( skipEdge != Facing::EAST ) && ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) ) )
{
if ( SharedConstants::TEXTURE_LIGHTING )
{
t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
t->color( r3, g3, b3 );
}
else
{
float br = tt->getBrightness( level, x + 1, y, z );
if ( tileShapeX1 < 1 ) br = centerBrightness;
t->color( r3 * br, g3 * br, b3 * br );
}
xFlipTexture = flipEdge == Facing::EAST;
renderEast( tt, x, y, z, getTexture( tt, level, x, y, z, 5 ) );
}
xFlipTexture = false;
return true;
}
bool TileRenderer::tesselateBrewingStandInWorld(BrewingStandTile *tt, int x, int y, int z)
{
// bounding box first
setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f, 9.0f / 16.0f);
tesselateBlockInWorld(tt, x, y, z);
setFixedTexture(tt->getBaseTexture());
// 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;
}