mirror of
https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-04-02 05:23:31 +00:00
Added Rendering and Dynamic texture for Fire and it's behaviour
This commit is contained in:
@@ -1125,6 +1125,7 @@ void Minecraft::init()
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textures = new Textures(&options, platform());
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textures->addDynamicTexture(new WaterTexture());
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textures->addDynamicTexture(new WaterSideTexture());
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textures->addDynamicTexture(new FireTexture());
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gui.texturesLoaded(textures);
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levelRenderer = new LevelRenderer(this);
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@@ -13,6 +13,7 @@
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#include "../../world/level/tile/BedTile.h"
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#include "../../world/level/tile/StemTile.h"
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#include "../../world/level/tile/StairTile.h"
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#include "../../world/level/tile/FireTile.h"
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#include "../../world/Direction.h"
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#include "../../world/Facing.h"
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#include "tileentity/TileEntityRenderer.h"
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@@ -157,8 +158,8 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z )
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return tesselateRowInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_TORCH) {
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return tesselateTorchInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_FIRE) {
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// return tesselateFireInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_FIRE) {
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return tesselateFireInWorld(tt, x, y, z);
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//} else if (shape == Tile::SHAPE_RED_DUST) {
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// return tesselateDustInWorld(tt, x, y, z);
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} else if (shape == Tile::SHAPE_LADDER) {
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@@ -222,6 +223,299 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
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return true;
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}
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bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
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{
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Tesselator& t = Tesselator::instance;
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//Icon *firstTex = tt->getTextureLayer(0);
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//Icon *secondTex = tt->getTextureLayer(1);
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//Icon *tex = firstTex;
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int tex = tt->getTexture(0);
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// if (hasFixedTexture()) tex = fixedTexture;
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if (fixedTexture >= 0) tex = fixedTexture;
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// t.color( 1.0f, 1.0f, 1.0f );
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// t.tex( getLightColor(tt, level, x, y, z ) );
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float br = tt->getBrightness( level, x, y, z );
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t.color( br, br, br );
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int xt = ((tex & 0xf) << 4);
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int yt = tex & 0xf0;
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float u0 = (xt) / 256.0f;
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float u1 = (xt + 15.99f) / 256.0f;
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float v0 = (yt) / 256.0f;
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float v1 = (yt + 15.99f) / 256.0f;
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float h = 1.4f;
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if ( level->isSolidBlockingTile( x, y - 1, z ) || Tile::fire->canBurn( level, x, y - 1, z ) )
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{
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float x0 = x + 0.5f + 0.2f;
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float x1 = x + 0.5f - 0.2f;
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float z0 = z + 0.5f + 0.2f;
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float z1 = z + 0.5f - 0.2f;
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float x0_ = x + 0.5f - 0.3f;
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float x1_ = x + 0.5f + 0.3f;
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float z0_ = z + 0.5f - 0.3f;
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float z1_ = z + 0.5f + 0.3f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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// u0 = tex->getU0(true);
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// v0 = tex->getV0(true);
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// u1 = tex->getU1(true);
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// v1 = tex->getV1(true);
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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x0 = x + 0.5f - 0.5f;
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x1 = x + 0.5f + 0.5f;
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z0 = z + 0.5f - 0.5f;
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z1 = z + 0.5f + 0.5f;
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x0_ = x + 0.5f - 0.4f;
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x1_ = x + 0.5f + 0.4f;
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z0_ = z + 0.5f - 0.4f;
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z1_ = z + 0.5f + 0.4f;
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
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// tex = firstTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
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}
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else
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{
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float r = 0.2f;
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float yo = 1 / 16.0f;
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if ( ( ( x + y + z ) & 1 ) == 1 )
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{
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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}
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if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
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{
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float tmp = u1;
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u1 = u0;
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u0 = tmp;
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}
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if ( Tile::fire->canBurn( level, x - 1, y, z ) )
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{
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x + 1, y, z ) )
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{
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f - 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - 0 ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z - 1 ) )
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{
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
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r ), ( float )( u1 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y, z + 1 ) )
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{
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
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0.0f ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
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r ), ( float )( u0 ), ( float )( v0 ) );
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}
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if ( Tile::fire->canBurn( level, x, y + 1.0f, z ) )
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{
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double x0 = x + 0.5f + 0.5f;
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double x1 = x + 0.5f - 0.5f;
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double z0 = z + 0.5f + 0.5f;
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double z1 = z + 0.5f - 0.5f;
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double x0_ = x + 0.5f - 0.5f;
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double x1_ = x + 0.5f + 0.5f;
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double z0_ = z + 0.5f - 0.5f;
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double z1_ = z + 0.5f + 0.5f;
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// tex = firstTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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y += 1;
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h = -0.2f;
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if ( ( ( x + y + z ) & 1 ) == 0 )
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{
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
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0 ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
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0 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
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1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
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1 ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
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v1 = (yt + 15.99f) / 256.0f;
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
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1.0f ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
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0 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
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0 ), ( float )( u0 ), ( float )( v0 ) );
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}
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else
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{
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
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h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
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t.vertexUV( ( float )( x + 0.0f ), ( float )( y +
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0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
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t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
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h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
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// tex = secondTex;
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u0 = (xt) / 256.0f;
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u1 = (xt + 15.99f) / 256.0f;
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v0 = (yt) / 256.0f;
|
||||
v1 = (yt + 15.99f) / 256.0f;
|
||||
|
||||
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::tesselateLadderInWorld( Tile* tt, int x, int y, int z )
|
||||
{
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
@@ -34,6 +34,8 @@ public:
|
||||
bool tesselateFenceGateInWorld(FenceGateTile* tt, int x, int y, int z);
|
||||
bool tesselateBedInWorld(Tile *tt, int x, int y, int z);
|
||||
bool tesselateRowInWorld(Tile* tt, int x, int y, int z);
|
||||
bool tesselateFireInWorld(Tile* tt, int x, int y, int z);
|
||||
|
||||
|
||||
void tesselateTorch(Tile* tt, float x, float y, float z, float xxa, float zza);
|
||||
void tesselateCrossTexture(Tile* tt, int data, float x, float y, float z);
|
||||
|
||||
@@ -206,3 +206,93 @@ void WaterSideTexture::tick() {
|
||||
pixels[i * 4 + 3] = a;
|
||||
}
|
||||
}
|
||||
|
||||
FireTexture::FireTexture()
|
||||
: super(((Tile*)Tile::fire)->tex),
|
||||
_tick(0),
|
||||
_frame(0)
|
||||
{
|
||||
current = new float[16*20];
|
||||
next = new float[16*20];
|
||||
heat = new float[16*20];
|
||||
heata = new float[16*20];
|
||||
|
||||
for (int i = 0; i < 256; ++i) {
|
||||
current[i] = 0;
|
||||
next[i] = 0;
|
||||
heat[i] = 0;
|
||||
heata[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
FireTexture::~FireTexture() {
|
||||
delete[] current;
|
||||
delete[] next;
|
||||
delete[] heat;
|
||||
delete[] heata;
|
||||
}
|
||||
|
||||
|
||||
// oh boy time to implement fire textures, i am so fucked - shredder
|
||||
|
||||
void FireTexture::tick() {
|
||||
// loop generates fire texture on the empty texture grid, hopefully shouldnt be too taxing on older hardware - shredder
|
||||
for (int x = 0; x < 16; x++) {
|
||||
for (int y = 0; y < 20; y++) {
|
||||
int count = 18;
|
||||
float pow = this->current[x + (y + 1) % 20 * 16] * (float)(count);
|
||||
for (int xx = x - 1; xx <= x + 1; xx++) {
|
||||
for (int yy = y; yy <= y + 1; yy++) {
|
||||
if (xx >= 0 && yy >= 0 && xx < 16 && yy < 20) {
|
||||
pow += this->current[xx + yy * 16];
|
||||
}
|
||||
count++;
|
||||
}
|
||||
}
|
||||
this->next[x + y * 16] = pow / (float(count) * 1.06f);
|
||||
if (y >= 19) {
|
||||
this->next[x + y * 16] = float(Mth::random() * Mth::random() * Mth::random() * 4.0 + Mth::random() * 0.1f + 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// hopefully this doesn't cause any mysterious issues - shredder
|
||||
float* tmp = next;
|
||||
next = current;
|
||||
current = tmp;
|
||||
|
||||
for (int i = 0; i < 256; i++) {
|
||||
float pow = this->current[i] * 1.8f;
|
||||
if (pow > 1.0f) {
|
||||
pow = 1.0f;
|
||||
}
|
||||
if (pow < 0.0f) {
|
||||
pow = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
int r = (int) (pow * 155.0f + 100.0f);
|
||||
int g = (int)(pow * pow * 255.0f);
|
||||
int b = (int)(pow * pow * pow * pow * pow * pow * pow * pow * pow * pow * 255.0f);
|
||||
int a = 255;
|
||||
if (pow < 0.5f) {
|
||||
a = 0;
|
||||
}
|
||||
|
||||
// @TODO: cant be arsed rn to implement the anaglyph3d check would be nice to check if it does - shredder
|
||||
//if (this->anaglyph3d) {
|
||||
// float rr = (r * 30 + g * 59 + b * 11) / 100;
|
||||
// float gg = (r * 30 + g * 70) / 100;
|
||||
// float bb = (r * 30 + b * 70) / 100;
|
||||
// r = rr;
|
||||
// g = gg;
|
||||
// b = bb;
|
||||
//}
|
||||
|
||||
pixels[i * 4 + 0] = r;
|
||||
pixels[i * 4 + 1] = g;
|
||||
pixels[i * 4 + 2] = b;
|
||||
pixels[i * 4 + 3] = a;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -56,4 +56,21 @@ public:
|
||||
void tick();
|
||||
};
|
||||
|
||||
class FireTexture: public DynamicTexture
|
||||
{
|
||||
typedef DynamicTexture super;
|
||||
int _tick;
|
||||
int _frame;
|
||||
|
||||
float* current;
|
||||
float* next;
|
||||
float* heat;
|
||||
float* heata;
|
||||
|
||||
public:
|
||||
FireTexture();
|
||||
~FireTexture();
|
||||
|
||||
void tick();
|
||||
};
|
||||
#endif /*NET_MINECRAFT_CLIENT_RENDERER_PTEXTURE__DynamicTexture_H__*/
|
||||
|
||||
@@ -1599,8 +1599,8 @@ bool Level::containsFireTile(const AABB& box) {
|
||||
for (int z = z0; z < z1; z++) {
|
||||
int t = getTile(x, y, z);
|
||||
|
||||
if (/*t == ((Tile*)(Tile::fire))->id
|
||||
||*/ t == Tile::lava->id
|
||||
if (t == ((Tile*)(Tile::fire))->id
|
||||
|| t == Tile::lava->id
|
||||
|| t == Tile::calmLava->id) {
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -38,7 +38,7 @@ public:
|
||||
setFlammable(Tile::tnt->id, FLAME_MEDIUM, BURN_INSTANT);
|
||||
setFlammable(Tile::cloth->id, FLAME_EASY, BURN_EASY);
|
||||
|
||||
//setTicking(true); //@fire
|
||||
setTicking(true); //@fire
|
||||
}
|
||||
|
||||
AABB* getAABB(Level* level, int x, int y, int z) {
|
||||
@@ -70,9 +70,9 @@ public:
|
||||
}
|
||||
|
||||
void tick(Level* level, int x, int y, int z, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
|
||||
bool infiniBurn = false;//level->getTile(x, y - 1, z) == Tile::hellRock->id;
|
||||
bool infiniBurn = level->getTile(x, y - 1, z) == Tile::netherrack->id;
|
||||
|
||||
int age = level->getData(x, y, z);
|
||||
if (age < 15) {
|
||||
@@ -148,7 +148,6 @@ public:
|
||||
}
|
||||
|
||||
void neighborChanged(Level* level, int x, int y, int z, int type) {
|
||||
return; //@fire
|
||||
if (!level->isSolidBlockingTile(x, y - 1, z) && !isValidFireLocation(level, x, y, z)) {
|
||||
level->setTile(x, y, z, 0);
|
||||
return;
|
||||
@@ -156,7 +155,6 @@ public:
|
||||
}
|
||||
|
||||
void onPlace(Level* level, int x, int y, int z) {
|
||||
return; //@fire
|
||||
if (!level->isSolidBlockingTile(x, y - 1, z) && !isValidFireLocation(level, x, y, z)) {
|
||||
level->setTile(x, y, z, 0);
|
||||
return;
|
||||
@@ -169,7 +167,6 @@ public:
|
||||
}
|
||||
|
||||
void ignite(Level* level, int x, int y, int z) {
|
||||
return; //@fire
|
||||
|
||||
bool lit = false;
|
||||
if (!lit) lit = tryIgnite(level, x, y + 1, z);
|
||||
@@ -184,11 +181,10 @@ public:
|
||||
}
|
||||
|
||||
void animateTick(Level* level, int x, int y, int z, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
//if (random.nextInt(24) == 0) {
|
||||
// level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, "fire.fire", 1 + random.nextFloat(), random.nextFloat() * 0.7f + 0.3f);
|
||||
//}
|
||||
if (random->nextInt(24) == 0) {
|
||||
level->playSound(x + 0.5f, y + 0.5f, z + 0.5f, "fire.fire", 1 + random->nextFloat(), random->nextFloat() * 0.7f + 0.3f);
|
||||
}
|
||||
|
||||
if (level->isSolidBlockingTile(x, y - 1, z) || Tile::fire->canBurn(level, x, y - 1, z)) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
@@ -248,7 +244,6 @@ private:
|
||||
}
|
||||
|
||||
void checkBurn(Level* level, int x, int y, int z, int chance, Random* random) {
|
||||
return; //@fire
|
||||
|
||||
int odds = burnOdds[level->getTile(x, y, z)];
|
||||
if (random->nextInt(chance) < odds) {
|
||||
@@ -265,7 +260,6 @@ private:
|
||||
}
|
||||
|
||||
bool isValidFireLocation(Level* level, int x, int y, int z) {
|
||||
return false; //@fire
|
||||
|
||||
if (canBurn(level, x + 1, y, z)) return true;
|
||||
if (canBurn(level, x - 1, y, z)) return true;
|
||||
@@ -278,7 +272,6 @@ private:
|
||||
}
|
||||
|
||||
int getFireOdds(Level* level, int x, int y, int z) {
|
||||
return 0; //@fire
|
||||
|
||||
int odds = 0;
|
||||
if (!level->isEmptyTile(x, y, z)) return 0;
|
||||
@@ -294,7 +287,6 @@ private:
|
||||
}
|
||||
|
||||
bool tryIgnite(Level* level, int x, int y, int z) {
|
||||
return false; //@fire
|
||||
|
||||
int t = level->getTile(x, y, z);
|
||||
if (t == Tile::fire->id) return true;
|
||||
|
||||
Reference in New Issue
Block a user