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2237515793 | ||
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e272991159 | ||
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378dfe8e22 | ||
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eac71a93d1 | ||
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fa249728e5 | ||
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84e8744387 | ||
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27f0287986 |
@@ -199,6 +199,9 @@ file(GLOB SERVER_SOURCES
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"src/world/level/dimension/Dimension.cpp"
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"src/world/level/dimension/FoliageColor.cpp"
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"src/world/level/GrassColor.cpp"
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"src/world/level/levelgen/*.cpp"
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"src/world/level/levelgen/feature/Feature.cpp"
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"src/world/level/levelgen/synth/*.cpp"
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@@ -258,6 +261,8 @@ file(GLOB CLIENT_SOURCES
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"src/util/**.cpp"
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"src/util/Color.cpp"
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"src/world/*.cpp"
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"src/world/phys/*.cpp"
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"src/world/entity/*.cpp"
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BIN
data/images/misc/foliagecolor.png
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BIN
data/images/misc/foliagecolor.png
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Binary file not shown.
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After Width: | Height: | Size: 17 KiB |
BIN
data/images/misc/grasscolor.png
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BIN
data/images/misc/grasscolor.png
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After Width: | Height: | Size: 25 KiB |
BIN
data/images/misc/shadow.png
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BIN
data/images/misc/shadow.png
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After Width: | Height: | Size: 868 B |
BIN
data/images/misc/vignette.png
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BIN
data/images/misc/vignette.png
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Binary file not shown.
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After Width: | Height: | Size: 24 KiB |
@@ -153,6 +153,7 @@ options.group.tweaks=Tweaks
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options.allowSprint=Allow sprint
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options.barOnTop=HUD above inventory
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options.rpiCursor=Show Raspberry PI cursor
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options.foliageTint=Tint Grass and Leaves
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options.autoJump=Auto Jump
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options.thirdperson=Third Person
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options.servervisible=Server Visible
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@@ -146,6 +146,7 @@ LOCAL_SRC_FILES := ../../../src/main.cpp \
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../../../src/util/StringUtils.cpp \
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../../../src/util/PerfTimer.cpp \
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../../../src/util/PerfRenderer.cpp \
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../../../src/util/Color.cpp \
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../../../src/world/Direction.cpp \
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../../../src/world/entity/AgableMob.cpp \
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../../../src/world/entity/Entity.cpp \
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@@ -209,6 +210,8 @@ LOCAL_SRC_FILES := ../../../src/main.cpp \
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../../../src/world/level/MobSpawner.cpp \
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../../../src/world/level/Region.cpp \
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../../../src/world/level/TickNextTickData.cpp \
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../../../src/world/level/FoliageColor.cpp \
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../../../src/world/level/GrassColor.cpp \
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../../../src/world/level/biome/Biome.cpp \
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../../../src/world/level/biome/BiomeSource.cpp \
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../../../src/world/level/chunk/LevelChunk.cpp \
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@@ -122,6 +122,7 @@ LOCAL_SRC_FILES := ../../../src/main.cpp \
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../../../src/util/StringUtils.cpp \
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../../../src/util/PerfTimer.cpp \
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../../../src/util/PerfRenderer.cpp \
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../../../src/util/Color.cpp \
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../../../src/world/Direction.cpp \
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../../../src/world/entity/AgableMob.cpp \
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../../../src/world/entity/Entity.cpp \
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@@ -183,6 +184,8 @@ LOCAL_SRC_FILES := ../../../src/main.cpp \
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../../../src/world/level/MobSpawner.cpp \
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../../../src/world/level/Region.cpp \
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../../../src/world/level/TickNextTickData.cpp \
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../../../src/world/level/FoliageColor.cpp \
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../../../src/world/level/GrassColor.cpp \
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../../../src/world/level/biome/Biome.cpp \
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../../../src/world/level/biome/BiomeSource.cpp \
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../../../src/world/level/chunk/LevelChunk.cpp \
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@@ -90,6 +90,7 @@
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#include "../network/command/CommandServer.h"
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#include "gamemode/CreatorMode.h"
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#include "../world/level/GrassColor.h"
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static void checkGlError(const char* tag) {
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#ifdef GLDEBUG
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while (1) {
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@@ -1132,6 +1133,24 @@ void Minecraft::init()
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gameRenderer = new GameRenderer(this);
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particleEngine = new ParticleEngine(level, textures);
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// 4j's code for reference
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// FoliageColor::init(textures->loadTexturePixels(L"misc/foliagecolor.png"));
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// my code
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TextureId foliageId = (textures->loadTexture("misc/foliagecolor.png")); // loading the uh png for foliage color
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int* foliagePixels = textures->loadTexturePixels(foliageId, "misc/foliagecolor.png");
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// now i can finally initialize foliage color, probably not the best way to handle this but i cant be arsed rn
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FoliageColor::init(foliagePixels);
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TextureId grassId = (textures->loadTexture("misc/foliagecolor.png")); // loading the uh png for foliage color
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int* grassPixels = textures->loadTexturePixels(grassId, "misc/foliagecolor.png");
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GrassColor::init(grassPixels);
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bool tint = options.getBooleanValue(OPTIONS_FOLIAGE_TINT); // finally, toggleable foliage color
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FoliageColor::setUseTint(tint);
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GrassColor::setUseTint(tint);
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// Platform specific initialization here
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font = new Font(&options, "font/default8.png", textures);
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@@ -1382,6 +1401,12 @@ void Minecraft::_levelGenerated()
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player->resetPos(false);
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}
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if (level && level->dimension) {
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// For example, if you want FogType or any other option
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level->dimension->FogType = options.getBooleanValue(OPTIONS_FOG_TYPE);
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}
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this->cameraTargetPlayer = player;
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std::string serverName = options.getStringValue(OPTIONS_USERNAME) + " - " + level->getLevelData()->levelName;
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@@ -60,6 +60,12 @@ OptionBool useTouchscreen("useTouchscreen", true);
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OptionBool serverVisible("servervisible", true);
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OptionBool foliageTint("foliagetint", false);
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OptionInt fogType("fogType", 0, 0, 2);
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OptionBool javaHud("javaHud", false);
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OptionInt keyForward("key.forward", Keyboard::KEY_W);
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OptionInt keyLeft("key.left", Keyboard::KEY_A);
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OptionInt keyBack("key.back", Keyboard::KEY_S);
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@@ -136,6 +142,8 @@ void Options::initTable() {
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m_options[OPTIONS_USE_TOUCHSCREEN] = &useTouchscreen;
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m_options[OPTIONS_SERVER_VISIBLE] = &serverVisible;
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m_options[OPTIONS_KEY_FORWARD] = &keyForward;
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@@ -160,6 +168,12 @@ void Options::initTable() {
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m_options[OPTIONS_BAR_ON_TOP] = &barOnTop;
|
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m_options[OPTIONS_ALLOW_SPRINT] = &allowSprint;
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m_options[OPTIONS_RPI_CURSOR] = &rpiCursor;
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m_options[OPTIONS_FOLIAGE_TINT] = &foliageTint;
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// more options yay
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m_options[OPTIONS_FOG_TYPE] = &fogType;
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m_options[OPTIONS_JAVA_HUD] = &javaHud;
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m_options[OPTIONS_AUTOJUMP] = &autoJump;
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m_options[OPTIONS_LAST_IP] = &lastIp;
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@@ -84,6 +84,9 @@ enum OptionId {
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OPTIONS_LAST_IP,
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OPTIONS_RPI_CURSOR,
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OPTIONS_FOLIAGE_TINT,
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OPTIONS_FOG_TYPE,
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OPTIONS_JAVA_HUD,
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// Should be last!
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OPTIONS_COUNT
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};
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@@ -103,6 +103,12 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse) {
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}
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}
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// @todo - Shredder: I added this here but currently viginette is broken so i cant do much about it.
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// if (minecraft->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS)){
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// this->renderVignette(this->minecraft->player->getBrightness(a), screenWidth, screenHeight);
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// }
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// shredder end
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if(minecraft->player->getSleepTimer() > 0) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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@@ -344,6 +350,8 @@ void Gui::displayClientMessage(const std::string& messageId) {
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addMessage(messageId);
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}
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// @todo - shredder: Function seems to be completely fine and ported over from java beta, but renders opaque??? need to investigate
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void Gui::renderVignette(float br, int w, int h) {
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br = 1 - br;
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if (br < 0) br = 0;
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@@ -354,7 +362,10 @@ void Gui::renderVignette(float br, int w, int h) {
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glDepthMask(false);
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glBlendFunc2(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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glColor4f2(tbr, tbr, tbr, 1);
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minecraft->textures->loadAndBindTexture("misc/vignette.png");
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glTexParameteri2(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri2(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Tesselator& t = Tesselator::instance;
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t.begin();
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@@ -1105,22 +1116,41 @@ void Gui::renderToolBar( float a, int ySlot, const int screenWidth ) {
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// Draw count
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//Tesselator& t = Tesselator::instance;
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glPushMatrix2();
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glScalef2(InvGuiScale + InvGuiScale, InvGuiScale + InvGuiScale, 1);
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const float k = 0.5f * GuiScale;
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const float k = 0.5f * GuiScale;
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if (minecraft->options.getBooleanValue(OPTIONS_JAVA_HUD)) // if true enables the java beta item count size and color and calls the java items decorations
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{
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t.beginOverride();
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if (minecraft->gameMode->isSurvivalType()) {
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x = baseItemX;
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for (int i = 0; i < slots; i++) {
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ItemInstance* item = minecraft->player->inventory->getItem(i);
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if (item && item->count >= 0)
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renderSlotText(item, k*x, k*ySlot + 1, true, true);
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ItemRenderer::renderGuiItemDecorations(minecraft->font, minecraft->textures, minecraft->player->inventory->getItem(i), x, (float)ySlot);
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x += 20;
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}
|
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}
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minecraft->textures->loadAndBindTexture("font/default8.png");
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t.endOverrideAndDraw();
|
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}
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else { // otherwise uses the normal pocket edition one
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glPushMatrix2();
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glScalef2(InvGuiScale + InvGuiScale, InvGuiScale + InvGuiScale, 1);
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t.beginOverride();
|
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if (minecraft->gameMode->isSurvivalType()) {
|
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x = baseItemX;
|
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for (int i = 0; i < slots; i++) {
|
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ItemInstance* item = minecraft->player->inventory->getItem(i);
|
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if (item && item->count >= 0)
|
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renderSlotText(item, k*x, k*ySlot, true, true);
|
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x += 20;
|
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}
|
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}
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|
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minecraft->textures->loadAndBindTexture("font/default8.png");
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t.endOverrideAndDraw();
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|
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glPopMatrix2();
|
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}
|
||||
|
||||
}
|
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|
||||
@@ -225,7 +225,11 @@ void OptionsScreen::generateOptionScreens() {
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|
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optionPanes[4]->addOptionItem(OPTIONS_ALLOW_SPRINT, minecraft)
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.addOptionItem(OPTIONS_BAR_ON_TOP, minecraft)
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.addOptionItem(OPTIONS_RPI_CURSOR, minecraft);
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.addOptionItem(OPTIONS_RPI_CURSOR, minecraft)
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.addOptionItem(OPTIONS_FOLIAGE_TINT, minecraft)
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.addOptionItem(OPTIONS_JAVA_HUD, minecraft)
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.addOptionItem(OPTIONS_FOG_TYPE, minecraft);
|
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|
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}
|
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|
||||
void OptionsScreen::mouseClicked(int x, int y, int buttonNum) {
|
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|
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@@ -7,6 +7,10 @@
|
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#include "../../world/level/Region.h"
|
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#include "../../world/level/chunk/LevelChunk.h"
|
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#include "../../util/Mth.h"
|
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|
||||
#include "../../world/level/biome/BiomeSource.h"
|
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|
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#include "../../world/level/Level.h"
|
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//#include "../../platform/time.h"
|
||||
|
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/*static*/ int Chunk::updates = 0;
|
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|
||||
@@ -25,6 +25,8 @@
|
||||
|
||||
#include "../../client/player/LocalPlayer.h"
|
||||
|
||||
#include "../../world/level/GrassColor.h"
|
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|
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#ifdef GFX_SMALLER_CHUNKS
|
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/* static */ const int LevelRenderer::CHUNK_SIZE = 8;
|
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#else
|
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@@ -47,6 +49,7 @@ LevelRenderer::LevelRenderer( Minecraft* mc)
|
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xMaxChunk(0), yMaxChunk(0), zMaxChunk(0),
|
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|
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lastViewDistance(-1),
|
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lastFogType(-1),
|
||||
|
||||
noEntityRenderFrames(2),
|
||||
totalEntities(0),
|
||||
@@ -143,6 +146,10 @@ void LevelRenderer::setLevel( Level* level )
|
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level->addListener(this);
|
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allChanged();
|
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}
|
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if (mc->options.getBooleanValue(OPTIONS_AMBIENT_OCCLUSION)) {
|
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mc->useAmbientOcclusion = !mc->useAmbientOcclusion;
|
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allChanged();
|
||||
}
|
||||
}
|
||||
|
||||
void LevelRenderer::allChanged()
|
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@@ -155,6 +162,13 @@ void LevelRenderer::allChanged()
|
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Tile::leaves_carried->setFancy(fancy);
|
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lastViewDistance = mc->options.getIntValue(OPTIONS_VIEW_DISTANCE);
|
||||
|
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lastFogType = mc->options.getIntValue(OPTIONS_FOG_TYPE);
|
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|
||||
bool tint = mc->options.getBooleanValue(OPTIONS_FOLIAGE_TINT);
|
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FoliageColor::setUseTint(tint);
|
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GrassColor::setUseTint(tint);
|
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|
||||
|
||||
int dist = (512 >> 3) << (3 - lastViewDistance);
|
||||
if (lastViewDistance <= 2 && mc->isPowerVR())
|
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dist = (int)((float)dist * 0.8f);
|
||||
@@ -301,6 +315,17 @@ int LevelRenderer::render( Mob* player, int layer, float alpha )
|
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allChanged();
|
||||
}
|
||||
|
||||
int currentFogType = mc->options.getIntValue(OPTIONS_FOG_TYPE);
|
||||
if (currentFogType != lastFogType) {
|
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lastFogType = currentFogType;
|
||||
|
||||
if (level && level->dimension) {
|
||||
level->dimension->FogType = currentFogType; // use new fog stuff
|
||||
}
|
||||
|
||||
allChanged();
|
||||
}
|
||||
|
||||
TIMER_PUSH("sortchunks");
|
||||
for (int i = 0; i < 10; i++) {
|
||||
chunkFixOffs = (chunkFixOffs + 1) % chunksLength;
|
||||
|
||||
@@ -113,6 +113,9 @@ private:
|
||||
bool occlusionCheck;
|
||||
int lastViewDistance;
|
||||
|
||||
// shredder added again...
|
||||
int lastFogType;
|
||||
|
||||
int ticks;
|
||||
int starList, skyList, darkList;
|
||||
|
||||
|
||||
@@ -249,6 +249,37 @@ int Textures::crispBlend( int c0, int c1 )
|
||||
return (a << 24) | (r << 16) | (g << 8) | b;
|
||||
}
|
||||
|
||||
// shredder here, moved the code from minecraft.cpp bcus that isnt the right place
|
||||
// had to implement this because i couldn't find a similar function in the code to do this
|
||||
int* Textures::loadTexturePixels(TextureId texId, const std::string& resourceName){
|
||||
|
||||
const TextureData* texture = getTemporaryTextureData(texId); // storing raw pixels
|
||||
|
||||
int size = texture->w * texture->h; // gets the size of our funny lil guy
|
||||
int* pixels = new int[size]; // memory leaks be galore
|
||||
unsigned char* raw = texture->data; // storing raw data into our beloved variable
|
||||
for (int i = 0; i < (texture->w * texture->h); i++){
|
||||
// my head hurts i hate working with this
|
||||
|
||||
|
||||
// uh since each pixel stores r g b a, aka the color channels which are each one byte, we multiply them by 4 to move from one pixel to another
|
||||
|
||||
int r = raw[i * 4 + 0]; // gets us the first channel aka red
|
||||
int g = raw[i * 4 + 1]; // gets us the second channel green
|
||||
int b = raw[i * 4 + 2]; // gets us the third channel blue
|
||||
int a = raw[i * 4 + 3]; // gets us the alpha channel
|
||||
|
||||
// woohoo pixels uh should have been seperated into their colors now hopefully
|
||||
|
||||
// r g b a
|
||||
// ugh we now got to turn it into the AA RR GGBB format aak 0xAARRGGBB
|
||||
// b gets 0 - 7 (8 bits), g gets 7 - 15 (8 bits), r gets 16 - 23 (8 bits), alpha gets the last ones 24 - 31 (8 bits),
|
||||
pixels[i] = (a << 24) | (r << 16) | (g << 8) | (b); // shuld combine them into one 32 bit int unless i did something dumb
|
||||
}
|
||||
return pixels; // your meal has been prepared john colors
|
||||
}
|
||||
|
||||
|
||||
///*public*/ int loadHttpTexture(std::string url, std::string backup) {
|
||||
// HttpTexture texture = httpTextures.get(url);
|
||||
// if (texture != NULL) {
|
||||
|
||||
@@ -44,6 +44,8 @@ public:
|
||||
TextureId assignTexture(const std::string& resourceName, const TextureData& img);
|
||||
const TextureData* getTemporaryTextureData(TextureId id);
|
||||
|
||||
int* loadTexturePixels(TextureId texId, const std::string& resourceName);
|
||||
|
||||
void tick(bool uploadToGraphicsCard);
|
||||
|
||||
void clear();
|
||||
|
||||
@@ -225,27 +225,14 @@ bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
|
||||
|
||||
bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
{
|
||||
// @todo: fire alpha transparency seems to be scuffed, also it seems i might have messed up the second layer while porting from lce/java , need to look into it - shredder
|
||||
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
//Icon *firstTex = tt->getTextureLayer(0);
|
||||
//Icon *secondTex = tt->getTextureLayer(1);
|
||||
//Icon *tex = firstTex;
|
||||
int tex = tt->getTexture(0);
|
||||
|
||||
// if (hasFixedTexture()) tex = fixedTexture;
|
||||
if (fixedTexture >= 0) tex = fixedTexture;
|
||||
|
||||
|
||||
// t.color( 1.0f, 1.0f, 1.0f );
|
||||
// t.tex( getLightColor(tt, level, x, y, z ) );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float br = tt->getBrightness( level, x, y, z );
|
||||
t.color( br, br, br );
|
||||
|
||||
@@ -280,11 +267,7 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
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);
|
||||
|
||||
|
||||
u0 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
@@ -321,7 +304,7 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
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 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
v0 = (yt) / 256.0f;
|
||||
@@ -343,7 +326,6 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
float yo = 1 / 16.0f;
|
||||
if ( ( ( x + y + z ) & 1 ) == 1 )
|
||||
{
|
||||
// tex = secondTex;
|
||||
u0 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
v0 = (yt) / 256.0f;
|
||||
@@ -447,7 +429,6 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
double z0_ = z + 0.5f - 0.5f;
|
||||
double z1_ = z + 0.5f + 0.5f;
|
||||
|
||||
// tex = firstTex;
|
||||
u0 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
v0 = (yt) / 256.0f;
|
||||
@@ -467,7 +448,6 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
t.vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
|
||||
1 ), ( float )( u0 ), ( float )( v0 ) );
|
||||
|
||||
// tex = secondTex;
|
||||
u0 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
v0 = (yt) / 256.0f;
|
||||
@@ -493,7 +473,6 @@ bool TileRenderer::tesselateFireInWorld( Tile* tt, int x, int y, int z )
|
||||
t.vertexUV( ( float )( x + 1.0f ), ( float )( y +
|
||||
h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
|
||||
|
||||
// tex = secondTex;
|
||||
u0 = (xt) / 256.0f;
|
||||
u1 = (xt + 15.99f) / 256.0f;
|
||||
v0 = (yt) / 256.0f;
|
||||
|
||||
@@ -40,18 +40,18 @@ EntityRenderDispatcher::EntityRenderDispatcher()
|
||||
{
|
||||
//@note: The Models (model/armor) will be deleted by resp. MobRenderer
|
||||
assign( ER_ITEM_RENDERER, new ItemRenderer());
|
||||
assign( ER_HUMANOID_RENDERER, new HumanoidMobRenderer(new HumanoidModel(), 0));
|
||||
assign( ER_PIG_RENDERER, new PigRenderer(new PigModel(), NULL/*new PigModel(0.5f)*/, 0));
|
||||
assign( ER_COW_RENDERER, new MobRenderer(new CowModel(), 0));
|
||||
assign( ER_CHICKEN_RENDERER, new ChickenRenderer( new ChickenModel(), 0));
|
||||
assign( ER_SHEEP_RENDERER, new SheepRenderer(new SheepModel(), new SheepFurModel(), 0));
|
||||
assign( ER_HUMANOID_RENDERER, new HumanoidMobRenderer(new HumanoidModel(), 0.5));
|
||||
assign( ER_PIG_RENDERER, new PigRenderer(new PigModel(0.5), NULL/*new PigModel(0.5f)*/, 0.7));
|
||||
assign( ER_COW_RENDERER, new MobRenderer(new CowModel(), 0.7));
|
||||
assign( ER_CHICKEN_RENDERER, new ChickenRenderer( new ChickenModel(), 0.3));
|
||||
assign( ER_SHEEP_RENDERER, new SheepRenderer(new SheepModel(), new SheepFurModel(), 0.7));
|
||||
assign( ER_SKELETON_RENDERER, new HumanoidMobRenderer(new SkeletonModel(), 0.5f));
|
||||
assign( ER_ZOMBIE_RENDERER, new HumanoidMobRenderer(new ZombieModel(), 0.5f));
|
||||
assign( ER_CREEPER_RENDERER, new CreeperRenderer());
|
||||
assign( ER_SPIDER_RENDERER, new SpiderRenderer());
|
||||
assign( ER_TNT_RENDERER, new TntRenderer());
|
||||
assign( ER_ARROW_RENDERER, new ArrowRenderer());
|
||||
assign( ER_PLAYER_RENDERER, new PlayerRenderer(new HumanoidModel(0, 0, 64, 64), 0));
|
||||
assign( ER_PLAYER_RENDERER, new PlayerRenderer(new HumanoidModel(0, 0, 64, 64), 0.5));
|
||||
assign( ER_THROWNEGG_RENDERER, new ItemSpriteRenderer(Item::egg->getIcon(0)));
|
||||
assign( ER_SNOWBALL_RENDERER, new ItemSpriteRenderer(Item::snowBall->getIcon(0)));
|
||||
assign( ER_PAINTING_RENDERER, new PaintingRenderer());
|
||||
@@ -133,7 +133,7 @@ void EntityRenderDispatcher::render( Entity* entity, float x, float y, float z,
|
||||
EntityRenderer* renderer = getRenderer(entity);
|
||||
if (renderer != NULL) {
|
||||
renderer->render(entity, x, y, z, rot, a);
|
||||
//renderer->postRender(entity, x, y, z, rot, a);
|
||||
renderer->postRender(entity, x, y, z, rot, a);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,6 +5,12 @@
|
||||
#include "../gles.h"
|
||||
#include "../../../world/phys/AABB.h"
|
||||
#include "EntityRenderDispatcher.h"
|
||||
#include "../../../util/Mth.h"
|
||||
#include "../../../world/level/Level.h"
|
||||
#include "../../../world/level/tile/Tile.h"
|
||||
|
||||
#include "../../Minecraft.h"
|
||||
#include "../../Option.h"
|
||||
|
||||
EntityRenderDispatcher* EntityRenderer::entityRenderDispatcher = NULL;
|
||||
|
||||
@@ -36,37 +42,37 @@ void EntityRenderer::render(const AABB& bb, float xo, float yo, float zo) {
|
||||
glColor4f2(1, 1, 1, 1);
|
||||
t.begin();
|
||||
t.offset(xo, yo, zo);
|
||||
//t.normal(0, 0, -1);
|
||||
t.normal(0, 0, -1);
|
||||
t.vertex(bb.x0, bb.y1, bb.z0);
|
||||
t.vertex(bb.x1, bb.y1, bb.z0);
|
||||
t.vertex(bb.x1, bb.y0, bb.z0);
|
||||
t.vertex(bb.x0, bb.y0, bb.z0);
|
||||
|
||||
//t.normal(0, 0, 1);
|
||||
t.normal(0, 0, 1);
|
||||
t.vertex(bb.x0, bb.y0, bb.z1);
|
||||
t.vertex(bb.x1, bb.y0, bb.z1);
|
||||
t.vertex(bb.x1, bb.y1, bb.z1);
|
||||
t.vertex(bb.x0, bb.y1, bb.z1);
|
||||
|
||||
//t.normal(0, -1, 0);
|
||||
t.normal(0, -1, 0);
|
||||
t.vertex(bb.x0, bb.y0, bb.z0);
|
||||
t.vertex(bb.x1, bb.y0, bb.z0);
|
||||
t.vertex(bb.x1, bb.y0, bb.z1);
|
||||
t.vertex(bb.x0, bb.y0, bb.z1);
|
||||
|
||||
//t.normal(0, 1, 0);
|
||||
t.normal(0, 1, 0);
|
||||
t.vertex(bb.x0, bb.y1, bb.z1);
|
||||
t.vertex(bb.x1, bb.y1, bb.z1);
|
||||
t.vertex(bb.x1, bb.y1, bb.z0);
|
||||
t.vertex(bb.x0, bb.y1, bb.z0);
|
||||
|
||||
//t.normal(-1, 0, 0);
|
||||
t.normal(-1, 0, 0);
|
||||
t.vertex(bb.x0, bb.y0, bb.z1);
|
||||
t.vertex(bb.x0, bb.y1, bb.z1);
|
||||
t.vertex(bb.x0, bb.y1, bb.z0);
|
||||
t.vertex(bb.x0, bb.y0, bb.z0);
|
||||
|
||||
//t.normal(1, 0, 0);
|
||||
t.normal(1, 0, 0);
|
||||
t.vertex(bb.x1, bb.y0, bb.z0);
|
||||
t.vertex(bb.x1, bb.y1, bb.z0);
|
||||
t.vertex(bb.x1, bb.y1, bb.z1);
|
||||
@@ -116,134 +122,139 @@ Font* EntityRenderer::getFont() {
|
||||
return entityRenderDispatcher->getFont();
|
||||
}
|
||||
|
||||
//void postRender(Entity entity, float x, float y, float z, float rot, float a) {
|
||||
// if (entityRenderDispatcher.options.fancyGraphics && shadowRadius > 0) {
|
||||
// float dist = entityRenderDispatcher.distanceToSqr(entity.x, entity.y, entity.z);
|
||||
// float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength);
|
||||
// if (pow > 0) {
|
||||
// renderShadow(entity, x, y, z, pow, a);
|
||||
// }
|
||||
// }
|
||||
// if (entity.isOnFire()) renderFlame(entity, x, y, z, a);
|
||||
void EntityRenderer::postRender(Entity* entity, float x, float y, float z, float rot, float a) {
|
||||
if (/*entityRenderDispatcher.options.fancyGraphics &&*/entityRenderDispatcher->minecraft->options.getBooleanValue(OPTIONS_FANCY_GRAPHICS) && shadowRadius > 0) {
|
||||
float dist = entityRenderDispatcher->distanceToSqr(entity->x, entity->y, entity->z);
|
||||
float pow = (float) ((1 - dist / (16.0f * 16.0f)) * shadowStrength);
|
||||
if (pow > 0) {
|
||||
renderShadow(entity, x, y, z, pow, a);
|
||||
}
|
||||
//}
|
||||
if (entity->isOnFire()) renderFlame(entity, x, y, z, a);
|
||||
}
|
||||
}
|
||||
void EntityRenderer::renderFlame(Entity* e, float x, float y, float z, float a) {
|
||||
|
||||
//void renderFlame(Entity e, float x, float y, float z, float a) {
|
||||
// glDisable2(GL_LIGHTING);
|
||||
// int tex = Tile.fire.tex;
|
||||
int tex = ((Tile*)Tile::fire)->tex;
|
||||
|
||||
// int xt = (tex & 0xf) << 4;
|
||||
// int yt = tex & 0xf0;
|
||||
int xt = (tex & 0xf) << 4;
|
||||
int yt = tex & 0xf0;
|
||||
|
||||
// float u0 = (xt) / 256.0f;
|
||||
// float u1 = (xt + 15.99f) / 256.0f;
|
||||
// float v0 = (yt) / 256.0f;
|
||||
// float v1 = (yt + 15.99f) / 256.0f;
|
||||
float u0 = (xt) / 256.0f;
|
||||
float u1 = (xt + 15.99f) / 256.0f;
|
||||
float v0 = (yt) / 256.0f;
|
||||
float v1 = (yt + 15.99f) / 256.0f;
|
||||
|
||||
// glPushMatrix2();
|
||||
// glTranslatef2((float) x, (float) y, (float) z);
|
||||
glPushMatrix2();
|
||||
glTranslatef2((float) x, (float) y, (float) z);
|
||||
|
||||
// float s = e.bbWidth * 1.4f;
|
||||
// glScalef2(s, s, s);
|
||||
// bindTexture("terrain.png");
|
||||
// Tesselator t = Tesselator.instance;
|
||||
float s = e->bbWidth * 1.4f;
|
||||
glScalef2(s, s, s);
|
||||
bindTexture("terrain.png");
|
||||
Tesselator& t = Tesselator::instance;
|
||||
|
||||
// float r = 1.0f;
|
||||
// float xo = 0.5f;
|
||||
// float yo = 0.0f;
|
||||
float r = 1.0f;
|
||||
float xo = 0.5f;
|
||||
float yo = 0.0f;
|
||||
|
||||
// float h = e.bbHeight / e.bbWidth;
|
||||
float h = e->bbHeight / e->bbWidth;
|
||||
|
||||
// glRotatef2(-entityRenderDispatcher.playerRotY, 0, 1, 0);
|
||||
// glTranslatef2(0, 0, -0.4f + ((int) h) * 0.02f);
|
||||
// glColor4f2(1, 1, 1, 1);
|
||||
// // glRotatef2(-playerRotX, 1, 0, 0);
|
||||
// t.begin();
|
||||
// while (h > 0) {
|
||||
// t.vertexUV(r - xo, 0 - yo, 0, u1, v1);
|
||||
// t.vertexUV(0 - xo, 0 - yo, 0, u0, v1);
|
||||
// t.vertexUV(0 - xo, 1.4f - yo, 0, u0, v0);
|
||||
// t.vertexUV(r - xo, 1.4f - yo, 0, u1, v0);
|
||||
// h -= 1;
|
||||
// yo -= 1;
|
||||
// r *= 0.9f;
|
||||
// glTranslatef2(0, 0, -0.04f);
|
||||
// }
|
||||
// t.end();
|
||||
// glPopMatrix2();
|
||||
glRotatef2(-entityRenderDispatcher->playerRotY, 0, 1, 0);
|
||||
glTranslatef2(0, 0, -0.4f + ((int) h) * 0.02f);
|
||||
glColor4f2(1, 1, 1, 1);
|
||||
// glRotatef2(-playerRotX, 1, 0, 0);
|
||||
t.begin();
|
||||
while (h > 0) {
|
||||
t.vertexUV(r - xo, 0 - yo, 0, u1, v1);
|
||||
t.vertexUV(0 - xo, 0 - yo, 0, u0, v1);
|
||||
t.vertexUV(0 - xo, 1.4f - yo, 0, u0, v0);
|
||||
t.vertexUV(r - xo, 1.4f - yo, 0, u1, v0);
|
||||
h -= 1;
|
||||
yo -= 1;
|
||||
r *= 0.9f;
|
||||
glTranslatef2(0, 0, -0.04f);
|
||||
}
|
||||
t.draw();
|
||||
glPopMatrix2();
|
||||
// glEnable2(GL_LIGHTING);
|
||||
//}
|
||||
}
|
||||
|
||||
//void renderShadow(Entity e, float x, float y, float z, float pow, float a) {
|
||||
// glEnable2(GL_BLEND);
|
||||
// glBlendFunc2(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float pow, float a) { //
|
||||
glEnable2(GL_BLEND);
|
||||
glBlendFunc2(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Textures textures = entityRenderDispatcher.textures;
|
||||
// textures.bind(textures.loadTexture("%clamp%/misc/shadow.png"));
|
||||
//Textures* textures = entityRenderDispatcher->textures;
|
||||
//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
|
||||
Textures* textures = entityRenderDispatcher->textures;
|
||||
textures->bind(textures->loadTexture("/misc/shadow.png"));
|
||||
|
||||
// Level level = getLevel();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// glDepthMask(false);
|
||||
// float r = shadowRadius;
|
||||
Level* level = getLevel();
|
||||
|
||||
// float ex = e.xOld + (e.x - e.xOld) * a;
|
||||
// float ey = e.yOld + (e.y - e.yOld) * a + e.getShadowHeightOffs();
|
||||
// float ez = e.zOld + (e.z - e.zOld) * a;
|
||||
glDepthMask(false);
|
||||
float r = shadowRadius;
|
||||
|
||||
// int x0 = Mth.floor(ex - r);
|
||||
// int x1 = Mth.floor(ex + r);
|
||||
// int y0 = Mth.floor(ey - r);
|
||||
// int y1 = Mth.floor(ey);
|
||||
// int z0 = Mth.floor(ez - r);
|
||||
// int z1 = Mth.floor(ez + r);
|
||||
float ex = e->xOld + (e->x - e->xOld) * a;
|
||||
float ey = e->yOld + (e->y - e->yOld) * a + e->getShadowHeightOffs();
|
||||
float ez = e->zOld + (e->z - e->zOld) * a;
|
||||
|
||||
// float xo = x - ex;
|
||||
// float yo = y - ey;
|
||||
// float zo = z - ez;
|
||||
int x0 = Mth::floor(ex - r);
|
||||
int x1 = Mth::floor(ex + r);
|
||||
int y0 = Mth::floor(ey - r);
|
||||
int y1 = Mth::floor(ey);
|
||||
int z0 = Mth::floor(ez - r);
|
||||
int z1 = Mth::floor(ez + r);
|
||||
|
||||
// Tesselator tt = Tesselator.instance;
|
||||
// tt.begin();
|
||||
// for (int xt = x0; xt <= x1; xt++)
|
||||
// for (int yt = y0; yt <= y1; yt++)
|
||||
// for (int zt = z0; zt <= z1; zt++) {
|
||||
// int t = level.getTile(xt, yt - 1, zt);
|
||||
// if (t > 0 && level.getRawBrightness(xt, yt, zt) > 3) {
|
||||
// renderTileShadow(Tile.tiles[t], x, y + e.getShadowHeightOffs(), z, xt, yt, zt, pow, r, xo, yo + e.getShadowHeightOffs(), zo);
|
||||
// }
|
||||
// }
|
||||
// tt.end();
|
||||
float xo = x - ex;
|
||||
float yo = y - ey;
|
||||
float zo = z - ez;
|
||||
|
||||
// glColor4f2(1, 1, 1, 1);
|
||||
// glDisable2(GL_BLEND);
|
||||
// glDepthMask(true);
|
||||
//}
|
||||
Tesselator& tt = Tesselator::instance;
|
||||
tt.begin();
|
||||
for (int xt = x0; xt <= x1; xt++)
|
||||
for (int yt = y0; yt <= y1; yt++)
|
||||
for (int zt = z0; zt <= z1; zt++) {
|
||||
int t = level->getTile(xt, yt - 1, zt);
|
||||
if (t > 0 && level->getRawBrightness(xt, yt, zt) > 3) {
|
||||
renderTileShadow(Tile::tiles[t], x, y + e->getShadowHeightOffs(), z, xt, yt, zt, pow, r, xo, yo + e->getShadowHeightOffs(), zo);
|
||||
}
|
||||
}
|
||||
tt.draw();
|
||||
|
||||
//Level* getLevel() {
|
||||
// return entityRenderDispatcher.level;
|
||||
//}
|
||||
glColor4f2(1, 1, 1, 1);
|
||||
glDisable2(GL_BLEND);
|
||||
glDepthMask(true);
|
||||
}
|
||||
|
||||
//void renderTileShadow(Tile tt, float x, float y, float z, int xt, int yt, int zt, float pow, float r, float xo, float yo, float zo) {
|
||||
// Tesselator t = Tesselator.instance;
|
||||
// if (!tt.isCubeShaped()) return;
|
||||
Level* EntityRenderer::getLevel() {
|
||||
return entityRenderDispatcher->level;
|
||||
}
|
||||
|
||||
// float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel().getBrightness(xt, yt, zt);
|
||||
// if (a < 0) return;
|
||||
// if (a > 1) a = 1;
|
||||
void EntityRenderer::renderTileShadow(Tile* tt, float x, float y, float z, int xt, int yt, int zt, float pow, float r, float xo, float yo, float zo) {
|
||||
Tesselator& t = Tesselator::instance;
|
||||
if (!tt->isCubeShaped()) return;
|
||||
|
||||
float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt);
|
||||
if (a < 0) return;
|
||||
if (a > 1) a = 1;
|
||||
// t.color(1, 1, 1, (float) a);
|
||||
// // glColor4f2(1, 1, 1, (float) a);
|
||||
glColor4f2(1, 1, 1, (float) a);
|
||||
|
||||
// float x0 = xt + tt.xx0 + xo;
|
||||
// float x1 = xt + tt.xx1 + xo;
|
||||
// float y0 = yt + tt.yy0 + yo + 1.0 / 64.0f;
|
||||
// float z0 = zt + tt.zz0 + zo;
|
||||
// float z1 = zt + tt.zz1 + zo;
|
||||
float x0 = xt + tt->xx0 + xo;
|
||||
float x1 = xt + tt->xx1 + xo;
|
||||
float y0 = yt + tt->yy0 + yo + 1.0 / 64.0f;
|
||||
float z0 = zt + tt->zz0 + zo;
|
||||
float z1 = zt + tt->zz1 + zo;
|
||||
|
||||
// float u0 = (float) ((x - (x0)) / 2 / r + 0.5f);
|
||||
// float u1 = (float) ((x - (x1)) / 2 / r + 0.5f);
|
||||
// float v0 = (float) ((z - (z0)) / 2 / r + 0.5f);
|
||||
// float v1 = (float) ((z - (z1)) / 2 / r + 0.5f);
|
||||
float u0 = (float) ((x - (x0)) / 2 / r + 0.5f);
|
||||
float u1 = (float) ((x - (x1)) / 2 / r + 0.5f);
|
||||
float v0 = (float) ((z - (z0)) / 2 / r + 0.5f);
|
||||
float v1 = (float) ((z - (z1)) / 2 / r + 0.5f);
|
||||
|
||||
// t.vertexUV(x0, y0, z0, u0, v0);
|
||||
// t.vertexUV(x0, y0, z1, u0, v1);
|
||||
// t.vertexUV(x1, y0, z1, u1, v1);
|
||||
// t.vertexUV(x1, y0, z0, u1, v0);
|
||||
//}
|
||||
t.vertexUV(x0, y0, z0, u0, v0);
|
||||
t.vertexUV(x0, y0, z1, u0, v1);
|
||||
t.vertexUV(x1, y0, z1, u1, v1);
|
||||
t.vertexUV(x1, y0, z0, u1, v0);
|
||||
}
|
||||
|
||||
@@ -12,6 +12,8 @@ class EntityRenderDispatcher;
|
||||
class Entity;
|
||||
class AABB;
|
||||
class Font;
|
||||
class Tile;
|
||||
class Level;
|
||||
|
||||
class EntityRenderer
|
||||
{
|
||||
@@ -24,6 +26,11 @@ public:
|
||||
virtual void render(Entity* entity, float x, float y, float z, float rot, float a) = 0;
|
||||
static void render(const AABB& bb, float xo, float yo, float zo);
|
||||
static void renderFlat(const AABB& bb);
|
||||
void renderShadow(Entity* e, float x, float y, float z, float pow, float a);
|
||||
void renderTileShadow(Tile* tt, float x, float y, float z, int xt, int yt, int zt, float pow, float r, float xo, float yo, float zo);
|
||||
void renderFlame(Entity* e, float x, float y, float z, float a);
|
||||
void postRender(Entity* entity, float x, float y, float z, float rot, float a);
|
||||
Level* getLevel();
|
||||
|
||||
Font* getFont();
|
||||
|
||||
|
||||
@@ -226,7 +226,42 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures, const ItemInsta
|
||||
t.draw();
|
||||
}
|
||||
|
||||
void ItemRenderer::renderGuiItemDecorations(const ItemInstance* item, float x, float y) {
|
||||
|
||||
void ItemRenderer::renderGuiItemDecorations(Font* font, Textures* textures, ItemInstance* item, int x, int y){ // this is normally unused in the header but i ported it from java beta - shredder
|
||||
if (item != NULL) {
|
||||
if (item->count > 1) {
|
||||
char buf[16];
|
||||
sprintf(buf, "%d", item->count);
|
||||
std::string countStr = buf;
|
||||
// glDisable(GL_LIGHTING);
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
font->drawShadow(countStr, x + 19 - 2 - font->width(countStr),
|
||||
y + 6 + 3, 0xFFFFFF);
|
||||
// glEnable(GL_LIGHTING);
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
if (item->isDamaged()) {
|
||||
float p = std::floor(13.5f - (float) item->getDamageValue() * 13.0f / (float) item->getMaxDamage() + 0.5);
|
||||
int cc = (int) std::floor(255.5f - (float) item->getDamageValue() * 255.0f / (float) item->getMaxDamage() + 0.5);
|
||||
// glDisable(GL_LIGHTING);
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
// glDisable(GL_TEXTURE_2D);
|
||||
// auto var8 = ::net::minecraft::client::renderer::Tesselator::instance();
|
||||
Tesselator& t = Tesselator::instance;
|
||||
int ca = ((255 - cc)<< 16 | (cc << 8));
|
||||
int cb = (((255 - cc) / 4) << 16 | 16128);
|
||||
fillRect(t, x + 2, y + 13, 13, 2, 0);
|
||||
fillRect(t, x + 2, y + 13, 12, 1, cb);
|
||||
fillRect(t, x + 2, y + 13, p, 1, ca);
|
||||
// glEnable(GL_TEXTURE_2D);
|
||||
// glEnable(GL_LIGHTING);
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ItemRenderer::renderGuiItemDecorations(const ItemInstance* item, float x, float y) { // nothing changed here this is the normal pocket edition one.
|
||||
if (!item) return;
|
||||
if (item->count > 0 && item->isDamaged()) {
|
||||
float p = std::floor(13.5f - (float) item->getDamageValue() * 13.0f / (float) item->getMaxDamage());
|
||||
|
||||
@@ -22,7 +22,7 @@ public:
|
||||
static void renderGuiItem(Font* font, Textures* textures, const ItemInstance* item, float x, float y, bool fancy);
|
||||
static void renderGuiItem(Font* font, Textures* textures, const ItemInstance* item, float x, float y, float w, float h, bool fancy);
|
||||
static void renderGuiItemCorrect(Font* font, Textures* textures, const ItemInstance* item, int x, int y);
|
||||
//void renderGuiItemDecorations(Font* font, Textures* textures, ItemInstance* item, int x, int y);
|
||||
static void renderGuiItemDecorations(Font* font, Textures* textures, ItemInstance* item, int x, int y);
|
||||
static void renderGuiItemDecorations(const ItemInstance* item, float x, float y);
|
||||
|
||||
static void blit(float x, float y, float sx, float sy, float w, float h);
|
||||
|
||||
@@ -135,7 +135,7 @@ void MobRenderer::render(Entity* e, float x, float y, float z, float rot, float
|
||||
//glEnable2(GL_DEPTH_TEST);
|
||||
|
||||
glPopMatrix2();
|
||||
|
||||
postRender(mob, x, y, z, rot, a);
|
||||
renderName(mob, x, y, z);
|
||||
}
|
||||
|
||||
|
||||
98
src/util/Color.cpp
Normal file
98
src/util/Color.cpp
Normal file
@@ -0,0 +1,98 @@
|
||||
#include "Mth.h"
|
||||
|
||||
#include "Color.h"
|
||||
#include <cassert>
|
||||
|
||||
//Creates an opaque sRGB color with the specified red, green, and blue values in the range (0.0 - 1.0).
|
||||
//Alpha is defaulted to 1.0. The actual color used in rendering depends on finding the best match given the color space
|
||||
//available for a particular output device.
|
||||
//Parameters:
|
||||
//r - the red component
|
||||
//g - the green component
|
||||
//b - the blue component
|
||||
//Throws:
|
||||
//IllegalArgumentException - if r, g or b are outside of the range 0.0 to 1.0, inclusive
|
||||
Color::Color( float r, float g, float b)
|
||||
{
|
||||
assert( r >= 0.0f && r <= 1.0f );
|
||||
assert( g >= 0.0f && g <= 1.0f );
|
||||
assert( b >= 0.0f && b <= 1.0f );
|
||||
|
||||
//argb
|
||||
colour = ( (0xFF<<24) | ( (int)(r*255)<<16 ) | ( (int)(g*255)<<8 ) | ( (int)(b*255) ) );
|
||||
}
|
||||
|
||||
Color::Color( int r, int g, int b)
|
||||
{
|
||||
colour = ( (0xFF<<24) | ( (r&0xff)<<16 ) | ( (g&0xff)<<8 ) | ( (b&0xff) ) );
|
||||
}
|
||||
|
||||
|
||||
//Creates a Color object based on the specified values for the HSB color model.
|
||||
//The s and b components should be floating-point values between zero and one (numbers in the range 0.0-1.0).
|
||||
//The h component can be any floating-point number. The floor of this number is subtracted from it to create a fraction between 0 and 1.
|
||||
//This fractional number is then multiplied by 360 to produce the hue angle in the HSB color model.
|
||||
//
|
||||
//Parameters:
|
||||
//h - the hue component
|
||||
//s - the saturation of the color
|
||||
//b - the brightness of the color
|
||||
//Returns:
|
||||
//a Color object with the specified hue, saturation, and brightness.
|
||||
Color Color::getHSBColor(float hue, float saturation, float brightness)
|
||||
{
|
||||
int r = 0, g = 0, b = 0;
|
||||
if (saturation == 0)
|
||||
{
|
||||
r = g = b = (int) (brightness * 255.0f + 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
float h = (hue - (float)Mth::floor(hue)) * 6.0f;
|
||||
float f = h - (float)Mth::floor(h);
|
||||
float p = brightness * (1.0f - saturation);
|
||||
float q = brightness * (1.0f - saturation * f);
|
||||
float t = brightness * (1.0f - (saturation * (1.0f - f)));
|
||||
switch ((int) h)
|
||||
{
|
||||
case 0:
|
||||
r = (int) (brightness * 255.0f + 0.5f);
|
||||
g = (int) (t * 255.0f + 0.5f);
|
||||
b = (int) (p * 255.0f + 0.5f);
|
||||
break;
|
||||
case 1:
|
||||
r = (int) (q * 255.0f + 0.5f);
|
||||
g = (int) (brightness * 255.0f + 0.5f);
|
||||
b = (int) (p * 255.0f + 0.5f);
|
||||
break;
|
||||
case 2:
|
||||
r = (int) (p * 255.0f + 0.5f);
|
||||
g = (int) (brightness * 255.0f + 0.5f);
|
||||
b = (int) (t * 255.0f + 0.5f);
|
||||
break;
|
||||
case 3:
|
||||
r = (int) (p * 255.0f + 0.5f);
|
||||
g = (int) (q * 255.0f + 0.5f);
|
||||
b = (int) (brightness * 255.0f + 0.5f);
|
||||
break;
|
||||
case 4:
|
||||
r = (int) (t * 255.0f + 0.5f);
|
||||
g = (int) (p * 255.0f + 0.5f);
|
||||
b = (int) (brightness * 255.0f + 0.5f);
|
||||
break;
|
||||
case 5:
|
||||
r = (int) (brightness * 255.0f + 0.5f);
|
||||
g = (int) (p * 255.0f + 0.5f);
|
||||
b = (int) (q * 255.0f + 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return Color( r, g, b );
|
||||
}
|
||||
|
||||
int Color::getRGB()
|
||||
{
|
||||
return colour;
|
||||
}
|
||||
15
src/util/Color.h
Normal file
15
src/util/Color.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
class Color
|
||||
{
|
||||
private:
|
||||
int colour;
|
||||
|
||||
public:
|
||||
//Creates an opaque sRGB color with the specified red, green, and blue values in the range (0.0 - 1.0).
|
||||
Color( float r, float g, float b);
|
||||
Color( int r, int g, int b);
|
||||
|
||||
static Color getHSBColor(float h, float s, float b);
|
||||
int getRGB();
|
||||
};
|
||||
@@ -245,6 +245,7 @@ void Inventory::setupDefault() {
|
||||
addItem(new ItemInstance(Item::seeds_melon));
|
||||
addItem(new ItemInstance(Item::dye_powder, 1, DyePowderItem::WHITE));
|
||||
addItem(new ItemInstance(Item::hoe_iron));
|
||||
addItem(new ItemInstance(Item::flintAndSteel));
|
||||
#ifdef RPI
|
||||
Sel[0] = addItem(new ItemInstance(Item::sword_iron));
|
||||
#else
|
||||
|
||||
@@ -19,7 +19,7 @@ public:
|
||||
setMaxDamage(64);
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
bool useOn(ItemInstance* instance, Player* player, Level* level, int x, int y, int z, int face, float clickX, float clickY, float clickZ) {
|
||||
if (face == 0) y--;
|
||||
if (face == 1) y++;
|
||||
@@ -30,14 +30,14 @@ public:
|
||||
|
||||
int targetType = level->getTile(x, y, z);
|
||||
if (targetType == 0) {
|
||||
level->playSound(x + 0.5, y + 0.5, z + 0.5, "fire.ignite", 1, sharedRandom.nextFloat() * 0.4f + 0.8f);
|
||||
level->setTile(x, y, z, Tile::fire->id);
|
||||
level->playSound(x + 0.5, y + 0.5, z + 0.5, "fire.ignite", 1, random.nextFloat() * 0.4f + 0.8f);
|
||||
level->setTile(x, y, z, ((Tile*)Tile::fire)->id);
|
||||
}
|
||||
|
||||
instance->hurt(1);
|
||||
return true;
|
||||
}
|
||||
*/
|
||||
|
||||
};
|
||||
|
||||
#endif /*NET_MINECRAFT_WORLD_ITEM__FlintAndSteelItem_H__*/
|
||||
|
||||
13
src/world/level/FoliageColor.cpp
Normal file
13
src/world/level/FoliageColor.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#include "FoliageColor.h"
|
||||
|
||||
// TODO: Probably move all the stuff from the header into here so it's a bit cleaner
|
||||
bool FoliageColor::useTint = true;
|
||||
|
||||
int FoliageColor::get(float temp, float rain) {
|
||||
rain *= temp;
|
||||
int x = (int) ((1 - temp) * 255);
|
||||
int y = (int) ((1 - rain) * 255);
|
||||
return pixels[y << 8 | x];
|
||||
}
|
||||
|
||||
int* FoliageColor::pixels = nullptr;
|
||||
@@ -6,6 +6,16 @@
|
||||
class FoliageColor
|
||||
{
|
||||
public:
|
||||
static bool useTint;
|
||||
|
||||
static void setUseTint(bool value) {
|
||||
useTint = value;
|
||||
}
|
||||
/*
|
||||
Shredder here, Ive converted the unused commented out code into their correct syntax, though if i did something incorrectly feel free to take reference from the
|
||||
commented out code
|
||||
*/
|
||||
|
||||
// static void init(int[] pixels) {
|
||||
// FoliageColor::pixels = pixels;
|
||||
// }
|
||||
@@ -17,6 +27,13 @@ public:
|
||||
// return pixels[y << 8 | x];
|
||||
// }
|
||||
|
||||
|
||||
static void init(int* p) {
|
||||
pixels = p;
|
||||
}
|
||||
|
||||
static int get(float temp, float rain);
|
||||
|
||||
static int getEvergreenColor() {
|
||||
return 0x619961;
|
||||
}
|
||||
@@ -26,11 +43,12 @@ public:
|
||||
}
|
||||
|
||||
static int getDefaultColor() {
|
||||
return 0x48b518;
|
||||
return 0xFFFFFF;
|
||||
}
|
||||
|
||||
private:
|
||||
// static int pixels[256*256];
|
||||
static int* pixels;
|
||||
};
|
||||
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL__FoliageColor_H__*/
|
||||
|
||||
13
src/world/level/GrassColor.cpp
Normal file
13
src/world/level/GrassColor.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#include "GrassColor.h"
|
||||
|
||||
// TODO: Probably move all the stuff from the header into here so it's a bit cleaner
|
||||
bool GrassColor::useTint = true;
|
||||
|
||||
int GrassColor::get(float temp, float rain) {
|
||||
rain *= temp;
|
||||
int x = (int) ((1 - temp) * 255);
|
||||
int y = (int) ((1 - rain) * 255);
|
||||
return pixels[y << 8 | x];
|
||||
}
|
||||
|
||||
int* GrassColor::pixels = nullptr;
|
||||
42
src/world/level/GrassColor.h
Normal file
42
src/world/level/GrassColor.h
Normal file
@@ -0,0 +1,42 @@
|
||||
#ifndef NET_MINECRAFT_WORLD_LEVEL__GrassColor_H__
|
||||
#define NET_MINECRAFT_WORLD_LEVEL__GrassColor_H__
|
||||
|
||||
//package net.minecraft.world.level;
|
||||
|
||||
class GrassColor
|
||||
{
|
||||
public:
|
||||
static bool useTint;
|
||||
|
||||
static void setUseTint(bool value) {
|
||||
useTint = value;
|
||||
}
|
||||
/*
|
||||
Shredder here, Ive converted the unused commented out code into their correct syntax, though if i did something incorrectly feel free to take reference from the
|
||||
commented out code
|
||||
*/
|
||||
|
||||
// static void init(int[] pixels) {
|
||||
// GrassColor::pixels = pixels;
|
||||
// }
|
||||
//
|
||||
// static int get(float temp, float rain) {
|
||||
// rain *= temp;
|
||||
// int x = (int) ((1 - temp) * 255);
|
||||
// int y = (int) ((1 - rain) * 255);
|
||||
// return pixels[y << 8 | x];
|
||||
// }
|
||||
|
||||
|
||||
static void init(int* p) {
|
||||
pixels = p;
|
||||
}
|
||||
|
||||
static int get(float temp, float rain);
|
||||
|
||||
private:
|
||||
// static int pixels[256*256];
|
||||
static int* pixels;
|
||||
};
|
||||
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL__GrassColor_H__*/
|
||||
@@ -1176,10 +1176,20 @@ Vec3 Level::getSkyColor(Entity* source, float a) {
|
||||
if (br < 0.0f) br = 0.0f;
|
||||
if (br > 0.75f) br = 0.75f; //@note; was 1.0f
|
||||
|
||||
// int xx = Mth::floor(source->x);
|
||||
// int zz = Mth::floor(source->z);
|
||||
// float temp = 0.5;//(float) getBiomeSource().getTemperature(xx, zz);
|
||||
int skyColor = 0x3070ff;//getBiomeSource().getBiome(xx, zz).getSkyColor(temp);
|
||||
int xx = Mth::floor(source->x);
|
||||
int zz = Mth::floor(source->z);
|
||||
// float temp = 0.5;//(float) getBiomeSource().getTemperature(xx, zz); // unused in normal pe too, just hardcoded temp values for some reason.
|
||||
float temp = (float) getBiomeSource()->getTemperature(xx, zz);
|
||||
int skyColor;
|
||||
if (dimension->FogType == 1){ // 1 is java styled fog which should use temperatures!
|
||||
skyColor = getBiomeSource()->getBiome(xx, zz)->getSkyColor(temp);
|
||||
}
|
||||
else { // otherwise default to the normal pocket edition skycolor
|
||||
|
||||
skyColor = 0x3070ff;
|
||||
}
|
||||
|
||||
// int skyColor = 0x3070ff;//getBiomeSource().getBiome(xx, zz).getSkyColor(temp); // This is the vanilla way, add it as OPTION_SKY - shredder
|
||||
|
||||
float r = ((skyColor >> 16) & 0xff) / 255.0f;
|
||||
float g = ((skyColor >> 8) & 0xff) / 255.0f;
|
||||
|
||||
@@ -3,8 +3,9 @@
|
||||
|
||||
//package net.minecraft.world.level;
|
||||
|
||||
/*
|
||||
|
||||
class BiomeSource;
|
||||
/*
|
||||
class TileEntity;
|
||||
*/
|
||||
class Material;
|
||||
@@ -29,7 +30,7 @@ public:
|
||||
virtual bool isSolidRenderTile(int x, int i, int z) = 0;
|
||||
virtual bool isSolidBlockingTile(int x, int i, int z) = 0;
|
||||
|
||||
//virtual BiomeSource* getBiomeSource() = 0;
|
||||
virtual BiomeSource* getBiomeSource() = 0;
|
||||
virtual Biome* getBiome(int x, int z) = 0;
|
||||
};
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "tile/Tile.h"
|
||||
#include "Level.h"
|
||||
|
||||
|
||||
Region::Region(Level* level, int x1, int y1, int z1, int x2, int y2, int z2) {
|
||||
this->level = level;
|
||||
|
||||
@@ -135,6 +136,6 @@ Biome* Region::getBiome( int x, int z ) {
|
||||
return level->getBiome(x, z);
|
||||
}
|
||||
|
||||
//BiomeSource getBiomeSource() {
|
||||
// return level.getBiomeSource();
|
||||
//}
|
||||
BiomeSource* Region::getBiomeSource() {
|
||||
return level->getBiomeSource();
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
#include "LevelSource.h"
|
||||
|
||||
|
||||
class Level;
|
||||
class Material;
|
||||
class LevelChunk;
|
||||
@@ -27,6 +28,7 @@ public:
|
||||
int getData(int x, int y, int z);
|
||||
const Material* getMaterial(int x, int y, int z);
|
||||
Biome* getBiome(int x, int z);
|
||||
BiomeSource* getBiomeSource() override;
|
||||
private:
|
||||
int xc1, zc1;
|
||||
LevelChunk*** chunks;
|
||||
|
||||
@@ -2,11 +2,14 @@
|
||||
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/TallgrassFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
#include "../../entity/EntityTypes.h"
|
||||
#include "../../entity/MobCategory.h"
|
||||
#include "../../level/tile/TallGrass.h"
|
||||
|
||||
#include "../../../util/Color.h"
|
||||
|
||||
Biome* Biome::rainForest = NULL;
|
||||
Biome* Biome::swampland = NULL;
|
||||
Biome* Biome::seasonalForest = NULL;
|
||||
@@ -140,7 +143,7 @@ void Biome::teardownBiomes() {
|
||||
Feature* Biome::getTreeFeature( Random* random )
|
||||
{
|
||||
if (random->nextInt(10) == 0) {
|
||||
//return /*new*/ BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
@@ -148,6 +151,9 @@ Feature* Biome::getGrassFeature( Random* random ) {
|
||||
return new TallgrassFeature(Tile::tallgrass->id, TallGrass::TALL_GRASS);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Biome* Biome::getBiome( float temperature, float downfall )
|
||||
{
|
||||
int a = (int) (temperature * 63);
|
||||
@@ -204,11 +210,11 @@ float Biome::adjustDepth( float depth )
|
||||
|
||||
int Biome::getSkyColor( float temp )
|
||||
{
|
||||
// temp /= 3.f;
|
||||
// if (temp < -1) temp = -1;
|
||||
// if (temp > 1) temp = 1;
|
||||
return 0x80808080;
|
||||
//return Color.getHSBColor(224 / 360.0f - temp * 0.05f, 0.50f + temp * 0.1f, 1.0f).getRGB();
|
||||
temp /= 3.f;
|
||||
if (temp < -1) temp = -1;
|
||||
if (temp > 1) temp = 1;
|
||||
// return 0x80808080;This is the vanilla way, add it as OPTION_SKY or leave it like this bcus this function literally never gets used anyways if level has vanilla sky color - shredder
|
||||
return Color::getHSBColor(224 / 360.0f - temp * 0.05f, 0.50f + temp * 0.1f, 1.0f).getRGB();
|
||||
}
|
||||
|
||||
Biome::MobList& Biome::getMobs(const MobCategory& category)
|
||||
|
||||
@@ -69,11 +69,11 @@ Biome* BiomeSource::getBiome( int x, int z )
|
||||
return getBiomeBlock(x, z, 1, 1)[0];
|
||||
}
|
||||
|
||||
//float BiomeSource::getTemperature( int x, int z )
|
||||
//{
|
||||
// temperatures = temperatureMap->getRegion(temperatures, x, z, 1, 1, tempScale, tempScale, 0.5f);
|
||||
// return temperatures[0];
|
||||
//}
|
||||
float BiomeSource::getTemperature( int x, int z )
|
||||
{
|
||||
temperatures = temperatureMap->getRegion(temperatures, x, z, 1, 1, tempScale, tempScale, 0.5f);
|
||||
return temperatures[0];
|
||||
}
|
||||
|
||||
Biome** BiomeSource::getBiomeBlock( int x, int z, int w, int h )
|
||||
{
|
||||
@@ -123,7 +123,7 @@ Biome** BiomeSource::getBiomeBlock( Biome** biomes__, int x, int z, int w, int h
|
||||
return biomes;
|
||||
}
|
||||
|
||||
float* BiomeSource::getTemperatureBlock( /*float* temperatures__, */int x, int z, int w, int h )
|
||||
float* BiomeSource::getTemperatureBlock( float* temperatures__, int x, int z, int w, int h )
|
||||
{
|
||||
//LOGI("gTempBlock: 1\n");
|
||||
//const int size = w * h;
|
||||
@@ -164,8 +164,8 @@ float* BiomeSource::getTemperatureBlock( /*float* temperatures__, */int x, int z
|
||||
return temperatures;
|
||||
}
|
||||
|
||||
//float* BiomeSource::getDownfallBlock( /*float* downfalls__,*/ int x, int z, int w, int h )
|
||||
//{
|
||||
float* BiomeSource::getDownfallBlock( float* downfalls__, int x, int z, int w, int h )
|
||||
{
|
||||
// //const int size = w * h;
|
||||
// //if (lenDownfalls < size) {
|
||||
// // delete[] downfalls;
|
||||
@@ -173,6 +173,6 @@ float* BiomeSource::getTemperatureBlock( /*float* temperatures__, */int x, int z
|
||||
// // lenDownfalls = size;
|
||||
// //}
|
||||
//
|
||||
// downfalls = downfallMap->getRegion(downfalls, x, z, w, w, downfallScale, downfallScale, 0.5f);
|
||||
// return downfalls;
|
||||
//}
|
||||
downfalls = downfallMap->getRegion(downfalls, x, z, w, w, downfallScale, downfallScale, 0.5f);
|
||||
return downfalls;
|
||||
}
|
||||
|
||||
@@ -31,13 +31,13 @@ public:
|
||||
virtual Biome* getBiome(const ChunkPos& chunk);
|
||||
virtual Biome* getBiome(int x, int z);
|
||||
|
||||
//virtual float getTemperature(int x, int z);
|
||||
virtual float getTemperature(int x, int z);
|
||||
|
||||
// Note: The arrays returned here are temporary in the meaning that their
|
||||
// contents might change in the future. If you need to SAVE the
|
||||
// values, do a shallow copy to an array of your own.
|
||||
virtual float* getTemperatureBlock(/*float* temperatures, */ int x, int z, int w, int h);
|
||||
//virtual float* getDownfallBlock(/*float* downfalls, */int x, int z, int w, int h);
|
||||
virtual float* getTemperatureBlock(float* temperatures, int x, int z, int w, int h);
|
||||
virtual float* getDownfallBlock(float* downfalls, int x, int z, int w, int h);
|
||||
virtual Biome** getBiomeBlock(int x, int z, int w, int h);
|
||||
|
||||
private:
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "Biome.h"
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/BirchFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
class ForestBiome: public Biome
|
||||
{
|
||||
@@ -15,7 +16,7 @@ public:
|
||||
return new BirchFeature();
|
||||
}
|
||||
if (random->nextInt(3) == 0) {
|
||||
//return new BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
|
||||
@@ -6,13 +6,14 @@
|
||||
#include "Biome.h"
|
||||
#include "../../../util/Random.h"
|
||||
#include "../levelgen/feature/TreeFeature.h"
|
||||
#include "../levelgen/feature/BasicTree.h"
|
||||
|
||||
class RainforestBiome: public Biome
|
||||
{
|
||||
public:
|
||||
Feature* getTreeFeature(Random* random) {
|
||||
if (random->nextInt(3) == 0) {
|
||||
//return new BasicTree();
|
||||
return new BasicTree(false);
|
||||
}
|
||||
return new TreeFeature(false);
|
||||
}
|
||||
|
||||
@@ -262,14 +262,14 @@ void LevelChunk::recalcHeight(int x, int yStart, int z) {
|
||||
|
||||
/*public*/
|
||||
void LevelChunk::skyBrightnessChanged() {
|
||||
// int x0 = xt;
|
||||
// int y0 = this->minHeight - 16;
|
||||
// int z0 = zt;
|
||||
// int x1 = xt + 16;
|
||||
// int y1 = Level::DEPTH - 1;
|
||||
// int z1 = zt + 16;
|
||||
int x0 = xt;
|
||||
int y0 = this->minHeight - 16;
|
||||
int z0 = zt;
|
||||
int x1 = xt + 16;
|
||||
int y1 = Level::DEPTH - 1;
|
||||
int z1 = zt + 16;
|
||||
|
||||
//level->setTilesDirty(x0, y0, z0, x1, y1, z1);
|
||||
level->setTilesDirty(x0, y0, z0, x1, y1, z1);
|
||||
}
|
||||
|
||||
/*public*/
|
||||
|
||||
@@ -15,7 +15,8 @@ Dimension::Dimension()
|
||||
ultraWarm(false),
|
||||
hasCeiling(false),
|
||||
biomeSource(NULL),
|
||||
id(0)
|
||||
id(0),
|
||||
fogColor(0x80daff)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -93,6 +94,18 @@ float* Dimension::getSunriseColor( float td, float a )
|
||||
|
||||
Vec3 Dimension::getFogColor( float td, float a )
|
||||
{
|
||||
if (FogType == 1)
|
||||
{
|
||||
fogColor = 0xc0d8ff; // 1 returns java beta styled fog color.
|
||||
}
|
||||
else if (FogType == 2)
|
||||
{
|
||||
fogColor = 0x406fe5; // 2 returns some type of unused fog color IDK what this one was used for possibly early pe??
|
||||
}
|
||||
else // otherwise as default we return the mcpe fog color
|
||||
{
|
||||
fogColor = 0x80daff;
|
||||
}
|
||||
float br = Mth::cos(td * Mth::PI * 2) * 2 + 0.5f;
|
||||
if (br < 0.0f) br = 0.0f;
|
||||
if (br > 1.0f) br = 1.0f;
|
||||
@@ -104,7 +117,8 @@ Vec3 Dimension::getFogColor( float td, float a )
|
||||
g *= br * 0.94f + 0.06f;
|
||||
b *= br * 0.91f + 0.09f;
|
||||
return Vec3(r, g, b);
|
||||
//return Vec3(0.752941f, 0.847059f, 1);
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
bool Dimension::mayRespawn()
|
||||
|
||||
@@ -49,8 +49,11 @@ public:
|
||||
bool hasCeiling;
|
||||
float brightnessRamp[16];//Level::MAX_BRIGHTNESS + 1];
|
||||
int id;
|
||||
|
||||
// shredder added
|
||||
int FogType; // lets us choose between what fog we want ig
|
||||
protected:
|
||||
static const long fogColor = 0x80daff;//0x406fe5;//0xc0d8ff;
|
||||
long fogColor; //= 0x80daff;//0x406fe5;//0xc0d8ff;
|
||||
float sunriseCol[4];
|
||||
};
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
class NormalDayCycleDimension: public Dimension {
|
||||
public:
|
||||
|
||||
float getTimeOfDay(long time, float a) {
|
||||
int dayStep = (int) (time % Level::TICKS_PER_DAY);
|
||||
float td = (dayStep + a) / Level::TICKS_PER_DAY - 0.25f;
|
||||
@@ -20,6 +21,18 @@ public:
|
||||
}
|
||||
|
||||
Vec3 getFogColor( float td, float a ) {
|
||||
if (FogType == 1)
|
||||
{
|
||||
fogColor = 0xc0d8ff; // 1 returns java beta styled fog color.
|
||||
}
|
||||
else if (FogType == 2)
|
||||
{
|
||||
fogColor = 0x406fe5; // 2 returns some type of unused fog color IDK what this one was used for possibly early pe??
|
||||
}
|
||||
else // otherwise as default we return the mcpe fog color
|
||||
{
|
||||
fogColor = 0x80daff;
|
||||
}
|
||||
float br = cos(td * Mth::PI * 2) * 2 + 0.5f;
|
||||
if (br < 0) br = 0;
|
||||
if (br > 1.f) br = 1.f;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#if 0
|
||||
|
||||
|
||||
#include "CanyonFeature.h"
|
||||
|
||||
@@ -138,7 +138,7 @@ void CanyonFeature::addTunnel( int xOffs, int zOffs, unsigned char* blocks, floa
|
||||
}
|
||||
}
|
||||
|
||||
void CanyonFeature::addFeature( Level level, int x, int z, int xOffs, int zOffs, char* blocks )
|
||||
void CanyonFeature::addFeature(Level* level, int x, int z, int xOffs, int zOffs,unsigned char* blocks)
|
||||
{
|
||||
if (random.nextInt(15) != 0) return;
|
||||
|
||||
@@ -151,6 +151,7 @@ void CanyonFeature::addFeature( Level level, int x, int z, int xOffs, int zOffs,
|
||||
float thickness = (random.nextFloat() * 2 + random.nextFloat()) + 1;
|
||||
|
||||
addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 5.0);
|
||||
|
||||
}
|
||||
|
||||
/* //private
|
||||
@@ -165,4 +166,4 @@ void CanyonFeature::addFeature( Level level, int x, int z, int xOffs, int zOffs,
|
||||
for (int z = zOffs - r; z <= zOffs + r; z++) {
|
||||
random.setSeed((x * xScale + z * zScale) ^ level.seed);*/
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#ifndef NET_MINECRAFT_WORLD_LEVEL_LEVELGEN__CanyonFeature_H__
|
||||
#define NET_MINECRAFT_WORLD_LEVEL_LEVELGEN__CanyonFeature_H__
|
||||
|
||||
#if 0
|
||||
|
||||
|
||||
//package net.minecraft.world.level.levelgen;
|
||||
|
||||
@@ -12,8 +12,8 @@ class CanyonFeature: public LargeFeature {
|
||||
/*protected*/
|
||||
void addTunnel(int xOffs, int zOffs, unsigned char* blocks, float xCave, float yCave, float zCave, float thickness, float yRot, float xRot, int step, int dist, float yScale);
|
||||
/*protected*/
|
||||
void addFeature(Level level, int x, int z, int xOffs, int zOffs, char* blocks);
|
||||
void addFeature(Level* level, int x, int z, int xOffs, int zOffs,unsigned char* blocks);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL_LEVELGEN__CanyonFeature_H__*/
|
||||
|
||||
@@ -370,6 +370,18 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
|
||||
}
|
||||
//printf("placing tree at %d, %d, %d\n", x, y, z);
|
||||
}
|
||||
// for (int i = 0; i < forests; i++) {
|
||||
// int x = xo + random.nextInt(16) + 8;
|
||||
// int z = zo + random.nextInt(16) + 8;
|
||||
//int y = level->getHeightmap(x, z);
|
||||
// Feature* tree = biome->getBasicTreeFeature(&random);
|
||||
//if (tree) {
|
||||
// tree->init(1, 1, 1);
|
||||
// tree->place(level, &random, x, y, z);
|
||||
// delete tree;
|
||||
//}
|
||||
////printf("placing tree at %d, %d, %d\n", x, y, z);
|
||||
// }
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
int x = xo + random.nextInt(16) + 8;
|
||||
@@ -461,7 +473,7 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
|
||||
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, &random);
|
||||
|
||||
//LOGI("Reading temp: 1\n");
|
||||
float* temperatures = level->getBiomeSource()->getTemperatureBlock(/*NULL,*/ xo + 8, zo + 8, 16, 16);
|
||||
float* temperatures = level->getBiomeSource()->getTemperatureBlock(NULL, xo + 8, zo + 8, 16, 16);
|
||||
for (int x = xo + 8; x < xo + 8 + 16; x++)
|
||||
for (int z = zo + 8; z < zo + 8 + 16; z++) {
|
||||
int xp = x - (xo + 8);
|
||||
|
||||
446
src/world/level/levelgen/feature/BasicTree.h
Normal file
446
src/world/level/levelgen/feature/BasicTree.h
Normal file
@@ -0,0 +1,446 @@
|
||||
#ifndef NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
|
||||
#define NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
|
||||
|
||||
//package net.minecraft.world.level.levelgen.feature;
|
||||
|
||||
#include "Feature.h"
|
||||
|
||||
#include "../../../../util/Random.h"
|
||||
#include "../../Level.h"
|
||||
|
||||
#include "../../tile/TreeTile.h"
|
||||
|
||||
class Level;
|
||||
|
||||
class BasicTree : public Feature
|
||||
{
|
||||
typedef Feature super;
|
||||
private:
|
||||
|
||||
|
||||
|
||||
unsigned char axisConversionArray[6];
|
||||
Random *rnd;
|
||||
Level *thisLevel;
|
||||
int origin[3];
|
||||
int height;
|
||||
int trunkHeight;
|
||||
double trunkHeightScale;
|
||||
double branchDensity;
|
||||
double branchSlope;
|
||||
double widthScale;
|
||||
double foliageDensity;
|
||||
int trunkWidth;
|
||||
int heightVariance;
|
||||
int foliageHeight;
|
||||
int **foliageCoords;
|
||||
int foliageCoordsLength;
|
||||
void prepare(){
|
||||
trunkHeight = (int) (height * trunkHeightScale);
|
||||
if (trunkHeight >= height) trunkHeight = height - 1;
|
||||
int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2));
|
||||
if (clustersPerY < 1) clustersPerY = 1;
|
||||
int **tempFoliageCoords = new int *[clustersPerY * height];
|
||||
for( int i = 0; i < clustersPerY * height; i++ )
|
||||
{
|
||||
tempFoliageCoords[i] = new int[4];
|
||||
}
|
||||
int y = origin[1] + height - foliageHeight;
|
||||
int clusterCount = 1;
|
||||
int trunkTop = origin[1] + trunkHeight;
|
||||
int relativeY = y - origin[1];
|
||||
|
||||
tempFoliageCoords[0][0] = origin[0];
|
||||
tempFoliageCoords[0][1] = y;
|
||||
tempFoliageCoords[0][2] = origin[2];
|
||||
tempFoliageCoords[0][3] = trunkTop;
|
||||
y--;
|
||||
|
||||
while (relativeY >= 0)
|
||||
{
|
||||
int num = 0;
|
||||
|
||||
float shapefac = treeShape(relativeY);
|
||||
if (shapefac < 0)
|
||||
{
|
||||
y--;
|
||||
relativeY--;
|
||||
continue;
|
||||
}
|
||||
|
||||
double originOffset = 0.5;
|
||||
while (num < clustersPerY)
|
||||
{
|
||||
double radius = widthScale * (shapefac * (rnd->nextFloat() + 0.328));
|
||||
double angle = rnd->nextFloat() * 2.0 * 3.14159;
|
||||
int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset);
|
||||
int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset);
|
||||
int checkStart[] = { x, y, z };
|
||||
int checkEnd[] = { x, y + foliageHeight, z };
|
||||
if (checkLine(checkStart, checkEnd) == -1) {
|
||||
int checkBranchBase[] = { origin[0], origin[1], origin[2] };
|
||||
double distance = sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) + pow(abs(origin[2] - checkStart[2]), 2.0));
|
||||
double branchHeight = distance * branchSlope;
|
||||
if ((checkStart[1] - branchHeight) > trunkTop)
|
||||
{
|
||||
checkBranchBase[1] = trunkTop;
|
||||
}
|
||||
else
|
||||
{
|
||||
checkBranchBase[1] = (int) (checkStart[1] - branchHeight);
|
||||
}
|
||||
if (checkLine(checkBranchBase, checkStart) == -1)
|
||||
{
|
||||
tempFoliageCoords[clusterCount][0] = x;
|
||||
tempFoliageCoords[clusterCount][1] = y;
|
||||
tempFoliageCoords[clusterCount][2] = z;
|
||||
tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
|
||||
clusterCount++;
|
||||
}
|
||||
}
|
||||
num++;
|
||||
}
|
||||
y--;
|
||||
relativeY--;
|
||||
}
|
||||
|
||||
foliageCoordsLength = clusterCount;
|
||||
foliageCoords = tempFoliageCoords;
|
||||
|
||||
for( int i = clusterCount; i < clustersPerY * height; i++ )
|
||||
{
|
||||
delete [] tempFoliageCoords[i];
|
||||
tempFoliageCoords[i] = NULL;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void crossection(int x, int y, int z, float radius, unsigned char direction, int material)
|
||||
{
|
||||
|
||||
int rad = (int) (radius + 0.618);
|
||||
unsigned char secidx1 = axisConversionArray[direction];
|
||||
unsigned char secidx2 = axisConversionArray[direction + 3];
|
||||
int center[] = { x, y, z };
|
||||
int position[] = { 0, 0, 0 };
|
||||
int offset1 = -rad;
|
||||
int offset2 = -rad;
|
||||
int thismat;
|
||||
position[direction] = center[direction];
|
||||
while (offset1 <= rad)
|
||||
{
|
||||
position[secidx1] = center[secidx1] + offset1;
|
||||
offset2 = -rad;
|
||||
while (offset2 <= rad)
|
||||
{
|
||||
double thisdistance = pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2);
|
||||
if (thisdistance > radius * radius)
|
||||
{
|
||||
offset2++;
|
||||
continue;
|
||||
}
|
||||
position[secidx2] = center[secidx2] + offset2;
|
||||
|
||||
thismat = thisLevel->getTile(position[0], position[1], position[2]);
|
||||
|
||||
if (!((thismat == 0) || (thismat == Tile::leaves->id)))
|
||||
{
|
||||
offset2++;
|
||||
continue;
|
||||
}
|
||||
|
||||
placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
|
||||
|
||||
offset2++;
|
||||
}
|
||||
offset1++;
|
||||
}
|
||||
|
||||
}
|
||||
float treeShape(int y){
|
||||
if (y < (((float) height) * 0.3)) return (float) -1.618;
|
||||
float radius = ((float) height) / ((float) 2.0);
|
||||
float adjacent = (((float) height) / ((float) 2.0)) - y;
|
||||
float distance;
|
||||
if (adjacent == 0) distance = radius;
|
||||
else if (abs(adjacent) >= radius) distance = (float) 0.0;
|
||||
else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
|
||||
distance *= (float) 0.5;
|
||||
return distance;
|
||||
}
|
||||
float foliageShape(int y){
|
||||
if ((y < 0) || (y >= foliageHeight)) return (float) -1;
|
||||
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
|
||||
else return (float) 3;
|
||||
}
|
||||
void foliageCluster(int x, int y, int z){
|
||||
|
||||
int topy = y + foliageHeight;
|
||||
int cury = topy - 1;
|
||||
float radius;
|
||||
while (cury >= y)
|
||||
{
|
||||
radius = foliageShape(cury - y);
|
||||
crossection(x, cury, z, radius, (unsigned char) 1, Tile::leaves->id);
|
||||
cury--;
|
||||
}
|
||||
|
||||
}
|
||||
void limb(int *start, int *end, int material)
|
||||
{
|
||||
int delta[] = { 0, 0, 0 };
|
||||
unsigned char idx = 0;
|
||||
unsigned char primidx = 0;
|
||||
while (idx < 3)
|
||||
{
|
||||
delta[idx] = end[idx] - start[idx];
|
||||
if (abs(delta[idx]) > abs(delta[primidx]))
|
||||
{
|
||||
primidx = idx;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
if (delta[primidx] == 0) return;
|
||||
unsigned char secidx1 = axisConversionArray[primidx];
|
||||
unsigned char secidx2 = axisConversionArray[primidx + 3];
|
||||
char primsign;
|
||||
if (delta[primidx] > 0) primsign = 1;
|
||||
else primsign = -1;
|
||||
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
|
||||
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
|
||||
int coordinate[] = { 0, 0, 0 };
|
||||
int primoffset = 0;
|
||||
int endoffset = delta[primidx] + primsign;
|
||||
while (primoffset != endoffset)
|
||||
{
|
||||
coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5);
|
||||
coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5);
|
||||
coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5);
|
||||
|
||||
int dir = 0;
|
||||
int xdiff = abs(coordinate[0] - start[0]);
|
||||
int zdiff = abs(coordinate[2] - start[2]);
|
||||
int maxdiff = (std::max)(xdiff, zdiff);
|
||||
|
||||
if (maxdiff > 0)
|
||||
{
|
||||
if (xdiff == maxdiff)
|
||||
{
|
||||
dir = 0;
|
||||
}
|
||||
else if (zdiff == maxdiff)
|
||||
{
|
||||
dir = 0;
|
||||
}
|
||||
}
|
||||
placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir);
|
||||
primoffset += primsign;
|
||||
}
|
||||
}
|
||||
void makeFoliage(){
|
||||
int idx = 0;
|
||||
int finish = foliageCoordsLength;
|
||||
while (idx < finish)
|
||||
{
|
||||
int x = foliageCoords[idx][0];
|
||||
int y = foliageCoords[idx][1];
|
||||
int z = foliageCoords[idx][2];
|
||||
foliageCluster(x, y, z);
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
bool trimBranches(int localY){
|
||||
if (localY < (height * 0.2)) return false;
|
||||
else return true;
|
||||
}
|
||||
void makeTrunk(){
|
||||
int x = origin[0];
|
||||
int startY = origin[1];
|
||||
int topY = origin[1] + trunkHeight;
|
||||
int z = origin[2];
|
||||
int startCoord[] = { x, startY, z };
|
||||
int endCoord[] = { x, topY, z };
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
if (trunkWidth == 2)
|
||||
{
|
||||
startCoord[0] += 1;
|
||||
endCoord[0] += 1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
startCoord[2] += 1;
|
||||
endCoord[2] += 1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
startCoord[0] += -1;
|
||||
endCoord[0] += -1;
|
||||
limb(startCoord, endCoord, Tile::treeTrunk->id);
|
||||
}
|
||||
}
|
||||
void makeBranches(){
|
||||
int idx = 0;
|
||||
int finish = foliageCoordsLength;
|
||||
int baseCoord[] = { origin[0], origin[1], origin[2] };
|
||||
while (idx < finish)
|
||||
{
|
||||
int *coordValues = foliageCoords[idx];
|
||||
int endCoord[] = { coordValues[0], coordValues[1], coordValues[2] };
|
||||
baseCoord[1] = coordValues[3];
|
||||
int localY = baseCoord[1] - origin[1];
|
||||
if (trimBranches(localY))
|
||||
{
|
||||
limb(baseCoord, endCoord, Tile::treeTrunk->id);
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
int checkLine(int *start, int *end){
|
||||
|
||||
int delta[] = { 0, 0, 0 };
|
||||
unsigned char idx = 0;
|
||||
unsigned char primidx = 0;
|
||||
while (idx < 3)
|
||||
{
|
||||
delta[idx] = end[idx] - start[idx];
|
||||
if (abs(delta[idx]) > abs(delta[primidx]))
|
||||
{
|
||||
primidx = idx;
|
||||
}
|
||||
idx++;
|
||||
}
|
||||
if (delta[primidx] == 0) return -1;
|
||||
unsigned char secidx1 = axisConversionArray[primidx];
|
||||
unsigned char secidx2 = axisConversionArray[primidx + 3];
|
||||
char primsign;
|
||||
if (delta[primidx] > 0) primsign = 1;
|
||||
else primsign = -1;
|
||||
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
|
||||
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
|
||||
int coordinate[] = { 0, 0, 0 };
|
||||
int primoffset = 0;
|
||||
int endoffset = delta[primidx] + primsign;
|
||||
int thismat;
|
||||
while (primoffset != endoffset)
|
||||
{
|
||||
coordinate[primidx] = start[primidx] + primoffset;
|
||||
coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1));
|
||||
coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2));
|
||||
thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[2]);
|
||||
if (!((thismat == 0) || (thismat == Tile::leaves->id)))
|
||||
{
|
||||
|
||||
break;
|
||||
}
|
||||
primoffset += primsign;
|
||||
}
|
||||
|
||||
if (primoffset == endoffset)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
return abs(primoffset);
|
||||
}
|
||||
}
|
||||
bool checkLocation(){
|
||||
|
||||
int startPosition[] = { origin[0], origin[1], origin[2] };
|
||||
int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
|
||||
|
||||
|
||||
int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
|
||||
if (!((baseMaterial == 2) || (baseMaterial == 3)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
int allowedHeight = checkLine(startPosition, endPosition);
|
||||
if (allowedHeight == -1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
else if (allowedHeight < 6)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
height = allowedHeight;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
BasicTree(bool doUpdate){
|
||||
axisConversionArray[0] = 2;
|
||||
axisConversionArray[1] = 0;
|
||||
axisConversionArray[2] = 0;
|
||||
axisConversionArray[3] = 1;
|
||||
axisConversionArray[4] = 2;
|
||||
axisConversionArray[5] = 1;
|
||||
rnd = new Random();
|
||||
origin[0] = 0;
|
||||
origin[1] = 0;
|
||||
origin[2] = 0;
|
||||
height = 0;
|
||||
trunkHeight = 0;
|
||||
trunkHeightScale = 0.618;
|
||||
branchDensity = 1.0;
|
||||
branchSlope = 0.381;
|
||||
widthScale = 1.0;
|
||||
foliageDensity = 1.0;
|
||||
trunkWidth = 1;
|
||||
heightVariance = 12;
|
||||
foliageHeight = 4;
|
||||
foliageCoords = NULL;
|
||||
foliageCoordsLength = 0;
|
||||
}
|
||||
virtual ~BasicTree(){
|
||||
delete rnd;
|
||||
|
||||
for( int i = 0; i < foliageCoordsLength; i++ )
|
||||
{
|
||||
delete [] foliageCoords[i];
|
||||
}
|
||||
delete [] foliageCoords;
|
||||
}
|
||||
|
||||
virtual void init(double heightInit, double widthInit, double foliageDensityInit){
|
||||
|
||||
heightVariance = (int) (heightInit * 12);
|
||||
if (heightInit > 0.5) foliageHeight = 5;
|
||||
widthScale = widthInit;
|
||||
foliageDensity = foliageDensityInit;
|
||||
}
|
||||
virtual bool place(Level *level, Random *random, int x, int y, int z){
|
||||
|
||||
thisLevel = level;
|
||||
int seed = random->nextLong();
|
||||
rnd->setSeed(seed);
|
||||
origin[0] = x;
|
||||
origin[1] = y;
|
||||
origin[2] = z;
|
||||
if (height == 0)
|
||||
{
|
||||
height = 5 + rnd->nextInt(heightVariance);
|
||||
}
|
||||
if (!(checkLocation()))
|
||||
{
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
prepare();
|
||||
|
||||
makeFoliage();
|
||||
|
||||
makeTrunk();
|
||||
|
||||
makeBranches();
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__*/
|
||||
@@ -1,6 +1,11 @@
|
||||
#include "GrassTile.h"
|
||||
#include "../material/Material.h"
|
||||
#include "../../entity/item/ItemEntity.h"
|
||||
#include "../GrassColor.h"
|
||||
#include "../Level.h"
|
||||
#include "../LevelSource.h"
|
||||
#include "../biome/BiomeSource.h"
|
||||
#include "../../../client/Minecraft.h"
|
||||
|
||||
GrassTile::GrassTile(int id)
|
||||
: super(id, Material::dirt)
|
||||
@@ -24,11 +29,18 @@ int GrassTile::getTexture( int face, int data ) {
|
||||
}
|
||||
|
||||
int GrassTile::getColor( LevelSource* level, int x, int y, int z ) {
|
||||
//level.getBiomeSource().getBiomeBlock(x, z, 1, 1);
|
||||
//float temp = level.getBiomeSource().temperatures[0];
|
||||
//float rain = level.getBiomeSource().downfalls[0];
|
||||
|
||||
return 0x339933;//GrassColor.get(temp, rain);
|
||||
if(!GrassColor::useTint){
|
||||
return 0x339933;
|
||||
}
|
||||
|
||||
level->getBiomeSource()->getBiomeBlock(x, z, 1, 1);
|
||||
float temp = level->getBiomeSource()->temperatures[0];
|
||||
float rain = level->getBiomeSource()->downfalls[0];
|
||||
|
||||
// return 0x339933;//GrassColor.get(temp, rain); // we need to hook this up with OPTION_FOLIAGE_TINT
|
||||
|
||||
return GrassColor::get(temp, rain);
|
||||
}
|
||||
|
||||
void GrassTile::tick( Level* level, int x, int y, int z, Random* random ) {
|
||||
|
||||
@@ -14,6 +14,7 @@ class GrassTile: public Tile
|
||||
{
|
||||
typedef Tile super;
|
||||
public:
|
||||
|
||||
static const int MIN_BRIGHTNESS = 4;
|
||||
|
||||
GrassTile(int id);
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
#include "../../item/Item.h"
|
||||
#include "../../item/ItemInstance.h"
|
||||
#include "../FoliageColor.h"
|
||||
#include "../LevelSource.h"
|
||||
#include "../biome/BiomeSource.h"
|
||||
|
||||
class Entity;
|
||||
|
||||
@@ -54,10 +56,18 @@ public:
|
||||
if (data == BIRCH_LEAF) {
|
||||
return FoliageColor::getBirchColor();
|
||||
}
|
||||
|
||||
if (!FoliageColor::useTint){
|
||||
return FoliageColor::getDefaultColor();
|
||||
}
|
||||
|
||||
// return FoliageColor::getDefaultColor(); we need to hook this up with OPTION_FOLIAGE_TINT
|
||||
level->getBiomeSource()->getBiomeBlock(x, z, 1, 1);
|
||||
float temperature = level->getBiomeSource()->temperatures[0];
|
||||
float rainfall = level->getBiomeSource()->downfalls[0];
|
||||
return FoliageColor::get(temperature, rainfall);
|
||||
|
||||
}
|
||||
|
||||
void onRemove(Level* level, int x, int y, int z) {
|
||||
int r = 1;
|
||||
int r2 = r + 1;
|
||||
|
||||
Reference in New Issue
Block a user