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minecraft-pe-0.6.1/src/client/renderer/ptexture/DynamicTexture.cpp

298 lines
6.7 KiB
C++
Executable File

#include "DynamicTexture.h"
#include <cstring>
#include "../Textures.h"
#include "../../../world/level/tile/Tile.h"
#include "../../../util/Mth.h"
//
// DynamicTexture
//
DynamicTexture::DynamicTexture(int tex_)
: tex(tex_),
replicate(1)
{
memset(pixels, 0, 16*16*4);
}
void DynamicTexture::bindTexture(Textures* tex) {
tex->loadAndBindTexture("terrain.png");
}
//
// WaterTexture
// I was thinking of adding something simple (a simple frame copy from a
// "still water image sequence") every n:th tick for calm water, and shifting
// the rows of a texture for the running water. I might do that, but I got
// impressed over the java code, so I will try that first.. and I suspect they
// wont mix very good.
/*
WaterTexture::WaterTexture()
: super(Tile::water->tex),
_tick(0),
_frame(0)
{
}
void WaterTexture::tick() {
}
*/
WaterTexture::WaterTexture()
: super(Tile::water->tex),
_tick(0),
_frame(0)
{
current = new float[16*16];
next = new float[16*16];
heat = new float[16*16];
heata = new float[16*16];
for (int i = 0; i < 256; ++i) {
current[i] = 0;
next[i] = 0;
heat[i] = 0;
heata[i] = 0;
}
}
WaterTexture::~WaterTexture() {
delete[] current;
delete[] next;
delete[] heat;
delete[] heata;
}
void WaterTexture::tick()
{
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++) {
float pow = 0;
for (int xx = x - 1; xx <= x + 1; xx++) {
int xi = (xx) & 15;
int yi = (y) & 15;
pow += current[xi + yi * 16];
}
next[x + y * 16] = pow / 3.3f + heat[x + y * 16] * 0.8f;
}
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++) {
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
heata[x + y * 16] -= 0.1f;
if (Mth::random() < 0.05f) {
heata[x + y * 16] = 0.5f;
}
}
float* tmp = next;
next = current;
current = tmp;
for (int i = 0; i < 256; i++) {
float pow = current[i];
if (pow > 1) pow = 1;
if (pow < 0) pow = 0;
float pp = pow * pow;
int r = (int) (32 + pp * 32);
int g = (int) (50 + pp * 64);
int b = (int) (255);
int a = (int) (146 + pp * 50);
//if (anaglyph3d) {
// int rr = (r * 30 + g * 59 + b * 11) / 100;
// int gg = (r * 30 + g * 70) / (100);
// int 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;
}
}
//
// WaterSideTexture
//
WaterSideTexture::WaterSideTexture()
: super(Tile::water->tex + 1),
_tick(0),
_frame(0),
_tickCount(0)
{
replicate = 2;
current = new float[16*16];
next = new float[16*16];
heat = new float[16*16];
heata = new float[16*16];
for (int i = 0; i < 256; ++i) {
current[i] = 0;
next[i] = 0;
heat[i] = 0;
heata[i] = 0;
}
}
WaterSideTexture::~WaterSideTexture() {
delete[] current;
delete[] next;
delete[] heat;
delete[] heata;
}
void WaterSideTexture::tick() {
++_tickCount;
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++) {
float pow = 0;
for (int xx = y - 2; xx <= y; xx++) {
int xi = (x) & 15;
int yi = (xx) & 15;
pow += current[xi + yi * 16];
}
next[x + y * 16] = pow / 3.2f + heat[x + y * 16] * 0.8f;
}
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++) {
heat[x + y * 16] += heata[x + y * 16] * 0.05f;
if (heat[x + y * 16] < 0) heat[x + y * 16] = 0;
heata[x + y * 16] -= 0.3f;
if (Mth::random() < 0.2) {
heata[x + y * 16] = 0.5f;
}
}
float* tmp = next;
next = current;
current = tmp;
for (int i = 0; i < 256; i++) {
float pow = current[(i - _tickCount * 16) & 255];
if (pow > 1) pow = 1;
if (pow < 0) pow = 0;
float pp = pow * pow;
int r = (int) (32 + pp * 32);
int g = (int) (50 + pp * 64);
int b = (int) (255);
int a = (int) (146 + pp * 50);
//if (anaglyph3d) {
// int rr = (r * 30 + g * 59 + b * 11) / 100;
// int gg = (r * 30 + g * 70) / (100);
// int 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;
}
}
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;
}
}