/** | |
* Copyright (c) 2010-2011, Vincent Vollers and Christopher J. Kucera | |
* All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
* modification, are permitted provided that the following conditions are met: | |
* * Redistributions of source code must retain the above copyright | |
* notice, this list of conditions and the following disclaimer. | |
* * Redistributions in binary form must reproduce the above copyright | |
* notice, this list of conditions and the following disclaimer in the | |
* documentation and/or other materials provided with the distribution. | |
* * Neither the name of the Minecraft X-Ray team nor the | |
* names of its contributors may be used to endorse or promote products | |
* derived from this software without specific prior written permission. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
* DISCLAIMED. IN NO EVENT SHALL VINCENT VOLLERS OR CJ KUCERA BE LIABLE FOR ANY | |
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
*/ | |
package com.apocalyptech.minecraft.xray; | |
import java.util.ArrayList; | |
import org.lwjgl.opengl.GL11; | |
import com.apocalyptech.minecraft.xray.dtf.ByteArrayTag; | |
import com.apocalyptech.minecraft.xray.dtf.CompoundTag; | |
import com.apocalyptech.minecraft.xray.dtf.StringTag; | |
import com.apocalyptech.minecraft.xray.dtf.ListTag; | |
import com.apocalyptech.minecraft.xray.dtf.IntTag; | |
import com.apocalyptech.minecraft.xray.dtf.Tag; | |
import static com.apocalyptech.minecraft.xray.MineCraftConstants.*; | |
public class Chunk { | |
private int displayListNum; | |
private int transparentListNum; | |
private int selectedDisplayListNum; | |
public int x; | |
public int z; | |
public boolean isDirty; | |
public boolean isSelectedDirty; | |
public boolean isOnMinimap; | |
private CompoundTag chunkData; | |
private ByteArrayTag blockData; | |
private ByteArrayTag mapData; | |
private ArrayList<PaintingEntity> paintings; | |
private MinecraftLevel level; | |
public Chunk(MinecraftLevel level, Tag data) { | |
this.level = level; | |
this.chunkData = (CompoundTag) data; | |
this.isOnMinimap = false; | |
CompoundTag levelTag = (CompoundTag) chunkData.value.get(0); // first tag | |
IntTag xPosTag = (IntTag) levelTag.getTagWithName("xPos"); | |
IntTag zPosTag = (IntTag) levelTag.getTagWithName("zPos"); | |
paintings = new ArrayList<PaintingEntity>(); | |
ListTag entities = (ListTag)levelTag.getTagWithName("Entities"); | |
StringTag entity_id; | |
CompoundTag ct; | |
for (Tag t : entities.value) | |
{ | |
ct = (CompoundTag)t; | |
entity_id = (StringTag) ct.getTagWithName("id"); | |
if (entity_id.value.equalsIgnoreCase("painting")) | |
{ | |
paintings.add(new PaintingEntity(ct)); | |
} | |
} | |
this.x = xPosTag.value; | |
this.z = zPosTag.value; | |
blockData = (ByteArrayTag) levelTag.getTagWithName("Blocks"); | |
mapData = (ByteArrayTag) levelTag.getTagWithName("Data"); | |
this.isDirty = true; | |
this.isSelectedDirty = true; | |
displayListNum = GL11.glGenLists(1); | |
selectedDisplayListNum = GL11.glGenLists(1); | |
transparentListNum = GL11.glGenLists(1); | |
//System.out.println(data); | |
//System.exit(0); | |
} | |
public CompoundTag getChunkData() { | |
return this.chunkData; | |
} | |
public ByteArrayTag getMapData() { | |
return this.blockData; | |
} | |
public void renderNorthSouth(int t, float x, float y, float z) { | |
this.renderNorthSouth(t, x, y, z, 0.5f, 0.5f); | |
} | |
/** | |
* Render something which is a North/South face. | |
* | |
* @param t Texture to render | |
* @param x | |
* @param y | |
* @param z | |
* @param yHeightOffset How tall this block is. 0.5f is the usual, specify 0 for half-height | |
* @param xzScale How large the rest of the block is. 0.5f is full-size, 0.1 would be tiny. | |
*/ | |
public void renderNorthSouth(int t, float x, float y, float z, float yHeightOffset, float xzScale) { | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z+xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z-xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t],precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x-xzScale, y-xzScale, z+xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders a floor tile which is also rotated | |
* | |
* @param t | |
* @param x | |
* @param y | |
* @param z | |
* @param turns The number of clockwise 90-degree turns to rotate the texture | |
*/ | |
public void renderTopDownRotate(int t, float x, float y, float z, int turns) | |
{ | |
float scale = 0.5f; | |
float tx = precalcSpriteSheetToTextureX[t]; | |
float ty = precalcSpriteSheetToTextureY[t]; | |
float x1, y1; | |
float x2, y2; | |
float x3, y3; | |
float x4, y4; | |
switch (turns) | |
{ | |
case 0: | |
x1 = tx; y1 = ty; | |
x2 = tx+TEX16; y2 = ty; | |
x3 = tx; y3 = ty+TEX32; | |
x4 = tx+TEX16; y4 = ty+TEX32; | |
break; | |
case 1: | |
x1 = tx+TEX16; y1 = ty; | |
x2 = tx+TEX16; y2 = ty+TEX32; | |
x3 = tx; y3 = ty; | |
x4 = tx; y4 = ty+TEX32; | |
break; | |
case 2: | |
x1 = tx+TEX16; y1 = ty+TEX32; | |
x2 = tx; y2 = ty+TEX32; | |
x3 = tx+TEX16; y3 = ty; | |
x4 = tx; y4 = ty; | |
break; | |
case 3: | |
default: | |
x1 = tx; y1 = ty+TEX32; | |
x2 = tx; y2 = ty; | |
x3 = tx+TEX16; y3 = ty+TEX32; | |
x4 = tx+TEX16; y4 = ty; | |
break; | |
} | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(x1, y1); | |
GL11.glVertex3f(x-scale, y-scale, z+scale); | |
GL11.glTexCoord2f(x2, y2); | |
GL11.glVertex3f(x-scale, y-scale, z-scale); | |
GL11.glTexCoord2f(x3, y3); | |
GL11.glVertex3f(x+scale, y-scale, z+scale); | |
GL11.glTexCoord2f(x4, y4); | |
GL11.glVertex3f(x+scale, y-scale, z-scale); | |
GL11.glEnd(); | |
} | |
public void renderTopDown(int t, float x, float y, float z) { | |
this.renderTopDown(t, x, y, z, 0.5f); | |
} | |
/** | |
* Render the top or bottom of a block, depending on how we're looking at it. | |
* | |
* @param t The texture ID to draw | |
* @param x | |
* @param y | |
* @param z | |
* @param scale ".5" is a full-sized block, ".1" would be tiny. | |
*/ | |
public void renderTopDown(int t, float x, float y, float z, float scale) { | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x-scale, y-scale, z+scale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x-scale, y-scale, z-scale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x+scale, y-scale, z+scale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x+scale, y-scale, z-scale); | |
GL11.glEnd(); | |
} | |
public void renderWestEast(int t, float x, float y, float z) { | |
this.renderWestEast(t, x, y, z, 0.5f, 0.5f); | |
} | |
/** | |
* Renders something which is a West/East face. | |
* | |
* @param t Texture to draw | |
* @param x | |
* @param y | |
* @param z | |
* @param yHeightOffset How tall this block is. 0.5f is the usual, specify 0 for half-height | |
* @param xzScale How large the rest of the block is. 0.5f is full-size, 0.1 would be tiny. | |
*/ | |
public void renderWestEast(int t, float x, float y, float z, float yHeightOffset, float xzScale) { | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z-xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]); | |
GL11.glVertex3f(x+xzScale, y+yHeightOffset, z-xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale); | |
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32); | |
GL11.glVertex3f(x+xzScale, y-xzScale, z-xzScale); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders a somewhat-arbitrary vertical rectangle. Pass in (x, z) pairs for the endpoints, | |
* and information about the height. | |
* | |
* @param t Texture to draw | |
* @param x1 | |
* @param z1 | |
* @param x2 | |
* @param z2 | |
* @param y The lower part of the rectangle | |
* @param height Height of the rectangle. | |
*/ | |
public void renderVertical(int t, float x1, float z1, float x2, float z2, float y, float height) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x1, y+height, z1); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x2, y+height, z2); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x1, y, z1); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x2, y, z2); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders a nonstandard vertical rectangle (nonstandard referring primarily to | |
* the texture size (ie: when we're not pulling a single element out of a 16x16 | |
* grid). This differs from renderVertical also in that we specify two full | |
* (x, y, z) coordinates for the bounds, instead of passing in y and a height. | |
* Texture coordinates are passed in as the usual float from 0 to 1. | |
* | |
* @param tx X index within the texture | |
* @param ty Y index within the texture | |
* @param tdx Width of texture | |
* @param tdy Height of texture | |
* @param x1 | |
* @param y1 | |
* @param z1 | |
* @param x2 | |
* @param y2 | |
* @param z2 | |
*/ | |
public void renderNonstandardVertical(float tx, float ty, float tdx, float tdy, float x1, float y1, float z1, float x2, float y2, float z2) | |
{ | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(tx, ty); | |
GL11.glVertex3f(x1, y1, z1); | |
GL11.glTexCoord2f(tx+tdx, ty); | |
GL11.glVertex3f(x2, y1, z2); | |
GL11.glTexCoord2f(tx, ty+tdy); | |
GL11.glVertex3f(x1, y2, z1); | |
GL11.glTexCoord2f(tx+tdx, ty+tdy); | |
GL11.glVertex3f(x2, y2, z2); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders a nonstandard vertical rectangle that's been rotated. | |
* | |
* @param tx X index within the texture | |
* @param ty Y index within the texture | |
* @param tdx Width of texture | |
* @param tdy Height of texture | |
* @param x_width The width of the rectangle in the X axis | |
* @param z_width The width of the rectangle in the Z axis | |
* @param radius Distance from the center point to draw each point | |
* @param x1 Center X Coord | |
* @param y1 Center Y Coord | |
* @param z1 Center Z Coord | |
* @param rotate_x Degrees to rotate on the X axis | |
*/ | |
public void renderNonstandardVerticalRotatedX(float tx, float ty, float tdx, float tdy, | |
float x_width_h, float radius, | |
float x1, float y1, float z1, | |
double rotate_x) | |
{ | |
/* | |
double radians = Math.toRadians(rotate_x); | |
float cosine = (float)Math.cos(radians); | |
float sine = (float)Math.sin(radians); | |
float x1a = x - x_width_h + radius * cosine; | |
float y1a = y - z_width_h + radius * sine; | |
float x1b = x + x_width_h + radius * cosine; | |
float y1b = y + z_width_h + radius * sine; | |
radians = Math.toRadians(rotate_x + 180); | |
cosine = (float)Math.cos(radians); | |
sine = (float)Math.sin(radians); | |
float x2a = x - x_width_h + radius * cosine; | |
float z2a = z - z_width_h + radius * sine; | |
float x2b = x + x_width_h + radius * cosine; | |
float z2b = z + z_width_h + radius * sine; | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(tx, ty); | |
GL11.glVertex3f(x1, y1, z1); | |
GL11.glTexCoord2f(tx+tdx, ty); | |
GL11.glVertex3f(x2, y1, z2); | |
GL11.glTexCoord2f(tx, ty+tdy); | |
GL11.glVertex3f(x1, y2, z1); | |
GL11.glTexCoord2f(tx+tdx, ty+tdy); | |
GL11.glVertex3f(x2, y2, z2); | |
GL11.glEnd(); | |
*/ | |
} | |
/** | |
* Renders an arbitrary horizontal rectangle (will be orthogonal) | |
* @param t | |
* @param x1 | |
* @param z1 | |
* @param x2 | |
* @param z2 | |
* @param y | |
*/ | |
public void renderHorizontal(int t, float x1, float z1, float x2, float z2, float y) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x1, y, z1); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x1, y, z2); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x2, y, z1); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x2, y, z2); | |
GL11.glEnd(); | |
} | |
/** | |
* Render a surface on a horizontal plane; pass in all four verticies. This can result, | |
* obviously, in non-rectangular and non-orthogonal shapes. | |
* | |
* @param t | |
* @param x1 | |
* @param z1 | |
* @param x2 | |
* @param z2 | |
* @param x3 | |
* @param z3 | |
* @param x4 | |
* @param z4 | |
* @param y | |
*/ | |
public void renderHorizontalAskew(int t, float x1, float z1, float x2, float z2, float x3, float z3, float x4, float z4, float y) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x1, y, z1); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x2, y, z2); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x3, y, z3); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x4, y, z4); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders a nonstandard horizontal rectangle (nonstandard referring primarily to | |
* the texture size (ie: when we're not pulling a single element out of a 16x16 | |
* grid). | |
* | |
* @param tx X index within the texture | |
* @param ty Y index within the texture | |
* @param tdx Width of texture | |
* @param tdy Height of texture | |
* @param x1 | |
* @param z1 | |
* @param x2 | |
* @param z2 | |
* @param y | |
*/ | |
public void renderNonstandardHorizontal(float tx, float ty, float tdx, float tdy, float x1, float z1, float x2, float z2, float y) { | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(tx, ty); | |
GL11.glVertex3f(x1, y, z1); | |
GL11.glTexCoord2f(tx+tdx, ty); | |
GL11.glVertex3f(x1, y, z2); | |
GL11.glTexCoord2f(tx, ty+tdy); | |
GL11.glVertex3f(x2, y, z1); | |
GL11.glTexCoord2f(tx+tdx, ty+tdy); | |
GL11.glVertex3f(x2, y, z2); | |
GL11.glEnd(); | |
} | |
/** | |
* Given a whole mess of coordinates, draws an arbitrary rectangle | |
* | |
* @param t | |
* @param x1 | |
* @param y1 | |
* @param z1 | |
* @param x2 | |
* @param y2 | |
* @param z2 | |
* @param x3 | |
* @param y3 | |
* @param z3 | |
* @param x4 | |
* @param y4 | |
* @param z4 | |
*/ | |
public void renderArbitraryRect(int t, | |
float x1, float y1, float z1, | |
float x2, float y2, float z2, | |
float x3, float y3, float z3, | |
float x4, float y4, float z4) | |
{ | |
float tx = precalcSpriteSheetToTextureX[t]; | |
float ty = precalcSpriteSheetToTextureY[t]; | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(tx, ty); | |
GL11.glVertex3f(x1, y1, z1); | |
GL11.glTexCoord2f(tx+TEX16, ty); | |
GL11.glVertex3f(x2, y2, z2); | |
GL11.glTexCoord2f(tx, ty+TEX32); | |
GL11.glVertex3f(x3, y3, z3); | |
GL11.glTexCoord2f(tx+TEX16, ty+TEX32); | |
GL11.glVertex3f(x4, y4, z4); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders the side of a stair piece that runs East/West. Verticies are in the following order: | |
* <pre> | |
* 6---5 | |
* | | | |
* 2---4 | | |
* | | | |
* 1-------3 | |
* </pre> | |
* | |
* Note that the function is "WestEast" which corresponds to the stair direction; | |
* this will actually draw the face on the north or south sides. | |
* | |
* @param t | |
* @param x | |
* @param y | |
* @param z | |
*/ | |
public void renderStairSideWestEast(int t, float x, float y, float z, boolean swapZ) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
float zoff=0.5f; | |
if (swapZ) | |
{ | |
zoff = -0.5f; | |
} | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x-0.5f, y-0.5f, z+zoff); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y, z+zoff); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x-0.5f, y-0.5f, z-zoff); | |
GL11.glTexCoord2f(bx+TEX32, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y, z); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x-0.5f, y+0.5f, z-zoff); | |
GL11.glTexCoord2f(bx+TEX32, by); | |
GL11.glVertex3f(x-0.5f, y+0.5f, z); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders the stair surface, for a stair running West/East | |
* | |
* @param t Texture to draw | |
* @param x | |
* @param y | |
* @param z | |
* @param swapX | |
*/ | |
public void renderStairSurfaceWestEast(int t, float x, float y, float z, boolean swapZ) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
float zoff = 0.5f; | |
if (swapZ) | |
{ | |
zoff = -0.5f; | |
} | |
// Lower Step surface | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x+0.5f, y, z+zoff); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x-0.5f, y, z+zoff); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x+0.5f, y, z); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y, z); | |
GL11.glEnd(); | |
// Lower Step Side | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x+0.5f, y, z+zoff); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y, z+zoff); | |
GL11.glTexCoord2f(bx,by+TEX32); | |
GL11.glVertex3f(x+0.5f, y-0.5f, z+zoff); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x-0.5f, y-0.5f, z+zoff); | |
GL11.glEnd(); | |
// Higher Step surface | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x+0.5f, y+0.5f, z); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y+0.5f, z); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x+0.5f, y+0.5f, z-zoff); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x-0.5f, y+0.5f, z-zoff); | |
GL11.glEnd(); | |
// Higher Step Side | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x+0.5f, y+0.5f, z); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x-0.5f, y+0.5f, z); | |
GL11.glTexCoord2f(bx,by+TEX64); | |
GL11.glVertex3f(x+0.5f, y, z); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x-0.5f, y, z); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders the side of a stair piece that runs North/South. Verticies are in the following order: | |
* <pre> | |
* 6---5 | |
* | | | |
* 2---4 | | |
* | | | |
* 1-------3 | |
* </pre> | |
* | |
* Note that the function is "NorthSouth" which corresponds to the stair direction; | |
* this will actually draw the face on the east or west sides. | |
* | |
* @param t | |
* @param x | |
* @param y | |
* @param z | |
*/ | |
public void renderStairSideNorthSouth(int t, float x, float y, float z, boolean swapX) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
float xoff=0.5f; | |
if (swapX) | |
{ | |
xoff = -0.5f; | |
} | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x+xoff, y-0.5f, z-0.5f); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x+xoff, y, z-0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x-xoff, y-0.5f, z-0.5f); | |
GL11.glTexCoord2f(bx+TEX32, by+TEX64); | |
GL11.glVertex3f(x, y, z-0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x-xoff, y+0.5f, z-0.5f); | |
GL11.glTexCoord2f(bx+TEX32, by); | |
GL11.glVertex3f(x, y+0.5f, z-0.5f); | |
GL11.glEnd(); | |
} | |
/** | |
* Renders the stair surface, for a stair running North/South | |
* | |
* @param t Texture to draw | |
* @param x | |
* @param y | |
* @param z | |
* @param swapX | |
*/ | |
public void renderStairSurfaceNorthSouth(int t, float x, float y, float z, boolean swapX) { | |
float bx = precalcSpriteSheetToTextureX[t]; | |
float by = precalcSpriteSheetToTextureY[t]; | |
float xoff = 0.5f; | |
if (swapX) | |
{ | |
xoff = -0.5f; | |
} | |
// Lower Step surface | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x+xoff, y, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x+xoff, y, z-0.5f); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x, y, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x, y, z-0.5f); | |
GL11.glEnd(); | |
// Lower Step Side | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x+xoff, y, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x+xoff, y, z-0.5f); | |
GL11.glTexCoord2f(bx,by+TEX32); | |
GL11.glVertex3f(x+xoff, y-0.5f, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x+xoff, y-0.5f, z-0.5f); | |
GL11.glEnd(); | |
// Higher Step surface | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by+TEX64); | |
GL11.glVertex3f(x, y+0.5f, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x, y+0.5f, z-0.5f); | |
GL11.glTexCoord2f(bx, by+TEX32); | |
GL11.glVertex3f(x-xoff, y+0.5f, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX32); | |
GL11.glVertex3f(x-xoff, y+0.5f, z-0.5f); | |
GL11.glEnd(); | |
// Higher Step Side | |
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
GL11.glTexCoord2f(bx, by); | |
GL11.glVertex3f(x, y+0.5f, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by); | |
GL11.glVertex3f(x, y+0.5f, z-0.5f); | |
GL11.glTexCoord2f(bx,by+TEX64); | |
GL11.glVertex3f(x, y, z+0.5f); | |
GL11.glTexCoord2f(bx+TEX16, by+TEX64); | |
GL11.glVertex3f(x, y, z-0.5f); | |
GL11.glEnd(); | |
} | |
public void renderFenceBody(int t, float x1, float x2, float y, float z) { | |
// Outside edges | |
this.renderVertical(t, x1, z+.35f, x2, z+.35f, y-0.5f, .7f); | |
this.renderVertical(t, x1, z-.35f, x2, z-.35f, y-0.5f, .7f); | |
// Inside edges | |
this.renderVertical(t, x1, z+.25f, x2, z+.25f, y-0.5f, .7f); | |
this.renderVertical(t, x1, z-.25f, x2, z-.25f, y-0.5f, .7f); | |
// Top edge | |
this.renderHorizontal(t, x1, z+.35f, x2, z-.35f, y+.2f); | |
// Inner edges | |
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y); | |
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y-.1f); | |
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y-.3f); | |
} | |
public boolean isInRange(float x, float y, float maxDistance) { | |
float realX = this.x*16; | |
float realY = this.z*16; | |
double distance = Math.sqrt(((x-realX) * (x-realX)) + ((y-realY) * (y-realY))); | |
return distance < maxDistance; | |
} | |
public byte getBlock(int x, int y, int z) { | |
return blockData.value[y + (z * 128) + (x * 128 * 16)]; | |
} | |
public byte getData(int x, int y, int z) { | |
int offset = y + (z * 128) + (x * 128 * 16); | |
int halfOffset = offset / 2; | |
if(offset % 2 == 0) { | |
return (byte) (mapData.value[halfOffset] & 0xF); | |
} else { | |
return (byte) (mapData.value[halfOffset] >> 4); | |
} | |
} | |
public boolean isSolid(byte i) { | |
BLOCK_TYPE block_type = BLOCK_TYPE_MAP.get(i); | |
if((i == 0) || (block_type != BLOCK_TYPE.NORMAL)) { | |
return false; | |
} | |
return true; | |
} | |
/** | |
* Renders a "special" block; AKA something that's not just an ordinary cube. | |
* Basically it draws four "faces" of the object, which creates a plus sign of | |
* sorts. This should probably be handled in some other way, actually. | |
* | |
* @param bx Texture Beginning-X coordinate (inside the texture PNG) | |
* @param by Texture Beginning-Y coordinate | |
* @param ex Texture Ending-X coordinate | |
* @param ey Texture Ending-Y coordinate | |
* @param x Absolute X position of block | |
* @param y Absolute Y position of block | |
* @param z Absolute Z position of block | |
*/ | |
public void renderSpecial(float bx, float by, float ex, float ey, float x, float y, float z) | |
{ | |
// GL11.glDisable(GL11.GL_CULL_FACE); | |
//GL11.glDisable(GL11.GL_DEPTH_TEST); | |
GL11.glBegin(GL11.GL_QUADS); | |
GL11.glNormal3f(1.0f, 0.0f, 0.0f); | |
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+9/16.0f+TEX64, y+1.0f, z); | |
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+9/16.0f+TEX64, y+1.0f, z+1.0f); | |
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+9/16.0f-TEX64, y, z+1.0f); | |
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+9/16.0f-TEX64, y, z); | |
GL11.glNormal3f(-1.0f, 0.0f, 0.0f); | |
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+7/16.0f+TEX64, y+1.0f, z+1.0f); | |
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+7/16.0f+TEX64, y+1.0f, z); | |
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+7/16.0f-TEX64, y, z); | |
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+7/16.0f-TEX64, y, z+1.0f); | |
GL11.glNormal3f(0.0f, 0.0f, 1.0f); | |
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+1.0f, y+1.0f, z+9/16.0f+TEX64); | |
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x, y+1.0f, z+9/16.0f+TEX64); | |
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x, y, z+9/16.0f-TEX64); | |
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+1.0f, y, z+9/16.0f-TEX64); | |
GL11.glNormal3f(0.0f, 0.0f, -1.0f); | |
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x, y+1.0f, z+7/16.0f+TEX64); | |
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+1.0f, y+1.0f, z+7/16.0f+TEX64); | |
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+1.0f, y, z+7/16.0f-TEX64); | |
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x, y, z+7/16.0f-TEX64); | |
GL11.glEnd(); | |
//GL11.glEnable(GL11.GL_DEPTH_TEST); | |
//GL11.glEnable(GL11.GL_CULL_FACE); | |
} | |
/** | |
* Renders a torch, making an attempt to render properly given the wall face it's | |
* attached to, etc. We take in textureId because we support redstone torches as | |
* well. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderTorch(int textureId, int xxx, int yyy, int zzz) { | |
byte data = getData(xxx, yyy, zzz); | |
data &= 0xF; | |
switch (data) { | |
case 1: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -30, 0f, 1f, -.6f, 0f); | |
return; | |
case 2: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 30, 0f, 1f, .6f, 0f); | |
return; | |
case 3: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 30, 1f, 0f, 0f, -.6f); | |
return; | |
case 4: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -30, 1f, 0f, 0f, .6f); | |
return; | |
default: | |
renderRectDecoration(textureId, xxx, yyy, zzz); | |
return; | |
} | |
} | |
/** | |
* Renders a lever; copied and modified from renderTorch for the most part. | |
* TODO: Looks no better than the torches; should put the cobble base on at the least. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderLever(int textureId, int xxx, int yyy, int zzz) | |
{ | |
byte data = getData(xxx, yyy, zzz); | |
boolean thrown = false; | |
if ((data & 0x8) == 0x8) | |
{ | |
thrown = true; | |
} | |
data &= 7; | |
//System.out.println("Data: " + data); | |
// First draw the cobblestoney box | |
int cobble_tex = blockDataToSpriteSheet[BLOCK.COBBLESTONE.id]; | |
float box_height = .15f; | |
float box_length = .2f; | |
float box_width = .15f; | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
switch (data) { | |
case 1: | |
renderVertical(cobble_tex, x-.5f, z+box_width, x-.5f+box_height, z+box_width, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x-.5f, z-box_width, x-.5f+box_height, z-box_width, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x-.5f+box_height, z+box_width, x-.5f+box_height, z-box_width, y-box_length, box_length*2f); | |
renderHorizontal(cobble_tex, x-.5f, z-box_width, x-.5f+box_height, z+box_width, y-box_length); | |
renderHorizontal(cobble_tex, x-.5f, z-box_width, x-.5f+box_height, z+box_width, y+box_length); | |
break; | |
case 2: | |
renderVertical(cobble_tex, x+.5f, z+box_width, x+.5f-box_height, z+box_width, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x+.5f, z-box_width, x+.5f-box_height, z-box_width, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x+.5f-box_height, z+box_width, x+.5f-box_height, z-box_width, y-box_length, box_length*2f); | |
renderHorizontal(cobble_tex, x+.5f, z-box_width, x+.5f-box_height, z+box_width, y-box_length); | |
renderHorizontal(cobble_tex, x+.5f, z-box_width, x+.5f-box_height, z+box_width, y+box_length); | |
break; | |
case 3: | |
renderVertical(cobble_tex, x-box_width, z-.5f, x-box_width, z-.5f+box_height, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x+box_width, z-.5f, x+box_width, z-.5f+box_height, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x-box_width, z-.5f+box_height, x+box_width, z-.5f+box_height, y-box_length, box_length*2f); | |
renderHorizontal(cobble_tex, x-box_width, z-.5f, x+box_width, z-.5f+box_height, y-box_length); | |
renderHorizontal(cobble_tex, x-box_width, z-.5f, x+box_width, z-.5f+box_height, y+box_length); | |
break; | |
case 4: | |
renderVertical(cobble_tex, x-box_width, z+.5f, x-box_width, z+.5f-box_height, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x+box_width, z+.5f, x+box_width, z+.5f-box_height, y-box_length, box_length*2f); | |
renderVertical(cobble_tex, x-box_width, z+.5f-box_height, x+box_width, z+.5f-box_height, y-box_length, box_length*2f); | |
renderHorizontal(cobble_tex, x-box_width, z+.5f, x+box_width, z+.5f-box_height, y-box_length); | |
renderHorizontal(cobble_tex, x-box_width, z+.5f, x+box_width, z+.5f-box_height, y+box_length); | |
break; | |
case 5: | |
renderVertical(cobble_tex, x-box_width, z+box_length, x-box_width, z-box_length, y-.5f, box_height); | |
renderVertical(cobble_tex, x+box_width, z+box_length, x+box_width, z-box_length, y-.5f, box_height); | |
renderVertical(cobble_tex, x-box_width, z+box_length, x+box_width, z+box_length, y-.5f, box_height); | |
renderVertical(cobble_tex, x+box_width, z-box_length, x-box_width, z-box_length, y-.5f, box_height); | |
renderHorizontal(cobble_tex, x-box_width, z-box_length, x+box_width, z+box_length, y-.5f+box_height); | |
break; | |
case 6: | |
default: | |
renderVertical(cobble_tex, x-box_length, z+box_width, x-box_length, z-box_width, y-.5f, box_height); | |
renderVertical(cobble_tex, x+box_length, z+box_width, x+box_length, z-box_width, y-.5f, box_height); | |
renderVertical(cobble_tex, x-box_length, z+box_width, x+box_length, z+box_width, y-.5f, box_height); | |
renderVertical(cobble_tex, x+box_length, z-box_width, x-box_length, z-box_width, y-.5f, box_height); | |
renderHorizontal(cobble_tex, x-box_length, z-box_width, x+box_length, z+box_width, y-.5f+box_height); | |
break; | |
} | |
// Now draw the lever itself | |
if (thrown) | |
{ | |
switch (data) { | |
case 1: | |
renderRectDecoration(textureId, xxx, yyy+1, zzz, -135, 0f, 1f, .6f, 0f); | |
break; | |
case 2: | |
renderRectDecoration(textureId, xxx, yyy+1, zzz, 135, 0f, 1f, -.6f, 0f); | |
break; | |
case 3: | |
renderRectDecoration(textureId, xxx, yyy+1, zzz, 135, 1f, 0f, 0f, .6f); | |
break; | |
case 4: | |
renderRectDecoration(textureId, xxx, yyy+1, zzz, -135, 1f, 0f, 0f, -.6f); | |
break; | |
case 5: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -45, 1f, 0f, 0f, 0f); | |
break; | |
case 6: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 45, 0f, 1f, 0f, 0f); | |
break; | |
} | |
} | |
else | |
{ | |
switch (data) { | |
case 1: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -45, 0f, 1f, -.6f, 0f); | |
break; | |
case 2: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 45, 0f, 1f, .6f, 0f); | |
break; | |
case 3: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 45, 1f, 0f, 0f, -.6f); | |
break; | |
case 4: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -45, 1f, 0f, 0f, .6f); | |
break; | |
case 5: | |
renderRectDecoration(textureId, xxx, yyy, zzz, 45, 1f, 0f, 0f, 0f); | |
break; | |
case 6: | |
renderRectDecoration(textureId, xxx, yyy, zzz, -45, 0f, 1f, 0f, 0f); | |
break; | |
} | |
} | |
} | |
/** | |
* Renders a decoration which is supposed to be a "cross" in a single block. There's | |
* some code duplication from renderRectDecoration in here, but not too much, hopefully. | |
* This will require an entry in XRay.decorationStats for the given textureId. | |
*/ | |
public void renderCrossDecoration(int textureId, int xxx, int yyy, int zzz) | |
{ | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy - 0.5f; | |
// We do the "% 256" here because our texture ID might be in the "highlighted" | |
// range, for Explored highlighting. | |
TextureDecorationStats stats = XRay.decorationStats.get(textureId % 256); | |
if (stats == null) | |
{ | |
return; | |
} | |
float tex_begin_x = precalcSpriteSheetToTextureX[textureId] + stats.getTexLeft(); | |
float tex_begin_y = precalcSpriteSheetToTextureY[textureId] + stats.getTexTop(); | |
float tex_width = stats.getTexWidth(); | |
float tex_height = stats.getTexHeight(); | |
float width = stats.getWidth(); | |
float width_h = width/2f; | |
float height = stats.getHeight(); | |
float top_tex_height; | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x-width_h, y+height, z-width_h, | |
x+width_h, y, z+width_h); | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x+width_h, y+height, z-width_h, | |
x-width_h, y, z+width_h); | |
} | |
/** | |
* Renders an rectangular decoration which is just standing straight up. This will require | |
* an entry in XRay.decorationStats for the given textureId. | |
* | |
* Currently only used for torches and levers, actually. | |
*/ | |
public void renderRectDecoration(int textureId, int xxx, int yyy, int zzz) | |
{ | |
renderRectDecoration(textureId, xxx, yyy, zzz, 0, 0f, 0f, 0f, 0f); | |
} | |
/** | |
* Renders a rectangular decoration. This will require an entry in XRay.decorationStats for | |
* the given textureId. Optionally pass in some parameters for rotation, currently used | |
* for torches and levers. | |
* | |
* @param textureId Texture to draw | |
* @param xxx Chunk X | |
* @param yyy Chunk Y | |
* @param zzz Chunk Z | |
* @param rotate_degrees Degrees to rotate, use zero for no rotation | |
* @param rotate_x Use 1.0f to rotate in the X direction (passed to glRotatef) | |
* @param rotate_z Use 1.0f to rotate in the X direction (passed to glRotatef) | |
* @param x_off X offset, so it's not just in the center | |
* @param z_off Z offset, so it's not just in the center | |
*/ | |
public void renderRectDecoration(int textureId, int xxx, int yyy, int zzz, | |
int rotate_degrees, float rotate_x, float rotate_z, float x_off, float z_off) | |
{ | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy - 0.5f; | |
boolean do_rotate = false; | |
float tx=0, ty=0, tz=0; | |
if (rotate_degrees != 0) | |
{ | |
tx = x; | |
ty = y; | |
tz = z; | |
x = x_off; | |
y = 0; | |
z = z_off; | |
do_rotate = true; | |
} | |
float my_x = xxx + this.x*16; | |
float my_z = zzz + this.z*16; | |
float my_y = yyy - 0.5f; | |
// We do the "% 256" here because our texture ID might be in the "highlighted" | |
// range, for Explored highlighting. | |
TextureDecorationStats stats = XRay.decorationStats.get(textureId % 256); | |
if (stats == null) | |
{ | |
return; | |
} | |
float tex_begin_x = precalcSpriteSheetToTextureX[textureId] + stats.getTexLeft(); | |
float tex_begin_y = precalcSpriteSheetToTextureY[textureId] + stats.getTexTop(); | |
float tex_width = stats.getTexWidth(); | |
float tex_height = stats.getTexHeight(); | |
float width = stats.getWidth(); | |
float width_h = width/2f; | |
float height = stats.getHeight(); | |
float top_tex_height; | |
if (height > width) | |
{ | |
top_tex_height = tex_width/2f; | |
} | |
else | |
{ | |
top_tex_height = tex_height; | |
} | |
// Math is for suckers; let's let the video hardware take care of rotation | |
// Relatedly, is this how I should be drawing *everything?* Draw relative | |
// to the origin for the actual verticies, and then translate? | |
if (do_rotate) | |
{ | |
GL11.glPushMatrix(); | |
GL11.glTranslatef(tx, ty, tz); | |
GL11.glRotatef((float)rotate_degrees, rotate_x, 0f, rotate_z); | |
} | |
// First draw the borders | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x-width_h, y+height, z-width_h, | |
x+width_h, y, z-width_h); | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x-width_h, y+height, z+width_h, | |
x+width_h, y, z+width_h); | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x+width_h, y+height, z-width_h, | |
x+width_h, y, z+width_h); | |
renderNonstandardVertical(tex_begin_x, tex_begin_y, tex_width, tex_height, | |
x-width_h, y+height, z+width_h, | |
x-width_h, y, z-width_h); | |
// Now the top | |
renderNonstandardHorizontal(tex_begin_x, tex_begin_y, tex_width, top_tex_height, | |
x-width_h, z-width_h, | |
x+width_h, z+width_h, | |
y+height); | |
if (do_rotate) | |
{ | |
GL11.glPopMatrix(); | |
} | |
} | |
/** | |
* Renders crops. We still take the fully-grown textureId in the function so that everything | |
* remains defined in MineCraftConstants | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderCrops(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16 -0.5f; | |
float z = zzz + this.z*16 -0.5f; | |
float y = yyy - 0.5f; | |
float bx,by; | |
float ex,ey; | |
bx = precalcSpriteSheetToTextureX[textureId]; | |
by = precalcSpriteSheetToTextureY[textureId]; | |
// Adjust for crop size; fortunately the textures are all in the same row so it's easy. | |
byte data = getData(xxx, yyy, zzz); | |
bx -= TEX16 * (7-data); | |
ex = bx + TEX16; | |
ey = by + TEX32; | |
renderSpecial(bx, by, ex, ey, x, y, z); | |
} | |
/** | |
* Renders a ladder, given its attached-side data. We still take in textureId just so | |
* that everything's still defined in MineCraftConstants | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderLadder(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
byte data = getData(xxx, yyy, zzz); | |
switch(data) | |
{ | |
case 2: | |
// East | |
this.renderWestEast(textureId, x, y, z+1.0f-TEX64); | |
break; | |
case 3: | |
// West | |
this.renderWestEast(textureId, x, y, z+TEX64); | |
break; | |
case 4: | |
// North | |
this.renderNorthSouth(textureId, x+1.0f-TEX64, y, z); | |
break; | |
case 5: | |
default: | |
// South | |
this.renderNorthSouth(textureId, x+TEX64, y, z); | |
break; | |
} | |
} | |
/** | |
* This is actually used for rendering "decoration" type things which are on | |
* the floor (eg: minecart tracks, redstone wires, etc) | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderFloor(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
this.renderTopDown(textureId, x, y+TEX64, z); | |
} | |
/** | |
* Minecart tracks | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderMinecartTracks(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
byte data = getData(xxx, yyy, zzz); | |
if (data > 0x5) | |
{ | |
textureId -= 16; | |
} | |
switch (data) | |
{ | |
case 0x0: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 1); | |
break; | |
case 0x1: | |
this.renderTopDown(textureId, x, y+TEX64, z); | |
break; | |
case 0x2: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y-0.5f, z+0.5f, | |
x-0.5f, y-0.5f, z-0.5f, | |
x+0.5f, y+0.5f, z+0.5f, | |
x+0.5f, y+0.5f, z-0.5f | |
); | |
break; | |
case 0x3: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y+0.5f, z+0.5f, | |
x-0.5f, y+0.5f, z-0.5f, | |
x+0.5f, y-0.5f, z+0.5f, | |
x+0.5f, y-0.5f, z-0.5f | |
); | |
break; | |
case 0x4: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y+0.5f, z-0.5f, | |
x+0.5f, y+0.5f, z-0.5f, | |
x-0.5f, y-0.5f, z+0.5f, | |
x+0.5f, y-0.5f, z+0.5f | |
); | |
break; | |
case 0x5: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y-0.5f, z-0.5f, | |
x+0.5f, y-0.5f, z-0.5f, | |
x-0.5f, y+0.5f, z+0.5f, | |
x+0.5f, y+0.5f, z+0.5f | |
); | |
break; | |
case 0x6: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 3); | |
break; | |
case 0x7: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 2); | |
break; | |
case 0x8: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 1); | |
break; | |
case 0x9: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 0); | |
break; | |
default: | |
// Just do the usual for now | |
this.renderTopDown(textureId, x, y+TEX64, z); | |
break; | |
} | |
} | |
/** | |
* "Simple" rails, which don't have corners. This actually isn't as | |
* simple as it should be, since we have a special-case for powered rails. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderSimpleRail(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
byte data = getData(xxx, yyy, zzz); | |
byte powered = data; | |
powered >>= 3; | |
if (powered > 0) | |
{ | |
// This is just for powered rails, to light them up properly | |
textureId += 16; | |
} | |
data &= 7; | |
switch (data) | |
{ | |
case 0x0: | |
this.renderTopDownRotate(textureId, x, y+TEX64, z, 1); | |
break; | |
case 0x1: | |
this.renderTopDown(textureId, x, y+TEX64, z); | |
break; | |
case 0x2: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y-0.5f, z+0.5f, | |
x-0.5f, y-0.5f, z-0.5f, | |
x+0.5f, y+0.5f, z+0.5f, | |
x+0.5f, y+0.5f, z-0.5f | |
); | |
break; | |
case 0x3: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y+0.5f, z+0.5f, | |
x-0.5f, y+0.5f, z-0.5f, | |
x+0.5f, y-0.5f, z+0.5f, | |
x+0.5f, y-0.5f, z-0.5f | |
); | |
break; | |
case 0x4: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y+0.5f, z-0.5f, | |
x+0.5f, y+0.5f, z-0.5f, | |
x-0.5f, y-0.5f, z+0.5f, | |
x+0.5f, y-0.5f, z+0.5f | |
); | |
break; | |
case 0x5: | |
this.renderArbitraryRect(textureId, | |
x-0.5f, y-0.5f, z-0.5f, | |
x+0.5f, y-0.5f, z-0.5f, | |
x-0.5f, y+0.5f, z+0.5f, | |
x+0.5f, y+0.5f, z+0.5f | |
); | |
break; | |
default: | |
// Just do the usual for now | |
this.renderTopDown(textureId, x, y+TEX64, z); | |
break; | |
} | |
} | |
/** | |
* Renders a pressure plate. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderPlate(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float radius = 0.4f; | |
// The plate itself | |
this.renderHorizontal(textureId, x+radius, z+radius, x-radius, z-radius, y-0.45f); | |
// Sides | |
this.renderVertical(textureId, x+radius, z+radius, x+radius, z-radius, y-0.5f, 0.05f); | |
this.renderVertical(textureId, x-radius, z+radius, x-radius, z-radius, y-0.5f, 0.05f); | |
this.renderVertical(textureId, x+radius, z+radius, x-radius, z+radius, y-0.5f, 0.05f); | |
this.renderVertical(textureId, x+radius, z-radius, x-radius, z-radius, y-0.5f, 0.05f); | |
} | |
/** | |
* Renders a thin slice of something on the ground (used for snow currently). Practically | |
* the same as renderPlate actually, just wider and a bit taller | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderThinslice(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float radius = 0.48f; | |
// The top face | |
this.renderHorizontal(textureId, x+radius, z+radius, x-radius, z-radius, y-0.38f); | |
// Sides | |
this.renderVertical(textureId, x+radius, z+radius, x+radius, z-radius, y-0.48f, 0.1f); | |
this.renderVertical(textureId, x-radius, z+radius, x-radius, z-radius, y-0.48f, 0.1f); | |
this.renderVertical(textureId, x+radius, z+radius, x-radius, z+radius, y-0.48f, 0.1f); | |
this.renderVertical(textureId, x+radius, z-radius, x-radius, z-radius, y-0.48f, 0.1f); | |
} | |
/** | |
* Renders a bed block. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderBed(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float side_part = 0.48f; | |
float side_full = 0.5f; | |
float bed_height = 0.7f; | |
float horiz_off = bed_height-0.5f; | |
boolean head = true; | |
byte data = getData(xxx, yyy, zzz); | |
data &= 0xF; | |
if ((data & 0x8) == 0) | |
{ | |
textureId -= 1; | |
head = false; | |
} | |
data &= 0x3; | |
// There's a fair amount of duplicated code in here, but whatever. It | |
// feels like assigning variables to do all this would be a lot MORE work. | |
// TODO: it'd be nice to properly align the pillow texture so it looks right. | |
if (head) | |
{ | |
switch (data) | |
{ | |
case 0x0: | |
// Head is facing west | |
this.renderHorizontal(textureId, x+side_part, z+side_part, x-side_part, z-side_full, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_part, x+side_part, z-side_full, y-side_part, bed_height); | |
this.renderVertical(textureId, x-side_part, z+side_part, x-side_part, z-side_full, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z+side_part, x-side_part, z+side_part, y-side_part, bed_height); | |
break; | |
case 0x1: | |
// Head is facing north | |
this.renderHorizontal(textureId, x+side_full, z+side_part, x-side_part, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x-side_part, z+side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_full, z+side_part, x-side_part, z+side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_full, z-side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
break; | |
case 0x2: | |
// Head is facing east | |
this.renderHorizontal(textureId, x+side_part, z+side_full, x-side_part, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_full, x+side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x-side_part, z+side_full, x-side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z-side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
break; | |
case 0x3: | |
// Head is facing south | |
this.renderHorizontal(textureId, x+side_part, z+side_part, x-side_full, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_part, x+side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z+side_part, x-side_full, z+side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z-side_part, x-side_full, z-side_part, y-side_part, bed_height); | |
break; | |
} | |
} | |
else | |
{ | |
switch (data) | |
{ | |
case 0x0: | |
// Head is facing west | |
this.renderHorizontal(textureId, x+side_part, z+side_full, x-side_part, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_full, x+side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x-side_part, z+side_full, x-side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z-side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
break; | |
case 0x1: | |
// Head is facing north | |
this.renderHorizontal(textureId, x+side_part, z+side_part, x-side_full, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_part, x+side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z+side_part, x-side_full, z+side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z-side_part, x-side_full, z-side_part, y-side_part, bed_height); | |
break; | |
case 0x2: | |
// Head is facing east | |
this.renderHorizontal(textureId, x+side_part, z+side_part, x-side_part, z-side_full, y+horiz_off); | |
this.renderVertical(textureId, x+side_part, z+side_part, x+side_part, z-side_full, y-side_part, bed_height); | |
this.renderVertical(textureId, x-side_part, z+side_part, x-side_part, z-side_full, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_part, z+side_part, x-side_part, z+side_part, y-side_part, bed_height); | |
break; | |
case 0x3: | |
// Head is facing south | |
this.renderHorizontal(textureId, x+side_full, z+side_part, x-side_part, z-side_part, y+horiz_off); | |
this.renderVertical(textureId, x-side_part, z+side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_full, z+side_part, x-side_part, z+side_part, y-side_part, bed_height); | |
this.renderVertical(textureId, x+side_full, z-side_part, x-side_part, z-side_part, y-side_part, bed_height); | |
break; | |
} | |
} | |
} | |
/** | |
* Renders a door | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderDoor(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
byte data = getData(xxx, yyy, zzz); | |
if ((data & 0x8) == 0x8) | |
{ | |
textureId -= 16; | |
} | |
boolean swung = false; | |
if ((data & 0x4) == 0x4) | |
{ | |
swung = true; | |
} | |
int dir = (data & 0x3); | |
// TODO: need to fix texture orientation | |
if ((dir == 3 && swung) || (dir == 0 && !swung)) | |
{ | |
// North | |
this.renderNorthSouth(textureId, x, y, z); | |
} | |
else if ((dir == 0 && swung) || (dir == 1 && !swung)) | |
{ | |
// East | |
this.renderWestEast(textureId, x, y, z); | |
} | |
else if ((dir == 1 && swung) || (dir == 2 && !swung)) | |
{ | |
// South | |
this.renderNorthSouth(textureId, x+1, y, z); | |
} | |
else | |
{ | |
// West | |
this.renderWestEast(textureId, x, y, z+1); | |
} | |
} | |
/** | |
* Renders stair graphics | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderStairs(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
byte data = getData(xxx, yyy, zzz); | |
boolean swap = false; | |
if (data == 0 || data == 2) | |
{ | |
swap = true; | |
} | |
if (data == 0 || data == 1) | |
{ | |
// 0 is ascending-south, 1 is ascending-north | |
// Sides | |
this.renderStairSideNorthSouth(textureId, x, y, z+.05f, swap); | |
this.renderStairSideNorthSouth(textureId, x, y, z+.95f, swap); | |
// Back | |
if (swap) | |
{ | |
this.renderNorthSouth(textureId, x+0.94f, y, z, 0.5f, 0.45f); | |
} | |
else | |
{ | |
this.renderNorthSouth(textureId, x+0.06f, y, z, 0.5f, 0.45f); | |
} | |
// Bottom | |
this.renderTopDown(textureId, x, y, z, 0.45f); | |
// Stair Surface | |
this.renderStairSurfaceNorthSouth(textureId, x, y, z, swap); | |
} | |
else | |
{ | |
// 2 is ascending-west, 3 is ascending-east | |
// Sides | |
this.renderStairSideWestEast(textureId, x+.05f, y, z, swap); | |
this.renderStairSideWestEast(textureId, x+.95f, y, z, swap); | |
// Back | |
if (swap) | |
{ | |
this.renderWestEast(textureId, x, y, z+0.94f, 0.5f, 0.45f); | |
} | |
else | |
{ | |
this.renderWestEast(textureId, x, y, z+0.06f, 0.5f, 0.45f); | |
} | |
// Bottom | |
this.renderTopDown(textureId, x, y, z, 0.45f); | |
// Stair Surface | |
this.renderStairSurfaceWestEast(textureId, x, y, z, swap); | |
} | |
} | |
/** | |
* Renders a signpost. | |
* TODO: show the actual message | |
* TODO: should be solid instead of just one plane | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderSignpost(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float signBottom = 0f; | |
float signHeight = .6f; | |
float postRadius = .05f; | |
float face_spacing = 3; // in degrees | |
// First a signpost | |
this.renderVertical(textureId, x-postRadius, z-postRadius, x+postRadius, z-postRadius, y-0.5f, 0.5f+signBottom); | |
this.renderVertical(textureId, x-postRadius, z+postRadius, x+postRadius, z+postRadius, y-0.5f, 0.5f+signBottom); | |
this.renderVertical(textureId, x+postRadius, z-postRadius, x+postRadius, z+postRadius, y-0.5f, 0.5f+signBottom); | |
this.renderVertical(textureId, x-postRadius, z+postRadius, x-postRadius, z-postRadius, y-0.5f, 0.5f+signBottom); | |
// Signpost top | |
this.renderHorizontal(textureId, x-postRadius, z-postRadius, x+postRadius, z+postRadius, y+signBottom); | |
// Now we continue to draw the sign itself. | |
byte data = getData(xxx, yyy, zzz); | |
data &= 0xF; | |
// data: 0 is West, increasing numbers add 22.5 degrees (so 4 is North, 8 south, etc) | |
// Because we're not actually drawing the message (yet), as far as we're concerned | |
// West is the same as East, etc. | |
float angle = (data % 8) * 22.5f; | |
float radius = 0.5f; | |
angle -= face_spacing; | |
// First x/z | |
float x1a = x + radius * (float)Math.cos(Math.toRadians(angle)); | |
float z1a = z + radius * (float)Math.sin(Math.toRadians(angle)); | |
angle += face_spacing*2; | |
float x1b = x + radius * (float)Math.cos(Math.toRadians(angle)); | |
float z1b = z + radius * (float)Math.sin(Math.toRadians(angle)); | |
// Now the other side | |
angle += 180; | |
float x2a = x + radius * (float)Math.cos(Math.toRadians(angle)); | |
float z2a = z + radius * (float)Math.sin(Math.toRadians(angle)); | |
angle -= face_spacing*2; | |
float x2b = x + radius * (float)Math.cos(Math.toRadians(angle)); | |
float z2b = z + radius * (float)Math.sin(Math.toRadians(angle)); | |
// Faces | |
this.renderVertical(textureId, x1a, z1a, x2a, z2a, y+signBottom, signHeight); | |
this.renderVertical(textureId, x1b, z1b, x2b, z2b, y+signBottom, signHeight); | |
// Sides | |
this.renderVertical(textureId, x1a, z1a, x1b, z1b, y+signBottom, signHeight); | |
this.renderVertical(textureId, x2a, z2a, x2b, z2b, y+signBottom, signHeight); | |
// Top/Bottom | |
this.renderHorizontalAskew(textureId, x1a, z1a, x1b, z1b, x2a, z2a, x2b, z2b, y+signBottom); | |
this.renderHorizontalAskew(textureId, x1a, z1a, x1b, z1b, x2a, z2a, x2b, z2b, y+signBottom+signHeight); | |
} | |
/** | |
* Renders a wall sign. This is virtually identical to renderLadder, except that | |
* we draw a smaller box, basically. | |
* TODO: Would be kind of neat to actually draw the message, too. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
*/ | |
public void renderWallSign(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float faceX1, faceX2; | |
float faceZ1, faceZ2; | |
float back_dX, back_dZ; | |
float sign_length = 0.4f; | |
byte data = getData(xxx, yyy, zzz); | |
switch(data) | |
{ | |
case 2: | |
// East | |
faceX1 = x-sign_length; | |
faceX2 = x+sign_length; | |
faceZ1 = z+0.45f; | |
faceZ2 = z+0.45f; | |
back_dX = 0f; | |
back_dZ = 0.05f; | |
break; | |
case 3: | |
// West | |
faceX1 = x-sign_length; | |
faceX2 = x+sign_length; | |
faceZ1 = z-0.45f; | |
faceZ2 = z-0.45f; | |
back_dX = 0f; | |
back_dZ = -0.05f; | |
break; | |
case 4: | |
// North | |
faceX1 = x+0.45f; | |
faceX2 = x+0.45f; | |
faceZ1 = z-sign_length; | |
faceZ2 = z+sign_length; | |
back_dX = 0.05f; | |
back_dZ = 0f; | |
break; | |
case 5: | |
default: | |
// South | |
faceX1 = x-0.45f; | |
faceX2 = x-0.45f; | |
faceZ1 = z-sign_length; | |
faceZ2 = z+sign_length; | |
back_dX = -0.05f; | |
back_dZ = 0f; | |
break; | |
} | |
// Face | |
this.renderVertical(textureId, faceX1, faceZ1, faceX2, faceZ2, y-0.2f, 0.5f); | |
// Sides | |
this.renderVertical(textureId, faceX1, faceZ1, faceX1+back_dX, faceZ1+back_dZ, y-0.2f, 0.5f); | |
this.renderVertical(textureId, faceX2, faceZ2, faceX2+back_dX, faceZ2+back_dZ, y-0.2f, 0.5f); | |
// Top/Bottom | |
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y-0.2f); | |
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y+0.3f); | |
} | |
/** | |
* Renders a fence. Ideally we should try and figure out at least if | |
* we can do it in one orientation versus another, but for now this will have to | |
* do. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
* @param blockOffset Should be passed in from our main draw loop so we don't have to recalculate | |
*/ | |
public void renderFence(int textureId, int xxx, int yyy, int zzz, int blockOffset) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float postsize = .1f; | |
float postsize_h = postsize/2f; | |
float slat_height = .2f; | |
float top_slat_offset = .3f; | |
float slat_start = y-.1f; | |
// First the fencepost | |
this.renderVertical(textureId, x+postsize, z+postsize, x+postsize, z-postsize, y-0.5f, 1f); | |
this.renderVertical(textureId, x+postsize, z-postsize, x-postsize, z-postsize, y-0.5f, 1f); | |
this.renderVertical(textureId, x-postsize, z-postsize, x-postsize, z+postsize, y-0.5f, 1f); | |
this.renderVertical(textureId, x-postsize, z+postsize, x+postsize, z+postsize, y-0.5f, 1f); | |
this.renderHorizontal(textureId, x+postsize, z+postsize, x-postsize, z-postsize, y+0.5f); | |
// Check for adjacent fences in the -x direction | |
boolean have_adj = false; | |
if (xxx>0) | |
{ | |
if (blockData.value[blockOffset-BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.FENCE.id) | |
{ | |
have_adj = true; | |
} | |
} | |
else | |
{ | |
Chunk otherChunk = level.getChunk(this.x-1, this.z); | |
if (otherChunk != null && otherChunk.getBlock(15, yyy, zzz) == MineCraftConstants.BLOCK.FENCE.id) | |
{ | |
have_adj = true; | |
} | |
} | |
if (have_adj) | |
{ | |
// Bottom slat | |
this.renderVertical(textureId, x-postsize, z+postsize_h, x-1f+postsize, z+postsize_h, slat_start, slat_height); | |
this.renderVertical(textureId, x-postsize, z-postsize_h, x-1f+postsize, z-postsize_h, slat_start, slat_height); | |
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start); | |
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+slat_height); | |
// Top slat | |
this.renderVertical(textureId, x-postsize, z+postsize_h, x-1f+postsize, z+postsize_h, slat_start+top_slat_offset, slat_height); | |
this.renderVertical(textureId, x-postsize, z-postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset, slat_height); | |
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset); | |
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset+slat_height); | |
} | |
// Check for adjacent fences in the -z direction | |
have_adj = false; | |
if(zzz>0) | |
{ | |
if (blockData.value[blockOffset-BLOCKSPERROW] == MineCraftConstants.BLOCK.FENCE.id) | |
{ | |
have_adj = true; | |
} | |
} | |
else | |
{ | |
Chunk otherChunk = level.getChunk(this.x,this.z-1); | |
if(otherChunk != null && otherChunk.getBlock(xxx, yyy, 15) == MineCraftConstants.BLOCK.FENCE.id) { | |
have_adj = true; | |
} | |
} | |
if (have_adj) | |
{ | |
// Bottom slat | |
this.renderVertical(textureId, x+postsize_h, z-postsize, x+postsize_h, z-1f+postsize, slat_start, slat_height); | |
this.renderVertical(textureId, x-postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start, slat_height); | |
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start); | |
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+slat_height); | |
// Top slat | |
this.renderVertical(textureId, x+postsize_h, z-postsize, x+postsize_h, z-1f+postsize, slat_start+top_slat_offset, slat_height); | |
this.renderVertical(textureId, x-postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset, slat_height); | |
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset); | |
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset+slat_height); | |
} | |
} | |
public void renderButton(int textureId, int xxx, int yyy, int zzz) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
float faceX1, faceX2; | |
float faceZ1, faceZ2; | |
float back_dX, back_dZ; | |
float button_radius = .1f; | |
byte data = getData(xxx, yyy, zzz); | |
switch(data) | |
{ | |
case 1: | |
// South | |
faceX1 = x-0.5f+button_radius; | |
faceX2 = x-0.5f+button_radius; | |
faceZ1 = z-button_radius; | |
faceZ2 = z+button_radius; | |
back_dX = -button_radius; | |
back_dZ = 0; | |
break; | |
case 2: | |
// North | |
faceX1 = x+0.5f-button_radius; | |
faceX2 = x+0.5f-button_radius; | |
faceZ1 = z-button_radius; | |
faceZ2 = z+button_radius; | |
back_dX = button_radius; | |
back_dZ = 0; | |
break; | |
case 3: | |
// West | |
faceX1 = x-button_radius; | |
faceX2 = x+button_radius; | |
faceZ1 = z-0.5f+button_radius; | |
faceZ2 = z-0.5f+button_radius; | |
back_dX = 0; | |
back_dZ = -button_radius; | |
break; | |
case 4: | |
default: | |
// East | |
faceX1 = x-button_radius; | |
faceX2 = x+button_radius; | |
faceZ1 = z+0.5f-button_radius; | |
faceZ2 = z+0.5f-button_radius; | |
back_dX = 0; | |
back_dZ = button_radius; | |
break; | |
} | |
// Button face | |
this.renderVertical(textureId, faceX1, faceZ1, faceX2, faceZ2, y-button_radius, button_radius*2); | |
// Sides | |
this.renderVertical(textureId, faceX1, faceZ1, faceX1+back_dX, faceZ1+back_dZ, y-button_radius, button_radius*2); | |
this.renderVertical(textureId, faceX2, faceZ2, faceX2+back_dX, faceZ2+back_dZ, y-button_radius, button_radius*2); | |
// Top/Bottom | |
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y-button_radius); | |
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y+button_radius); | |
} | |
/** | |
* Portal square rendering. | |
* | |
* @param textureId | |
* @param xxx | |
* @param yyy | |
* @param zzz | |
* @param blockOffset Should be passed in from our main draw loop so we don't have to recalculate | |
*/ | |
public void renderPortal(int textureId, int xxx, int yyy, int zzz, int blockOffset) { | |
float x = xxx + this.x*16; | |
float z = zzz + this.z*16; | |
float y = yyy; | |
this.level.portalTexture.bind(); | |
// Check to see where adjoining Portal spaces are, so we know which | |
// faces to draw | |
boolean drawWestEast = true; | |
// Doing this in a for loop just so we can break out more | |
// easily once we find something | |
for (int i=0; i<1; i++) | |
{ | |
if (xxx>0) | |
{ | |
if (blockData.value[blockOffset-BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.PORTAL.id) | |
{ | |
break; | |
} | |
} | |
else | |
{ | |
Chunk otherChunk = level.getChunk(this.x-1, this.z); | |
if (otherChunk != null && otherChunk.getBlock(15, yyy, zzz) == MineCraftConstants.BLOCK.PORTAL.id) | |
{ | |
break; | |
} | |
} | |
if (xxx<15) | |
{ | |
if (blockData.value[blockOffset+BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.PORTAL.id) | |
{ | |
break; | |
} | |
} | |
else | |
{ | |
Chunk otherChunk = level.getChunk(this.x+1, this.z); | |
if (otherChunk != null && otherChunk.getBlock(0, yyy, zzz) == MineCraftConstants.BLOCK.PORTAL.id) | |
{ | |
break; | |
} | |
} | |
// If we've gotten here without finding a Portal space, we'll just assume that we're going in | |
// the other direction. | |
drawWestEast = false; | |
} | |
if (drawWestEast) | |
{ | |
this.renderVertical(0, x-0.5f, z-0.3f, x+0.5f, z-0.3f, y-0.5f, 1.0f); | |
this.renderVertical(0, x-0.5f, z+0.3f, x+0.5f, z+0.3f, y-0.5f, 1.0f); | |
} | |
else | |
{ | |
this.renderVertical(0, x-0.3f, z-0.5f, x-0.3f, z+0.5f, y-0.5f, 1.0f); | |
this.renderVertical(0, x+0.3f, z-0.5f, x+0.3f, z+0.5f, y-0.5f, 1.0f); | |
} | |
this.level.minecraftTexture.bind(); | |
} | |
public boolean checkSolid(byte block, boolean transpararency) { | |
if(block == 0) { | |
return true; | |
} | |
return isSolid(block) == transpararency; | |
} | |
/** | |
* Tests if the given source block has a torch nearby. This is, I'm willing | |
* to bet, the least efficient way possible of doing this. It turns out that | |
* despite that, it doesn't really have a noticeable impact on performance, | |
* which is why it remains in here, but perhaps one day I'll rewrite this | |
* stuff to be less stupid. The one upside to doing it like this is that | |
* we're not using any extra memory storing data about which block should be | |
* highlighted... | |
* | |
* @param sx | |
* @param sy | |
* @param sz | |
* @return | |
*/ | |
public boolean hasAdjacentTorch(int sx, int sy, int sz) | |
{ | |
int distance = 3; | |
int x, y, z; | |
int min_x = sx-distance; | |
int max_x = sx+distance; | |
int min_z = sz-distance; | |
int max_z = sz+distance; | |
int min_y = Math.max(0, sy-distance); | |
int max_y = Math.min(127, sy+distance); | |
Chunk otherChunk; | |
int cx, cz; | |
int tx, tz; | |
for (x = min_x; x<=max_x; x++) | |
{ | |
for (y = min_y; y<=max_y; y++) | |
{ | |
for (z = min_z; z<=max_z; z++) | |
{ | |
otherChunk = null; | |
if (x < 0) | |
{ | |
cx = this.x-1; | |
tx = 16+x; | |
} | |
else if (x > 15) | |
{ | |
cx = this.x+1; | |
tx = x-16; | |
} | |
else | |
{ | |
cx = this.x; | |
tx = x; | |
} | |
if (z < 0) | |
{ | |
cz = this.z-1; | |
tz = 16+z; | |
} | |
else if (z > 15) | |
{ | |
cz = this.z+1; | |
tz = z-16; | |
} | |
else | |
{ | |
cz = this.z; | |
tz = z; | |
} | |
if (cx != this.x || cz != this.z) | |
{ | |
otherChunk = level.getChunk(cx, cz); | |
if (otherChunk == null) | |
{ | |
continue; | |
} | |
else if (otherChunk.blockData.value[(tz*128)+(tx*128*16)+y] == BLOCK.TORCH.id) | |
{ | |
return true; | |
} | |
} | |
else | |
{ | |
if (blockData.value[(z*128)+(x*128*16)+y] == BLOCK.TORCH.id) | |
{ | |
return true; | |
} | |
} | |
} | |
} | |
} | |
return false; | |
} | |
/** | |
* Renders our chunk. Most of these options should really be consolidated somehow; maybe just pass in | |
* a HashMap or something with the options. Anyway, for now it'll remain the same. | |
* | |
* @param transparency Are we rendering "transparent" objects this time? (ie: any nonstandard, nonsolid block) | |
* @param render_bedrock Are we forcing bedrock to be rendered? | |
* @param render_water Are we forcing water to be rendered? | |
* @param highlight_explored Are we highlighting the area around torches? | |
* @param onlySelected Are we ONLY rendering ores that the user's selected? | |
* @param selectedMap ... if so, here's a HashMap to which ones to highlight. | |
*/ | |
public void renderWorld(boolean transparency, boolean render_bedrock, boolean render_water, boolean highlight_explored, | |
boolean onlySelected, boolean[] selectedMap) { | |
float worldX = this.x*16; | |
float worldZ = this.z*16; | |
boolean draw = false; | |
boolean above = true; | |
boolean below = true; | |
boolean left = true; | |
boolean right = true; | |
boolean near = true; | |
boolean far = true; | |
for(int x=0;x<16;x++) { | |
int xOff = (x * 128 * 16); | |
for(int z=0;z<16;z++) { | |
int zOff = (z * 128); | |
int blockOffset = zOff + xOff-1; | |
for(int y=0;y<128;y++) { | |
blockOffset++; | |
byte t = blockData.value[blockOffset]; | |
if(t < 1) { | |
continue; | |
} | |
if (onlySelected) | |
{ | |
draw = false; | |
for(int i=0;i<selectedMap.length;i++) { | |
if(selectedMap[i] && level.HIGHLIGHT_ORES[i].id == t) { | |
// TODO: should maybe check our boundaries for similar ores, like we do for regular blocks | |
draw = true; | |
above = false; | |
below = false; | |
left = false; | |
right = false; | |
near = false; | |
far = false; | |
break; | |
} | |
} | |
} | |
else | |
{ | |
if(transparency && isSolid(t)) { | |
continue; | |
} | |
if(!transparency && !isSolid(t)) { | |
continue; | |
} | |
draw = false; | |
above = true; | |
below = true; | |
left = true; | |
right = true; | |
near = true; | |
far = true; | |
} | |
if (!render_water && BLOCK_TYPE_MAP.get(t) == BLOCK_TYPE.WATER) | |
{ | |
continue; | |
} | |
int textureId = blockDataToSpriteSheet[t]; | |
if(textureId == -1) { | |
//System.out.println("Unknown block id: " + t); | |
continue; | |
} | |
if (!onlySelected) | |
{ | |
if (render_bedrock && t == MineCraftConstants.BLOCK.BEDROCK.id) | |
{ | |
// This block of code was more or less copied/modified directly from the "else" block | |
// below - should see if there's a way we can abstract this instead. Also, I suspect | |
// that this is where we'd fix water rendering... | |
// check above | |
if(y<127 && blockData.value[blockOffset+1] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
above = false; | |
} | |
// check below | |
if(y>0 && blockData.value[blockOffset-1] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
below = false; | |
} | |
// check left; | |
if(x>0 && blockData.value[blockOffset-BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
left = false; | |
} else if(x==0) { | |
Chunk leftChunk = level.getChunk(this.x-1, this.z); | |
if(leftChunk != null && leftChunk.getBlock(15, y, z) != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
left = false; | |
} | |
} | |
// check right | |
if(x<15 && blockData.value[blockOffset+BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
right = false; | |
} else if(x==15) { | |
Chunk rightChunk = level.getChunk(this.x+1,this.z); | |
if(rightChunk != null && rightChunk.getBlock(0, y, z) != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
right = false; | |
} | |
} | |
// check near | |
if(z>0 && blockData.value[blockOffset-BLOCKSPERROW] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
near = false; | |
} else if(z==0) { | |
Chunk nearChunk = level.getChunk(this.x,this.z-1); | |
if(nearChunk != null && nearChunk.getBlock(x, y, 15) != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
near = false; | |
} | |
} | |
// check far | |
if(z<15 && blockData.value[blockOffset+BLOCKSPERROW] != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
far = false; | |
} else if(z==15) { | |
Chunk farChunk = level.getChunk(this.x,this.z+1); | |
if(farChunk != null && farChunk.getBlock(x, y, 0) != MineCraftConstants.BLOCK.BEDROCK.id) { | |
draw = true; | |
far = false; | |
} | |
} | |
} | |
else | |
{ | |
// check above | |
if(y<127 && checkSolid(blockData.value[blockOffset+1], transparency)) { | |
draw = true; | |
above = false; | |
} | |
// check below | |
if(y>0 && checkSolid(blockData.value[blockOffset-1], transparency)) { | |
draw = true; | |
below = false; | |
} | |
// check left; | |
if(x>0 && checkSolid(blockData.value[blockOffset-BLOCKSPERCOLUMN], transparency)) { | |
draw = true; | |
left = false; | |
} else if(x==0) { | |
Chunk leftChunk = level.getChunk(this.x-1, this.z); | |
if(leftChunk != null && checkSolid(leftChunk.getBlock(15, y, z), transparency)) { | |
draw = true; | |
left = false; | |
} | |
} | |
// check right | |
if(x<15 && checkSolid(blockData.value[blockOffset+BLOCKSPERCOLUMN], transparency)) { | |
draw = true; | |
right = false; | |
} else if(x==15) { | |
Chunk rightChunk = level.getChunk(this.x+1,this.z); | |
if(rightChunk != null && checkSolid(rightChunk.getBlock(0, y, z), transparency)) { | |
draw = true; | |
right = false; | |
} | |
} | |
// check near | |
if(z>0 && checkSolid(blockData.value[blockOffset-BLOCKSPERROW], transparency)) { | |
draw = true; | |
near = false; | |
} else if(z==0) { | |
Chunk nearChunk = level.getChunk(this.x,this.z-1); | |
if(nearChunk != null && checkSolid(nearChunk.getBlock(x, y, 15), transparency)) { | |
draw = true; | |
near = false; | |
} | |
} | |
// check far | |
if(z<15 && checkSolid(blockData.value[blockOffset+BLOCKSPERROW], transparency)) { | |
draw = true; | |
far = false; | |
} else if(z==15) { | |
Chunk farChunk = level.getChunk(this.x,this.z+1); | |
if(farChunk != null && checkSolid(farChunk.getBlock(x, y, 0), transparency)) { | |
draw = true; | |
far = false; | |
} | |
} | |
} | |
} | |
boolean adj_torch = false; | |
if (draw) | |
{ | |
// Check to see if this block type has a texture ID which changes depending | |
// on the block's data value | |
if (blockDataSpriteSheetMap.containsKey(t)) | |
{ | |
byte data = getData(x, y, z); | |
if (t == BLOCK.SAPLING.id) | |
{ | |
// Special-case here for Sapling data, since we can't trust the upper two bits | |
data &= 0x3; | |
} | |
else | |
{ | |
// ... otherwise, just make sure we're dealing with the bottom four | |
data &= 0xF; | |
} | |
// Now try to get the new texture | |
try | |
{ | |
textureId = blockDataSpriteSheetMap.get(t).get(data); | |
} | |
catch (NullPointerException e) | |
{ | |
// Just report and continue | |
System.out.println("Unknown data value for block type " + t + ": " + data); | |
} | |
} | |
// If we're highlighting explored regions and there's an adjacent | |
// torch, flip over to the "highlighted" textures | |
if (highlight_explored) | |
{ | |
adj_torch = hasAdjacentTorch(x,y,z); | |
if (adj_torch) | |
{ | |
textureId += 256; | |
} | |
} | |
// Now process the actual drawing | |
switch(BLOCK_TYPE_MAP.get(t)) | |
{ | |
case TORCH: | |
renderTorch(textureId,x,y,z); | |
break; | |
case DECORATION_CROSS: | |
renderCrossDecoration(textureId,x,y,z); | |
break; | |
case CROPS: | |
renderCrops(textureId,x,y,z); | |
break; | |
case LADDER: | |
renderLadder(textureId,x,y,z); | |
break; | |
case FLOOR: | |
renderFloor(textureId,x,y,z); | |
break; | |
case MINECART_TRACKS: | |
renderMinecartTracks(textureId,x,y,z); | |
break; | |
case SIMPLE_RAIL: | |
renderSimpleRail(textureId,x,y,z); | |
break; | |
case PRESSURE_PLATE: | |
renderPlate(textureId,x,y,z); | |
break; | |
case DOOR: | |
renderDoor(textureId,x,y,z); | |
break; | |
case STAIRS: | |
renderStairs(textureId,x,y,z); | |
break; | |
case SIGNPOST: | |
renderSignpost(textureId,x,y,z); | |
break; | |
case WALLSIGN: | |
renderWallSign(textureId,x,y,z); | |
break; | |
case FENCE: | |
renderFence(textureId,x,y,z,blockOffset); | |
break; | |
case LEVER: | |
renderLever(textureId,x,y,z); | |
break; | |
case BUTTON: | |
renderButton(textureId,x,y,z); | |
break; | |
case PORTAL: | |
renderPortal(textureId,x,y,z,blockOffset); | |
break; | |
case THINSLICE: | |
renderThinslice(textureId,x,y,z); | |
break; | |
case BED: | |
renderBed(textureId,x,y,z); | |
break; | |
case HALFHEIGHT: | |
if(draw) { | |
if(!near) this.renderWestEast(textureId, worldX+x, y, worldZ+z, 0f, .495f); | |
if(!far) this.renderWestEast(textureId, worldX+x, y, worldZ+z+1, 0f, .495f); | |
if(!below) this.renderTopDown(textureId, worldX+x, y, worldZ+z); | |
this.renderTopDown(textureId, worldX+x, y+0.5f, worldZ+z); | |
if(!left) this.renderNorthSouth(textureId, worldX+x, y, worldZ+z, 0f, .495f); | |
if(!right) this.renderNorthSouth(textureId, worldX+x+1, y, worldZ+z, 0f, .495f); | |
} | |
break; | |
default: | |
if(!near) this.renderWestEast(textureId, worldX+x, y, worldZ+z); | |
if(!far) this.renderWestEast(textureId, worldX+x, y, worldZ+z+1); | |
if(!below) this.renderTopDown(textureId, worldX+x, y, worldZ+z); | |
if(!above) this.renderTopDown(textureId, worldX+x, y+1, worldZ+z); | |
if(!left) this.renderNorthSouth(textureId, worldX+x, y, worldZ+z); | |
if(!right) this.renderNorthSouth(textureId, worldX+x+1, y, worldZ+z); | |
} | |
} | |
} | |
} | |
} | |
} | |
/** | |
* Renders paintings into our world. Paintings are stored as Entities, not | |
* block-level data, so they have to be handled differently than everything else. | |
*/ | |
public void renderPaintings() | |
{ | |
PaintingInfo info; | |
float start_x; | |
float start_y; | |
float start_z; | |
float back_x; | |
float back_z; | |
float dX; | |
float dZ; | |
for (PaintingEntity painting : this.paintings) | |
{ | |
info = MineCraftConstants.paintings.get(painting.name.toLowerCase()); | |
if (info == null) | |
{ | |
System.out.println("Unknown painting name: " + painting.name); | |
continue; | |
} | |
start_y = painting.tile_y + 0.5f + info.centery; | |
switch (painting.dir) | |
{ | |
case 0x0: | |
// East | |
start_x = painting.tile_x + 0.5f + info.centerx; | |
start_z = painting.tile_z - 0.5f - TEX16; | |
back_x = start_x; | |
back_z = start_z + TEX32; | |
dX = -1; | |
dZ = 0; | |
break; | |
case 0x1: | |
// North | |
start_x = painting.tile_x - 0.5f - TEX16; | |
start_z = painting.tile_z - 0.5f - info.centerx; | |
back_x = start_x + TEX32; | |
back_z = start_z; | |
dX = 0; | |
dZ = 1; | |
break; | |
case 0x2: | |
// West | |
start_x = painting.tile_x - 0.5f - info.centerx; | |
start_z = painting.tile_z + 0.5f + TEX16; | |
back_x = start_x; | |
back_z = start_z - TEX32; | |
dX = 1; | |
dZ = 0; | |
break; | |
case 0x3: | |
default: | |
// South | |
start_x = painting.tile_x + 0.5f + TEX16; | |
start_z = painting.tile_z + 0.5f + info.centerx; | |
back_x = start_x - TEX32; | |
back_z = start_z; | |
dX = 0; | |
dZ = -1; | |
break; | |
} | |
// Draw the painting face | |
renderNonstandardVertical(info.offsetx, info.offsety, info.sizex_tex, info.sizey_tex, | |
start_x, start_y, start_z, | |
start_x + (dX*info.sizex), start_y-info.sizey, start_z + (dZ*info.sizex)); | |
PaintingInfo backinfo = MineCraftConstants.paintingback; | |
// Back | |
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex, | |
back_x, start_y, back_z, | |
back_x + (dX*info.sizex), start_y-info.sizey, back_z + (dZ*info.sizex)); | |
// Sides | |
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex, | |
start_x, start_y, start_z, | |
back_x, start_y-info.sizey, back_z); | |
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex, | |
start_x + (dX*info.sizex), start_y, start_z + (dZ*info.sizex), | |
back_x + (dX*info.sizex), start_y-info.sizey, back_z + (dZ*info.sizex)); | |
// Top/Bottom | |
renderNonstandardHorizontal(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex, | |
start_x, start_z, | |
back_x + (dX*info.sizex), back_z + (dZ*info.sizex), | |
start_y-info.sizey | |
); | |
renderNonstandardHorizontal(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex, | |
start_x, start_z, | |
back_x + (dX*info.sizex), back_z + (dZ*info.sizex), | |
start_y | |
); | |
} | |
} | |
public void renderSolid(boolean render_bedrock, boolean render_water, boolean highlight_explored) { | |
if(isDirty) { | |
GL11.glNewList(this.displayListNum, GL11.GL_COMPILE); | |
renderWorld(false, render_bedrock, false, highlight_explored, false, null); | |
GL11.glEndList(); | |
GL11.glNewList(this.transparentListNum, GL11.GL_COMPILE); | |
//GL11.glDepthMask(false); | |
renderWorld(true, false, render_water, highlight_explored, false, null); | |
//GL11.glDepthMask(true); | |
GL11.glEndList(); | |
this.isDirty = false; | |
} | |
GL11.glCallList(this.displayListNum); | |
} | |
public void renderTransparency() { | |
GL11.glCallList(this.transparentListNum); | |
} | |
public void renderSelected(boolean[] selectedMap) { | |
if(isSelectedDirty) { | |
GL11.glNewList(this.selectedDisplayListNum, GL11.GL_COMPILE); | |
renderWorld(false, false, false, false, true, selectedMap); | |
GL11.glEndList(); | |
this.isSelectedDirty = false; | |
} | |
GL11.glCallList(this.selectedDisplayListNum); | |
} | |
} |