blob: a1a2154ffe327834de43d5b2b96891efdf1d3fce [file] [log] [blame] [raw]
package com.plusminus.craft;
import org.lwjgl.opengl.GL11;
import com.plusminus.craft.dtf.ByteArrayTag;
import com.plusminus.craft.dtf.CompoundTag;
import com.plusminus.craft.dtf.IntTag;
import com.plusminus.craft.dtf.Tag;
import static com.plusminus.craft.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;
private CompoundTag chunkData;
private ByteArrayTag blockData;
private ByteArrayTag mapData;
private MinecraftLevel level;
public Chunk(Tag data, MinecraftLevel level) {
this.chunkData = (CompoundTag) data;
//System.out.println(this.chunkData);
//System.exit(0);
displayListNum = GL11.glGenLists(1);
selectedDisplayListNum = GL11.glGenLists(1);
transparentListNum = GL11.glGenLists(1);
CompoundTag levelTag = (CompoundTag) chunkData.value.get(0); // first tag
IntTag xPosTag = (IntTag) levelTag.getTagWithName("xPos");
IntTag zPosTag = (IntTag) levelTag.getTagWithName("zPos");
this.x = xPosTag.value;
this.z = zPosTag.value;
blockData = (ByteArrayTag) levelTag.getTagWithName("Blocks");
mapData = (ByteArrayTag) levelTag.getTagWithName("Data");
this.isDirty = true;
this.isSelectedDirty = true;
this.level = level;
//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]+TEX16);
GL11.glVertex3f(x-xzScale, y-xzScale, z+xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX16);
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale);
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]+TEX16);
GL11.glVertex3f(x+scale, y-scale, z+scale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX16);
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]+TEX16);
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX16);
GL11.glVertex3f(x+xzScale, y-xzScale, z-xzScale);
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+TEX16);
GL11.glVertex3f(x-0.5f, y-0.45f, z+zoff);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x-0.5f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x-0.5f, y-0.45f, z-zoff);
GL11.glTexCoord2f(bx+TEX32, by+TEX32);
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+0.45f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-0.45f, y, z+zoff);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+0.45f, y, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.45f, y, z);
GL11.glEnd();
// Lower Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+0.45f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.45f, y, z+zoff);
GL11.glTexCoord2f(bx,by+TEX16);
GL11.glVertex3f(x+0.45f, y-0.45f, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x-0.45f, y-0.45f, z+zoff);
GL11.glEnd();
// Higher Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+0.45f, y+0.5f, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.45f, y+0.5f, z);
GL11.glTexCoord2f(bx, by+TEX16);
GL11.glVertex3f(x+0.45f, y+0.5f, z-zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x-0.45f, y+0.5f, z-zoff);
GL11.glEnd();
// Higher Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x+0.45f, y+0.5f, z);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-0.45f, y+0.5f, z);
GL11.glTexCoord2f(bx,by+TEX32);
GL11.glVertex3f(x+0.45f, y, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.45f, 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+TEX16);
GL11.glVertex3f(x+xoff, y-0.45f, z-0.5f);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+xoff, y, z-0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x-xoff, y-0.45f, z-0.5f);
GL11.glTexCoord2f(bx+TEX32, by+TEX32);
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+0.45f);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x+xoff, y, z-0.45f);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x, y, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x, y, z-0.45f);
GL11.glEnd();
// Lower Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+xoff, y, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x+xoff, y, z-0.45f);
GL11.glTexCoord2f(bx,by+TEX16);
GL11.glVertex3f(x+xoff, y-0.45f, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x+xoff, y-0.45f, z-0.45f);
GL11.glEnd();
// Higher Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x, y+0.5f, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x, y+0.5f, z-0.45f);
GL11.glTexCoord2f(bx, by+TEX16);
GL11.glVertex3f(x-xoff, y+0.5f, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX16);
GL11.glVertex3f(x-xoff, y+0.5f, z-0.45f);
GL11.glEnd();
// Higher Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x, y+0.5f, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x, y+0.5f, z-0.45f);
GL11.glTexCoord2f(bx,by+TEX32);
GL11.glVertex3f(x, y, z+0.45f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x, y, z-0.45f);
GL11.glEnd();
}
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) || (i == TYPE_WATER) || (i == TYPE_WATER_STATIONARY) ||
(i==TYPE_LAVA) || (i==TYPE_LAVA_STATIONARY) ||
(block_type != BLOCK_TYPE.NORMAL)) {
return false;
}
return true;
}
/**
* Renders a "special" block; AKA something that's not just an ordinary cube.
* Alters the geometry based on its input, which lets us do funky things to
* torches and the like. Basically it draws four "faces" of the object.
* Note that the torch graphic also draws a little "cap" on the end.
*
* @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
* @param yy Additional Y offset for rendering (this and the rest of the arguments are really
* only used for torches; pass in 0 for just about everything else)
* @param x1 X offset for the top of the faces
* @param x2 X offset for the bottom of the faces
* @param z1 Z offset for the top of the faces
* @param z2 Z offset for the bottom of the faces
* @param torch Do we draw the "special" torch tips?
*/
public void renderSpecial(float bx, float by, float ex, float ey, float x, float y, float z, float yy, float x1, float x2, float z1, float z2, boolean torch) {
// 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+x1+9/16.0f+TEX64, y+yy+1.0f, z+z1);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+9/16.0f+TEX64, y+yy+1.0f, z+z1+1.0f);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy, z+z2+1.0f);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy, z+z2);
GL11.glNormal3f(-1.0f, 0.0f, 0.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+1.0f, z+z1+1.0f);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+1.0f, z+z1);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy, z+z2);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy, z+z2+1.0f);
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+1.0f, y+yy+1.0f, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1, y+yy+1.0f, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2, y+yy, z+z2+9/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+1.0f, y+yy, z+z2+9/16.0f-TEX64);
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1, y+yy+1.0f, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+1.0f, y+yy+1.0f, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+1.0f, y+yy, z+z2+7/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2, y+yy, z+z2+7/16.0f-TEX64);
if (torch)
{
x1 *= 2.125f; z1 *= 2.125f;
GL11.glNormal3f(0.0f, 1.0f, 0.0f);
GL11.glTexCoord2f(bx+TEX128, by+TEX128); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, by+TEX128); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, ey-TEX32); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
GL11.glTexCoord2f(bx+TEX128, ey-TEX32); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
}
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) {
float x1 = 0, x2 = 0, z1 = 0, z2 = 0, yy = 0;
byte data = getData(xxx, yyy, zzz);
switch (data) {
case 1:
x1 -= 0.125; x2 -= 0.5;
yy = 3/16.0f; break;
case 2:
x1 += 0.125; x2 += 0.5;
yy = 3/16.0f; break;
case 3:
z1 -= 0.125; z2 -= 0.5;
yy = 3/16.0f; break;
case 4:
z1 += 0.125; z2 += 0.5;
yy = 3/16.0f; break;
}
//Light(chunk, x, y, z);
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
/*
*
* RectangleF rect = new RectangleF(x / 16.0f + 0.00004f, y / 16.0f + 0.00004f,
1 / 16.0f - 0.00008f, 1 / 16.0f - 0.00008f);
*/
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId] + TEX64;
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16-TEX32;
ey = by + TEX16;
renderSpecial(bx, by, ex, ey, x, y, z, yy, x1, x2, z1, z2, true);
}
/***
* Render a "small" floor-based decoration, like a flower or a mushroom
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param block_type
*/
public void renderDecorationSmall(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] + TEX64;
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16-TEX32;
ey = by + TEX16;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* Renders a "full" decoration, like reeds. Something that takes up the whole square
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param block_type
*/
public void renderDecorationFull(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];
ex = bx + TEX16;
ey = by + TEX16;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* 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 + TEX16;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* 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);
}
/**
* Renders a floor button.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderFloorButton(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, 0.4f);
}
/**
* 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+0.90f, y, z, 0.5f, 0.45f);
}
else
{
this.renderNorthSouth(textureId, x+0.10f, 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+0.90f, 0.5f, 0.45f);
}
else
{
this.renderWestEast(textureId, x, y, z+0.10f, 0.5f, 0.45f);
}
// Bottom
this.renderTopDown(textureId, x, y, z, 0.45f);
// Stair Surface
this.renderStairSurfaceWestEast(textureId, x, y, z, swap);
}
}
public boolean checkSolid(byte block, boolean transpararency) {
if(block == 0) {
return true;
}
return isSolid(block) == transpararency;
}
public void renderWorld(boolean transparency, boolean render_bedrock, boolean onlySelected, boolean[] selectedMap) {
float worldX = this.x*16;
float worldZ = this.z*16;
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 == 0) {
continue;
}
/*if(t == TYPE_TORCH) {
//System.out.println("Torch: " + getData(x,y,z));
}*/
int textureId = blockDataToSpriteSheet[t];
if(textureId == -1) {
//System.out.println("unknown block type: " + t);
continue;
}
if(transparency && isSolid(t)) {
continue;
}
if(!transparency && !isSolid(t)) {
continue;
}
//if(!transparency && !isSolid(t)) {
// continue;
//}
boolean draw = false;
if(!onlySelected) {
boolean above = true;
boolean below = true;
boolean left = true;
boolean right = true;
boolean near = true;
boolean far = true;
if (render_bedrock && t == MineCraftConstants.BLOCK_BEDROCK)
{
// 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) {
draw = true;
above = false;
}
// check below
if(y>0 && blockData.value[blockOffset-1] != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
below = false;
}
// check left;
if(x>0 && blockData.value[blockOffset-BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
left = false;
} else if(x==0 && this.x > -63) {
Chunk leftChunk = level.getChunk(this.x-1, this.z);
if(leftChunk != null && leftChunk.getBlock(15, y, z) != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
left = false;
}
}
// check right
if(x<15 && blockData.value[blockOffset+BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
right = false;
} else if(x==15 && this.x < 63) {
Chunk rightChunk = level.getChunk(this.x+1,this.z);
if(rightChunk != null && rightChunk.getBlock(0, y, z) != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
right = false;
}
}
// check near
if(z>0 && blockData.value[blockOffset-BLOCKSPERROW] != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
near = false;
} else if(z==0 && this.z > -63) {
Chunk nearChunk = level.getChunk(this.x,this.z-1);
if(nearChunk != null && nearChunk.getBlock(x, y, 15) != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
near = false;
}
}
// check far
if(z<15 && blockData.value[blockOffset+BLOCKSPERROW] != MineCraftConstants.BLOCK_BEDROCK) {
draw = true;
far = false;
} else if(z==15 && this.z < 63) {
Chunk farChunk = level.getChunk(this.x,this.z+1);
if(farChunk != null && farChunk.getBlock(x, y, 0) != MineCraftConstants.BLOCK_BEDROCK) {
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 && this.x > -63) {
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 && this.x < 63) {
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 && this.z > -63) {
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 && this.z < 63) {
Chunk farChunk = level.getChunk(this.x,this.z+1);
if(farChunk != null && checkSolid(farChunk.getBlock(x, y, 0), transparency)) {
draw = true;
far = false;
}
}
}
switch(BLOCK_TYPE_MAP.get(t))
{
case TORCH:
renderTorch(textureId,x,y,z);
break;
case DECORATION_SMALL:
renderDecorationSmall(textureId,x,y,z);
break;
case DECORATION_FULL:
renderDecorationFull(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 FLOOR_BUTTON:
renderFloorButton(textureId,x,y,z);
break;
case DOOR:
renderDoor(textureId,x,y,z);
break;
case STAIRS:
renderStairs(textureId,x,y,z);
break;
case HALFHEIGHT:
// TODO: these (and other non-"block" things) seem to disappear behind glass
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 we have to draw this block
if(draw) {
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);
}
}
} else {
draw = false;
for(int i=0;i<selectedMap.length;i++) {
if(selectedMap[i] && HIGHLIGHT_ORES[i] == t) {
draw = true;
break;
}
}
if(draw) {
this.renderWestEast(textureId, worldX+x, y, worldZ+z);
this.renderWestEast(textureId, worldX+x, y, worldZ+z+1);
this.renderTopDown(textureId, worldX+x, y, worldZ+z);
this.renderTopDown(textureId, worldX+x, y+1, worldZ+z);
this.renderNorthSouth(textureId, worldX+x, y, worldZ+z);
this.renderNorthSouth(textureId, worldX+x+1, y, worldZ+z);
}
}
}
}
}
}
public void renderSolid(boolean render_bedrock) {
if(isDirty) {
GL11.glNewList(this.displayListNum, GL11.GL_COMPILE);
renderWorld(false, render_bedrock, false, null);
GL11.glEndList();
GL11.glNewList(this.transparentListNum, GL11.GL_COMPILE);
renderWorld(true, false, false, null);
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, true, selectedMap);
GL11.glEndList();
this.isSelectedDirty = false;
}
GL11.glCallList(this.selectedDisplayListNum);
}
}