blob: 0f41f127ab5fcc69716ff69fe04c7cf993276f7c [file] [log] [blame] [raw]
package com.plusminus.craft;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.awt.Rectangle;
import java.io.File;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.LinkedList;
import javax.imageio.ImageIO;
import javax.swing.JOptionPane;
import javax.swing.JFileChooser;
import javax.swing.JWindow;
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.*;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.util.vector.Vector3f;
import com.plusminus.craft.WorldInfo;
import static com.plusminus.craft.MineCraftConstants.*;
public class XRay {
// for the sprite sheet
// number of chunks around the camera which are visible (Square)
// TODO: revert this
//private int visible_chunk_range = 5;
private int visible_chunk_range = 8;
private int mapchange_redraw_range = 3;
private static final int[] CHUNK_RANGES_KEYS = new int[] {
Keyboard.KEY_NUMPAD1,
Keyboard.KEY_NUMPAD2,
Keyboard.KEY_NUMPAD3,
Keyboard.KEY_NUMPAD4,
Keyboard.KEY_NUMPAD5,
Keyboard.KEY_NUMPAD6
};
private static final int[] CHUNK_RANGES = new int[] {3,4,5,6,7,8};
// TODO: revert this
//private int currentChunkRange = 4;
private int currentChunkRange = 5;
// highlight distance
private static final int[] HIGHLIGHT_RANGES_KEYS = new int[] {
Keyboard.KEY_1,
Keyboard.KEY_2,
Keyboard.KEY_3,
Keyboard.KEY_4,
Keyboard.KEY_5,
Keyboard.KEY_6,
Keyboard.KEY_7
};
private static final int[] HIGHLIGHT_RANGES = new int[] {2, 3, 4, 5, 6, 7, 8};
private int currentHighlightDistance = 1;
// By default we'll keep 20x20 chunks in our cache, which should hopefully let
// us stay ahead of the camera
// TODO: keep this at 8, or back up to 10?
private final int loadChunkRange = 8;
// set to true when the program is finished
private boolean done = false;
// are we full screen
private boolean fullscreen = false;
// window title
private final String app_version = "2.7 Maintenance Branch 5";
private final String app_name = "Minecraft X-Ray";
private final String windowTitle = app_name + " " + app_version;
private boolean minimap_needs_updating = false;
// current display mode
private DisplayMode displayMode;
// last system time in the main loop (to calculate delta for camera movement)
private long lastTime;
// our camera
private FirstPersonCameraController camera;
// the current mouseX and mouseY on the screen
private int mouseX;
private int mouseY;
// the sprite sheet for all textures
public Texture minecraftTexture;
public Texture portalTexture;
// the textures used by the minimap
private Texture minimapTexture;
private Texture minimapArrowTexture;
// Whether or not we're showing bedrock
private boolean render_bedrock = false;
// the minecraft level we are exploring
private MinecraftLevel level;
// the current block (universal coordinate) where the camera is hovering on
private int levelBlockX, levelBlockZ;
// the current and previous chunk coordinates where the camera is hovering on
private int currentLevelX, currentLevelZ;
// synchronization object, a bit redundant now ... but potentially the loader could cause a conflict with the drawing operation
private Object lock = new Object();
// we render to a display list and use that later for quick drawing, this is the index
private int worldDisplayListNum;
private int visibleOresListNum;
// wheter we need to recreate the display list using the updated level data
private boolean needToRedrawWorld = false;
// wheter we need to reload the world
private boolean needToReloadWorld = false;
// the width and height of the current screen resolution
private int screenWidth, screenHeight;
// the current camera position
private int currentCameraPosX;
private int currentCameraPosZ;
// wheter we show the big map or the mini map
private boolean mapBig = false;
// wheter we are done with loading the map data (just for the mini map really)
private boolean map_load_started = false;
// the available world numbers
private ArrayList<WorldInfo> availableWorlds;
private int selectedWorld;
// the world chunks we still need to load
private LinkedList<Block> mapChunksToLoad;
// the current (selected) world number
private WorldInfo world = null;
// the currently pressed key
private int keyPressed = -1;
// the current fps we are 'doing'
private int fps;
// the laste time fps was updated
private long lastFpsTime = -1;
// the number of frames since the last fps update
private int framesSinceLastFps;
// the fps display texture
private Texture fpsTexture;
// far too many fps calculation variables (copied this from another project)
public long previousTime;
public long timeDelta;
private boolean updateFPSText;
private long time;
private boolean[] mineralToggle;
private Texture[] mineralToggleTextures;
// lighting on or of (its actually fog, but hey...)
private boolean lightMode = false;
// highlight the ores by making them blink
private boolean highlightOres = true;
// level info texture
private boolean levelInfoToggle;
private Texture levelInfoTexture;
// light level
private int[] lightLevelEnd = new int[]{30,50,70,100,130};
private int[] lightLevelStart = new int[]{0,20,30,40,60};
private int currentLightLevel = 2;
// vars to keep track of our current chunk coordinates
private int cur_chunk_x = 0;
private int cur_chunk_z = 0;
private boolean initial_load_done = false;
private boolean initial_load_queued = false;
// How long are we allowed to spend loading chunks before we update?
private long max_chunkload_time = Sys.getTimerResolution() / 10; // a tenth of a second
// lets start with the program
public static void main(String args[]) {
new XRay().run();
}
// go
public void run() {
try {
// check whether we can access minecraft
// and if we have worlds to load
checkMinecraftFiles();
// prompt for the resolution and initialize the window
createWindow();
// basic opengl initialization
initGL();
// init our program
initialize();
// And now load our world
this.setMinecraftWorld(availableWorlds.get(this.selectedWorld));
this.triggerChunkLoads();
// main loop
while (!done)
{
long time = Sys.getTime();
float timeDelta = (time - lastTime)/1000.0f;
lastTime = time;
// handle input given the timedelta (for mouse control)
handleInput(timeDelta);
// Load chunks if needed
if (mapChunksToLoad != null)
{
loadPendingChunks();
}
// render whatever we need to render
render(timeDelta);
// update our minimap if we need to (new chunks loaded, etc)
if (minimap_needs_updating)
{
minimapTexture.update();
minimap_needs_updating=false;
}
// Push to screen
Display.update();
}
// cleanup
cleanup();
}
catch (Exception e) {
// bah some error happened
e.printStackTrace();
System.exit(0);
}
}
/**
* Loads any pending chunks, but won't exceed max_chunkload_time timer ticks
* (unless we're doing the initial load).
*/
public void loadPendingChunks()
{
Block b;
long time = Sys.getTime();
int total = 0;
int counter = 0;
if (!initial_load_done)
{
total = mapChunksToLoad.size();
setOrthoOn();
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glLineWidth(20);
}
while (!mapChunksToLoad.isEmpty())
{
// Load and draw the chunk
b = (Block) mapChunksToLoad.pop();
//System.out.println("Loading chunk " + b.x + "," + b.z);
drawMapChunkToMap(b.x, b.z);
// Make sure we update the minimap
minimap_needs_updating = true;
// If we've taken too long, break out so the GUI can update
if (initial_load_done && Sys.getTime() - time > max_chunkload_time)
{
break;
}
// Draw a progress bar if we're doing the initial load
if (!initial_load_done)
{
counter++;
if (counter % 5 == 0)
{
float progress= ((float) counter / (float) total);
float bx = 100;
float ex = screenWidth-100;
float by = (screenHeight/2.0f)-50;
float ey = (screenHeight/2.0f)+50;
float px = ((ex-bx)*progress) + bx;
// progress bar outer box
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(bx, by);
GL11.glVertex2f(ex, by);
GL11.glVertex2f(ex, ey);
GL11.glVertex2f(bx, ey);
GL11.glEnd();
// progress bar 'progress'
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glVertex2f(bx, by);
GL11.glVertex2f(px, by);
GL11.glVertex2f(bx, ey);
GL11.glVertex2f(px, ey);
GL11.glEnd();
Display.update();
}
}
}
if (!initial_load_done)
{
GL11.glEnable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
setOrthoOff();
}
initial_load_done = true;
}
public void incLightLevel() {
this.currentLightLevel++;
if(this.currentLightLevel >= this.lightLevelStart.length) {
this.currentLightLevel = this.lightLevelStart.length-1;
}
}
public void decLightLevel() {
this.currentLightLevel--;
if(this.currentLightLevel <= 0) {
this.currentLightLevel = 0;
}
}
public void setLightLevel() {
this.setLightLevel(0);
}
public void setLightLevel(int diff) {
int min = this.lightLevelStart[this.currentLightLevel];
int max = this.lightLevelEnd[this.currentLightLevel];
min = min + diff;
max = max + diff;
if(min <= 0) {
min = 0;
}
if(max <= 0) {
max = 0;
}
GL11.glFogf(GL11.GL_FOG_START, min);
GL11.glFogf(GL11.GL_FOG_END, max);
}
/***
* Initialize the basic openGL environment
*/
private void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glShadeModel(GL11.GL_FLAT); // Disable Smooth Shading
GL11.glClearColor(0.0f, 0.3f, 1.0f, 0.3f); // Blue Background
GL11.glClearDepth(1.0); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
//GL11.glDepthFunc(GL11.GL_ALWAYS);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
// GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(
90.0f,
(float) displayMode.getWidth() / (float) displayMode.getHeight(),
0.1f,
400.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
// Really Nice Perspective Calculations
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glDisable (GL11.GL_FOG);
GL11.glFogi (GL11.GL_FOG_MODE, GL11.GL_LINEAR);
float[] color = new float[] {0.0f, 0.3f, 1.0f, 0.3f};
ByteBuffer colorBytes = ByteBuffer.allocateDirect(64);
FloatBuffer colorBuffer = colorBytes.asFloatBuffer();
colorBuffer.rewind();
colorBuffer.put(color);
colorBuffer.rewind();
GL11.glFog (GL11.GL_FOG_COLOR, colorBytes.asFloatBuffer());
GL11.glFogf (GL11.GL_FOG_DENSITY, 0.3f);
GL11.glHint (GL11.GL_FOG_HINT, GL11.GL_NICEST);
setLightLevel();
}
/***
* Load textures
* init precalc tables
* determine available worlds
* init misc variables
*/
private void initialize() {
// init the precalc tables
mineralToggle = new boolean[HIGHLIGHT_ORES.length];
mineralToggleTextures = new Texture[HIGHLIGHT_ORES.length];
// world display list
worldDisplayListNum = GL11.glGenLists(1);
visibleOresListNum = GL11.glGenLists(1);
// camera
camera = new FirstPersonCameraController(0, 0, 0);
// textures
try {
// ui textures
minimapTexture = TextureTool.allocateTexture(2048,2048);
minimapArrowTexture = TextureTool.allocateTexture(32,32);
fpsTexture = TextureTool.allocateTexture(128, 32);
levelInfoTexture = TextureTool.allocateTexture(128,144);
drawMinimapArrowImage();
// minecraft textures
BufferedImage minecraftTextureImage = MineCraftEnvironment.getMinecraftTexture();
minecraftTexture = TextureTool.allocateTexture(minecraftTextureImage, GL11.GL_NEAREST);
minecraftTexture.update();
// Nether portal texture to use for drawing those, since there's no actual texture for it
portalTexture = TextureTool.allocateTexture(16, 16);
BufferedImage bi = portalTexture.getImage();
Graphics2D pg = bi.createGraphics();
pg.setColor(new Color(.839f, .203f, .952f, .4f));
pg.fill(new Rectangle(0, 0, 16, 16));
pg.drawImage(bi, null, 0, 0);
portalTexture.update();
// mineral textures
for(int i=0;i<HIGHLIGHT_ORES.length;i++) {
mineralToggleTextures[i] = TextureTool.allocateTexture(128,32);
Graphics2D g = mineralToggleTextures[i].getImage().createGraphics();
g.setFont(ARIALFONT);
g.setColor(Color.white);
g.drawString("[F" + (i+1) + "] " + ORES_DESCRIPTION[i], 10, 16);
mineralToggleTextures[i].update();
}
} catch (IOException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
// level data
levelBlockX = Integer.MIN_VALUE;
levelBlockZ = Integer.MIN_VALUE;
// set mouse grabbed so we can get x/y coordinates
Mouse.setGrabbed(true);
}
private BufferedImage resizeImage(Image baseImage, int newWidth, int newHeight) {
BufferedImage newImage = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = newImage.createGraphics();
g.drawImage(baseImage, 0,0, newWidth, newHeight, null);
return newImage;
}
private byte[] convertIcon(byte[] icon) {
byte[] newIcon = new byte[icon.length];
for(int i=0;i<newIcon.length;i += 4) {
newIcon[i+3] = icon[i+0];
newIcon[i+2] = icon[i+1];
newIcon[i+1] = icon[i+2];
newIcon[i+0] = icon[i+3];
}
return newIcon;
}
/***
* Creates the window and initializes the lwjgl display object
* @throws Exception
*/
private void createWindow() throws Exception {
// set icon buffers
// stupid conversions needed
File iconFile = new File("xray_icon.png");
ByteBuffer[] icons = null;
if(iconFile.exists() || iconFile.canRead()) {
BufferedImage iconTexture128 = ImageIO.read(iconFile);
iconTexture128 = resizeImage(iconTexture128, 128, 128); // just to be sure all icons are the same imagetype
BufferedImage iconTexture64 = resizeImage(iconTexture128, 64, 64);
BufferedImage iconTexture32 = resizeImage(iconTexture128, 32, 32);
BufferedImage iconTexture16 = resizeImage(iconTexture128, 16, 16);
byte[] iconBuffer128d = ((DataBufferByte) iconTexture128.getRaster().getDataBuffer()).getData();
byte[] iconBuffer64d = ((DataBufferByte) iconTexture64.getRaster().getDataBuffer()).getData();
byte[] iconBuffer32d = ((DataBufferByte) iconTexture32.getRaster().getDataBuffer()).getData();
byte[] iconBuffer16d = ((DataBufferByte) iconTexture16.getRaster().getDataBuffer()).getData();
iconBuffer128d = convertIcon(iconBuffer128d); // LWJGL (opengl?) needs RGBA ... imagetype available is ABGR
iconBuffer64d = convertIcon(iconBuffer64d);
iconBuffer32d = convertIcon(iconBuffer32d);
iconBuffer16d = convertIcon(iconBuffer16d);
ByteBuffer iconBuffer128 = ByteBuffer.wrap(iconBuffer128d);
ByteBuffer iconBuffer64 = ByteBuffer.wrap(iconBuffer64d);
ByteBuffer iconBuffer32 = ByteBuffer.wrap(iconBuffer32d);
ByteBuffer iconBuffer16 = ByteBuffer.wrap(iconBuffer16d);
iconBuffer128.rewind();
iconBuffer64.rewind();
iconBuffer32.rewind();
iconBuffer16.rewind();
icons = new ByteBuffer[] {
iconBuffer128, iconBuffer64, iconBuffer32, iconBuffer16
};
ResolutionDialog.iconImage = iconTexture128;
}
// We loop on this dialog "forever" because
while (true)
{
if(ResolutionDialog.presentDialog(windowTitle, availableWorlds) == ResolutionDialog.DIALOG_BUTTON_EXIT) {
System.exit(0);
}
// Mark which world to load (which will happen later during initialize()
this.selectedWorld = ResolutionDialog.selectedWorld;
// The last option will always be "Other..." If that's been chosen, open a chooser dialog.
if (this.selectedWorld == availableWorlds.size() - 1)
{
JFileChooser chooser = new JFileChooser();
chooser.setFileHidingEnabled(false);
chooser.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);
chooser.setCurrentDirectory(new File("."));
chooser.setDialogTitle("Select a Minecraft World Directory");
if (chooser.showOpenDialog(null) == JFileChooser.APPROVE_OPTION)
{
WorldInfo customWorld = availableWorlds.get(this.selectedWorld);
customWorld.setBasePath(chooser.getSelectedFile().getCanonicalPath());
File leveldat = customWorld.getLevelDatFile();
if (leveldat.exists() && leveldat.canRead())
{
// We appear to have a valid level; break and continue.
break;
}
else
{
// Invalid, show an error and then re-open the main dialog.
JOptionPane.showMessageDialog(null,
"Couldn't find a valid level.dat file for the specified directory",
"Minecraft XRAY error",
JOptionPane.ERROR_MESSAGE);
}
}
}
else
{
// We chose one of the auto-detected worlds, continue.
break;
}
}
// set fullscreen from the dialog
fullscreen = ResolutionDialog.selectedFullScreenValue;
if(icons != null)
Display.setIcon(icons);
//Display.setIcon();
Display.setFullscreen(fullscreen);
displayMode = ResolutionDialog.selectedDisplayMode;
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
// TODO: actually do what the user requests here
Display.setVSyncEnabled(true);
Display.create();
screenWidth = displayMode.getWidth();
screenHeight = displayMode.getHeight();
}
/***
* Checks for sanity of the minecraft environment
*/
private void checkMinecraftFiles() {
if(MineCraftEnvironment.getMinecraftDirectory() == null) {
JOptionPane.showMessageDialog(null, "OS not supported (" + System.getProperty( "os.name" ) + "), please report.", "Minecraft XRAY error" , JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
if(!MineCraftEnvironment.getMinecraftDirectory().exists()) {
JOptionPane.showMessageDialog(null, "Minecraft directory not found: " + MineCraftEnvironment.getMinecraftDirectory().getAbsolutePath(), "Minecraft XRAY error" , JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
if(!MineCraftEnvironment.getMinecraftDirectory().canRead()) {
JOptionPane.showMessageDialog(null, "Minecraft directory not readable: " + MineCraftEnvironment.getMinecraftDirectory().getAbsolutePath(), "Minecraft XRAY error", JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
availableWorlds = MineCraftEnvironment.getAvailableWorlds();
// Add in a custom "Other..." world
availableWorlds.add(new WorldInfo(true));
// Since we're adding our custom world, this'll actually never get hit. Ah well.
if(availableWorlds.size() == 0) {
JOptionPane.showMessageDialog(null, "Minecraft directory found, but no minecraft levels available.", "Minecraft XRAY error", JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
}
private void setChunkRange(int n) {
if(n >= CHUNK_RANGES.length) n = CHUNK_RANGES.length-1;
if(n <= 0) n = 0;
if(n == currentChunkRange) {
return;
}
this.currentChunkRange = n;
this.visible_chunk_range = CHUNK_RANGES[n];
this.mapchange_redraw_range = this.visible_chunk_range-2;
this.needToReloadWorld = true;
}
private void setHighlightRange(int n) {
if(n >= HIGHLIGHT_RANGES.length) n = HIGHLIGHT_RANGES.length-1;
if(n <= 0) n = 0;
if(n == currentHighlightDistance) {
return;
}
this.currentHighlightDistance = n;
}
/***
* Sets the world number we want to view
* @param world
*/
private void setMinecraftWorld(WorldInfo world) {
this.world = world;
this.level = new MinecraftLevel(world, minecraftTexture, portalTexture);
// determine which chunks are available in this world
mapChunksToLoad = new LinkedList<Block>();
moveCameraToPlayerPos();
}
/**
* Sets the world number we want, and moves the camera to the specified coordinates. There's
* a bit of code duplication going on here; should fix that.
*
* @param world
* @param camera_x
* @param camera_z
*/
private void setMinecraftWorld(WorldInfo world, FirstPersonCameraController camera)
{
this.world = world;
this.level = new MinecraftLevel(world, minecraftTexture, portalTexture);
// determine which chunks are available in this world
mapChunksToLoad = new LinkedList<Block>();
this.camera = camera;
initial_load_queued = false;
initial_load_done = false;
this.triggerChunkLoads();
}
private void moveCameraToSpawnPoint() {
Block spawnPoint = level.getSpawnPoint();
this.camera.getPosition().set(spawnPoint.x, spawnPoint.y-1, spawnPoint.z);
this.camera.setYawAndPitch(0,0);
initial_load_queued = false;
initial_load_done = false;
this.triggerChunkLoads();
}
private void moveCameraToPlayerPos() {
Block playerPos = level.getPlayerPosition();
this.camera.getPosition().set(playerPos.x, playerPos.y, playerPos.z);
this.camera.setYawAndPitch(180+level.getPlayerYaw(),level.getPlayerPitch());
initial_load_queued = false;
initial_load_done = false;
this.triggerChunkLoads();
}
/**
* Populates mapChunksToLoad with a list of chunks that need adding, based
* on how far we've moved since our last known position. Realistically this
* is never going to be more than one line at a time, though if someone's
* getting hit with ridiculously low FPS or something, perhaps there could end
* up being more.
*/
private void triggerChunkLoads()
{
int chunkX = level.getChunkX((int) -camera.getPosition().x);
int chunkZ = level.getChunkZ((int) -camera.getPosition().z);
if (initial_load_queued)
{
Chunk tempchunk;
int dx = chunkX - cur_chunk_x;
int dz = chunkZ - cur_chunk_z;
int top_x=0;
int bot_x=0;
int top_z=0;
int bot_z=0;
// X
if (dx < 0)
{
//System.out.println("Loading in chunks from the X range " + (cur_chunk_x-1-loadChunkRange) + " to " + (chunkX-loadChunkRange) + " (going down)");
top_x = cur_chunk_x-1-loadChunkRange;
bot_x = chunkX-loadChunkRange;
}
else if (dx > 0)
{
//System.out.println("Loading in chunks from the X range " + (cur_chunk_x+1+loadChunkRange) + " to " + (chunkX+loadChunkRange) + " (going up)");
top_x = chunkX+loadChunkRange;
bot_x = cur_chunk_x+1+loadChunkRange;
}
if (dx != 0)
{
for (int lx=bot_x; lx <= top_x; lx++)
{
for (int lz=chunkZ-loadChunkRange; lz<=chunkZ+loadChunkRange; lz++)
{
tempchunk = level.getChunk(lx, lz);
if (tempchunk != null && tempchunk.x == lx && tempchunk.z == lz)
{
continue;
}
level.clearChunk(lx, lz);
mapChunksToLoad.add(new Block(lx, 0, lz));
}
}
}
// Z
if (dz < 0)
{
//System.out.println("Loading in chunks from the Z range " + (cur_chunk_z-1-loadChunkRange) + " to " + (chunkZ-loadChunkRange) + " (going down)");
top_z = cur_chunk_z-1-loadChunkRange;
bot_z = chunkZ-loadChunkRange;
}
else if (dz > 0)
{
//System.out.println("Loading in chunks from the Z range " + (cur_chunk_z+1+loadChunkRange) + " to " + (chunkZ+loadChunkRange) + " (going up)");
top_z = chunkZ+loadChunkRange;
bot_z = cur_chunk_z+1+loadChunkRange;
}
if (dz != 0)
{
for (int lx=chunkX-loadChunkRange; lx<=chunkX+loadChunkRange; lx++)
{
for (int lz=bot_z; lz <= top_z; lz++)
{
tempchunk = level.getChunk(lx, lz);
if (tempchunk != null && tempchunk.x == lx && tempchunk.z == lz)
{
continue;
}
level.clearChunk(lx, lz);
mapChunksToLoad.add(new Block(lx, 0, lz));
}
}
}
}
else
{
System.out.println("Loading world from X: " + (chunkX-loadChunkRange) + " - " + (chunkX+loadChunkRange) + ", Z: " + (chunkZ-loadChunkRange) + " - " + (chunkZ+loadChunkRange));
for(int lx=chunkX-loadChunkRange;lx<=chunkX+loadChunkRange;lx++) {
for(int lz=chunkZ-loadChunkRange;lz<=chunkZ+loadChunkRange;lz++) {
level.clearChunk(lx, lz);
mapChunksToLoad.add(new Block(lx,0,lz));
}
}
initial_load_queued = true;
}
cur_chunk_x = chunkX;
cur_chunk_z = chunkZ;
}
/***
* handles all input on all screens
* @param timeDelta
*/
private void handleInput(float timeDelta) {
//distance in mouse movement from the last getDX() call.
mouseX = Mouse.getDX();
//distance in mouse movement from the last getDY() call.
mouseY = Mouse.getDY();
// we are on the main world screen or the level loading screen
// update the camera (but only if the mouse is grabbed)
if (Mouse.isGrabbed())
{
camera.incYaw(mouseX * MOUSE_SENSITIVITY);
camera.incPitch(-mouseY * MOUSE_SENSITIVITY);
}
//
// Keyboard commands (well, and mouse presses)
//
// Speed shifting
if (Mouse.isButtonDown(0) || Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)) {
MOVEMENT_SPEED = 30.0f;
} else if (Mouse.isButtonDown(1) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) {
MOVEMENT_SPEED = 3.0f;
} else {
MOVEMENT_SPEED = 10.0f;
}
// Move forward
if (Keyboard.isKeyDown(Keyboard.KEY_W))
{
camera.walkForward(MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Move backwards
if (Keyboard.isKeyDown(Keyboard.KEY_S))
{
camera.walkBackwards(MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Strafe Left
if (Keyboard.isKeyDown(Keyboard.KEY_A))
{
camera.strafeLeft(MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Strafe right
if (Keyboard.isKeyDown(Keyboard.KEY_D))
{
camera.strafeRight(MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Fly Up
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
camera.moveUp(MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Fly Down
if (Keyboard.isKeyDown(Keyboard.KEY_LCONTROL)) {
camera.moveUp(-MOVEMENT_SPEED*timeDelta);
triggerChunkLoads();
}
// Toggle minimap/largemap
if(Keyboard.isKeyDown(Keyboard.KEY_TAB) && keyPressed != Keyboard.KEY_TAB) {
mapBig = !mapBig;
keyPressed = Keyboard.KEY_TAB;
}
// Toggle highlightable ores
needToReloadWorld = false;
for(int i=0;i<mineralToggle.length;i++) {
if(Keyboard.isKeyDown(Keyboard.KEY_F1 + i) && keyPressed != Keyboard.KEY_F1 + i) {
keyPressed = Keyboard.KEY_F1 + i;
mineralToggle[i] = !mineralToggle[i];
needToReloadWorld = true;
}
}
if(needToReloadWorld) {
invalidateSelectedChunks();
}
// Fullscreen
if(Keyboard.isKeyDown(Keyboard.KEY_F10) && keyPressed != Keyboard.KEY_F10) {
keyPressed = Keyboard.KEY_F10;
switchFullScreenMode();
}
// Toggle fullbright
if(Keyboard.isKeyDown(Keyboard.KEY_F) && keyPressed != Keyboard.KEY_F) {
keyPressed = Keyboard.KEY_F;
setLightMode(!lightMode);
}
// Toggle ore highlighting
if(Keyboard.isKeyDown(Keyboard.KEY_H) && keyPressed != Keyboard.KEY_H) {
keyPressed = Keyboard.KEY_H;
highlightOres = !highlightOres;
}
// Move camera to spawn point
if(Keyboard.isKeyDown(Keyboard.KEY_HOME) && keyPressed != Keyboard.KEY_HOME) {
keyPressed = Keyboard.KEY_HOME;
moveCameraToSpawnPoint();
}
// Move camera to player position
if(Keyboard.isKeyDown(Keyboard.KEY_END) && keyPressed != Keyboard.KEY_END) {
keyPressed = Keyboard.KEY_END;
moveCameraToPlayerPos();
}
// Increase light level
if(Keyboard.isKeyDown(Keyboard.KEY_ADD) && keyPressed != Keyboard.KEY_ADD) {
keyPressed = Keyboard.KEY_ADD;
incLightLevel();
}
if(Keyboard.isKeyDown(Keyboard.KEY_EQUALS) && keyPressed != Keyboard.KEY_EQUALS) {
keyPressed = Keyboard.KEY_EQUALS;
incLightLevel();
}
// Decrease light level
if(Keyboard.isKeyDown(Keyboard.KEY_MINUS) && keyPressed != Keyboard.KEY_MINUS) {
keyPressed = Keyboard.KEY_MINUS;
decLightLevel();
}
if(Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT) && keyPressed != Keyboard.KEY_SUBTRACT) {
keyPressed = Keyboard.KEY_SUBTRACT;
decLightLevel();
}
// Toggle position info popup
if(Keyboard.isKeyDown(Keyboard.KEY_GRAVE) && keyPressed != Keyboard.KEY_GRAVE) {
keyPressed = Keyboard.KEY_GRAVE;
levelInfoToggle = !levelInfoToggle;
}
// Toggle bedrock rendering
if (Keyboard.isKeyDown(Keyboard.KEY_B) && keyPressed != Keyboard.KEY_B) {
keyPressed = Keyboard.KEY_B;
render_bedrock = !render_bedrock;
invalidateSelectedChunks(true);
}
// Toggle between Nether and Overworld
if (Keyboard.isKeyDown(Keyboard.KEY_N) && keyPressed != Keyboard.KEY_N) {
keyPressed = Keyboard.KEY_N;
switchNether();
}
// Temp routine to write the minimap out to a PNG (for debugging purposes)
if (Keyboard.isKeyDown(Keyboard.KEY_P) && keyPressed != Keyboard.KEY_P) {
keyPressed = Keyboard.KEY_P;
BufferedImage bi = minimapTexture.getImage();
try
{
ImageIO.write(bi, "PNG", new File("/home/cj/xray.png"));
System.out.println("Wrote minimap to disk.");
}
catch (Exception e)
{
// whatever
}
}
// Handle changing chunk ranges (how far out we draw from the camera
for(int i = 0; i<CHUNK_RANGES.length;i++) {
if(Keyboard.isKeyDown(CHUNK_RANGES_KEYS[i]) && keyPressed != CHUNK_RANGES_KEYS[i]) {
keyPressed = CHUNK_RANGES_KEYS[i];
setChunkRange(i);
}
}
// Handle changing the ore highlight distances
for(int i = 0; i<HIGHLIGHT_RANGES.length;i++) {
if(Keyboard.isKeyDown(HIGHLIGHT_RANGES_KEYS[i]) && keyPressed != HIGHLIGHT_RANGES_KEYS[i]) {
keyPressed = HIGHLIGHT_RANGES_KEYS[i];
setHighlightRange(i);
}
}
// Release the mouse
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
Mouse.setGrabbed(false);
}
// Grab the mouse on a click
if (Mouse.isButtonDown(0)) {
Mouse.setGrabbed(true);
}
// Quit
if (Keyboard.isKeyDown(Keyboard.KEY_Q) && Keyboard.isKeyDown(Keyboard.KEY_LCONTROL)) {
done = true;
}
// Handle a requested window close
if(Display.isCloseRequested()) {
done = true;
}
// Clear out our keyPressed var if it's improperly-set
if(keyPressed != -1) {
if(!Keyboard.isKeyDown(keyPressed)) {
keyPressed = -1;
}
}
}
/**
* If we can, switches to/from nether. This will attempt to do an approximate translation
* of your position, though that hasn't been tested much, and won't totally line up with
* what Minecraft does. Note that height is unaffected by this, so the adjacent portal
* might show up higher or lower, depending on the local terrain.
*/
private void switchNether()
{
WorldInfo newworld = null;
float camera_mult = 1.0f;
if (world.isNether() && world.hasOverworld())
{
newworld = world.getOverworldInfo();
camera_mult = 8.0f;
}
else if (!world.isNether() && world.hasNether())
{
newworld = world.getNetherInfo();
camera_mult = 1.0f/8.0f;
}
if (newworld != null)
{
// A full reinitialization is kind of overkill, but whatever.
FirstPersonCameraController cur_camera = this.camera;
this.camera.processNetherWarp(camera_mult);
initialize();
this.setMinecraftWorld(newworld, cur_camera);
this.triggerChunkLoads();
}
}
private void invalidateSelectedChunks() {
level.invalidateSelected(false);
}
private void invalidateSelectedChunks(boolean main_dirty) {
level.invalidateSelected(main_dirty);
}
private void setLightMode(boolean lightMode) {
this.lightMode = lightMode;
if(lightMode) {
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
GL11.glEnable (GL11.GL_FOG);
} else {
GL11.glClearColor(0.0f, 0.3f, 1.0f, 0.3f); // Blue Background
GL11.glDisable (GL11.GL_FOG);
}
}
/***
* Switches full screen mode
*/
private void switchFullScreenMode() {
fullscreen = !fullscreen;
try {
Display.setFullscreen(fullscreen);
}
catch(Exception e) {
e.printStackTrace();
}
}
/***
* Draw the current and spawn position to the minimap
*/
private void drawMapMarkersToMinimap() {
Graphics2D g = minimapTexture.getImage().createGraphics();
Block spawn = level.getSpawnPoint();
Block player = level.getPlayerPosition();
int py = 1024-player.x;
int px = 1024+player.z;
int sy = 1024-spawn.x;
int sx = 1024+spawn.z;
g.setColor(Color.red.brighter());
g.setStroke(new BasicStroke(2));
g.drawOval(sx-6, sy-6, 11, 11);
g.drawLine(sx-8, sy, sx+8, sy);
g.drawLine(sx, sy-8, sx, sy+8);
g.setColor(Color.yellow.brighter());
g.drawOval(px-6, py-6, 11, 11);
g.drawLine(px-8, py, px+8, py);
g.drawLine(px, py-8, px, py+8);
minimapTexture.update();
}
/***
* Main render loop
* @param timeDelta
* @return
*/
private boolean render(float timeDelta) {
//GL11.glLoadIdentity();
GL11.glLoadIdentity();
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
// are we still loading the map?
if (!map_load_started)
{
map_load_started = true;
drawMapMarkersToMinimap();
//minimapTexture.update();
setLightMode(true); // basically enable fog etc
}
// we are viewing a world
GL11.glPushMatrix();
// change the camera to point a the right direction
camera.applyCameraTransformation();
currentCameraPosX = (int) -camera.getPosition().x;
currentCameraPosZ = (int) -camera.getPosition().z;
// determine if we need to load new map chunks
if(currentCameraPosX != levelBlockX || currentCameraPosZ != levelBlockZ || needToReloadWorld) {
levelBlockX = currentCameraPosX;
levelBlockZ = currentCameraPosZ;
currentLevelX = level.getChunkX(levelBlockX);
currentLevelZ = level.getChunkZ(levelBlockZ);
}
// draw the visible world
int chunk_range = visible_chunk_range;
if (HIGHLIGHT_RANGES[currentHighlightDistance] < chunk_range)
{
chunk_range = HIGHLIGHT_RANGES[currentHighlightDistance];
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor3f(1.0f,1.0f,1.0f);
minecraftTexture.bind();
for(int lx=currentLevelX-visible_chunk_range;lx<currentLevelX+visible_chunk_range;lx++) {
for(int lz=currentLevelZ-visible_chunk_range;lz<currentLevelZ+visible_chunk_range;lz++) {
Chunk k = level.getChunk(lx, lz);
if(k != null)
{
k.renderSolid(render_bedrock);
k.renderSelected(this.mineralToggle);
}
}
}
for(int lx=currentLevelX-visible_chunk_range;lx<currentLevelX+visible_chunk_range;lx++) {
for(int lz=currentLevelZ-visible_chunk_range;lz<currentLevelZ+visible_chunk_range;lz++) {
Chunk k = level.getChunk(lx, lz);
if(k != null) k.renderTransparency();
}
}
if(highlightOres) {
GL11.glDisable(GL11.GL_DEPTH_TEST);
long time = System.currentTimeMillis();
float alpha = (time % 1000) / 1000.0f;
if(time % 2000 > 1000) alpha = 1.0f - alpha;
alpha = 0.1f + (alpha*0.8f);
GL11.glColor4f(alpha, alpha, alpha, alpha);
setLightLevel(20);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
for(int lx=currentLevelX-chunk_range;lx<currentLevelX+chunk_range;lx++) {
for(int lz=currentLevelZ-chunk_range;lz<currentLevelZ+chunk_range;lz++) {
Chunk k = level.getChunk(lx, lz);
if(k != null)
k.renderSelected(this.mineralToggle);
}
}
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setLightLevel();
}
GL11.glPopMatrix();
// draw the user interface (fps and map)
drawUI();
return true;
}
/***
* Draw the ui
*/
private void drawUI() {
framesSinceLastFps++;
setOrthoOn(); // 2d mode
drawMinimap();
drawFPSCounter();
drawMineralToggle();
drawLevelInfo();
setOrthoOff(); // back to 3d mode
}
private void updateLevelInfo() {
int labelX = 5;
int valueX = 70;
Graphics2D g = levelInfoTexture.getImage().createGraphics();
g.setBackground(Color.BLUE);
g.clearRect(0, 0, 128, 144);
g.setColor(Color.WHITE);
g.fillRect(2, 2, 124, 140);
g.setFont(ARIALFONT);
int chunkX = level.getChunkX(levelBlockX);
int chunkZ = level.getChunkZ(levelBlockZ);
g.setColor(Color.BLACK);
g.drawString("Chunk X:", labelX, 22);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(chunkX), valueX, 22);
g.setColor(Color.BLACK);
g.drawString("Chunk Z:", labelX, 22+16);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(chunkZ), valueX, 22+16);
g.setColor(Color.BLACK);
g.drawString("World X:", labelX, 22+32);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(levelBlockX), valueX, 22+32);
g.setColor(Color.BLACK);
g.drawString("World Z:", labelX, 22+16+32);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(levelBlockZ), valueX, 22+16+32);
g.setColor(Color.BLACK);
g.drawString("World Y:", labelX, 22+16+32+16);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString((int)-camera.getPosition().y), valueX, 22+16+32+16);
long heapSize = Runtime.getRuntime().totalMemory();
g.setColor(Color.BLACK);
g.drawString("Memory Used", labelX, 22+16+32+16+25);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString((int) (heapSize/1024/1024)) + " MB", 20, 22+16+32+16+25+20);
levelInfoTexture.update();
}
/***
*
*/
private void drawLevelInfo() {
if(levelInfoToggle) {
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
SpriteTool.drawSpriteAbsoluteXY(
levelInfoTexture,
0,
48
);
}
}
/***
* Draw the mineral toggles
*/
private void drawMineralToggle() {
int barWidth = 128+10+32;
int barHeight = 42;
int maxCols = 5;
float mineralTogglebarLength;
if ((mineralToggleTextures.length % maxCols) == 0)
{
mineralTogglebarLength = maxCols * barWidth;
}
else
{
mineralTogglebarLength = (mineralToggleTextures.length % maxCols) * barWidth;
}
float curX = (screenWidth / 2.0f) - (mineralTogglebarLength/2.0f);
float curY = screenHeight - barHeight;
if (mineralToggleTextures.length > maxCols)
{
curY -= barHeight;
}
for(int i=0;i<mineralToggleTextures.length;i++) {
if (i == mineralToggleTextures.length - maxCols)
{
mineralTogglebarLength = maxCols * barWidth;
curY += barHeight;
curX = (screenWidth / 2.0f) - (mineralTogglebarLength/2.0f);
}
if(mineralToggle[i]) {
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glDisable(GL11.GL_TEXTURE_2D);
SpriteTool.drawCurrentSprite(
curX - 2, curY -2,
36, 36,
MineCraftConstants.precalcSpriteSheetToTextureX[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]],
MineCraftConstants.precalcSpriteSheetToTextureY[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]],
MineCraftConstants.precalcSpriteSheetToTextureX[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]]+TEX16,
MineCraftConstants.precalcSpriteSheetToTextureY[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]]+TEX16
);
GL11.glEnable(GL11.GL_TEXTURE_2D);
} else {
GL11.glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
}
minecraftTexture.bind();
SpriteTool.drawCurrentSprite(
curX, curY,
32, 32,
MineCraftConstants.precalcSpriteSheetToTextureX[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]],
MineCraftConstants.precalcSpriteSheetToTextureY[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]],
MineCraftConstants.precalcSpriteSheetToTextureX[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]]+TEX16,
MineCraftConstants.precalcSpriteSheetToTextureY[blockDataToSpriteSheet[HIGHLIGHT_ORES[i]]]+TEX16
);
SpriteTool.drawSpriteAbsoluteXY(mineralToggleTextures[i], curX + 32 + 10, curY+7);
curX += barWidth;
}
}
/***
* Draws a simple fps counter on the top-left of the screen
*/
private void drawFPSCounter() {
previousTime = time;
time = System.nanoTime();
timeDelta = time - previousTime;
if (time - lastFpsTime > NANOSPERSECOND) {
fps = framesSinceLastFps;
framesSinceLastFps = 0;
lastFpsTime = time;
updateFPSText = true;
}
if (updateFPSText) {
if(levelInfoToggle)
updateLevelInfo();
Graphics2D g = fpsTexture.getImage().createGraphics();
g.setBackground(Color.BLUE);
g.clearRect(0, 0, 128, 32);
g.setColor(Color.WHITE);
g.fillRect(2, 2, 124, 28);
g.setColor(Color.BLACK);
g.setFont(ARIALFONT);
g.drawString("FPS:", 10, 22);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(fps), 60, 22);
fpsTexture.update();
updateFPSText = false;
}
fpsTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
SpriteTool.drawSpriteAbsoluteXY(fpsTexture, 0, 0);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
}
/***
* Sets ortho (2d) mode
*/
public void setOrthoOn()
{
// prepare projection matrix to render in 2D
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix(); // preserve perspective view
GL11.glLoadIdentity(); // clear the perspective matrix
GL11.glOrtho( // turn on 2D mode
////viewportX,viewportX+viewportW, // left, right
////viewportY,viewportY+viewportH, // bottom, top !!!
0,screenWidth, // left, right
screenHeight,0, // bottom, top
-500,500); // Zfar, Znear
// clear the modelview matrix
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix(); // Preserve the Modelview Matrix
GL11.glLoadIdentity(); // clear the Modelview Matrix
// disable depth test so further drawing will go over the current scene
GL11.glDisable(GL11.GL_DEPTH_TEST);
}
/**
* Restore the previous mode
*/
public static void setOrthoOff()
{
// restore the original positions and views
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
// turn Depth Testing back on
GL11.glEnable(GL11.GL_DEPTH_TEST);
}
/***
* draws the minimap or the big map
*/
private void drawMinimap() {
if(mapBig) {
// the big map
// just draws the texture, but move the texture so the middle of the screen is where we currently are
float halfMapWidth = 2048/2.0f; // 840
minimapTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
GL11.glPushMatrix();
// See some notes in drawMapChunkToMap() for why the coordinate math here is slightly weird
// TODO: Fix this!
GL11.glTranslatef((screenWidth/2.0f)+currentCameraPosZ, (screenHeight/2.0f)-currentCameraPosX, 0.0f);
//System.out.println("Camera at " + (currentCameraPosZ%1024) + ", " + (currentCameraPosX%1024) + ", Translating to " + ((screenWidth/2.0f)+(currentCameraPosZ%1024)) + ", " + ((screenHeight/2.0f)-(currentCameraPosX%1024)));
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(-halfMapWidth, -halfMapWidth);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(+halfMapWidth, -halfMapWidth);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(-halfMapWidth, +halfMapWidth);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(+halfMapWidth, +halfMapWidth);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth/2.0f, screenHeight/2.0f, camera.getYaw()+90,0.5f);
} else {
// the minimap
// a bit more interesting
// I set the minimap to 200 wide and tall
float vSizeFactor = 200.0f/2048.0f;
float vTexX = 0.5f - (1.0f/2048.0f) * currentCameraPosZ;
float vTexY = 0.5f + (1.0f/2048.0f) * currentCameraPosX;
float vTexZ = vSizeFactor;
minimapTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
GL11.glPushMatrix();
GL11.glTranslatef(screenWidth-100, 100, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(vTexX-vTexZ, vTexY-vTexZ);
GL11.glVertex2f(-100, -100);
GL11.glTexCoord2f(vTexX+vTexZ, vTexY-vTexZ);
GL11.glVertex2f(+100, -100);
GL11.glTexCoord2f(vTexX-vTexZ, vTexY+vTexZ);
GL11.glVertex2f(-100, +100);
GL11.glTexCoord2f(vTexX+vTexZ, vTexY+vTexZ);
GL11.glVertex2f(+100, +100);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth-100, 100, camera.getYaw()+90,0.5f);
}
}
/***
* draws a chunk to the (mini) map
* @param x
* @param z
*/
public void drawMapChunkToMap(int x, int z) {
level.loadChunk(x, z);
byte[] chunkData = level.getChunkData(x,z);
Graphics2D g = minimapTexture.getImage().createGraphics();
for(int zz = 0; zz<16; zz++) {
for(int xx =0; xx<16; xx++) {
// determine the top most visible block
for (int yy = 127; yy >= 0; yy--)
{
int blockOffset = yy + (zz * 128) + (xx * 128 * 16);
byte blockData = chunkData[blockOffset];
if(MineCraftConstants.blockDataToSpriteSheet[blockData] > -1) {
if (blockData > -1) {
Color blockColor = MineCraftConstants.blockColors[blockData];
if(blockColor != null) {
g.setColor(blockColor);
// In Minecraft:
// X increases South, decreases North
// Z increases West, decreases East
// ... this means that to translate into the G2D coordinates, we need
// some flipping and weirdness.
// Also, I imagine there MUST be a better way to get these coordinates
// than those awkward if statements I'm making.
int py = 1024+(x*16)+xx;
int px = 1024-(z*16)-zz;
if (py < 0)
{
py = 2047-(Math.abs(py) % 2048);
}
else
{
py = py % 2048;
}
if (px < 0)
{
px = 2047-(Math.abs(px) % 2048);
}
else
{
px = px % 2048;
}
g.drawLine(px, py, px, py); // yes, this can be optimized (draw to texture instead of image), but meh...
}
}
break;
}
}
}
}
}
/***
* Draws the minimap arrow image (to the texture)
*/
private void drawMinimapArrowImage() {
Graphics2D g = minimapArrowTexture.getImage().createGraphics();
//g.clearRect(0, 0, 32, 32);
g.setColor(Color.red);
g.setStroke(new BasicStroke(5));
g.drawLine(3,16, 30,24);
g.drawLine(30,24,30,8);
g.drawLine(30,8, 3,16);
minimapArrowTexture.update();
}
/***
* cleanup
*/
private void cleanup() {
Display.destroy();
}
}
/*
// top
GL11.glVertex3f(wx, 128, wz);
GL11.glVertex3f(wx+16, 128, wz);
GL11.glVertex3f(wx+16, 128, wz);
GL11.glVertex3f(wx+16, 128, wz+16);
GL11.glVertex3f(wx+16, 128, wz+16);
GL11.glVertex3f(wx+16, 128, wz+16);
GL11.glVertex3f(wx, 128, wz+16);
GL11.glVertex3f(wx, 128, wz+16);
// sides
GL11.glVertex3f(wx, 128, wz);
GL11.glVertex3f(wx, 0, wz);
GL11.glVertex3f(wx+16, 128, wz);
GL11.glVertex3f(wx+16, 0, wz);
GL11.glVertex3f(wx+16, 128, wz+16);
GL11.glVertex3f(wx+16, 0, wz+16);
GL11.glVertex3f(wx, 128, wz+16);
GL11.glVertex3f(wx, 0, wz+16);
// bottom
GL11.glVertex3f(wx, 0, wz);
GL11.glVertex3f(wx+16, 0, wz);
GL11.glVertex3f(wx+16, 0, wz);
GL11.glVertex3f(wx+16, 0, wz+16);
GL11.glVertex3f(wx+16, 0, wz+16);
GL11.glVertex3f(wx+16, 0, wz+16);
GL11.glVertex3f(wx, 0, wz+16);
GL11.glVertex3f(wx, 0, wz+16);
*/