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 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 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; | |
// wheter we are loading a level | |
private boolean loading = false; | |
private long loadingStart = 0; | |
private float loadingProgress = 0; | |
// 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 mapLoaded = false; | |
private boolean map_load_started = false; | |
// wheter we have selected a world number already | |
private boolean worldSelected = false; | |
// the available world numbers | |
private ArrayList<Integer> availableWorlds; | |
private ArrayList<Integer> availableNetherWorlds; | |
// the world chunks we still need to load | |
private LinkedList<Block> mapChunksToLoad; | |
// the total chunks in this world | |
private int totalMapChunks = 0; | |
// the current (selected) world number | |
private int worldNum =1; | |
// the currently pressed key | |
private int keyPressed = -1; | |
// the index to the available worlds array | |
private int worldSelectIndex = 0; | |
// simple list of textures containing the text we present the user on the world selection screen | |
private ArrayList<Texture> worldSelectionTextures; | |
// 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() / 100; // 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(); | |
// 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. | |
*/ | |
public void loadPendingChunks() | |
{ | |
Block b; | |
long time = Sys.getTime(); | |
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); | |
// Because of the way we do things, neighboring chunks should | |
// be marked dirty now | |
markDirty(b.x+1, b.z+1); | |
markDirty(b.x+1, b.z-1); | |
markDirty(b.x-1, b.z+1); | |
markDirty(b.x-1, b.z-1); | |
// 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; | |
} | |
} | |
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(128,128); | |
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(); | |
// world selection screen textures, nothing fancy | |
worldSelectionTextures = new ArrayList<Texture>(); | |
for(int i : availableWorlds) { | |
Texture worldTexture = TextureTool.allocateTexture(512,32); | |
Graphics2D g = worldTexture.getImage().createGraphics(); | |
g.setFont(ARIALFONT); | |
g.setColor(Color.white); | |
g.drawString("World " + i, 10, 16); | |
worldTexture.update(); | |
worldSelectionTextures.add(worldTexture); | |
} | |
for(int i : availableNetherWorlds) { | |
Texture worldTexture = TextureTool.allocateTexture(512,32); | |
Graphics2D g = worldTexture.getImage().createGraphics(); | |
g.setFont(ARIALFONT); | |
g.setColor(Color.white); | |
g.drawString("World " + i + " Nether", 10, 16); | |
worldTexture.update(); | |
worldSelectionTextures.add(worldTexture); | |
} | |
// 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; | |
} | |
// System.out.println(new File(".").getAbsolutePath()); | |
// ask the user for the resolution | |
if(ResolutionDialog.presentDialog("Mincraft XRAY") == ResolutionDialog.DIALOG_BUTTON_EXIT) { | |
// want to quit? fine. | |
System.exit(0); | |
} | |
// 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); | |
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(); | |
availableNetherWorlds = MineCraftEnvironment.getAvailableWorlds(true); | |
if(availableWorlds.size() == 0 && availableNetherWorlds.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 worldNum | |
*/ | |
private void setMinecraftWorld(int worldNum) { | |
this.setMinecraftWorld(worldNum, false); | |
} | |
/*** | |
* Sets the world number we want to view | |
* @param worldNum | |
* @param nether | |
*/ | |
private void setMinecraftWorld(int worldNum, boolean nether) { | |
this.worldNum = worldNum; | |
this.level = new MinecraftLevel(worldNum, nether, minecraftTexture, portalTexture); | |
// determine which chunks are available in this world | |
mapChunksToLoad = new LinkedList<Block>(); | |
totalMapChunks = 0; | |
/* | |
// TODO: Find the other instances of this "63" limit | |
for(int x=-63;x<63;x++) { | |
for(int z=-63;z<63;z++) { | |
if(MineCraftEnvironment.getChunkFile(worldNum, x, z).exists()) { | |
mapChunksToLoad.add(new Block(x,0,z)); | |
totalMapChunks++; | |
// Instansiate Chunk objects here, for now... | |
level.prepareChunk(x, z); | |
} | |
} | |
} | |
*/ | |
moveCameraToPlayerPos(); | |
} | |
private void moveCameraToSpawnPoint() { | |
Block spawnPoint = level.getSpawnPoint(); | |
this.camera.getPosition().set(spawnPoint.x, spawnPoint.y-1, spawnPoint.z); | |
this.camera.setYawAndPitch(0,0); | |
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()); | |
this.triggerChunkLoads(); | |
} | |
private void triggerChunkLoads() | |
{ | |
int chunkX = level.getChunkX((int) -camera.getPosition().x); | |
int chunkZ = level.getChunkZ((int) -camera.getPosition().z); | |
if (initial_load_queued) | |
{ | |
// TODO: expire items from the cache | |
int dx = chunkX - cur_chunk_x; | |
int dz = chunkZ - cur_chunk_z; | |
// X | |
if (dx < 0) | |
{ | |
System.out.println("Loading in chunks from the X range " + (cur_chunk_x-1-loadChunkRange) + " to " + (chunkX-loadChunkRange) + " (going down)"); | |
for (int lx=cur_chunk_x-1-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)); | |
} | |
} | |
} | |
else if (dx > 0) | |
{ | |
System.out.println("Loading in chunks from the X range " + (cur_chunk_x+1+loadChunkRange) + " to " + (chunkX+loadChunkRange) + " (going up)"); | |
for (int lx=cur_chunk_x+1+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)); | |
} | |
} | |
} | |
// Z | |
if (dz < 0) | |
{ | |
System.out.println("Loading in chunks from the Z range " + (cur_chunk_z-1-loadChunkRange) + " to " + (chunkZ-loadChunkRange) + " (going down)"); | |
for (int lx=chunkX-loadChunkRange; lx<=chunkX+loadChunkRange; lx++) | |
{ | |
for (int lz=cur_chunk_z-1-loadChunkRange; lz >= chunkZ-loadChunkRange; lz--) | |
{ | |
level.clearChunk(lx, lz); | |
mapChunksToLoad.add(new Block(lx, 0, lz)); | |
} | |
} | |
} | |
else if (dz > 0) | |
{ | |
System.out.println("Loading in chunks from the Z range " + (cur_chunk_z+1+loadChunkRange) + " to " + (chunkZ+loadChunkRange) + " (going up)"); | |
for (int lx=chunkX-loadChunkRange; lx<=chunkX+loadChunkRange; lx++) | |
{ | |
for (int lz=cur_chunk_z+1+loadChunkRange; lz <= chunkZ+loadChunkRange; lz++) | |
{ | |
level.clearChunk(lx, lz); | |
mapChunksToLoad.add(new Block(lx, 0, lz)); | |
} | |
} | |
} | |
} | |
else if (worldSelected) | |
{ | |
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(); | |
if(worldSelected) { | |
// 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); | |
} | |
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; | |
} | |
// check for various keys | |
if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward | |
{ | |
camera.walkForward(MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards | |
{ | |
camera.walkBackwards(MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left | |
{ | |
camera.strafeLeft(MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right | |
{ | |
camera.strafeRight(MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE))//strafe right | |
{ | |
camera.moveUp(MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_LCONTROL))//strafe right | |
{ | |
camera.moveUp(-MOVEMENT_SPEED*timeDelta); | |
triggerChunkLoads(); | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_TAB) && keyPressed != Keyboard.KEY_TAB) { | |
mapBig = !mapBig; | |
keyPressed = Keyboard.KEY_TAB; | |
} | |
} else { | |
// world selection screen | |
if(Keyboard.isKeyDown(Keyboard.KEY_RETURN) || Keyboard.isKeyDown(Keyboard.KEY_SPACE)) { | |
worldSelected = true; | |
if (worldSelectIndex > availableWorlds.size()-1) | |
{ | |
this.setMinecraftWorld(availableNetherWorlds.get(worldSelectIndex - availableWorlds.size()), true); | |
} | |
else | |
{ | |
this.setMinecraftWorld(availableWorlds.get(worldSelectIndex)); | |
} | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_W) && keyPressed != Keyboard.KEY_W)//move forward | |
{ | |
keyPressed = Keyboard.KEY_W; | |
if(worldSelectIndex > 0) worldSelectIndex--; | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_S) && keyPressed != Keyboard.KEY_S)//move backwards | |
{ | |
keyPressed = Keyboard.KEY_S; | |
if(worldSelectIndex < availableWorlds.size()-1) worldSelectIndex++; | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_UP) && keyPressed != Keyboard.KEY_UP)//move forward | |
{ | |
keyPressed = Keyboard.KEY_UP; | |
if(worldSelectIndex > 0) worldSelectIndex--; | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_DOWN) && keyPressed != Keyboard.KEY_DOWN)//move backwards | |
{ | |
keyPressed = Keyboard.KEY_DOWN; | |
if(worldSelectIndex < availableWorlds.size()+availableNetherWorlds.size()-1) worldSelectIndex++; | |
} | |
} | |
if(!loading) { | |
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(); | |
} | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_F10) && keyPressed != Keyboard.KEY_F10) { // Is F10 Being Pressed? | |
keyPressed = Keyboard.KEY_F10; | |
switchFullScreenMode(); // Toggle Fullscreen / Windowed Mode | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_F) && keyPressed != Keyboard.KEY_F) { // Is F9 Being Pressed? | |
keyPressed = Keyboard.KEY_F; | |
setLightMode(!lightMode); // toggle torch | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_H) && keyPressed != Keyboard.KEY_H) { // Is F8 Being Pressed? | |
keyPressed = Keyboard.KEY_H; | |
highlightOres = !highlightOres; // Toggle torch | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_HOME) && keyPressed != Keyboard.KEY_HOME) { // Is HOME Being Pressed? | |
keyPressed = Keyboard.KEY_HOME; | |
moveCameraToSpawnPoint(); //Move to spawnpoint | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_END) && keyPressed != Keyboard.KEY_END) { // Is HOME Being Pressed? | |
keyPressed = Keyboard.KEY_END; | |
moveCameraToPlayerPos(); //Move to spawnpoint | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_ADD) && keyPressed != Keyboard.KEY_ADD) { // Is PLUS Being Pressed? | |
keyPressed = Keyboard.KEY_ADD; | |
incLightLevel(); // Increase Light Level | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_EQUALS) && keyPressed != Keyboard.KEY_EQUALS) { // Is PLUS Being Pressed? | |
keyPressed = Keyboard.KEY_EQUALS; | |
incLightLevel(); // Increase Light Level | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_MINUS) && keyPressed != Keyboard.KEY_MINUS) { // Is PLUS Being Pressed? | |
keyPressed = Keyboard.KEY_MINUS; | |
decLightLevel(); // Increase Light Level | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT) && keyPressed != Keyboard.KEY_SUBTRACT) { // Is PLUS Being Pressed? | |
keyPressed = Keyboard.KEY_SUBTRACT; | |
decLightLevel(); // Increase Light Level | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_GRAVE) && keyPressed != Keyboard.KEY_GRAVE) { // toggle level info | |
keyPressed = Keyboard.KEY_GRAVE; | |
levelInfoToggle = !levelInfoToggle; // toggle level info | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_B) && keyPressed != Keyboard.KEY_B) { // Toggle bedrock rendering | |
keyPressed = Keyboard.KEY_B; | |
render_bedrock = !render_bedrock; | |
invalidateSelectedChunks(true); | |
} | |
// handle chunk ranges | |
for(int i = 0; i<CHUNK_RANGES.length;i++) { | |
if(Keyboard.isKeyDown(CHUNK_RANGES_KEYS[i]) && keyPressed != CHUNK_RANGES_KEYS[i]) { // Is PLUS Being Pressed? | |
keyPressed = CHUNK_RANGES_KEYS[i]; | |
setChunkRange(i); // Increase Light Level | |
} | |
} | |
// handle 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); | |
} | |
} | |
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { // Release the mouse on Escape | |
Mouse.setGrabbed(false); | |
} | |
if (Mouse.isButtonDown(0)) { | |
Mouse.setGrabbed(true); // Grab the mouse if we're clicked | |
} | |
if (Keyboard.isKeyDown(Keyboard.KEY_Q) && Keyboard.isKeyDown(Keyboard.KEY_LCONTROL)) { // Exit if "Ctrl-Q" is pressed | |
done = true; | |
} | |
if(Display.isCloseRequested()) { // Exit if window is closed | |
done = true; | |
} | |
if(keyPressed != -1) { | |
if(!Keyboard.isKeyDown(keyPressed)) { | |
keyPressed = -1; | |
} | |
} | |
} | |
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 px = 1024-player.x; | |
int py = 1024-player.z; | |
int sx = 1024-spawn.x; | |
int sy = 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(); | |
} | |
/*** | |
* Renders the world selection screen | |
*/ | |
private void renderWorldSelection() { | |
setOrthoOn(); | |
float y = 0; | |
float yy = screenHeight / (worldSelectionTextures.size()+1); | |
float x = (screenWidth / 2.0f)-256; | |
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | |
// draw available worlds | |
for(Texture t : worldSelectionTextures) { | |
y += yy; | |
SpriteTool.drawSpriteAbsoluteXY(t, x, y); | |
} | |
float bx = x; | |
float by = (worldSelectIndex+1) * yy; | |
float ex = x+512; | |
float ey = by+32; | |
by -=5; | |
ey -=5; | |
// draw the current selection box (just a red rectangle) | |
GL11.glDisable(GL11.GL_BLEND); | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
GL11.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); | |
GL11.glLineWidth(4); | |
GL11.glBegin(GL11.GL_LINE_LOOP); | |
GL11.glVertex2f(bx, by); | |
GL11.glVertex2f(ex, by); | |
GL11.glVertex2f(ex, ey); | |
GL11.glVertex2f(bx, ey); | |
GL11.glEnd(); | |
GL11.glEnable(GL11.GL_BLEND); | |
GL11.glEnable(GL11.GL_TEXTURE_2D); | |
setOrthoOff(); | |
} | |
/*** | |
* 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 at the world selection screen? | |
if(!worldSelected) { | |
renderWorldSelection(); | |
return true; | |
} | |
// are we still loading the map? | |
if (!map_load_started) | |
{ | |
map_load_started = true; | |
mapLoaded = 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(!loading && (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(); | |
drawLoadingBar(); | |
drawLevelInfo(); | |
setOrthoOff(); // back to 3d mode | |
} | |
private void updateLevelInfo() { | |
Graphics2D g = levelInfoTexture.getImage().createGraphics(); | |
g.setBackground(Color.BLUE); | |
g.clearRect(0, 0, 128, 128); | |
g.setColor(Color.WHITE); | |
g.fillRect(2, 2, 124, 124); | |
g.setFont(ARIALFONT); | |
int chunkX = level.getChunkX(levelBlockX); | |
int chunkZ = level.getChunkZ(levelBlockZ); | |
g.setColor(Color.BLACK); | |
g.drawString("Chunk X:", 5, 22); | |
g.setColor(Color.RED.darker()); | |
g.drawString(Integer.toString(chunkX), 90, 22); | |
g.setColor(Color.BLACK); | |
g.drawString("Chunk Z:", 5, 22+16); | |
g.setColor(Color.RED.darker()); | |
g.drawString(Integer.toString(chunkZ), 90, 22+16); | |
g.setColor(Color.BLACK); | |
g.drawString("World X:", 5, 22+32); | |
g.setColor(Color.RED.darker()); | |
g.drawString(Integer.toString(levelBlockX), 90, 22+32); | |
g.setColor(Color.BLACK); | |
g.drawString("World Z:", 5, 22+16+32); | |
g.setColor(Color.RED.darker()); | |
g.drawString(Integer.toString(levelBlockZ), 90, 22+16+32); | |
long heapSize = Runtime.getRuntime().totalMemory(); | |
g.setColor(Color.BLACK); | |
g.drawString("Memory Used", 5, 22+16+32+25); | |
g.setColor(Color.RED.darker()); | |
g.drawString(Integer.toString((int) (heapSize/1024/1024)) + " MB", 20, 22+16+32+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 loading bar | |
*/ | |
private void drawLoadingBar() { | |
if(loading) { | |
/* long time = System.currentTimeMillis() - loadingStart; | |
float alpha = (time % 1000) / 1000.0f; | |
if(time % 2000 > 1000) alpha = 1.0f - alpha;*/ | |
float bx = screenWidth/2.0f - 200.0f; | |
float ex = bx+400.0f; | |
float by = 20; | |
float ey = 50; | |
float px = ((ex-bx)*loadingProgress) + bx; | |
float alpha = 1.0f; | |
if(loadingProgress < 0.1f) { | |
alpha = loadingProgress * 10.0f; | |
} | |
if(loadingProgress > 0.9f) { | |
alpha = 1.0f - ((loadingProgress-0.9f) * 10.0f); | |
} | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); | |
GL11.glLineWidth(2); | |
// 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(); | |
GL11.glEnable(GL11.GL_TEXTURE_2D); | |
} | |
} | |
/*** | |
* Draw the mineral toggles | |
*/ | |
private void drawMineralToggle() { | |
int barWidth = 128+10+32; | |
int barHeight = 42; | |
int maxCols = 5; | |
float 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(); | |
GL11.glTranslatef((screenWidth/2.0f)-currentCameraPosX, (screenHeight/2.0f)-currentCameraPosZ, 0.0f); | |
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(),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) * currentCameraPosX; | |
float vTexY = 0.5f + (1.0f/2048.0f) * currentCameraPosZ; | |
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(),0.5f); | |
} | |
} | |
public void markDirty(int x, int z) | |
{ | |
Chunk c = level.getChunk(x, z); | |
if (c != null) | |
{ | |
c.isDirty = true; | |
} | |
} | |
/*** | |
* 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++) { | |
int highestY = 0; | |
// determine the top most visible block | |
for(int yy =1; yy<128; yy++) { | |
int blockOffset = yy + (zz * 128) + (xx * 128 * 16); | |
byte blockData = chunkData[blockOffset]; | |
if(MineCraftConstants.blockDataToSpriteSheet[blockData] > -1) { | |
if(yy > highestY) { | |
highestY = yy; | |
} | |
} | |
} | |
// draw it if we can do something with it | |
int blockOffset = highestY + (zz * 128) + (xx * 128 * 16); | |
byte blockData = chunkData[blockOffset]; | |
if (blockData > -1) { | |
Color blockColor = MineCraftConstants.blockColors[blockData]; | |
if(blockColor != null) { | |
g.setColor(blockColor); | |
int px = 1024+(x*16)+xx; | |
int py = 1024+(z*16)+zz; | |
g.drawLine(px, py, px, py); // yes, this can be optimized (draw to texture instead of image), but meh... | |
} | |
} | |
} | |
} | |
} | |
/*** | |
* 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); | |
*/ |