| 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(); | |
| float vSizeFactor = .5f; | |
| float vTexX = 0.5f - (1.0f/2048.0f) * currentCameraPosZ; | |
| float vTexY = 0.5f + (1.0f/2048.0f) * currentCameraPosX; | |
| float vTexZ = vSizeFactor; | |
| GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f); | |
| GL11.glPushMatrix(); | |
| GL11.glTranslatef((screenWidth/2.0f), (screenHeight/2.0f), 0.0f); | |
| GL11.glBegin(GL11.GL_TRIANGLE_STRIP); | |
| GL11.glTexCoord2f(vTexX-vTexZ, vTexY-vTexZ); | |
| GL11.glVertex2f(-halfMapWidth, -halfMapWidth); | |
| GL11.glTexCoord2f(vTexX+vTexZ, vTexY-vTexZ); | |
| GL11.glVertex2f(+halfMapWidth, -halfMapWidth); | |
| GL11.glTexCoord2f(vTexX-vTexZ, vTexY+vTexZ); | |
| GL11.glVertex2f(-halfMapWidth, +halfMapWidth); | |
| GL11.glTexCoord2f(vTexX+vTexZ, vTexY+vTexZ); | |
| 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 | |
| // Interestingly, thanks to the fact that we're using GL11.GL_REPEAT on our | |
| // textures (via glTexParameter), we don't have to worry about checking | |
| // bounds here, etc. Or in other words, our map will automatically wrap for | |
| // us. Sweet! | |
| 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); | |
| */ |