blob: 60e9f5441b56d64fcf554a839d462de6e7f78b97 [file] [log] [blame] [raw]
/**
* Copyright (c) 2010-2011, Vincent Vollers and Christopher J. Kucera
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the Minecraft X-Ray team nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL VINCENT VOLLERS OR CJ KUCERA BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.plusminus.craft;
import java.util.ArrayList;
import org.lwjgl.opengl.GL11;
import com.plusminus.craft.dtf.ByteArrayTag;
import com.plusminus.craft.dtf.CompoundTag;
import com.plusminus.craft.dtf.StringTag;
import com.plusminus.craft.dtf.ListTag;
import com.plusminus.craft.dtf.IntTag;
import com.plusminus.craft.dtf.Tag;
import static com.plusminus.craft.MineCraftConstants.*;
public class Chunk {
private int displayListNum;
private int transparentListNum;
private int selectedDisplayListNum;
public int x;
public int z;
public boolean isDirty;
public boolean isSelectedDirty;
public boolean isOnMinimap;
private CompoundTag chunkData;
private ByteArrayTag blockData;
private ByteArrayTag mapData;
private ArrayList<PaintingEntity> paintings;
private MinecraftLevel level;
public Chunk(MinecraftLevel level, Tag data) {
this.level = level;
this.chunkData = (CompoundTag) data;
this.isOnMinimap = false;
CompoundTag levelTag = (CompoundTag) chunkData.value.get(0); // first tag
IntTag xPosTag = (IntTag) levelTag.getTagWithName("xPos");
IntTag zPosTag = (IntTag) levelTag.getTagWithName("zPos");
paintings = new ArrayList<PaintingEntity>();
ListTag entities = (ListTag)levelTag.getTagWithName("Entities");
StringTag entity_id;
CompoundTag ct;
for (Tag t : entities.value)
{
ct = (CompoundTag)t;
entity_id = (StringTag) ct.getTagWithName("id");
if (entity_id.value.equalsIgnoreCase("painting"))
{
paintings.add(new PaintingEntity(ct));
}
}
this.x = xPosTag.value;
this.z = zPosTag.value;
blockData = (ByteArrayTag) levelTag.getTagWithName("Blocks");
mapData = (ByteArrayTag) levelTag.getTagWithName("Data");
this.isDirty = true;
this.isSelectedDirty = true;
displayListNum = GL11.glGenLists(1);
selectedDisplayListNum = GL11.glGenLists(1);
transparentListNum = GL11.glGenLists(1);
//System.out.println(data);
//System.exit(0);
}
public CompoundTag getChunkData() {
return this.chunkData;
}
public ByteArrayTag getMapData() {
return this.blockData;
}
public void renderNorthSouth(int t, float x, float y, float z) {
this.renderNorthSouth(t, x, y, z, 0.5f, 0.5f);
}
/**
* Render something which is a North/South face.
*
* @param t Texture to render
* @param x
* @param y
* @param z
* @param yHeightOffset How tall this block is. 0.5f is the usual, specify 0 for half-height
* @param xzScale How large the rest of the block is. 0.5f is full-size, 0.1 would be tiny.
*/
public void renderNorthSouth(int t, float x, float y, float z, float yHeightOffset, float xzScale) {
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z+xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z-xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t],precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x-xzScale, y-xzScale, z+xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale);
GL11.glEnd();
}
/**
* Renders a floor tile which is also rotated
*
* @param t
* @param x
* @param y
* @param z
* @param turns The number of clockwise 90-degree turns to rotate the texture
*/
public void renderTopDownRotate(int t, float x, float y, float z, int turns)
{
float scale = 0.5f;
float tx = precalcSpriteSheetToTextureX[t];
float ty = precalcSpriteSheetToTextureY[t];
float x1, y1;
float x2, y2;
float x3, y3;
float x4, y4;
switch (turns)
{
case 0:
x1 = tx; y1 = ty;
x2 = tx+TEX16; y2 = ty;
x3 = tx; y3 = ty+TEX32;
x4 = tx+TEX16; y4 = ty+TEX32;
break;
case 1:
x1 = tx+TEX16; y1 = ty;
x2 = tx+TEX16; y2 = ty+TEX32;
x3 = tx; y3 = ty;
x4 = tx; y4 = ty+TEX32;
break;
case 2:
x1 = tx+TEX16; y1 = ty+TEX32;
x2 = tx; y2 = ty+TEX32;
x3 = tx+TEX16; y3 = ty;
x4 = tx; y4 = ty;
break;
case 3:
default:
x1 = tx; y1 = ty+TEX32;
x2 = tx; y2 = ty;
x3 = tx+TEX16; y3 = ty+TEX32;
x4 = tx+TEX16; y4 = ty;
break;
}
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(x1, y1);
GL11.glVertex3f(x-scale, y-scale, z+scale);
GL11.glTexCoord2f(x2, y2);
GL11.glVertex3f(x-scale, y-scale, z-scale);
GL11.glTexCoord2f(x3, y3);
GL11.glVertex3f(x+scale, y-scale, z+scale);
GL11.glTexCoord2f(x4, y4);
GL11.glVertex3f(x+scale, y-scale, z-scale);
GL11.glEnd();
}
public void renderTopDown(int t, float x, float y, float z) {
this.renderTopDown(t, x, y, z, 0.5f);
}
/**
* Render the top or bottom of a block, depending on how we're looking at it.
*
* @param t The texture ID to draw
* @param x
* @param y
* @param z
* @param scale ".5" is a full-sized block, ".1" would be tiny.
*/
public void renderTopDown(int t, float x, float y, float z, float scale) {
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x-scale, y-scale, z+scale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x-scale, y-scale, z-scale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x+scale, y-scale, z+scale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x+scale, y-scale, z-scale);
GL11.glEnd();
}
public void renderWestEast(int t, float x, float y, float z) {
this.renderWestEast(t, x, y, z, 0.5f, 0.5f);
}
/**
* Renders something which is a West/East face.
*
* @param t Texture to draw
* @param x
* @param y
* @param z
* @param yHeightOffset How tall this block is. 0.5f is the usual, specify 0 for half-height
* @param xzScale How large the rest of the block is. 0.5f is full-size, 0.1 would be tiny.
*/
public void renderWestEast(int t, float x, float y, float z, float yHeightOffset, float xzScale) {
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x-xzScale, y+yHeightOffset, z-xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]);
GL11.glVertex3f(x+xzScale, y+yHeightOffset, z-xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t], precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x-xzScale, y-xzScale, z-xzScale);
GL11.glTexCoord2f(precalcSpriteSheetToTextureX[t]+TEX16, precalcSpriteSheetToTextureY[t]+TEX32);
GL11.glVertex3f(x+xzScale, y-xzScale, z-xzScale);
GL11.glEnd();
}
/**
* Renders a somewhat-arbitrary vertical rectangle. Pass in (x, z) pairs for the endpoints,
* and information about the height.
*
* @param t Texture to draw
* @param x1
* @param z1
* @param x2
* @param z2
* @param y The lower part of the rectangle
* @param height Height of the rectangle.
*/
public void renderVertical(int t, float x1, float z1, float x2, float z2, float y, float height) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x1, y+height, z1);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x2, y+height, z2);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x1, y, z1);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x2, y, z2);
GL11.glEnd();
}
/**
* Renders a nonstandard vertical rectangle (nonstandard referring primarily to
* the texture size (ie: when we're not pulling a single element out of a 16x16
* grid). This differs from renderVertical also in that we specify two full
* (x, y, z) coordinates for the bounds, instead of passing in y and a height.
* Texture coordinates are passed in as the usual float from 0 to 1.
*
* @param tx X index within the texture
* @param ty Y index within the texture
* @param tdx Width of texture
* @param tdy Height of texture
* @param x1
* @param y1
* @param z1
* @param x2
* @param y2
* @param z2
*/
public void renderNonstandardVertical(float tx, float ty, float tdx, float tdy, float x1, float y1, float z1, float x2, float y2, float z2)
{
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(tx, ty);
GL11.glVertex3f(x1, y1, z1);
GL11.glTexCoord2f(tx+tdx, ty);
GL11.glVertex3f(x2, y1, z2);
GL11.glTexCoord2f(tx, ty+tdy);
GL11.glVertex3f(x1, y2, z1);
GL11.glTexCoord2f(tx+tdx, ty+tdy);
GL11.glVertex3f(x2, y2, z2);
GL11.glEnd();
}
/**
* Renders an arbitrary horizontal rectangle (will be orthogonal)
* @param t
* @param x1
* @param z1
* @param x2
* @param z2
* @param y
*/
public void renderHorizontal(int t, float x1, float z1, float x2, float z2, float y) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x1, y, z1);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x1, y, z2);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x2, y, z1);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x2, y, z2);
GL11.glEnd();
}
/**
* Render a surface on a horizontal plane; pass in all four verticies. This can result,
* obviously, in non-rectangular and non-orthogonal shapes.
*
* @param t
* @param x1
* @param z1
* @param x2
* @param z2
* @param x3
* @param z3
* @param x4
* @param z4
* @param y
*/
public void renderHorizontalAskew(int t, float x1, float z1, float x2, float z2, float x3, float z3, float x4, float z4, float y) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x1, y, z1);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x2, y, z2);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x3, y, z3);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x4, y, z4);
GL11.glEnd();
}
/**
* Renders a nonstandard horizontal rectangle (nonstandard referring primarily to
* the texture size (ie: when we're not pulling a single element out of a 16x16
* grid).
*
* @param tx X index within the texture
* @param ty Y index within the texture
* @param tdx Width of texture
* @param tdy Height of texture
* @param x1
* @param z1
* @param x2
* @param z2
* @param y
*/
public void renderNonstandardHorizontal(float tx, float ty, float tdx, float tdy, float x1, float z1, float x2, float z2, float y) {
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(tx, ty);
GL11.glVertex3f(x1, y, z1);
GL11.glTexCoord2f(tx+tdx, ty);
GL11.glVertex3f(x1, y, z2);
GL11.glTexCoord2f(tx, ty+tdy);
GL11.glVertex3f(x2, y, z1);
GL11.glTexCoord2f(tx+tdx, ty+tdy);
GL11.glVertex3f(x2, y, z2);
GL11.glEnd();
}
/**
* Given a whole mess of coordinates, draws an arbitrary rectangle
*
* @param t
* @param x1
* @param y1
* @param z1
* @param x2
* @param y2
* @param z2
* @param x3
* @param y3
* @param z3
* @param x4
* @param y4
* @param z4
*/
public void renderArbitraryRect(int t,
float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3,
float x4, float y4, float z4)
{
float tx = precalcSpriteSheetToTextureX[t];
float ty = precalcSpriteSheetToTextureY[t];
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(tx, ty);
GL11.glVertex3f(x1, y1, z1);
GL11.glTexCoord2f(tx+TEX16, ty);
GL11.glVertex3f(x2, y2, z2);
GL11.glTexCoord2f(tx, ty+TEX32);
GL11.glVertex3f(x3, y3, z3);
GL11.glTexCoord2f(tx+TEX16, ty+TEX32);
GL11.glVertex3f(x4, y4, z4);
GL11.glEnd();
}
/**
* Renders the side of a stair piece that runs East/West. Verticies are in the following order:
* <pre>
* 6---5
* | |
* 2---4 |
* | |
* 1-------3
* </pre>
*
* Note that the function is "WestEast" which corresponds to the stair direction;
* this will actually draw the face on the north or south sides.
*
* @param t
* @param x
* @param y
* @param z
*/
public void renderStairSideWestEast(int t, float x, float y, float z, boolean swapZ) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
float zoff=0.5f;
if (swapZ)
{
zoff = -0.5f;
}
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x-0.5f, y-0.5f, z+zoff);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x-0.5f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.5f, y-0.5f, z-zoff);
GL11.glTexCoord2f(bx+TEX32, by+TEX64);
GL11.glVertex3f(x-0.5f, y, z);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-0.5f, y+0.5f, z-zoff);
GL11.glTexCoord2f(bx+TEX32, by);
GL11.glVertex3f(x-0.5f, y+0.5f, z);
GL11.glEnd();
}
/**
* Renders the stair surface, for a stair running West/East
*
* @param t Texture to draw
* @param x
* @param y
* @param z
* @param swapX
*/
public void renderStairSurfaceWestEast(int t, float x, float y, float z, boolean swapZ) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
float zoff = 0.5f;
if (swapZ)
{
zoff = -0.5f;
}
// Lower Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x+0.5f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-0.5f, y, z+zoff);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x+0.5f, y, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x-0.5f, y, z);
GL11.glEnd();
// Lower Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x+0.5f, y, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x-0.5f, y, z+zoff);
GL11.glTexCoord2f(bx,by+TEX32);
GL11.glVertex3f(x+0.5f, y-0.5f, z+zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.5f, y-0.5f, z+zoff);
GL11.glEnd();
// Higher Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x+0.5f, y+0.5f, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x-0.5f, y+0.5f, z);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+0.5f, y+0.5f, z-zoff);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-0.5f, y+0.5f, z-zoff);
GL11.glEnd();
// Higher Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x+0.5f, y+0.5f, z);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-0.5f, y+0.5f, z);
GL11.glTexCoord2f(bx,by+TEX64);
GL11.glVertex3f(x+0.5f, y, z);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x-0.5f, y, z);
GL11.glEnd();
}
/**
* Renders the side of a stair piece that runs North/South. Verticies are in the following order:
* <pre>
* 6---5
* | |
* 2---4 |
* | |
* 1-------3
* </pre>
*
* Note that the function is "NorthSouth" which corresponds to the stair direction;
* this will actually draw the face on the east or west sides.
*
* @param t
* @param x
* @param y
* @param z
*/
public void renderStairSideNorthSouth(int t, float x, float y, float z, boolean swapX) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
float xoff=0.5f;
if (swapX)
{
xoff = -0.5f;
}
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x+xoff, y-0.5f, z-0.5f);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x+xoff, y, z-0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-xoff, y-0.5f, z-0.5f);
GL11.glTexCoord2f(bx+TEX32, by+TEX64);
GL11.glVertex3f(x, y, z-0.5f);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x-xoff, y+0.5f, z-0.5f);
GL11.glTexCoord2f(bx+TEX32, by);
GL11.glVertex3f(x, y+0.5f, z-0.5f);
GL11.glEnd();
}
/**
* Renders the stair surface, for a stair running North/South
*
* @param t Texture to draw
* @param x
* @param y
* @param z
* @param swapX
*/
public void renderStairSurfaceNorthSouth(int t, float x, float y, float z, boolean swapX) {
float bx = precalcSpriteSheetToTextureX[t];
float by = precalcSpriteSheetToTextureY[t];
float xoff = 0.5f;
if (swapX)
{
xoff = -0.5f;
}
// Lower Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x+xoff, y, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x+xoff, y, z-0.5f);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x, y, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x, y, z-0.5f);
GL11.glEnd();
// Lower Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x+xoff, y, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x+xoff, y, z-0.5f);
GL11.glTexCoord2f(bx,by+TEX32);
GL11.glVertex3f(x+xoff, y-0.5f, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x+xoff, y-0.5f, z-0.5f);
GL11.glEnd();
// Higher Step surface
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by+TEX64);
GL11.glVertex3f(x, y+0.5f, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x, y+0.5f, z-0.5f);
GL11.glTexCoord2f(bx, by+TEX32);
GL11.glVertex3f(x-xoff, y+0.5f, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX32);
GL11.glVertex3f(x-xoff, y+0.5f, z-0.5f);
GL11.glEnd();
// Higher Step Side
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(bx, by);
GL11.glVertex3f(x, y+0.5f, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by);
GL11.glVertex3f(x, y+0.5f, z-0.5f);
GL11.glTexCoord2f(bx,by+TEX64);
GL11.glVertex3f(x, y, z+0.5f);
GL11.glTexCoord2f(bx+TEX16, by+TEX64);
GL11.glVertex3f(x, y, z-0.5f);
GL11.glEnd();
}
public void renderFenceBody(int t, float x1, float x2, float y, float z) {
// Outside edges
this.renderVertical(t, x1, z+.35f, x2, z+.35f, y-0.5f, .7f);
this.renderVertical(t, x1, z-.35f, x2, z-.35f, y-0.5f, .7f);
// Inside edges
this.renderVertical(t, x1, z+.25f, x2, z+.25f, y-0.5f, .7f);
this.renderVertical(t, x1, z-.25f, x2, z-.25f, y-0.5f, .7f);
// Top edge
this.renderHorizontal(t, x1, z+.35f, x2, z-.35f, y+.2f);
// Inner edges
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y);
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y-.1f);
this.renderHorizontal(t, x1, z+.25f, x2, z-.25f, y-.3f);
}
public boolean isInRange(float x, float y, float maxDistance) {
float realX = this.x*16;
float realY = this.z*16;
double distance = Math.sqrt(((x-realX) * (x-realX)) + ((y-realY) * (y-realY)));
return distance < maxDistance;
}
public byte getBlock(int x, int y, int z) {
return blockData.value[y + (z * 128) + (x * 128 * 16)];
}
public byte getData(int x, int y, int z) {
int offset = y + (z * 128) + (x * 128 * 16);
int halfOffset = offset / 2;
if(offset % 2 == 0) {
return (byte) (mapData.value[halfOffset] & 0xF);
} else {
return (byte) (mapData.value[halfOffset] >> 4);
}
}
public boolean isSolid(byte i) {
BLOCK_TYPE block_type = BLOCK_TYPE_MAP.get(i);
if((i == 0) || (block_type != BLOCK_TYPE.NORMAL && block_type != BLOCK_TYPE.DATAVAL)) {
return false;
}
return true;
}
/**
* Renders a "special" block; AKA something that's not just an ordinary cube.
* Alters the geometry based on its input, which lets us do funky things to
* torches and the like. Basically it draws four "faces" of the object.
* Note that the torch graphic also draws a little "cap" on the end.
*
* @param bx Texture Beginning-X coordinate (inside the texture PNG)
* @param by Texture Beginning-Y coordinate
* @param ex Texture Ending-X coordinate
* @param ey Texture Ending-Y coordinate
* @param x Absolute X position of block
* @param y Absolute Y position of block
* @param z Absolute Z position of block
* @param yy Additional Y offset for rendering (this and the rest of the arguments are really
* only used for torches; pass in 0 for just about everything else)
* @param x1 X offset for the top of the faces
* @param x2 X offset for the bottom of the faces
* @param z1 Z offset for the top of the faces
* @param z2 Z offset for the bottom of the faces
* @param torch Do we draw the "special" torch tips?
*/
public void renderSpecial(float bx, float by, float ex, float ey, float x, float y, float z, float yy, float x1, float x2, float z1, float z2, boolean torch) {
// GL11.glDisable(GL11.GL_CULL_FACE);
//GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(1.0f, 0.0f, 0.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+9/16.0f+TEX64, y+yy+1.0f, z+z1);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+9/16.0f+TEX64, y+yy+1.0f, z+z1+1.0f);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy, z+z2+1.0f);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy, z+z2);
GL11.glNormal3f(-1.0f, 0.0f, 0.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+1.0f, z+z1+1.0f);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+1.0f, z+z1);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy, z+z2);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy, z+z2+1.0f);
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+1.0f, y+yy+1.0f, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1, y+yy+1.0f, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2, y+yy, z+z2+9/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+1.0f, y+yy, z+z2+9/16.0f-TEX64);
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1, y+yy+1.0f, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+1.0f, y+yy+1.0f, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+1.0f, y+yy, z+z2+7/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2, y+yy, z+z2+7/16.0f-TEX64);
if (torch)
{
x1 *= 2.125f; z1 *= 2.125f;
GL11.glNormal3f(0.0f, 1.0f, 0.0f);
GL11.glTexCoord2f(bx+TEX128, by+TEX256); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, by+TEX256); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, ey-TEX64); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
GL11.glTexCoord2f(bx+TEX128, ey-TEX64); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
}
GL11.glEnd();
//GL11.glEnable(GL11.GL_DEPTH_TEST);
//GL11.glEnable(GL11.GL_CULL_FACE);
}
/**
* Modified version of renderSpecial() which accounts for some Lever peculiarities. A bit lame, but what're
* you gonna do, right?
*
* @param bx
* @param by
* @param ex
* @param ey
* @param x
* @param y
* @param z
* @param yy
* @param x1
* @param x2
* @param z1
* @param z2
* @param torch
* @param thrown
*/
public void renderSpecialLever(float bx, float by, float ex, float ey, float x, float y, float z, float yy, float x1, float x2, float z1, float z2, boolean torch, boolean thrown) {
float y_up = 1.0f;
float y_down = 0f;
if (thrown)
{
y_up = 0f;
y_down = 1.0f;
yy -= 0.4f;
}
//GL11.glDisable(GL11.GL_CULL_FACE);
//GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(1.0f, 0.0f, 0.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+9/16.0f+TEX64, y+yy+y_up, z+z1);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+9/16.0f+TEX64, y+yy+y_up, z+z1+1.0f);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy+y_down, z+z2+1.0f);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+9/16.0f-TEX64, y+yy+y_down, z+z2);
GL11.glNormal3f(-1.0f, 0.0f, 0.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+y_up, z+z1+1.0f);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+7/16.0f+TEX64, y+yy+y_up, z+z1);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy+y_down, z+z2);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+7/16.0f-TEX64, y+yy+y_down, z+z2+1.0f);
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1+1.0f, y+yy+y_up, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1, y+yy+y_up, z+z1+9/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2, y+yy+y_down, z+z2+9/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2+1.0f, y+yy+y_down, z+z2+9/16.0f-TEX64);
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
GL11.glTexCoord2f(bx, by); GL11.glVertex3f(x+x1, y+yy+y_up, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, by); GL11.glVertex3f(x+x1+1.0f, y+yy+y_up, z+z1+7/16.0f+TEX64);
GL11.glTexCoord2f(ex, ey); GL11.glVertex3f(x+x2+1.0f, y+yy+y_down, z+z2+7/16.0f-TEX64);
GL11.glTexCoord2f(bx, ey); GL11.glVertex3f(x+x2, y+yy+y_down, z+z2+7/16.0f-TEX64);
/*
* This doesn't even really work for the torches at the moment, comment it out.
if (torch)
{
x1 *= 2.125f; z1 *= 2.125f;
GL11.glNormal3f(0.0f, 1.0f, 0.0f);
GL11.glTexCoord2f(bx+TEX128, by+TEX128); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, by+TEX128); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+7/16.0f);
GL11.glTexCoord2f(ex-TEX128, ey-TEX32); GL11.glVertex3f(x+x1+7/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
GL11.glTexCoord2f(bx+TEX128, ey-TEX32); GL11.glVertex3f(x+x1+9/16.0f, y+yy+10/16.0f, z+z1+9/16.0f);
}
*/
GL11.glEnd();
//GL11.glEnable(GL11.GL_DEPTH_TEST);
//GL11.glEnable(GL11.GL_CULL_FACE);
}
/**
* Renders a torch, making an attempt to render properly given the wall face it's
* attached to, etc. We take in textureId because we support redstone torches as
* well.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderTorch(int textureId, int xxx, int yyy, int zzz) {
float x1 = 0, x2 = 0, z1 = 0, z2 = 0, yy = 0;
byte data = getData(xxx, yyy, zzz);
switch (data) {
case 1:
x1 -= 0.125; x2 -= 0.5;
yy = 3/16.0f; break;
case 2:
x1 += 0.125; x2 += 0.5;
yy = 3/16.0f; break;
case 3:
z1 -= 0.125; z2 -= 0.5;
yy = 3/16.0f; break;
case 4:
z1 += 0.125; z2 += 0.5;
yy = 3/16.0f; break;
}
//Light(chunk, x, y, z);
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
/*
*
* RectangleF rect = new RectangleF(x / 16.0f + 0.00004f, y / 16.0f + 0.00004f,
1 / 16.0f - 0.00008f, 1 / 16.0f - 0.00008f);
*/
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId] + TEX64;
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16-TEX32;
ey = by + TEX32;
renderSpecial(bx, by, ex, ey, x, y, z, yy, x1, x2, z1, z2, true);
}
/**
* Renders a lever; copied and modified from renderTorch for the most part.
* TODO: Looks no better than the torches; should put the cobble base on at the least.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderLever(int textureId, int xxx, int yyy, int zzz) {
float x1 = 0, x2 = 0, z1 = 0, z2 = 0, yy = 0;
byte data = getData(xxx, yyy, zzz);
boolean thrown = false;
if ((data & 0x8) == 0x8)
{
thrown = true;
}
data &= 7;
//System.out.println("Data: " + data);
switch (data) {
case 1:
x1 -= 0.125; x2 -= 0.5;
yy = 3/16.0f; break;
case 2:
x1 += 0.125; x2 += 0.5;
yy = 3/16.0f; break;
case 3:
z1 -= 0.125; z2 -= 0.5;
yy = 3/16.0f; break;
case 4:
z1 += 0.125; z2 += 0.5;
yy = 3/16.0f; break;
case 5:
if (thrown)
{
z1 -= 0.5;
}
else
{
z1 += 0.5;
}
thrown = false;
break;
case 6:
if (thrown)
{
x1 -= 0.5;
}
else
{
x1 += 0.5;
}
thrown = false;
break;
}
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId] + TEX64;
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16-TEX32;
ey = by + TEX32;
renderSpecialLever(bx, by, ex, ey, x, y, z, yy, x1, x2, z1, z2, true, thrown);
}
/***
* Render a "small" floor-based decoration, like a flower or a mushroom
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param block_type
*/
public void renderDecorationSmall(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId] + TEX64;
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16-TEX32;
ey = by + TEX32;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* Renders a "full" decoration, like reeds. Something that takes up the whole square
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param block_type
*/
public void renderDecorationFull(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId];
by = precalcSpriteSheetToTextureY[textureId];
ex = bx + TEX16;
ey = by + TEX32;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* Renders crops. We still take the fully-grown textureId in the function so that everything
* remains defined in MineCraftConstants
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderCrops(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16 -0.5f;
float z = zzz + this.z*16 -0.5f;
float y = yyy - 0.5f;
float bx,by;
float ex,ey;
bx = precalcSpriteSheetToTextureX[textureId];
by = precalcSpriteSheetToTextureY[textureId];
// Adjust for crop size; fortunately the textures are all in the same row so it's easy.
byte data = getData(xxx, yyy, zzz);
bx -= TEX16 * (7-data);
ex = bx + TEX16;
ey = by + TEX32;
renderSpecial(bx, by, ex, ey, x, y, z, 0, 0, 0, 0, 0, false);
}
/**
* Renders a ladder, given its attached-side data. We still take in textureId just so
* that everything's still defined in MineCraftConstants
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderLadder(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
byte data = getData(xxx, yyy, zzz);
switch(data)
{
case 2:
// East
this.renderWestEast(textureId, x, y, z+1.0f-TEX64);
break;
case 3:
// West
this.renderWestEast(textureId, x, y, z+TEX64);
break;
case 4:
// North
this.renderNorthSouth(textureId, x+1.0f-TEX64, y, z);
break;
case 5:
default:
// South
this.renderNorthSouth(textureId, x+TEX64, y, z);
break;
}
}
/**
* This is actually used for rendering "decoration" type things which are on
* the floor (eg: minecart tracks, redstone wires, etc)
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderFloor(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
this.renderTopDown(textureId, x, y+TEX64, z);
}
/**
* Minecart tracks
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderMinecartTracks(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
byte data = getData(xxx, yyy, zzz);
if (data > 0x5)
{
textureId -= 16;
}
switch (data)
{
case 0x0:
this.renderTopDownRotate(textureId, x, y+TEX64, z, 1);
break;
case 0x1:
this.renderTopDown(textureId, x, y+TEX64, z);
break;
case 0x2:
this.renderArbitraryRect(textureId,
x-0.5f, y-0.5f, z+0.5f,
x-0.5f, y-0.5f, z-0.5f,
x+0.5f, y+0.5f, z+0.5f,
x+0.5f, y+0.5f, z-0.5f
);
break;
case 0x3:
this.renderArbitraryRect(textureId,
x-0.5f, y+0.5f, z+0.5f,
x-0.5f, y+0.5f, z-0.5f,
x+0.5f, y-0.5f, z+0.5f,
x+0.5f, y-0.5f, z-0.5f
);
break;
case 0x4:
this.renderArbitraryRect(textureId,
x-0.5f, y+0.5f, z-0.5f,
x+0.5f, y+0.5f, z-0.5f,
x-0.5f, y-0.5f, z+0.5f,
x+0.5f, y-0.5f, z+0.5f
);
break;
case 0x5:
this.renderArbitraryRect(textureId,
x-0.5f, y-0.5f, z-0.5f,
x+0.5f, y-0.5f, z-0.5f,
x-0.5f, y+0.5f, z+0.5f,
x+0.5f, y+0.5f, z+0.5f
);
break;
case 0x6:
this.renderTopDownRotate(textureId, x, y+TEX64, z, 3);
break;
case 0x7:
this.renderTopDownRotate(textureId, x, y+TEX64, z, 2);
break;
case 0x8:
this.renderTopDownRotate(textureId, x, y+TEX64, z, 1);
break;
case 0x9:
this.renderTopDownRotate(textureId, x, y+TEX64, z, 0);
break;
default:
// Just do the usual for now
this.renderTopDown(textureId, x, y+TEX64, z);
break;
}
}
/**
* Renders a pressure plate.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderPlate(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
float radius = 0.4f;
// The plate itself
this.renderHorizontal(textureId, x+radius, z+radius, x-radius, z-radius, y-0.45f);
// Sides
this.renderVertical(textureId, x+radius, z+radius, x+radius, z-radius, y-0.5f, 0.05f);
this.renderVertical(textureId, x-radius, z+radius, x-radius, z-radius, y-0.5f, 0.05f);
this.renderVertical(textureId, x+radius, z+radius, x-radius, z+radius, y-0.5f, 0.05f);
this.renderVertical(textureId, x+radius, z-radius, x-radius, z-radius, y-0.5f, 0.05f);
}
/**
* Renders a door
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderDoor(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
byte data = getData(xxx, yyy, zzz);
if ((data & 0x8) == 0x8)
{
textureId -= 16;
}
boolean swung = false;
if ((data & 0x4) == 0x4)
{
swung = true;
}
int dir = (data & 0x3);
// TODO: need to fix texture orientation
if ((dir == 3 && swung) || (dir == 0 && !swung))
{
// North
this.renderNorthSouth(textureId, x, y, z);
}
else if ((dir == 0 && swung) || (dir == 1 && !swung))
{
// East
this.renderWestEast(textureId, x, y, z);
}
else if ((dir == 1 && swung) || (dir == 2 && !swung))
{
// South
this.renderNorthSouth(textureId, x+1, y, z);
}
else
{
// West
this.renderWestEast(textureId, x, y, z+1);
}
}
/**
* Renders stair graphics
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderStairs(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
byte data = getData(xxx, yyy, zzz);
boolean swap = false;
if (data == 0 || data == 2)
{
swap = true;
}
if (data == 0 || data == 1)
{
// 0 is ascending-south, 1 is ascending-north
// Sides
this.renderStairSideNorthSouth(textureId, x, y, z+.05f, swap);
this.renderStairSideNorthSouth(textureId, x, y, z+.95f, swap);
// Back
if (swap)
{
this.renderNorthSouth(textureId, x+0.94f, y, z, 0.5f, 0.45f);
}
else
{
this.renderNorthSouth(textureId, x+0.06f, y, z, 0.5f, 0.45f);
}
// Bottom
this.renderTopDown(textureId, x, y, z, 0.45f);
// Stair Surface
this.renderStairSurfaceNorthSouth(textureId, x, y, z, swap);
}
else
{
// 2 is ascending-west, 3 is ascending-east
// Sides
this.renderStairSideWestEast(textureId, x+.05f, y, z, swap);
this.renderStairSideWestEast(textureId, x+.95f, y, z, swap);
// Back
if (swap)
{
this.renderWestEast(textureId, x, y, z+0.94f, 0.5f, 0.45f);
}
else
{
this.renderWestEast(textureId, x, y, z+0.06f, 0.5f, 0.45f);
}
// Bottom
this.renderTopDown(textureId, x, y, z, 0.45f);
// Stair Surface
this.renderStairSurfaceWestEast(textureId, x, y, z, swap);
}
}
/**
* Renders a signpost.
* TODO: show the actual message
* TODO: should be solid instead of just one plane
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderSignpost(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
float signBottom = 0f;
float signHeight = .6f;
float postRadius = .05f;
float face_spacing = 3; // in degrees
// First a signpost
this.renderVertical(textureId, x-postRadius, z-postRadius, x+postRadius, z-postRadius, y-0.5f, 0.5f+signBottom);
this.renderVertical(textureId, x-postRadius, z+postRadius, x+postRadius, z+postRadius, y-0.5f, 0.5f+signBottom);
this.renderVertical(textureId, x+postRadius, z-postRadius, x+postRadius, z+postRadius, y-0.5f, 0.5f+signBottom);
this.renderVertical(textureId, x-postRadius, z+postRadius, x-postRadius, z-postRadius, y-0.5f, 0.5f+signBottom);
// Signpost top
this.renderHorizontal(textureId, x-postRadius, z-postRadius, x+postRadius, z+postRadius, y+signBottom);
// Now we continue to draw the sign itself.
byte data = getData(xxx, yyy, zzz);
data &= 0xF;
// data: 0 is West, increasing numbers add 22.5 degrees (so 4 is North, 8 south, etc)
// Because we're not actually drawing the message (yet), as far as we're concerned
// West is the same as East, etc.
float angle = (data % 8) * 22.5f;
float radius = 0.5f;
angle -= face_spacing;
// First x/z
float x1a = x + radius * (float)Math.cos(Math.toRadians(angle));
float z1a = z + radius * (float)Math.sin(Math.toRadians(angle));
angle += face_spacing*2;
float x1b = x + radius * (float)Math.cos(Math.toRadians(angle));
float z1b = z + radius * (float)Math.sin(Math.toRadians(angle));
// Now the other side
angle += 180;
float x2a = x + radius * (float)Math.cos(Math.toRadians(angle));
float z2a = z + radius * (float)Math.sin(Math.toRadians(angle));
angle -= face_spacing*2;
float x2b = x + radius * (float)Math.cos(Math.toRadians(angle));
float z2b = z + radius * (float)Math.sin(Math.toRadians(angle));
// Faces
this.renderVertical(textureId, x1a, z1a, x2a, z2a, y+signBottom, signHeight);
this.renderVertical(textureId, x1b, z1b, x2b, z2b, y+signBottom, signHeight);
// Sides
this.renderVertical(textureId, x1a, z1a, x1b, z1b, y+signBottom, signHeight);
this.renderVertical(textureId, x2a, z2a, x2b, z2b, y+signBottom, signHeight);
// Top/Bottom
this.renderHorizontalAskew(textureId, x1a, z1a, x1b, z1b, x2a, z2a, x2b, z2b, y+signBottom);
this.renderHorizontalAskew(textureId, x1a, z1a, x1b, z1b, x2a, z2a, x2b, z2b, y+signBottom+signHeight);
}
/**
* Renders a wall sign. This is virtually identical to renderLadder, except that
* we draw a smaller box, basically.
* TODO: Would be kind of neat to actually draw the message, too.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
*/
public void renderWallSign(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
float faceX1, faceX2;
float faceZ1, faceZ2;
float back_dX, back_dZ;
float sign_length = 0.4f;
byte data = getData(xxx, yyy, zzz);
switch(data)
{
case 2:
// East
faceX1 = x-sign_length;
faceX2 = x+sign_length;
faceZ1 = z+0.45f;
faceZ2 = z+0.45f;
back_dX = 0f;
back_dZ = 0.05f;
break;
case 3:
// West
faceX1 = x-sign_length;
faceX2 = x+sign_length;
faceZ1 = z-0.45f;
faceZ2 = z-0.45f;
back_dX = 0f;
back_dZ = -0.05f;
break;
case 4:
// North
faceX1 = x+0.45f;
faceX2 = x+0.45f;
faceZ1 = z-sign_length;
faceZ2 = z+sign_length;
back_dX = 0.05f;
back_dZ = 0f;
break;
case 5:
default:
// South
faceX1 = x-0.45f;
faceX2 = x-0.45f;
faceZ1 = z-sign_length;
faceZ2 = z+sign_length;
back_dX = -0.05f;
back_dZ = 0f;
break;
}
// Face
this.renderVertical(textureId, faceX1, faceZ1, faceX2, faceZ2, y-0.2f, 0.5f);
// Sides
this.renderVertical(textureId, faceX1, faceZ1, faceX1+back_dX, faceZ1+back_dZ, y-0.2f, 0.5f);
this.renderVertical(textureId, faceX2, faceZ2, faceX2+back_dX, faceZ2+back_dZ, y-0.2f, 0.5f);
// Top/Bottom
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y-0.2f);
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y+0.3f);
}
/**
* Renders a fence. Ideally we should try and figure out at least if
* we can do it in one orientation versus another, but for now this will have to
* do.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param blockOffset Should be passed in from our main draw loop so we don't have to recalculate
*/
public void renderFence(int textureId, int xxx, int yyy, int zzz, int blockOffset) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
float postsize = .1f;
float postsize_h = postsize/2f;
float slat_height = .2f;
float top_slat_offset = .3f;
float slat_start = y-.1f;
// First the fencepost
this.renderVertical(textureId, x+postsize, z+postsize, x+postsize, z-postsize, y-0.5f, 1f);
this.renderVertical(textureId, x+postsize, z-postsize, x-postsize, z-postsize, y-0.5f, 1f);
this.renderVertical(textureId, x-postsize, z-postsize, x-postsize, z+postsize, y-0.5f, 1f);
this.renderVertical(textureId, x-postsize, z+postsize, x+postsize, z+postsize, y-0.5f, 1f);
this.renderHorizontal(textureId, x+postsize, z+postsize, x-postsize, z-postsize, y+0.5f);
// Check for adjacent fences in the -x direction
boolean have_adj = false;
if (xxx>0)
{
if (blockData.value[blockOffset-BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.FENCE.id)
{
have_adj = true;
}
}
else
{
Chunk otherChunk = level.getChunk(this.x-1, this.z);
if (otherChunk != null && otherChunk.getBlock(15, yyy, zzz) == MineCraftConstants.BLOCK.FENCE.id)
{
have_adj = true;
}
}
if (have_adj)
{
// Bottom slat
this.renderVertical(textureId, x-postsize, z+postsize_h, x-1f+postsize, z+postsize_h, slat_start, slat_height);
this.renderVertical(textureId, x-postsize, z-postsize_h, x-1f+postsize, z-postsize_h, slat_start, slat_height);
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start);
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+slat_height);
// Top slat
this.renderVertical(textureId, x-postsize, z+postsize_h, x-1f+postsize, z+postsize_h, slat_start+top_slat_offset, slat_height);
this.renderVertical(textureId, x-postsize, z-postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset, slat_height);
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset);
this.renderHorizontal(textureId, x-postsize, z+postsize_h, x-1f+postsize, z-postsize_h, slat_start+top_slat_offset+slat_height);
}
// Check for adjacent fences in the -z direction
have_adj = false;
if(zzz>0)
{
if (blockData.value[blockOffset-BLOCKSPERROW] == MineCraftConstants.BLOCK.FENCE.id)
{
have_adj = true;
}
}
else
{
Chunk otherChunk = level.getChunk(this.x,this.z-1);
if(otherChunk != null && otherChunk.getBlock(xxx, yyy, 15) == MineCraftConstants.BLOCK.FENCE.id) {
have_adj = true;
}
}
if (have_adj)
{
// Bottom slat
this.renderVertical(textureId, x+postsize_h, z-postsize, x+postsize_h, z-1f+postsize, slat_start, slat_height);
this.renderVertical(textureId, x-postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start, slat_height);
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start);
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+slat_height);
// Top slat
this.renderVertical(textureId, x+postsize_h, z-postsize, x+postsize_h, z-1f+postsize, slat_start+top_slat_offset, slat_height);
this.renderVertical(textureId, x-postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset, slat_height);
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset);
this.renderHorizontal(textureId, x+postsize_h, z-postsize, x-postsize_h, z-1f+postsize, slat_start+top_slat_offset+slat_height);
}
}
public void renderButton(int textureId, int xxx, int yyy, int zzz) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
float faceX1, faceX2;
float faceZ1, faceZ2;
float back_dX, back_dZ;
float button_radius = .1f;
byte data = getData(xxx, yyy, zzz);
switch(data)
{
case 1:
// South
faceX1 = x-0.5f+button_radius;
faceX2 = x-0.5f+button_radius;
faceZ1 = z-button_radius;
faceZ2 = z+button_radius;
back_dX = -button_radius;
back_dZ = 0;
break;
case 2:
// North
faceX1 = x+0.5f-button_radius;
faceX2 = x+0.5f-button_radius;
faceZ1 = z-button_radius;
faceZ2 = z+button_radius;
back_dX = button_radius;
back_dZ = 0;
break;
case 3:
// West
faceX1 = x-button_radius;
faceX2 = x+button_radius;
faceZ1 = z-0.5f+button_radius;
faceZ2 = z-0.5f+button_radius;
back_dX = 0;
back_dZ = -button_radius;
break;
case 4:
default:
// East
faceX1 = x-button_radius;
faceX2 = x+button_radius;
faceZ1 = z+0.5f-button_radius;
faceZ2 = z+0.5f-button_radius;
back_dX = 0;
back_dZ = button_radius;
break;
}
// Button face
this.renderVertical(textureId, faceX1, faceZ1, faceX2, faceZ2, y-button_radius, button_radius*2);
// Sides
this.renderVertical(textureId, faceX1, faceZ1, faceX1+back_dX, faceZ1+back_dZ, y-button_radius, button_radius*2);
this.renderVertical(textureId, faceX2, faceZ2, faceX2+back_dX, faceZ2+back_dZ, y-button_radius, button_radius*2);
// Top/Bottom
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y-button_radius);
this.renderHorizontal(textureId, faceX1, faceZ1, faceX2+back_dX, faceZ2+back_dZ, y+button_radius);
}
/**
* Portal square rendering.
*
* @param textureId
* @param xxx
* @param yyy
* @param zzz
* @param blockOffset Should be passed in from our main draw loop so we don't have to recalculate
*/
public void renderPortal(int textureId, int xxx, int yyy, int zzz, int blockOffset) {
float x = xxx + this.x*16;
float z = zzz + this.z*16;
float y = yyy;
this.level.portalTexture.bind();
// Check to see where adjoining Portal spaces are, so we know which
// faces to draw
boolean drawWestEast = true;
// Doing this in a for loop just so we can break out more
// easily once we find something
for (int i=0; i<1; i++)
{
if (xxx>0)
{
if (blockData.value[blockOffset-BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.PORTAL.id)
{
break;
}
}
else
{
Chunk otherChunk = level.getChunk(this.x-1, this.z);
if (otherChunk != null && otherChunk.getBlock(15, yyy, zzz) == MineCraftConstants.BLOCK.PORTAL.id)
{
break;
}
}
if (xxx<15)
{
if (blockData.value[blockOffset+BLOCKSPERCOLUMN] == MineCraftConstants.BLOCK.PORTAL.id)
{
break;
}
}
else
{
Chunk otherChunk = level.getChunk(this.x+1, this.z);
if (otherChunk != null && otherChunk.getBlock(0, yyy, zzz) == MineCraftConstants.BLOCK.PORTAL.id)
{
break;
}
}
// If we've gotten here without finding a Portal space, we'll just assume that we're going in
// the other direction.
drawWestEast = false;
}
if (drawWestEast)
{
this.renderVertical(0, x-0.5f, z-0.3f, x+0.5f, z-0.3f, y-0.5f, 1.0f);
this.renderVertical(0, x-0.5f, z+0.3f, x+0.5f, z+0.3f, y-0.5f, 1.0f);
}
else
{
this.renderVertical(0, x-0.3f, z-0.5f, x-0.3f, z+0.5f, y-0.5f, 1.0f);
this.renderVertical(0, x+0.3f, z-0.5f, x+0.3f, z+0.5f, y-0.5f, 1.0f);
}
this.level.minecraftTexture.bind();
}
public boolean checkSolid(byte block, boolean transpararency) {
if(block == 0) {
return true;
}
return isSolid(block) == transpararency;
}
/**
* Tests if the given source block has a torch nearby. This feels very
* cumbersome and inelegant to me, though surprisingly it seems to run fast
* enough to not make a real noticeable difference, so I'll probably not get
* around to making it do something sensible. Alas!
*
* @param sx
* @param sy
* @param sz
* @return
*/
public boolean hasAdjacentTorch(int sx, int sy, int sz)
{
int distance = 3;
int x, y, z;
int min_x = sx-distance;
int max_x = sx+distance;
int min_z = sz-distance;
int max_z = sz+distance;
int min_y = Math.max(0, sy-distance);
int max_y = Math.min(127, sy+distance);
Chunk otherChunk;
int cx, cz;
int tx, tz;
for (x = min_x; x<=max_x; x++)
{
for (y = min_y; y<=max_y; y++)
{
for (z = min_z; z<=max_z; z++)
{
otherChunk = null;
if (x < 0)
{
cx = this.x-1;
tx = 16+x;
}
else if (x > 15)
{
cx = this.x+1;
tx = x-16;
}
else
{
cx = this.x;
tx = x;
}
if (z < 0)
{
cz = this.z-1;
tz = 16+z;
}
else if (z > 15)
{
cz = this.z+1;
tz = z-16;
}
else
{
cz = this.z;
tz = z;
}
if (cx != this.x || cz != this.z)
{
otherChunk = level.getChunk(cx, cz);
if (otherChunk == null)
{
continue;
}
else if (otherChunk.blockData.value[(tz*128)+(tx*128*16)+y] == BLOCK.TORCH.id)
{
return true;
}
}
else
{
if (blockData.value[(z*128)+(x*128*16)+y] == BLOCK.TORCH.id)
{
return true;
}
}
}
}
}
return false;
}
/**
* Renders our chunk. Most of these options should really be consolidated somehow; maybe just pass in
* a HashMap or something with the options. Anyway, for now it'll remain the same.
*
* @param transparency Are we rendering "transparent" objects this time? (ie: any nonstandard, nonsolid block)
* @param render_bedrock Are we forcing bedrock to be rendered?
* @param render_water Are we forcing water to be rendered?
* @param highlight_explored Are we highlighting the area around torches?
* @param onlySelected Are we ONLY rendering ores that the user's selected?
* @param selectedMap ... if so, here's a HashMap to which ones to highlight.
*/
public void renderWorld(boolean transparency, boolean render_bedrock, boolean render_water, boolean highlight_explored,
boolean onlySelected, boolean[] selectedMap) {
float worldX = this.x*16;
float worldZ = this.z*16;
boolean draw = false;
boolean above = true;
boolean below = true;
boolean left = true;
boolean right = true;
boolean near = true;
boolean far = true;
for(int x=0;x<16;x++) {
int xOff = (x * 128 * 16);
for(int z=0;z<16;z++) {
int zOff = (z * 128);
int blockOffset = zOff + xOff-1;
for(int y=0;y<128;y++) {
blockOffset++;
byte t = blockData.value[blockOffset];
if(t == 0) {
continue;
}
if (onlySelected)
{
draw = false;
for(int i=0;i<selectedMap.length;i++) {
if(selectedMap[i] && level.HIGHLIGHT_ORES[i].id == t) {
// TODO: should maybe check our boundaries for similar ores, like we do for regular blocks
draw = true;
above = false;
below = false;
left = false;
right = false;
near = false;
far = false;
break;
}
}
}
else
{
if(transparency && isSolid(t)) {
continue;
}
if(!transparency && !isSolid(t)) {
continue;
}
draw = false;
above = true;
below = true;
left = true;
right = true;
near = true;
far = true;
}
if (!render_water && BLOCK_TYPE_MAP.get(t) == BLOCK_TYPE.WATER)
{
continue;
}
int textureId = blockDataToSpriteSheet[t];
if(textureId == -1) {
continue;
}
if (!onlySelected)
{
if (render_bedrock && t == MineCraftConstants.BLOCK.BEDROCK.id)
{
// This block of code was more or less copied/modified directly from the "else" block
// below - should see if there's a way we can abstract this instead. Also, I suspect
// that this is where we'd fix water rendering...
// check above
if(y<127 && blockData.value[blockOffset+1] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
above = false;
}
// check below
if(y>0 && blockData.value[blockOffset-1] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
below = false;
}
// check left;
if(x>0 && blockData.value[blockOffset-BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
left = false;
} else if(x==0) {
Chunk leftChunk = level.getChunk(this.x-1, this.z);
if(leftChunk != null && leftChunk.getBlock(15, y, z) != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
left = false;
}
}
// check right
if(x<15 && blockData.value[blockOffset+BLOCKSPERCOLUMN] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
right = false;
} else if(x==15) {
Chunk rightChunk = level.getChunk(this.x+1,this.z);
if(rightChunk != null && rightChunk.getBlock(0, y, z) != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
right = false;
}
}
// check near
if(z>0 && blockData.value[blockOffset-BLOCKSPERROW] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
near = false;
} else if(z==0) {
Chunk nearChunk = level.getChunk(this.x,this.z-1);
if(nearChunk != null && nearChunk.getBlock(x, y, 15) != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
near = false;
}
}
// check far
if(z<15 && blockData.value[blockOffset+BLOCKSPERROW] != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
far = false;
} else if(z==15) {
Chunk farChunk = level.getChunk(this.x,this.z+1);
if(farChunk != null && farChunk.getBlock(x, y, 0) != MineCraftConstants.BLOCK.BEDROCK.id) {
draw = true;
far = false;
}
}
}
else
{
// check above
if(y<127 && checkSolid(blockData.value[blockOffset+1], transparency)) {
draw = true;
above = false;
}
// check below
if(y>0 && checkSolid(blockData.value[blockOffset-1], transparency)) {
draw = true;
below = false;
}
// check left;
if(x>0 && checkSolid(blockData.value[blockOffset-BLOCKSPERCOLUMN], transparency)) {
draw = true;
left = false;
} else if(x==0) {
Chunk leftChunk = level.getChunk(this.x-1, this.z);
if(leftChunk != null && checkSolid(leftChunk.getBlock(15, y, z), transparency)) {
draw = true;
left = false;
}
}
// check right
if(x<15 && checkSolid(blockData.value[blockOffset+BLOCKSPERCOLUMN], transparency)) {
draw = true;
right = false;
} else if(x==15) {
Chunk rightChunk = level.getChunk(this.x+1,this.z);
if(rightChunk != null && checkSolid(rightChunk.getBlock(0, y, z), transparency)) {
draw = true;
right = false;
}
}
// check near
if(z>0 && checkSolid(blockData.value[blockOffset-BLOCKSPERROW], transparency)) {
draw = true;
near = false;
} else if(z==0) {
Chunk nearChunk = level.getChunk(this.x,this.z-1);
if(nearChunk != null && checkSolid(nearChunk.getBlock(x, y, 15), transparency)) {
draw = true;
near = false;
}
}
// check far
if(z<15 && checkSolid(blockData.value[blockOffset+BLOCKSPERROW], transparency)) {
draw = true;
far = false;
} else if(z==15) {
Chunk farChunk = level.getChunk(this.x,this.z+1);
if(farChunk != null && checkSolid(farChunk.getBlock(x, y, 0), transparency)) {
draw = true;
far = false;
}
}
}
}
boolean adj_torch = false;
if (draw)
{
if (highlight_explored)
{
adj_torch = hasAdjacentTorch(x,y,z);
if (adj_torch)
{
textureId += 256;
}
}
switch(BLOCK_TYPE_MAP.get(t))
{
case TORCH:
renderTorch(textureId,x,y,z);
break;
case DECORATION_SMALL:
renderDecorationSmall(textureId,x,y,z);
break;
case DECORATION_FULL:
renderDecorationFull(textureId,x,y,z);
break;
case CROPS:
renderCrops(textureId,x,y,z);
break;
case LADDER:
renderLadder(textureId,x,y,z);
break;
case FLOOR:
renderFloor(textureId,x,y,z);
break;
case MINECART_TRACKS:
renderMinecartTracks(textureId,x,y,z);
break;
case PRESSURE_PLATE:
renderPlate(textureId,x,y,z);
break;
case DOOR:
renderDoor(textureId,x,y,z);
break;
case STAIRS:
renderStairs(textureId,x,y,z);
break;
case SIGNPOST:
renderSignpost(textureId,x,y,z);
break;
case WALLSIGN:
renderWallSign(textureId,x,y,z);
break;
case FENCE:
renderFence(textureId,x,y,z,blockOffset);
break;
case LEVER:
renderLever(textureId,x,y,z);
break;
case BUTTON:
renderButton(textureId,x,y,z);
break;
case PORTAL:
renderPortal(textureId,x,y,z,blockOffset);
break;
case HALFHEIGHT:
// TODO: these (and other non-"block" things) seem to disappear behind glass
if(draw) {
if(!near) this.renderWestEast(textureId, worldX+x, y, worldZ+z, 0f, .495f);
if(!far) this.renderWestEast(textureId, worldX+x, y, worldZ+z+1, 0f, .495f);
if(!below) this.renderTopDown(textureId, worldX+x, y, worldZ+z);
this.renderTopDown(textureId, worldX+x, y+0.5f, worldZ+z);
if(!left) this.renderNorthSouth(textureId, worldX+x, y, worldZ+z, 0f, .495f);
if(!right) this.renderNorthSouth(textureId, worldX+x+1, y, worldZ+z, 0f, .495f);
}
break;
case DATAVAL:
// Note that we don't break here; we DO want to pass through to the default case,
// because we're overriding textureId
byte data = getData(x, y, z);
data &= 0xF;
try
{
textureId = blockDataSpriteSheetMap.get(t).get(data);
if (highlight_explored && adj_torch)
{
textureId += 256;
}
}
catch (NullPointerException e)
{
// Just report and continue
System.out.println("Unknown data value for block type " + t + ": " + data);
}
default:
if(!near) this.renderWestEast(textureId, worldX+x, y, worldZ+z);
if(!far) this.renderWestEast(textureId, worldX+x, y, worldZ+z+1);
if(!below) this.renderTopDown(textureId, worldX+x, y, worldZ+z);
if(!above) this.renderTopDown(textureId, worldX+x, y+1, worldZ+z);
if(!left) this.renderNorthSouth(textureId, worldX+x, y, worldZ+z);
if(!right) this.renderNorthSouth(textureId, worldX+x+1, y, worldZ+z);
}
}
}
}
}
}
/**
* Renders paintings into our world. Paintings are stored as Entities, not
* block-level data, so they have to be handled differently than everything else.
*/
public void renderPaintings()
{
PaintingInfo info;
float start_x;
float start_y;
float start_z;
float back_x;
float back_z;
float dX;
float dZ;
for (PaintingEntity painting : this.paintings)
{
info = MineCraftConstants.paintings.get(painting.name.toLowerCase());
if (info == null)
{
System.out.println("Unknown painting name: " + painting.name);
continue;
}
start_y = painting.tile_y + 0.5f + info.centery;
switch (painting.dir)
{
case 0x0:
// East
start_x = painting.tile_x + 0.5f + info.centerx;
start_z = painting.tile_z - 0.5f - TEX16;
back_x = start_x;
back_z = start_z + TEX32;
dX = -1;
dZ = 0;
break;
case 0x1:
// North
start_x = painting.tile_x - 0.5f - TEX16;
start_z = painting.tile_z - 0.5f - info.centerx;
back_x = start_x + TEX32;
back_z = start_z;
dX = 0;
dZ = 1;
break;
case 0x2:
// West
start_x = painting.tile_x - 0.5f - info.centerx;
start_z = painting.tile_z + 0.5f + TEX16;
back_x = start_x;
back_z = start_z - TEX32;
dX = 1;
dZ = 0;
break;
case 0x3:
default:
// South
start_x = painting.tile_x + 0.5f + TEX16;
start_z = painting.tile_z + 0.5f + info.centerx;
back_x = start_x - TEX32;
back_z = start_z;
dX = 0;
dZ = -1;
break;
}
// Draw the painting face
renderNonstandardVertical(info.offsetx, info.offsety, info.sizex_tex, info.sizey_tex,
start_x, start_y, start_z,
start_x + (dX*info.sizex), start_y-info.sizey, start_z + (dZ*info.sizex));
PaintingInfo backinfo = MineCraftConstants.paintingback;
// Back
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex,
back_x, start_y, back_z,
back_x + (dX*info.sizex), start_y-info.sizey, back_z + (dZ*info.sizex));
// Sides
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex,
start_x, start_y, start_z,
back_x, start_y-info.sizey, back_z);
renderNonstandardVertical(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex,
start_x + (dX*info.sizex), start_y, start_z + (dZ*info.sizex),
back_x + (dX*info.sizex), start_y-info.sizey, back_z + (dZ*info.sizex));
// Top/Bottom
renderNonstandardHorizontal(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex,
start_x, start_z,
back_x + (dX*info.sizex), back_z + (dZ*info.sizex),
start_y-info.sizey
);
renderNonstandardHorizontal(backinfo.offsetx, backinfo.offsety, info.sizex_tex, info.sizey_tex,
start_x, start_z,
back_x + (dX*info.sizex), back_z + (dZ*info.sizex),
start_y
);
}
}
public void renderSolid(boolean render_bedrock, boolean render_water, boolean highlight_explored) {
if(isDirty) {
GL11.glNewList(this.displayListNum, GL11.GL_COMPILE);
renderWorld(false, render_bedrock, false, highlight_explored, false, null);
GL11.glEndList();
GL11.glNewList(this.transparentListNum, GL11.GL_COMPILE);
//GL11.glDepthMask(false);
renderWorld(true, false, render_water, highlight_explored, false, null);
//GL11.glDepthMask(true);
GL11.glEndList();
this.isDirty = false;
}
GL11.glCallList(this.displayListNum);
}
public void renderTransparency() {
GL11.glCallList(this.transparentListNum);
}
public void renderSelected(boolean[] selectedMap) {
if(isSelectedDirty) {
GL11.glNewList(this.selectedDisplayListNum, GL11.GL_COMPILE);
renderWorld(false, false, false, false, true, selectedMap);
GL11.glEndList();
this.isSelectedDirty = false;
}
GL11.glCallList(this.selectedDisplayListNum);
}
}