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-rw-r--r--Minecraft.Client/TileRenderer.cpp7694
1 files changed, 7694 insertions, 0 deletions
diff --git a/Minecraft.Client/TileRenderer.cpp b/Minecraft.Client/TileRenderer.cpp
new file mode 100644
index 00000000..3b8d4c4e
--- /dev/null
+++ b/Minecraft.Client/TileRenderer.cpp
@@ -0,0 +1,7694 @@
+#include "stdafx.h"
+
+#include "TileRenderer.h"
+#include "GameRenderer.h"
+#include "Minecraft.h"
+#include "Textures.h"
+#include "..\Minecraft.World\net.minecraft.world.level.h"
+#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
+#include "..\Minecraft.World\net.minecraft.world.level.material.h"
+#include "..\Minecraft.World\net.minecraft.h"
+#include "..\Minecraft.World\net.minecraft.world.h"
+#include "Tesselator.h"
+#include "EntityTileRenderer.h"
+#include "Options.h"
+
+bool TileRenderer::fancy = true;
+
+const float smallUV = ( 1.0f / 16.0f );
+
+void TileRenderer::_init()
+{
+ fixedTexture = NULL;
+ xFlipTexture = false;
+ noCulling = false;
+ blsmooth = 1;
+ applyAmbienceOcclusion = false;
+ setColor = true;
+ northFlip = FLIP_NONE;
+ southFlip = FLIP_NONE;
+ eastFlip = FLIP_NONE;
+ westFlip = FLIP_NONE;
+ upFlip = FLIP_NONE;
+ downFlip = FLIP_NONE;
+
+ tileShapeX0 = 0.0;
+ tileShapeX1 = 0.0;
+ tileShapeY0 = 0.0;
+ tileShapeY1 = 0.0;
+ tileShapeZ0 = 0.0;
+ tileShapeZ1 = 0.0;
+ fixedShape = false;
+ smoothShapeLighting = false;
+ minecraft = Minecraft::GetInstance();
+
+ xMin = 0;
+ yMin = 0;
+ zMin = 0;
+ cache = NULL;
+}
+
+bool TileRenderer::isTranslucentAt(LevelSource *level, int x, int y, int z)
+{
+ if( cache )
+ {
+ int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
+ if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
+ {
+ assert (id >= 0 );
+ assert (id <= 32 * 32 * 32);
+ if( cache[id] & cache_isTranslucentAt_valid ) return ( ( cache[id] & cache_isTranslucentAt_flag ) == cache_isTranslucentAt_flag );
+
+ bool ret = Tile::transculent[level->getTile(x,y,z)];
+
+ if( ret )
+ {
+ cache[id] |= cache_isTranslucentAt_valid | cache_isTranslucentAt_flag;
+ }
+ else
+ {
+ cache[id] |= cache_isTranslucentAt_valid;
+ }
+ return ret;
+ }
+ }
+ return Tile::transculent[level->getTile(x,y,z)];
+}
+
+float TileRenderer::getShadeBrightness(Tile *tt, LevelSource *level, int x, int y, int z)
+{
+ if( cache )
+ {
+ int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
+ if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
+ {
+ if( cache[id] & cache_isSolidBlockingTile_valid ) return ( ( cache[id] & cache_isSolidBlockingTile_flag ) ? 0.2f : 1.0f);
+
+ bool isSolidBlocking = level->isSolidBlockingTile(x, y, z);
+
+ if( isSolidBlocking )
+ {
+ cache[id] |= cache_isSolidBlockingTile_valid | cache_isSolidBlockingTile_flag;
+ }
+ else
+ {
+ cache[id] |= cache_isSolidBlockingTile_valid;
+ }
+ return ( isSolidBlocking ? 0.2f : 1.0f);
+ }
+ }
+ return tt->getShadeBrightness(level, x, y, z);
+}
+
+int TileRenderer::getLightColor( Tile *tt, LevelSource *level, int x, int y, int z)
+{
+ if( cache )
+ {
+ int id = ( ( x - xMin2) << 10 ) + ( ( y - yMin2 ) << 5 ) + ( z - zMin2 );
+ if ( ( id & 0xffff8000) == 0 ) // Check 0 <= id <= 32767
+ {
+ // Don't use the cache for liquid tiles, as they are the only type that seem to have their own implementation of getLightColor that actually is important.
+ // Without this we get patches of dark water where their lighting value is 0, it needs to pull in light from the tile above to work
+ if( ( tt->id >= Tile::water_Id ) && ( tt->id <= Tile::calmLava_Id ) ) return tt->getLightColor(level, x, y, z);
+
+ if( cache[id] & cache_getLightColor_valid ) return cache[id] & cache_getLightColor_mask;
+
+ // Not in cache. Have we got the tile type cached? We can pass this as a parameter to Tile::getLightColor( or -1 if we don't) so that underlying things
+ // don't have to get the tile again.
+ int tileId = -1;
+ int xx = x - xMin;
+ int zz = z - zMin;
+ if( ( xx >= 0 ) && ( xx <= 15 ) && ( zz >= 0 ) && ( zz <= 15 ) && ( y >= 0 ) && ( y < Level::maxBuildHeight ) )
+ {
+ int indexY = y;
+ int offset = 0;
+ if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
+ {
+ indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
+ offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
+ }
+
+ unsigned char ucTileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ];
+ // Tiles that were determined to be invisible (by being surrounded by solid stuff) will be set to 255 rather than their actual ID
+ if( ucTileId != 255 )
+ {
+ tileId = (int)ucTileId;
+ }
+ }
+ int ret = tt->getLightColor(level, x, y, z, tileId);
+ cache[id] |= ( ( ret & cache_getLightColor_mask ) | cache_getLightColor_valid );
+ return ret;
+ }
+ }
+ return tt->getLightColor(level, x, y, z);
+}
+
+TileRenderer::TileRenderer( LevelSource* level, int xMin, int yMin, int zMin, unsigned char *tileIds )
+{
+ this->level = level;
+ _init();
+ this->xMin = xMin;
+ this->yMin = yMin;
+ this->zMin = zMin;
+ this->xMin2 = xMin-2;
+ this->yMin2 = yMin-2;
+ this->zMin2 = zMin-2;
+ this->tileIds = tileIds;
+ cache = new unsigned int[32*32*32];
+ XMemSet(cache,0,32*32*32*sizeof(unsigned int));
+}
+
+TileRenderer::~TileRenderer()
+{
+ delete cache;
+}
+
+TileRenderer::TileRenderer( LevelSource* level )
+{
+ this->level = level;
+ _init();
+}
+
+TileRenderer::TileRenderer()
+{
+ this->level = NULL;
+ _init();
+}
+
+void TileRenderer::setFixedTexture( Icon *fixedTexture )
+{
+ this->fixedTexture = fixedTexture;
+}
+
+void TileRenderer::clearFixedTexture()
+{
+ this->fixedTexture = NULL;
+}
+
+bool TileRenderer::hasFixedTexture()
+{
+ return fixedTexture != NULL;
+}
+
+void TileRenderer::setShape(float x0, float y0, float z0, float x1, float y1, float z1)
+{
+ if (!fixedShape)
+ {
+ tileShapeX0 = x0;
+ tileShapeX1 = x1;
+ tileShapeY0 = y0;
+ tileShapeY1 = y1;
+ tileShapeZ0 = z0;
+ tileShapeZ1 = z1;
+ smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
+ }
+}
+
+void TileRenderer::setShape(Tile *tt)
+{
+ if (!fixedShape)
+ {
+ tileShapeX0 = tt->getShapeX0();
+ tileShapeX1 = tt->getShapeX1();
+ tileShapeY0 = tt->getShapeY0();
+ tileShapeY1 = tt->getShapeY1();
+ tileShapeZ0 = tt->getShapeZ0();
+ tileShapeZ1 = tt->getShapeZ1();
+ smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
+ }
+}
+
+void TileRenderer::setFixedShape(float x0, float y0, float z0, float x1, float y1, float z1)
+{
+ tileShapeX0 = x0;
+ tileShapeX1 = x1;
+ tileShapeY0 = y0;
+ tileShapeY1 = y1;
+ tileShapeZ0 = z0;
+ tileShapeZ1 = z1;
+ fixedShape = true;
+
+ smoothShapeLighting = (tileShapeX0 > 0 || tileShapeX1 < 1 || tileShapeY0 > 0 || tileShapeY1 < 1 || tileShapeZ0 > 0 || tileShapeZ1 < 1);
+}
+
+void TileRenderer::clearFixedShape()
+{
+ fixedShape = false;
+}
+
+void TileRenderer::tesselateInWorldFixedTexture( Tile* tile, int x, int y, int z, Icon *fixedTexture ) // 4J renamed to differentiate from tesselateInWorld
+{
+ this->setFixedTexture(fixedTexture);
+ tesselateInWorld( tile, x, y, z );
+ this->clearFixedTexture();
+}
+
+void TileRenderer::tesselateInWorldNoCulling( Tile* tile, int x, int y, int z, int forceData,
+ shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
+{
+ noCulling = true;
+ tesselateInWorld( tile, x, y, z, forceData );
+ noCulling = false;
+}
+
+bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceData,
+ shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
+{
+ Tesselator* t = Tesselator::getInstance();
+ int shape = tt->getRenderShape();
+ tt->updateShape( level, x, y, z, forceData, forceEntity );
+ // AP - now that the culling is done earlier we don't need to call setShape until later on (only for SHAPE_BLOCK)
+ if( shape != Tile::SHAPE_BLOCK )
+ {
+ setShape(tt);
+ }
+ t->setMipmapEnable( Tile::mipmapEnable[tt->id] ); // 4J added
+
+ bool retVal = false;
+ switch(shape)
+ {
+ case Tile::SHAPE_BLOCK:
+ {
+ // 4J - added these faceFlags so we can detect whether this block is going to have no visible faces and early out
+ // the original code checked noCulling and shouldRenderFace directly where faceFlags is used now
+ // AP - I moved this check from tesselateBlockInWorldWithAmbienceOcclusionTexLighting to be even earlier to speed up early rejection.
+ // The flags are then passed down to avoid creating them again.
+ // These changes in combination have more than halved the time it takes to reject a block on Vita
+ int faceFlags = 0;
+ if ( noCulling )
+ {
+ faceFlags = 0x3f;
+ }
+ else
+ {
+ // these block types can take advantage of a faster version of shouldRenderFace
+ // there are others but this is an easy check which covers the majority
+ // Note: This now covers rock, grass, dirt, stoneBrice, wood, sapling, unbreakable, sand, gravel, goldOre, ironOre, coalOre, treeTrunk
+ if( ( tt->id <= Tile::unbreakable_Id ) ||
+ ( ( tt->id >= Tile::sand_Id ) && ( tt->id <= Tile::treeTrunk_Id ) ) )
+ {
+ faceFlags = tt->getFaceFlags( level, x, y, z );
+ }
+ else
+ {
+ faceFlags |= tt->shouldRenderFace( level, x, y - 1, z, 0 ) ? 0x01 : 0;
+ faceFlags |= tt->shouldRenderFace( level, x, y + 1, z, 1 ) ? 0x02 : 0;
+ faceFlags |= tt->shouldRenderFace( level, x, y, z - 1, 2 ) ? 0x04 : 0;
+ faceFlags |= tt->shouldRenderFace( level, x, y, z + 1, 3 ) ? 0x08 : 0;
+ faceFlags |= tt->shouldRenderFace( level, x - 1, y, z, 4 ) ? 0x10 : 0;
+ faceFlags |= tt->shouldRenderFace( level, x + 1, y, z, 5 ) ? 0x20 : 0;
+ }
+ }
+ if ( faceFlags == 0 )
+ {
+ retVal = false;
+ break;
+ }
+
+ // now we need to set the shape
+ setShape(tt);
+
+ retVal = tesselateBlockInWorld( tt, x, y, z, faceFlags );
+ }
+ break;
+ case Tile::SHAPE_TREE:
+ retVal = tesselateTreeInWorld(tt, x, y, z);
+ break;
+ case Tile::SHAPE_QUARTZ:
+ retVal = tesselateQuartzInWorld(tt, x, y, z);
+ break;
+ case Tile::SHAPE_WATER:
+ retVal = tesselateWaterInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_CACTUS:
+ retVal = tesselateCactusInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_CROSS_TEXTURE:
+ retVal = tesselateCrossInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_STEM:
+ retVal = tesselateStemInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_LILYPAD:
+ retVal = tesselateLilypadInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_ROWS:
+ retVal = tesselateRowInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_TORCH:
+ retVal = tesselateTorchInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_FIRE:
+ retVal = tesselateFireInWorld( (FireTile *)tt, x, y, z );
+ break;
+ case Tile::SHAPE_RED_DUST:
+ retVal = tesselateDustInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_LADDER:
+ retVal = tesselateLadderInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_DOOR:
+ retVal = tesselateDoorInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_RAIL:
+ retVal = tesselateRailInWorld( ( RailTile* )tt, x, y, z );
+ break;
+ case Tile::SHAPE_STAIRS:
+ retVal = tesselateStairsInWorld( (StairTile *)tt, x, y, z );
+ break;
+ case Tile::SHAPE_EGG:
+ retVal = tesselateEggInWorld((EggTile*) tt, x, y, z);
+ break;
+ case Tile::SHAPE_FENCE:
+ retVal = tesselateFenceInWorld( ( FenceTile* )tt, x, y, z );
+ break;
+ case Tile::SHAPE_WALL:
+ retVal = tesselateWallInWorld( (WallTile *) tt, x, y, z);
+ break;
+ case Tile::SHAPE_LEVER:
+ retVal = tesselateLeverInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_TRIPWIRE_SOURCE:
+ retVal = tesselateTripwireSourceInWorld(tt, x, y, z);
+ break;
+ case Tile::SHAPE_TRIPWIRE:
+ retVal = tesselateTripwireInWorld(tt, x, y, z);
+ break;
+ case Tile::SHAPE_BED:
+ retVal = tesselateBedInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_DIODE:
+ retVal = tesselateDiodeInWorld( (DiodeTile *)tt, x, y, z );
+ break;
+ case Tile::SHAPE_PISTON_BASE:
+ retVal = tesselatePistonBaseInWorld( tt, x, y, z, false, forceData );
+ break;
+ case Tile::SHAPE_PISTON_EXTENSION:
+ retVal = tesselatePistonExtensionInWorld( tt, x, y, z, true, forceData );
+ break;
+ case Tile::SHAPE_IRON_FENCE:
+ retVal = tesselateThinFenceInWorld( ( ThinFenceTile* )tt, x, y, z );
+ break;
+ case Tile::SHAPE_VINE:
+ retVal = tesselateVineInWorld( tt, x, y, z );
+ break;
+ case Tile::SHAPE_FENCE_GATE:
+ retVal = tesselateFenceGateInWorld( ( FenceGateTile* )tt, x, y, z );
+ break;
+ case Tile::SHAPE_CAULDRON:
+ retVal = tesselateCauldronInWorld((CauldronTile* ) tt, x, y, z);
+ break;
+ case Tile::SHAPE_FLOWER_POT:
+ retVal = tesselateFlowerPotInWorld((FlowerPotTile *) tt, x, y, z);
+ break;
+ case Tile::SHAPE_ANVIL:
+ retVal = tesselateAnvilInWorld((AnvilTile *) tt, x, y, z);
+ break;
+ case Tile::SHAPE_BREWING_STAND:
+ retVal = tesselateBrewingStandInWorld((BrewingStandTile* ) tt, x, y, z);
+ break;
+ case Tile::SHAPE_PORTAL_FRAME:
+ retVal = tesselateAirPortalFrameInWorld((TheEndPortalFrameTile *)tt, x, y, z);
+ break;
+ case Tile::SHAPE_COCOA:
+ retVal = tesselateCocoaInWorld((CocoaTile *) tt, x, y, z);
+ break;
+ };
+
+
+ t->setMipmapEnable( true ); // 4J added
+ return retVal;
+
+}
+
+bool TileRenderer::tesselateAirPortalFrameInWorld(TheEndPortalFrameTile *tt, int x, int y, int z)
+{
+ int data = level->getData(x, y, z);
+
+ int direction = data & 3;
+ if (direction == Direction::SOUTH)
+ {
+ upFlip = FLIP_180;
+ }
+ else if (direction == Direction::EAST)
+ {
+ upFlip = FLIP_CW;
+ }
+ else if (direction == Direction::WEST)
+ {
+ upFlip = FLIP_CCW;
+ }
+
+ if (!TheEndPortalFrameTile::hasEye(data))
+ {
+ setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ upFlip = FLIP_NONE;
+ return true;
+ }
+
+ noCulling = true;
+ setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setFixedTexture(tt->getEye());
+ setShape(4.0f / 16.0f, 13.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, 1, 12.0f / 16.0f);
+ tesselateBlockInWorld(tt, x, y, z);
+ noCulling = false;
+ clearFixedTexture();
+
+ upFlip = FLIP_NONE;
+ return true;
+}
+
+bool TileRenderer::tesselateBedInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ int data = level->getData( x, y, z );
+ int direction = BedTile::getDirection( data );
+ bool isHead = BedTile::isHeadPiece( data );
+
+ float c10 = 0.5f;
+ float c11 = 1.0f;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ float r11 = c11;
+ float g11 = c11;
+ float b11 = c11;
+
+ float r10 = c10;
+ float r2 = c2;
+ float r3 = c3;
+
+ float g10 = c10;
+ float g2 = c2;
+ float g3 = c3;
+
+ float b10 = c10;
+ float b2 = c2;
+ float b3 = c3;
+
+ // 4J - change brought forward from 1.8.2
+ int centerColor;
+ float centerBrightness;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ centerColor = getLightColor(tt, level, x, y, z );
+ }
+ else
+ {
+ centerBrightness = tt->getBrightness( level, x, y, z );
+ }
+
+ // render wooden underside
+ {
+ // 4J - change brought forward from 1.8.2
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( centerColor );
+ t->color( r10, g10, b10 );
+ }
+ else
+ {
+ t->color( r10 * centerBrightness, g10 * centerBrightness, b10 * centerBrightness );
+ }
+
+ Icon *tex = getTexture( tt, level, x, y, z, Facing::DOWN );
+
+ float u0 = tex->getU0(true);
+ float u1 = tex->getU1(true);
+ float v0 = tex->getV0(true);
+ float v1 = tex->getV1(true);
+
+ float x0 = x + tileShapeX0;
+ float x1 = x + tileShapeX1;
+ float y0 = y + tileShapeY0 + 3.0 / 16.0;
+ float z0 = z + tileShapeZ0;
+ float z1 = z + tileShapeZ1;
+
+ t->vertexUV( x0 , y0 , z1 , u0 , v1 );
+ t->vertexUV( x0 , y0 , z0 , u0 , v0 );
+ t->vertexUV( x1 , y0 , z0 , u1 , v0 );
+ t->vertexUV( x1 , y0 , z1 , u1 , v1 );
+ }
+
+ // render bed top
+ // 4J - change brought forward from 1.8.2
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y + 1, z ) );
+ t->color( r11, g11, b11 );
+ }
+ else
+ {
+ float brightness = tt->getBrightness( level, x, y + 1, z );
+ t->color( r11 * brightness, g11 * brightness, b11 * brightness );
+ }
+
+ Icon *tex = getTexture( tt, level, x, y, z, Facing::UP );
+
+ float u0 = tex->getU0(true);
+ float u1 = tex->getU1(true);
+ float v0 = tex->getV0(true);
+ float v1 = tex->getV1(true);
+
+ float topLeftU = u0;
+ float topRightU = u1;
+ float topLeftV = v0;
+ float topRightV = v0;
+ float bottomLeftU = u0;
+ float bottomRightU = u1;
+ float bottomLeftV = v1;
+ float bottomRightV = v1;
+
+ if ( direction == Direction::SOUTH )
+ {
+ // rotate 90 degrees clockwise
+ topRightU = u0;
+ topLeftV = v1;
+ bottomLeftU = u1;
+ bottomRightV = v0;
+ }
+ else if ( direction == Direction::NORTH )
+ {
+ // rotate 90 degrees counter-clockwise
+ topLeftU = u1;
+ topRightV = v1;
+ bottomRightU = u0;
+ bottomLeftV = v0;
+ }
+ else if ( direction == Direction::EAST )
+ {
+ // rotate 180 degrees
+ topLeftU = u1;
+ topRightV = v1;
+ bottomRightU = u0;
+ bottomLeftV = v0;
+ topRightU = u0;
+ topLeftV = v1;
+ bottomLeftU = u1;
+ bottomRightV = v0;
+ }
+
+ float x0 = x + tileShapeX0;
+ float x1 = x + tileShapeX1;
+ float y1 = y + tileShapeY1;
+ float z0 = z + tileShapeZ0;
+ float z1 = z + tileShapeZ1;
+
+ t->vertexUV( x1 , y1 , z1 , bottomLeftU ,bottomLeftV );
+ t->vertexUV( x1 , y1 , z0 , topLeftU , topLeftV );
+ t->vertexUV( x0 , y1 , z0 , topRightU ,topRightV );
+ t->vertexUV( x0 , y1 , z1 , bottomRightU ,bottomRightV );
+
+ // determine which edge to skip (the one between foot and head piece)
+ int skipEdge = Direction::DIRECTION_FACING[direction];
+ if ( isHead )
+ {
+ skipEdge = Direction::DIRECTION_FACING[Direction::DIRECTION_OPPOSITE[direction]];
+ }
+ // and which edge to x-flip
+ int flipEdge = Facing::WEST;
+ switch ( direction )
+ {
+ case Direction::NORTH:
+ break;
+ case Direction::SOUTH:
+ flipEdge = Facing::EAST;
+ break;
+ case Direction::EAST:
+ flipEdge = Facing::NORTH;
+ break;
+ case Direction::WEST:
+ flipEdge = Facing::SOUTH;
+ break;
+ }
+
+ if ( ( skipEdge != Facing::NORTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, Facing::NORTH ) ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z - 1 );
+ if ( tileShapeZ0 > 0 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+ xFlipTexture = flipEdge == Facing::NORTH;
+ renderNorth( tt, x, y, z, getTexture( tt, level, x, y, z, 2 ) );
+ }
+
+ if ( ( skipEdge != Facing::SOUTH ) && ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z + 1 );
+ if ( tileShapeZ1 < 1 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+
+ xFlipTexture = flipEdge == Facing::SOUTH;
+ renderSouth( tt, x, y, z, getTexture( tt, level, x, y, z, 3 ) );
+ }
+
+ if ( ( skipEdge != Facing::WEST ) && ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x - 1, y, z );
+ if ( tileShapeX0 > 0 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ xFlipTexture = flipEdge == Facing::WEST;
+ renderWest( tt, x, y, z, getTexture( tt, level, x, y, z, 4 ) );
+ }
+
+ if ( ( skipEdge != Facing::EAST ) && ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x + 1, y, z );
+ if ( tileShapeX1 < 1 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ xFlipTexture = flipEdge == Facing::EAST;
+ renderEast( tt, x, y, z, getTexture( tt, level, x, y, z, 5 ) );
+ }
+ xFlipTexture = false;
+ return true;
+
+}
+
+bool TileRenderer::tesselateBrewingStandInWorld(BrewingStandTile *tt, int x, int y, int z)
+{
+ // bounding box first
+ setShape(7.0f / 16.0f, 0.0f, 7.0f / 16.0f, 9.0f / 16.0f, 14.0f / 16.0f, 9.0f / 16.0f);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setFixedTexture(tt->getBaseTexture());
+ setShape(9.0f / 16.0f, 0.0f, 5.0f / 16.0f, 15.0f / 16.0f, 2 / 16.0f, 11.0f / 16.0f);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(2.0f / 16.0f, 0.0f, 1.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 7.0f / 16.0f);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(2.0f / 16.0f, 0.0f, 9.0f / 16.0f, 8.0f / 16.0f, 2 / 16.0f, 15.0f / 16.0f);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ clearFixedTexture();
+
+ Tesselator *t = Tesselator::getInstance();
+
+ float br;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(getLightColor(tt, level, x, y, z));
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness(level, x, y, z);
+ }
+ int col = tt->getColor(level, x, y, z);
+ float r = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ t->color(br * r, br * g, br * b);
+
+ Icon *tex = getTexture(tt, 0, 0);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float v0 = tex->getV0(true);
+ float v1 = tex->getV1(true);
+
+ int data = level->getData(x, y, z);
+
+ for (int arm = 0; arm < 3; arm++)
+ {
+
+ float angle = arm * PI * 2.0f / 3.0f + PI * 0.5f;
+
+ float u0 = tex->getU(8, true);
+ float u1 = tex->getU1(true);
+ if ((data & (1 << arm)) != 0)
+ {
+ u1 = tex->getU0(true);
+ }
+
+ float x0 = x + 8.0f / 16.0f;
+ float x1 = x + 8.0f / 16.0f + sin(angle) * 8.0f / 16.0f;
+ float z0 = z + 8.0f / 16.0f;
+ float z1 = z + 8.0f / 16.0f + cos(angle) * 8.0f / 16.0f;
+
+ t->vertexUV(x0, y + 1.0f, z0, u0, v0);
+ t->vertexUV(x0, y + 0.0f, z0, u0, v1);
+ t->vertexUV(x1, y + 0.0f, z1, u1, v1);
+ t->vertexUV(x1, y + 1.0f, z1, u1, v0);
+
+ t->vertexUV(x1, y + 1.0f, z1, u1, v0);
+ t->vertexUV(x1, y + 0.0f, z1, u1, v1);
+ t->vertexUV(x0, y + 0.0f, z0, u0, v1);
+ t->vertexUV(x0, y + 1.0f, z0, u0, v0);
+ }
+
+ tt->updateDefaultShape();
+
+ return true;
+}
+
+bool TileRenderer::tesselateCauldronInWorld(CauldronTile *tt, int x, int y, int z)
+{
+ // bounding box first
+ tesselateBlockInWorld(tt, x, y, z);
+
+ Tesselator *t = Tesselator::getInstance();
+
+ float br;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(getLightColor(tt, level, x, y, z));
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness(level, x, y, z);
+ }
+ int col = tt->getColor(level, x, y, z);
+ float r = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ t->color(br * r, br * g, br * b);
+
+ // render inside
+ Icon *insideTex = tt->getTexture(Facing::NORTH);
+ const float cWidth = ( 2.0f / 16.0f ) - ( 1.0f / 128.0f ); // 4J - Moved by 1/128th (smallest movement possible with our vertex storage) to remove gap at edge of cauldron
+ renderEast(tt, x - 1.0f + cWidth, y, z, insideTex);
+ renderWest(tt, x + 1.0f - cWidth, y, z, insideTex);
+ renderSouth(tt, x, y, z - 1.0f + cWidth, insideTex);
+ renderNorth(tt, x, y, z + 1.0f - cWidth, insideTex);
+
+ Icon *bottomTex = CauldronTile::getTexture(CauldronTile::TEXTURE_INSIDE);
+ renderFaceUp(tt, x, y - 1.0f + 4.0f / 16.0f, z, bottomTex);
+ renderFaceDown(tt, x, y + 1.0f - 12.0f / 16.0f, z, bottomTex);
+
+ int waterLevel = level->getData(x, y, z);
+ if (waterLevel > 0)
+ {
+ Icon *liquidTex = LiquidTile::getTexture(LiquidTile::TEXTURE_WATER_STILL);
+
+ if (waterLevel > 3)
+ {
+ waterLevel = 3;
+ }
+
+ renderFaceUp(tt, x, y - 1.0f + (6.0f + waterLevel * 3.0f) / 16.0f, z, liquidTex);
+ }
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateFlowerPotInWorld(FlowerPotTile *tt, int x, int y, int z)
+{
+ // bounding box first
+ tesselateBlockInWorld(tt, x, y, z);
+
+ Tesselator *t = Tesselator::getInstance();
+
+ float br;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(tt->getLightColor(level, x, y, z));
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness(level, x, y, z);
+ }
+ int col = tt->getColor(level, x, y, z);
+ Icon *tex = getTexture(tt, 0);
+ float r = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ if (GameRenderer::anaglyph3d)
+ {
+ float cr = (r * 30 + g * 59 + b * 11) / 100;
+ float cg = (r * 30 + g * 70) / (100);
+ float cb = (r * 30 + b * 70) / (100);
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+ t->color(br * r, br * g, br * b);
+
+ // render inside
+
+ float halfWidth = (6.0f / 16.0f) / 2 - 0.001f;
+ renderEast(tt, x - 0.5f + halfWidth, y, z, tex);
+ renderWest(tt, x + 0.5f - halfWidth, y, z, tex);
+ renderSouth(tt, x, y, z - 0.5f + halfWidth, tex);
+ renderNorth(tt, x, y, z + 0.5f - halfWidth, tex);
+
+ renderFaceUp(tt, x, y - 0.5f + halfWidth + 3.0f / 16.0f, z, getTexture(Tile::dirt));
+
+ int type = level->getData(x, y, z);
+
+ if (type != 0)
+ {
+ float xOff = 0;
+ float yOff = 4;
+ float zOff = 0;
+ Tile *plant = NULL;
+
+ switch (type)
+ {
+ case FlowerPotTile::TYPE_FLOWER_RED:
+ plant = Tile::rose;
+ break;
+ case FlowerPotTile::TYPE_FLOWER_YELLOW:
+ plant = Tile::flower;
+ break;
+ case FlowerPotTile::TYPE_MUSHROOM_BROWN:
+ plant = Tile::mushroom1;
+ break;
+ case FlowerPotTile::TYPE_MUSHROOM_RED:
+ plant = Tile::mushroom2;
+ break;
+ }
+
+ t->addOffset(xOff / 16.0f, yOff / 16.0f, zOff / 16.0f);
+
+ if (plant != NULL)
+ {
+ tesselateInWorld(plant, x, y, z);
+ }
+ else
+ {
+ if (type == FlowerPotTile::TYPE_CACTUS)
+ {
+
+ // Force drawing of all faces else the cactus misses faces
+ // when a block is adjacent
+ noCulling = true;
+
+ float halfSize = 0.25f / 2;
+ setShape(0.5f - halfSize, 0.0f, 0.5f - halfSize, 0.5f + halfSize, 0.25f, 0.5f + halfSize);
+ tesselateBlockInWorld(Tile::cactus, x, y, z);
+ setShape(0.5f - halfSize, 0.25f, 0.5f - halfSize, 0.5f + halfSize, 0.5f, 0.5f + halfSize);
+ tesselateBlockInWorld(Tile::cactus, x, y, z);
+ setShape(0.5f - halfSize, 0.5f, 0.5f - halfSize, 0.5f + halfSize, 0.75f, 0.5f + halfSize);
+ tesselateBlockInWorld(Tile::cactus, x, y, z);
+
+ noCulling = false;
+
+ setShape(0, 0, 0, 1, 1, 1);
+ }
+ else if (type == FlowerPotTile::TYPE_SAPLING_DEFAULT)
+ {
+ tesselateCrossTexture(Tile::sapling, Sapling::TYPE_DEFAULT, x, y, z, 0.75f);
+ }
+ else if (type == FlowerPotTile::TYPE_SAPLING_BIRCH)
+ {
+ tesselateCrossTexture(Tile::sapling, Sapling::TYPE_BIRCH, x, y, z, 0.75f);
+ }
+ else if (type == FlowerPotTile::TYPE_SAPLING_EVERGREEN)
+ {
+ tesselateCrossTexture(Tile::sapling, Sapling::TYPE_EVERGREEN, x, y, z, 0.75f);
+ }
+ else if (type == FlowerPotTile::TYPE_SAPLING_JUNGLE)
+ {
+ tesselateCrossTexture(Tile::sapling, Sapling::TYPE_JUNGLE, x, y, z, 0.75f);
+ }
+ else if (type == FlowerPotTile::TYPE_FERN)
+ {
+ col = Tile::tallgrass->getColor(level, x, y, z);
+ r = ((col >> 16) & 0xff) / 255.0f;
+ g = ((col >> 8) & 0xff) / 255.0f;
+ b = ((col) & 0xff) / 255.0f;
+ t->color(br * r, br * g, br * b);
+ tesselateCrossTexture(Tile::tallgrass, TallGrass::FERN, x, y, z, 0.75f);
+ }
+ else if (type == FlowerPotTile::TYPE_DEAD_BUSH)
+ {
+ tesselateCrossTexture(Tile::deadBush, TallGrass::FERN, x, y, z, 0.75f);
+ }
+ }
+
+ t->addOffset(-xOff / 16.0f, -yOff / 16.0f, -zOff / 16.0f);
+ }
+
+ return true;
+}
+
+bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z)
+{
+ return tesselateAnvilInWorld(tt, x, y, z, level->getData(x, y, z));
+
+}
+
+bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z, int data)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ float br;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(tt->getLightColor(level, x, y, z));
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness(level, x, y, z);
+ }
+ int col = tt->getColor(level, x, y, z);
+ float r = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ if (GameRenderer::anaglyph3d)
+ {
+ float cr = (r * 30 + g * 59 + b * 11) / 100;
+ float cg = (r * 30 + g * 70) / (100);
+ float cb = (r * 30 + b * 70) / (100);
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+ t->color(br * r, br * g, br * b);
+
+ return tesselateAnvilInWorld(tt, x, y, z, data, false);
+}
+
+bool TileRenderer::tesselateAnvilInWorld(AnvilTile *tt, int x, int y, int z, int data, bool render)
+{
+ int facing = render ? 0 : data & 3;
+ bool rotate = false;
+ float bottom = 0;
+
+ switch (facing)
+ {
+ case Direction::NORTH:
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CCW;
+ break;
+ case Direction::SOUTH:
+ eastFlip = FLIP_CCW;
+ westFlip = FLIP_CW;
+ upFlip = FLIP_180;
+ downFlip = FLIP_180;
+ break;
+ case Direction::WEST:
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CCW;
+ upFlip = FLIP_CCW;
+ downFlip = FLIP_CW;
+ rotate = true;
+ break;
+ case Direction::EAST:
+ northFlip = FLIP_CCW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CCW;
+ rotate = true;
+ break;
+ }
+
+ bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_BASE, bottom, 12.0f / 16.0f, 4.0f / 16.0f, 12.0f / 16.0f, rotate, render, data);
+ bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_JOINT, bottom, 8.0f / 16.0f, 1.0f / 16.0f, 10.0f / 16.0f, rotate, render, data);
+ bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_COLUMN, bottom, 4.0f / 16.0f, 5.0f / 16.0f, 8.0f / 16.0f, rotate, render, data);
+ bottom = tesselateAnvilPiece(tt, x, y, z, AnvilTile::PART_TOP, bottom, 10.0f / 16.0f, 6.0f / 16.0f, 16.0f / 16.0f, rotate, render, data);
+
+ setShape(0, 0, 0, 1, 1, 1);
+ northFlip = FLIP_NONE;
+ southFlip = FLIP_NONE;
+ eastFlip = FLIP_NONE;
+ westFlip = FLIP_NONE;
+ upFlip = FLIP_NONE;
+ downFlip = FLIP_NONE;
+
+ return true;
+}
+
+float TileRenderer::tesselateAnvilPiece(AnvilTile *tt, int x, int y, int z, int part, float bottom, float width, float height, float length, bool rotate, bool render, int data)
+{
+ if (rotate)
+ {
+ float swap = width;
+ width = length;
+ length = swap;
+ }
+
+ width /= 2;
+ length /= 2;
+
+ tt->part = part;
+ setShape(0.5f - width, bottom, 0.5f - length, 0.5f + width, bottom + height, 0.5f + length);
+
+ if (render)
+ {
+ Tesselator *t = Tesselator::getInstance();
+ t->begin();
+ t->normal(0, -1, 0);
+ renderFaceDown(tt, 0, 0, 0, getTexture(tt, 0, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 1, 0);
+ renderFaceUp(tt, 0, 0, 0, getTexture(tt, 1, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, -1);
+ renderNorth(tt, 0, 0, 0, getTexture(tt, 2, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, 1);
+ renderSouth(tt, 0, 0, 0, getTexture(tt, 3, data));
+ t->end();
+
+ t->begin();
+ t->normal(-1, 0, 0);
+ renderWest(tt, 0, 0, 0, getTexture(tt, 4, data));
+ t->end();
+
+ t->begin();
+ t->normal(1, 0, 0);
+ renderEast(tt, 0, 0, 0, getTexture(tt, 5, data));
+ t->end();
+ }
+ else
+ {
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+
+ return bottom + height;
+}
+
+bool TileRenderer::tesselateTorchInWorld( Tile* tt, int x, int y, int z )
+{
+ int dir = level->getData( x, y, z );
+
+ Tesselator* t = Tesselator::getInstance();
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ t->color( 1.0f, 1.0f, 1.0f );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( br, br, br );
+ }
+
+ float r = 0.40f;
+ float r2 = 0.5f - r;
+ float h = 0.20f;
+ if ( dir == 1 )
+ {
+ tesselateTorch( tt, (float)x - r2, (float)y + h, (float)z, -r, 0.0f, 0 );
+ }
+ else if ( dir == 2 )
+ {
+ tesselateTorch( tt, (float)x + r2, (float)y + h, (float)z, +r, 0.0f, 0 );
+ }
+ else if ( dir == 3 )
+ {
+ tesselateTorch( tt, (float)x, (float)y + h, z - r2, 0.0f, -r, 0 );
+ }
+ else if ( dir == 4 )
+ {
+ tesselateTorch( tt, (float)x, (float)y + h, (float)z + r2, 0.0f, +r, 0 );
+ }
+ else
+ {
+ tesselateTorch( tt, (float)x, (float)y, (float)z, 0.0f, 0.0f, 0 );
+ }
+ return true;
+
+}
+
+bool TileRenderer::tesselateDiodeInWorld(DiodeTile *tt, int x, int y, int z)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ tesselateDiodeInWorld(tt, x, y, z, level->getData(x, y, z) & DiodeTile::DIRECTION_MASK);
+
+ return true;
+}
+
+void TileRenderer::tesselateDiodeInWorld( DiodeTile* tt, int x, int y, int z, int dir )
+{
+ // render half-block edges
+ tesselateBlockInWorld( tt, x, y, z );
+
+ Tesselator* t = Tesselator::getInstance();
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ t->color( 1.0f, 1.0f, 1.0f );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( br, br, br );
+ }
+
+ int data = level->getData(x, y, z);
+
+ // 4J Stu - This block gets moved in a later version, but we don't need that yet
+ // BEGIN TORCH SECTION
+ {
+ int dir = data & DiodeTile::DIRECTION_MASK;
+ int delay = ( data & DiodeTile::DELAY_MASK ) >> DiodeTile::DELAY_SHIFT;
+ float h = -3.0f / 16.0f;
+ float transmitterX = 0.0f;
+ float transmitterZ = 0.0f;
+ float receiverX = 0.0f;
+ float receiverZ = 0.0f;
+
+ switch ( dir )
+ {
+ case Direction::SOUTH:
+ receiverZ = -5.0f / 16.0f;
+ transmitterZ = DiodeTile::DELAY_RENDER_OFFSETS[delay];
+ break;
+ case Direction::NORTH:
+ receiverZ = 5.0f / 16.0f;
+ transmitterZ = -DiodeTile::DELAY_RENDER_OFFSETS[delay];
+ break;
+ case Direction::EAST:
+ receiverX = -5.0f / 16.0f;
+ transmitterX = DiodeTile::DELAY_RENDER_OFFSETS[delay];
+ break;
+ case Direction::WEST:
+ receiverX = 5.0f / 16.0f;
+ transmitterX = -DiodeTile::DELAY_RENDER_OFFSETS[delay];
+ break;
+ }
+
+ // render transmitter
+ tesselateTorch( tt, x + transmitterX, y + h, z + transmitterZ, 0.0f, 0.0f, 0 );
+ // render receiver
+ tesselateTorch( tt, x + receiverX, y + h, z + receiverZ, 0.0f, 0.0f, 0 );
+ }
+ // END TORCH SECTION
+
+ Icon *tex = getTexture(tt, Facing::UP, data);
+ float u0 = tex->getU0(true);
+ float u1 = tex->getU1(true);
+ float v0 = tex->getV0(true);
+ float v1 = tex->getV1(true);
+
+ float r = 2.0f / 16.0f;
+
+ float x0 = ( float )( x + 1.0f );
+ float x1 = ( float )( x + 1.0f );
+ float x2 = ( float )( x + 0.0f );
+ float x3 = ( float )( x + 0.0f );
+
+ float z0 = ( float )( z + 0.0f );
+ float z1 = ( float )( z + 1.0f );
+ float z2 = ( float )( z + 1.0f );
+ float z3 = ( float )( z + 0.0f );
+
+ float y0 = ( float )( y + r );
+
+ if ( dir == Direction::NORTH )
+ {
+ // rotate 180 degrees
+ x0 = x1 = ( float )( x + 0.0f );
+ x2 = x3 = ( float )( x + 1.0f );
+ z0 = z3 = ( float )( z + 1.0f );
+ z1 = z2 = ( float )( z + 0.0f );
+ }
+ else if ( dir == Direction::EAST )
+ {
+ // rotate 90 degrees counter-clockwise
+ x0 = x3 = ( float )( x + 0.0f );
+ x1 = x2 = ( float )( x + 1.0f );
+ z0 = z1 = ( float )( z + 0.0f );
+ z2 = z3 = ( float )( z + 1.0f );
+ }
+ else if ( dir == Direction::WEST )
+ {
+ // rotate 90 degrees clockwise
+ x0 = x3 = ( float )( x + 1.0f );
+ x1 = x2 = ( float )( x + 0.0f );
+ z0 = z1 = ( float )( z + 1.0f );
+ z2 = z3 = ( float )( z + 0.0f );
+ }
+
+ t->vertexUV( x3 , y0 , z3 , u0 , v0 );
+ t->vertexUV( x2 , y0 , z2 , u0 , v1 );
+ t->vertexUV( x1 , y0 , z1 , u1 , v1 );
+ t->vertexUV( x0 , y0 , z0 , u1 , v0 );
+}
+
+void TileRenderer::tesselatePistonBaseForceExtended( Tile* tile, int x, int y, int z, int forceData ) // 4J added forceData param
+{
+ noCulling = true;
+ tesselatePistonBaseInWorld( tile, x, y, z, true, forceData );
+ noCulling = false;
+}
+
+bool TileRenderer::tesselatePistonBaseInWorld( Tile* tt, int x, int y, int z, bool forceExtended, int forceData ) // 4J added forceData param
+{
+ int data = ( forceData == -1 ) ? level->getData( x, y, z ) : forceData;
+ bool extended = forceExtended || ( data & PistonBaseTile::EXTENDED_BIT ) != 0;
+ int facing = PistonBaseTile::getFacing( data );
+
+ const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f;
+
+ if ( extended )
+ {
+ switch ( facing )
+ {
+ case Facing::DOWN:
+ northFlip = FLIP_180;
+ southFlip = FLIP_180;
+ eastFlip = FLIP_180;
+ westFlip = FLIP_180;
+ setShape( 0.0f, thickness, 0.0f, 1.0f, 1.0f, 1.0f );
+ break;
+ case Facing::UP:
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f - thickness, 1.0f );
+ break;
+ case Facing::NORTH:
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CCW;
+ setShape( 0.0f, 0.0f, thickness, 1.0f, 1.0f, 1.0f );
+ break;
+ case Facing::SOUTH:
+ eastFlip = FLIP_CCW;
+ westFlip = FLIP_CW;
+ upFlip = FLIP_180;
+ downFlip = FLIP_180;
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - thickness );
+ break;
+ case Facing::WEST:
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CCW;
+ upFlip = FLIP_CCW;
+ downFlip = FLIP_CW;
+ setShape( thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
+ break;
+ case Facing::EAST:
+ northFlip = FLIP_CCW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CCW;
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f );
+ break;
+ }
+ // weird way of telling the piston to use the
+ // "inside" texture for the forward-facing edge
+ ((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1);
+ tesselateBlockInWorld( tt, x, y, z );
+ northFlip = FLIP_NONE;
+ southFlip = FLIP_NONE;
+ eastFlip = FLIP_NONE;
+ westFlip = FLIP_NONE;
+ upFlip = FLIP_NONE;
+ downFlip = FLIP_NONE;
+ ((PistonBaseTile *) tt)->updateShape((float) tileShapeX0, (float) tileShapeY0, (float) tileShapeZ0, (float) tileShapeX1, (float) tileShapeY1, (float) tileShapeZ1);
+ }
+ else
+ {
+ switch ( facing )
+ {
+ case Facing::DOWN:
+ northFlip = FLIP_180;
+ southFlip = FLIP_180;
+ eastFlip = FLIP_180;
+ westFlip = FLIP_180;
+ break;
+ case Facing::UP:
+ break;
+ case Facing::NORTH:
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CCW;
+ break;
+ case Facing::SOUTH:
+ eastFlip = FLIP_CCW;
+ westFlip = FLIP_CW;
+ upFlip = FLIP_180;
+ downFlip = FLIP_180;
+ break;
+ case Facing::WEST:
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CCW;
+ upFlip = FLIP_CCW;
+ downFlip = FLIP_CW;
+ break;
+ case Facing::EAST:
+ northFlip = FLIP_CCW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CCW;
+ break;
+ }
+ tesselateBlockInWorld( tt, x, y, z );
+ northFlip = FLIP_NONE;
+ southFlip = FLIP_NONE;
+ eastFlip = FLIP_NONE;
+ westFlip = FLIP_NONE;
+ upFlip = FLIP_NONE;
+ downFlip = FLIP_NONE;
+ }
+
+ return true;
+
+}
+
+void TileRenderer::renderPistonArmUpDown( float x0, float x1, float y0, float y1, float z0, float z1, float br,
+ float armLengthPixels )
+{
+ Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
+ if (hasFixedTexture()) armTex = fixedTexture;
+
+ Tesselator* t = Tesselator::getInstance();
+
+ // upwards arm
+ float u00 = armTex->getU0(true);
+ float v00 = armTex->getV0(true);
+ float u11 = armTex->getU(armLengthPixels, true);
+ float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
+
+ t->color( br, br, br );
+
+ t->vertexUV( x0, y1, z0, u11, v00 );
+ t->vertexUV( x0, y0, z0, u00, v00 );
+ t->vertexUV( x1, y0, z1, u00, v11 );
+ t->vertexUV( x1, y1, z1, u11, v11 );
+
+}
+
+void TileRenderer::renderPistonArmNorthSouth( float x0, float x1, float y0, float y1, float z0, float z1,
+ float br, float armLengthPixels )
+{
+ Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
+ if (hasFixedTexture()) armTex = fixedTexture;
+
+ Tesselator* t = Tesselator::getInstance();
+
+ // upwards arm
+ float u00 = armTex->getU0(true);
+ float v00 = armTex->getV0(true);
+ float u11 = armTex->getU(armLengthPixels, true);
+ float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
+
+ t->color( br, br, br );
+
+ t->vertexUV( x0, y0, z1, u11, v00 );
+ t->vertexUV( x0, y0, z0, u00, v00 );
+ t->vertexUV( x1, y1, z0, u00, v11 );
+ t->vertexUV( x1, y1, z1, u11, v11 );
+}
+
+void TileRenderer::renderPistonArmEastWest( float x0, float x1, float y0, float y1, float z0, float z1, float br,
+ float armLengthPixels )
+{
+ Icon *armTex = PistonBaseTile::getTexture(PistonBaseTile::EDGE_TEX);
+ if (hasFixedTexture()) armTex = fixedTexture;
+
+ Tesselator* t = Tesselator::getInstance();
+
+ // upwards arm
+ float u00 = armTex->getU0(true);
+ float v00 = armTex->getV0(true);
+ float u11 = armTex->getU(armLengthPixels, true);
+ float v11 = armTex->getV(PistonBaseTile::PLATFORM_THICKNESS, true);
+
+ t->color( br, br, br );
+
+ t->vertexUV( x1, y0, z0, u11, v00 );
+ t->vertexUV( x0, y0, z0, u00, v00 );
+ t->vertexUV( x0, y1, z1, u00, v11 );
+ t->vertexUV( x1, y1, z1, u11, v11 );
+}
+
+void TileRenderer::tesselatePistonArmNoCulling( Tile* tile, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
+{
+ noCulling = true;
+ tesselatePistonExtensionInWorld( tile, x, y, z, fullArm );
+ noCulling = false;
+}
+
+bool TileRenderer::tesselatePistonExtensionInWorld( Tile* tt, int x, int y, int z, bool fullArm, int forceData ) // 4J added forceData param
+{
+ int data = ( forceData == -1 ) ? level->getData( x, y, z ) : forceData;
+ int facing = PistonExtensionTile::getFacing( data );
+
+ const float thickness = PistonBaseTile::PLATFORM_THICKNESS / 16.0f;
+ const float leftEdge = ( 8.0f - ( PistonBaseTile::PLATFORM_THICKNESS / 2.0f ) ) / 16.0f;
+ const float rightEdge = ( 8.0f + ( PistonBaseTile::PLATFORM_THICKNESS / 2.0f ) ) / 16.0f;
+ const float br = tt->getBrightness( level, x, y, z );
+ const float armLength = fullArm ? 1.0f : 0.5f;
+ const float armLengthPixels = fullArm ? 16.0f : 8.0f;
+
+ Tesselator* t = Tesselator::getInstance();
+ switch ( facing )
+ {
+ case Facing::DOWN:
+ northFlip = FLIP_180;
+ southFlip = FLIP_180;
+ eastFlip = FLIP_180;
+ westFlip = FLIP_180;
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f, thickness, 1.0f );
+ tesselateBlockInWorld( tt, x, y, z );
+
+ t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+ renderPistonArmUpDown( x + leftEdge, x + rightEdge, y + thickness, y + thickness + armLength,
+ z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels );
+ renderPistonArmUpDown( x + rightEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge,
+ z + leftEdge, br * 0.8f, armLengthPixels );
+ renderPistonArmUpDown( x + leftEdge, x + leftEdge, y + thickness, y + thickness + armLength, z + leftEdge,
+ z + rightEdge, br * 0.6f, armLengthPixels );
+ renderPistonArmUpDown( x + rightEdge, x + rightEdge, y + thickness, y + thickness + armLength,
+ z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels );
+
+ break;
+ case Facing::UP:
+ setShape( 0.0f, 1.0f - thickness, 0.0f, 1.0f, 1.0f, 1.0f );
+ tesselateBlockInWorld( tt, x, y, z );
+
+ t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+ renderPistonArmUpDown( x + leftEdge, x + rightEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
+ z + rightEdge, z + rightEdge, br * 0.8f, armLengthPixels );
+ renderPistonArmUpDown( x + rightEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
+ z + leftEdge, z + leftEdge, br * 0.8f, armLengthPixels );
+ renderPistonArmUpDown( x + leftEdge, x + leftEdge, y - thickness + 1.0f - armLength, y - thickness + 1.0f,
+ z + leftEdge, z + rightEdge, br * 0.6f, armLengthPixels );
+ renderPistonArmUpDown( x + rightEdge, x + rightEdge, y - thickness + 1.0f - armLength,
+ y - thickness + 1.0f, z + rightEdge, z + leftEdge, br * 0.6f, armLengthPixels );
+ break;
+ case Facing::NORTH:
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CCW;
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, thickness );
+ tesselateBlockInWorld( tt, x, y, z );
+
+ t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+ renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge, z + thickness,
+ z + thickness + armLength, br * 0.6f, armLengthPixels );
+ renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge, z + thickness,
+ z + thickness + armLength, br * 0.6f, armLengthPixels );
+ renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge, z + thickness,
+ z + thickness + armLength, br * 0.5f, armLengthPixels );
+ renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge, z + thickness,
+ z + thickness + armLength, br, armLengthPixels );
+ break;
+ case Facing::SOUTH:
+ eastFlip = FLIP_CCW;
+ westFlip = FLIP_CW;
+ upFlip = FLIP_180;
+ downFlip = FLIP_180;
+ setShape( 0.0f, 0.0f, 1.0f - thickness, 1.0f, 1.0f, 1.0f );
+ tesselateBlockInWorld( tt, x, y, z );
+
+ t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+ renderPistonArmNorthSouth( x + leftEdge, x + leftEdge, y + rightEdge, y + leftEdge,
+ z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f,
+ armLengthPixels );
+ renderPistonArmNorthSouth( x + rightEdge, x + rightEdge, y + leftEdge, y + rightEdge,
+ z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.6f,
+ armLengthPixels );
+ renderPistonArmNorthSouth( x + leftEdge, x + rightEdge, y + leftEdge, y + leftEdge,
+ z - thickness + 1.0f - armLength, z - thickness + 1.0f, br * 0.5f,
+ armLengthPixels );
+ renderPistonArmNorthSouth( x + rightEdge, x + leftEdge, y + rightEdge, y + rightEdge,
+ z - thickness + 1.0f - armLength, z - thickness + 1.0f, br, armLengthPixels );
+ break;
+ case Facing::WEST:
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CCW;
+ upFlip = FLIP_CCW;
+ downFlip = FLIP_CW;
+ setShape( 0.0f, 0.0f, 0.0f, thickness, 1.0f, 1.0f );
+ tesselateBlockInWorld( tt, x, y, z ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+
+ t->tex2( getLightColor(tt, level, x, y , z ) );
+ renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + leftEdge, y + leftEdge,
+ z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels );
+ renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + rightEdge, y + rightEdge,
+ z + leftEdge, z + rightEdge, br, armLengthPixels );
+ renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + leftEdge, y + rightEdge,
+ z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels );
+ renderPistonArmEastWest( x + thickness, x + thickness + armLength, y + rightEdge, y + leftEdge,
+ z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels );
+ break;
+ case Facing::EAST:
+ northFlip = FLIP_CCW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CCW;
+ setShape( 1.0f - thickness, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
+ tesselateBlockInWorld( tt, x, y, z );
+
+ t->tex2( getLightColor(tt, level, x, y , z ) ); // 4J added - renderPistonArmDown doesn't set its own tex2 so just inherited from previous tesselateBlockInWorld
+ renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge,
+ y + leftEdge, z + rightEdge, z + leftEdge, br * 0.5f, armLengthPixels );
+ renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge,
+ y + rightEdge, z + leftEdge, z + rightEdge, br, armLengthPixels );
+ renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + leftEdge,
+ y + rightEdge, z + leftEdge, z + leftEdge, br * 0.6f, armLengthPixels );
+ renderPistonArmEastWest( x - thickness + 1.0f - armLength, x - thickness + 1.0f, y + rightEdge,
+ y + leftEdge, z + rightEdge, z + rightEdge, br * 0.6f, armLengthPixels );
+ break;
+ }
+ northFlip = FLIP_NONE;
+ southFlip = FLIP_NONE;
+ eastFlip = FLIP_NONE;
+ westFlip = FLIP_NONE;
+ upFlip = FLIP_NONE;
+ downFlip = FLIP_NONE;
+ setShape( 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f );
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateLeverInWorld( Tile* tt, int x, int y, int z )
+{
+ int data = level->getData( x, y, z );
+
+ int dir = data & 7;
+ bool flipped = ( data & 8 ) > 0;
+
+ Tesselator* t = Tesselator::getInstance();
+
+ bool hadFixed = hasFixedTexture();
+ if (!hadFixed) this->setFixedTexture(getTexture(Tile::stoneBrick));
+ float w1 = 4.0f / 16.0f;
+ float w2 = 3.0f / 16.0f;
+ float h = 3.0f / 16.0f;
+
+ if ( dir == 5 )
+ {
+ setShape( 0.5f - w2, 0.0f, 0.5f - w1, 0.5f + w2, h, 0.5f + w1 );
+ }
+ else if ( dir == 6 )
+ {
+ setShape( 0.5f - w1, 0.0f, 0.5f - w2, 0.5f + w1, h, 0.5f + w2 );
+ }
+ else if ( dir == 4 )
+ {
+ setShape( 0.5f - w2, 0.5f - w1, 1.0f - h, 0.5f + w2, 0.5f + w1, 1.0f );
+ }
+ else if ( dir == 3 )
+ {
+ setShape( 0.5f - w2, 0.5f - w1, 0, 0.5f + w2, 0.5f + w1, h );
+ }
+ else if ( dir == 2 )
+ {
+ setShape( 1.0f - h, 0.5f - w1, 0.5f - w2, 1.0f, 0.5f + w1, 0.5f + w2 );
+ }
+ else if ( dir == 1 )
+ {
+ setShape( 0, 0.5f - w1, 0.5f - w2, h, 0.5f + w1, 0.5f + w2 );
+ }
+ else if (dir == 0)
+ {
+ setShape(0.5f - w1, 1 - h, 0.5f - w2, 0.5f + w1, 1, 0.5f + w2);
+ }
+ else if (dir == 7)
+ {
+ setShape(0.5f - w2, 1 - h, 0.5f - w1, 0.5f + w2, 1, 0.5f + w1);
+ }
+ this->tesselateBlockInWorld( tt, x, y, z );
+
+ if ( !hadFixed ) this->clearFixedTexture();
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( br, br, br );
+ Icon *tex = getTexture(tt, 0);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ Vec3* corners[8];
+ float xv = 1.0f / 16.0f;
+ float zv = 1.0f / 16.0f;
+ float yv = 10.0f / 16.0f;
+ corners[0] = Vec3::newTemp( -xv, -0, -zv );
+ corners[1] = Vec3::newTemp( +xv, -0, -zv );
+ corners[2] = Vec3::newTemp( +xv, -0, +zv );
+ corners[3] = Vec3::newTemp( -xv, -0, +zv );
+ corners[4] = Vec3::newTemp( -xv, +yv, -zv );
+ corners[5] = Vec3::newTemp( +xv, +yv, -zv );
+ corners[6] = Vec3::newTemp( +xv, +yv, +zv );
+ corners[7] = Vec3::newTemp( -xv, +yv, +zv );
+
+ for ( int i = 0; i < 8; i++ )
+ {
+ if ( flipped )
+ {
+ corners[i]->z -= 1 / 16.0f;
+ corners[i]->xRot( 40 * PI / 180 );
+ }
+ else
+ {
+ corners[i]->z += 1 / 16.0f;
+ corners[i]->xRot( -40 * PI / 180 );
+ }
+ if (dir == 0 || dir == 7)
+ {
+ corners[i]->zRot(180 * PI / 180);
+ }
+ if ( dir == 6 || dir == 0 )
+ {
+ corners[i]->yRot( 90 * PI / 180 );
+ }
+
+ if ( dir > 0 && dir < 5 )
+ {
+ corners[i]->y -= 6 / 16.0f;
+ corners[i]->xRot( 90 * PI / 180 );
+
+ if ( dir == 4 ) corners[i]->yRot( 0 * PI / 180 );
+ if ( dir == 3 ) corners[i]->yRot( 180 * PI / 180 );
+ if ( dir == 2 ) corners[i]->yRot( 90 * PI / 180 );
+ if ( dir == 1 ) corners[i]->yRot( -90 * PI / 180 );
+
+ corners[i]->x += x + 0.5;
+ corners[i]->y += y + 8 / 16.0f;
+ corners[i]->z += z + 0.5;
+ }
+ else if (dir == 0 || dir == 7)
+ {
+ corners[i]->x += x + 0.5;
+ corners[i]->y += y + 14 / 16.0f;
+ corners[i]->z += z + 0.5;
+ }
+ else
+ {
+ corners[i]->x += x + 0.5;
+ corners[i]->y += y + 2 / 16.0f;
+ corners[i]->z += z + 0.5;
+ }
+ }
+
+ Vec3* c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
+ for ( int i = 0; i < 6; i++ )
+ {
+ if ( i == 0 )
+ {
+ u0 = tex->getU(7, true);
+ v0 = tex->getV(6, true);
+ u1 = tex->getU(9, true);
+ v1 = tex->getV(8, true);
+ }
+ else if ( i == 2 )
+ {
+ u0 = tex->getU(7, true);
+ v0 = tex->getV(6, true);
+ u1 = tex->getU(9, true);
+ v1 = tex->getV1(true);
+ }
+ if ( i == 0 )
+ {
+ c0 = corners[0];
+ c1 = corners[1];
+ c2 = corners[2];
+ c3 = corners[3];
+ }
+ else if ( i == 1 )
+ {
+ c0 = corners[7];
+ c1 = corners[6];
+ c2 = corners[5];
+ c3 = corners[4];
+ }
+ else if ( i == 2 )
+ {
+ c0 = corners[1];
+ c1 = corners[0];
+ c2 = corners[4];
+ c3 = corners[5];
+ }
+ else if ( i == 3 )
+ {
+ c0 = corners[2];
+ c1 = corners[1];
+ c2 = corners[5];
+ c3 = corners[6];
+ }
+ else if ( i == 4 )
+ {
+ c0 = corners[3];
+ c1 = corners[2];
+ c2 = corners[6];
+ c3 = corners[7];
+ }
+ else if ( i == 5 )
+ {
+ c0 = corners[0];
+ c1 = corners[3];
+ c2 = corners[7];
+ c3 = corners[4];
+ }
+ t->vertexUV( ( float )( c0->x ), ( float )( c0->y ), ( float )( c0->z ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( c1->x ), ( float )( c1->y ), ( float )( c1->z ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( c2->x ), ( float )( c2->y ), ( float )( c2->z ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( c3->x ), ( float )( c3->y ), ( float )( c3->z ), ( float )( u0 ), ( float )( v0 ) );
+ }
+ return true;
+
+}
+
+bool TileRenderer::tesselateTripwireSourceInWorld(Tile *tt, int x, int y, int z)
+{
+ Tesselator *t = Tesselator::getInstance();
+ int data = level->getData(x, y, z);
+ int dir = data & TripWireSourceTile::MASK_DIR;
+ bool attached = (data & TripWireSourceTile::MASK_ATTACHED) == TripWireSourceTile::MASK_ATTACHED;
+ bool powered = (data & TripWireSourceTile::MASK_POWERED) == TripWireSourceTile::MASK_POWERED;
+ bool suspended = !level->isTopSolidBlocking(x, y - 1, z);
+
+ bool hadFixed = hasFixedTexture();
+ if (!hadFixed) this->setFixedTexture(getTexture(Tile::wood));
+
+ float boxHeight = 4 / 16.0f;
+ float boxWidth = 2 / 16.0f;
+ float boxDepth = 2 / 16.0f;
+
+ float boxy0 = 0.3f - boxHeight;
+ float boxy1 = 0.3f + boxHeight;
+ if (dir == Direction::NORTH)
+ {
+ setShape(0.5f - boxWidth, boxy0, 1 - boxDepth, 0.5f + boxWidth, boxy1, 1);
+ }
+ else if (dir == Direction::SOUTH)
+ {
+ setShape(0.5f - boxWidth, boxy0, 0, 0.5f + boxWidth, boxy1, boxDepth);
+ }
+ else if (dir == Direction::WEST)
+ {
+ setShape(1 - boxDepth, boxy0, 0.5f - boxWidth, 1, boxy1, 0.5f + boxWidth);
+ }
+ else if (dir == Direction::EAST)
+ {
+ setShape(0, boxy0, 0.5f - boxWidth, boxDepth, boxy1, 0.5f + boxWidth);
+ }
+
+ this->tesselateBlockInWorld(tt, x, y, z);
+ if (!hadFixed) this->clearFixedTexture();
+
+ float brightness;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(tt->getLightColor(level, x, y, z));
+ brightness = 1;
+ }
+ else
+ {
+ brightness = tt->getBrightness(level, x, y, z);
+ }
+ if (Tile::lightEmission[tt->id] > 0) brightness = 1.0f;
+ t->color(brightness, brightness, brightness);
+ Icon *tex = getTexture(tt, 0);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ double u0 = tex->getU0();
+ double v0 = tex->getV0();
+ double u1 = tex->getU1();
+ double v1 = tex->getV1();
+
+ Vec3 *corners[8];
+ float stickWidth = 0.75f / 16.0f;
+ float stickHeight = 0.75f / 16.0f;
+ float stickLength = 5 / 16.0f;
+ corners[0] = Vec3::newTemp(-stickWidth, -0, -stickHeight);
+ corners[1] = Vec3::newTemp(+stickWidth, -0, -stickHeight);
+ corners[2] = Vec3::newTemp(+stickWidth, -0, +stickHeight);
+ corners[3] = Vec3::newTemp(-stickWidth, -0, +stickHeight);
+ corners[4] = Vec3::newTemp(-stickWidth, +stickLength, -stickHeight);
+ corners[5] = Vec3::newTemp(+stickWidth, +stickLength, -stickHeight);
+ corners[6] = Vec3::newTemp(+stickWidth, +stickLength, +stickHeight);
+ corners[7] = Vec3::newTemp(-stickWidth, +stickLength, +stickHeight);
+
+ for (int i = 0; i < 8; i++)
+ {
+ corners[i]->z += 1 / 16.0f;
+
+ if (powered)
+ {
+ corners[i]->xRot(30 * PI / 180);
+ corners[i]->y -= 7 / 16.0f;
+ }
+ else if (attached)
+ {
+ corners[i]->xRot(5 * PI / 180);
+ corners[i]->y -= 7 / 16.0f;
+ }
+ else
+ {
+ corners[i]->xRot(-40 * PI / 180);
+ corners[i]->y -= 6 / 16.0f;
+ }
+
+ corners[i]->xRot(90 * PI / 180);
+
+ if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
+ if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
+ if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
+ if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
+
+ corners[i]->x += x + 0.5;
+ corners[i]->y += y + 5 / 16.0f;
+ corners[i]->z += z + 0.5;
+ }
+
+ Vec3 *c0 = NULL, *c1 = NULL, *c2 = NULL, *c3 = NULL;
+ int stickX0 = 7;
+ int stickX1 = 9;
+ int stickY0 = 9;
+ int stickY1 = 16;
+
+ for (int i = 0; i < 6; i++)
+ {
+ if (i == 0)
+ {
+ c0 = corners[0];
+ c1 = corners[1];
+ c2 = corners[2];
+ c3 = corners[3];
+ u0 = tex->getU(stickX0);
+ v0 = tex->getV(stickY0);
+ u1 = tex->getU(stickX1);
+ v1 = tex->getV(stickY0 + 2);
+ }
+ else if (i == 1)
+ {
+ c0 = corners[7];
+ c1 = corners[6];
+ c2 = corners[5];
+ c3 = corners[4];
+ }
+ else if (i == 2)
+ {
+ c0 = corners[1];
+ c1 = corners[0];
+ c2 = corners[4];
+ c3 = corners[5];
+ u0 = tex->getU(stickX0);
+ v0 = tex->getV(stickY0);
+ u1 = tex->getU(stickX1);
+ v1 = tex->getV(stickY1);
+ }
+ else if (i == 3)
+ {
+ c0 = corners[2];
+ c1 = corners[1];
+ c2 = corners[5];
+ c3 = corners[6];
+ }
+ else if (i == 4)
+ {
+ c0 = corners[3];
+ c1 = corners[2];
+ c2 = corners[6];
+ c3 = corners[7];
+ }
+ else if (i == 5)
+ {
+ c0 = corners[0];
+ c1 = corners[3];
+ c2 = corners[7];
+ c3 = corners[4];
+ }
+ t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
+ t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
+ t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
+ t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
+ }
+
+
+ float hoopWidth = 1.5f / 16.0f;
+ float hoopHeight = 1.5f / 16.0f;
+ float hoopLength = 0.5f / 16.0f;
+ corners[0] = Vec3::newTemp(-hoopWidth, -0, -hoopHeight);
+ corners[1] = Vec3::newTemp(+hoopWidth, -0, -hoopHeight);
+ corners[2] = Vec3::newTemp(+hoopWidth, -0, +hoopHeight);
+ corners[3] = Vec3::newTemp(-hoopWidth, -0, +hoopHeight);
+ corners[4] = Vec3::newTemp(-hoopWidth, +hoopLength, -hoopHeight);
+ corners[5] = Vec3::newTemp(+hoopWidth, +hoopLength, -hoopHeight);
+ corners[6] = Vec3::newTemp(+hoopWidth, +hoopLength, +hoopHeight);
+ corners[7] = Vec3::newTemp(-hoopWidth, +hoopLength, +hoopHeight);
+
+ for (int i = 0; i < 8; i++)
+ {
+ corners[i]->z += 3.5f / 16.0f;
+
+ if (powered)
+ {
+ corners[i]->y -= 1.5 / 16.0f;
+ corners[i]->z -= 2.6 / 16.0f;
+ corners[i]->xRot(0 * PI / 180);
+ }
+ else if (attached)
+ {
+ corners[i]->y += 0.25 / 16.0f;
+ corners[i]->z -= 2.75 / 16.0f;
+ corners[i]->xRot(10 * PI / 180);
+ }
+ else
+ {
+ corners[i]->xRot(50 * PI / 180);
+ }
+
+ if (dir == Direction::NORTH) corners[i]->yRot(0 * PI / 180);
+ if (dir == Direction::SOUTH) corners[i]->yRot(180 * PI / 180);
+ if (dir == Direction::WEST) corners[i]->yRot(90 * PI / 180);
+ if (dir == Direction::EAST) corners[i]->yRot(-90 * PI / 180);
+
+ corners[i]->x += x + 0.5;
+ corners[i]->y += y + 5 / 16.0f;
+ corners[i]->z += z + 0.5;
+ }
+
+ int hoopX0 = 5;
+ int hoopX1 = 11;
+ int hoopY0 = 3;
+ int hoopY1 = 9;
+
+ for (int i = 0; i < 6; i++)
+ {
+ if (i == 0)
+ {
+ c0 = corners[0];
+ c1 = corners[1];
+ c2 = corners[2];
+ c3 = corners[3];
+ u0 = tex->getU(hoopX0);
+ v0 = tex->getV(hoopY0);
+ u1 = tex->getU(hoopX1);
+ v1 = tex->getV(hoopY1);
+ }
+ else if (i == 1)
+ {
+ c0 = corners[7];
+ c1 = corners[6];
+ c2 = corners[5];
+ c3 = corners[4];
+ }
+ else if (i == 2)
+ {
+ c0 = corners[1];
+ c1 = corners[0];
+ c2 = corners[4];
+ c3 = corners[5];
+ u0 = tex->getU(hoopX0);
+ v0 = tex->getV(hoopY0);
+ u1 = tex->getU(hoopX1);
+ v1 = tex->getV(hoopY0 + 2);
+ }
+ else if (i == 3)
+ {
+ c0 = corners[2];
+ c1 = corners[1];
+ c2 = corners[5];
+ c3 = corners[6];
+ }
+ else if (i == 4)
+ {
+ c0 = corners[3];
+ c1 = corners[2];
+ c2 = corners[6];
+ c3 = corners[7];
+ }
+ else if (i == 5)
+ {
+ c0 = corners[0];
+ c1 = corners[3];
+ c2 = corners[7];
+ c3 = corners[4];
+ }
+ t->vertexUV(c0->x, c0->y, c0->z, u0, v1);
+ t->vertexUV(c1->x, c1->y, c1->z, u1, v1);
+ t->vertexUV(c2->x, c2->y, c2->z, u1, v0);
+ t->vertexUV(c3->x, c3->y, c3->z, u0, v0);
+ }
+
+ if (attached)
+ {
+ double hoopBottomY = corners[0]->y;
+ float width = 0.5f / 16.0f;
+ float top = 0.5f - (width / 2);
+ float bottom = top + width;
+ Icon *wireTex = getTexture(Tile::tripWire);
+ double wireX0 = wireTex->getU0();
+ double wireY0 = wireTex->getV(attached ? 2 : 0);
+ double wireX1 = wireTex->getU1();
+ double wireY1 = wireTex->getV(attached ? 4 : 2);
+ double floating = (suspended ? 3.5f : 1.5f) / 16.0;
+
+ brightness = tt->getBrightness(level, x, y, z) * 0.75f;
+ t->color(brightness, brightness, brightness);
+
+ if (dir == Direction::NORTH)
+ {
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
+
+ t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX0, wireY0);
+ t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
+ }
+ else if (dir == Direction::SOUTH)
+ {
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
+ t->vertexUV(x + bottom, hoopBottomY, z + 0.5, wireX1, wireY1);
+ t->vertexUV(x + top, hoopBottomY, z + 0.5, wireX1, wireY0);
+
+ t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
+ }
+ else if (dir == Direction::WEST)
+ {
+ t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
+
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
+ }
+ else
+ {
+ t->vertexUV(x + 0.5, hoopBottomY, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.5, hoopBottomY, z + top, wireX0, wireY0);
+
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
+ }
+ }
+
+ return true;
+}
+
+bool TileRenderer::tesselateTripwireInWorld(Tile *tt, int x, int y, int z)
+{
+ Tesselator *t = Tesselator::getInstance();
+ Icon *tex = getTexture(tt, 0);
+ int data = level->getData(x, y, z);
+ bool attached = (data & TripWireTile::MASK_ATTACHED) == TripWireTile::MASK_ATTACHED;
+ bool suspended = (data & TripWireTile::MASK_SUSPENDED) == TripWireTile::MASK_SUSPENDED;
+
+ if (hasFixedTexture()) tex = fixedTexture;
+
+ float brightness;
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(tt->getLightColor(level, x, y, z));
+ }
+ brightness = tt->getBrightness(level, x, y, z) * 0.75f;
+ t->color(brightness, brightness, brightness);
+
+ double wireX0 = tex->getU0();
+ double wireY0 = tex->getV(attached ? 2 : 0);
+ double wireX1 = tex->getU1();
+ double wireY1 = tex->getV(attached ? 4 : 2);
+ double floating = (suspended ? 3.5f : 1.5f) / 16.0;
+
+ bool w = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::WEST);
+ bool e = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::EAST);
+ bool n = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::NORTH);
+ bool s = TripWireTile::shouldConnectTo(level, x, y, z, data, Direction::SOUTH);
+
+ float width = 0.5f / 16.0f;
+ float top = 0.5f - (width / 2);
+ float bottom = top + width;
+
+ if (!n && !e && !s && !w)
+ {
+ n = true;
+ s = true;
+ }
+
+ if (n)
+ {
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
+
+ t->vertexUV(x + top, y + floating, z, wireX1, wireY0);
+ t->vertexUV(x + bottom, y + floating, z, wireX1, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX0, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX0, wireY0);
+ }
+ if (n || (s && !e && !w))
+ {
+ t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
+
+ t->vertexUV(x + top, y + floating, z + 0.25, wireX1, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.25, wireX1, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.5, wireX0, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.5, wireX0, wireY0);
+ }
+ if (s || (n && !e && !w))
+ {
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
+
+ t->vertexUV(x + top, y + floating, z + 0.5, wireX1, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.5, wireX1, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX0, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX0, wireY0);
+ }
+ if (s)
+ {
+ t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
+
+ t->vertexUV(x + top, y + floating, z + 0.75, wireX1, wireY0);
+ t->vertexUV(x + bottom, y + floating, z + 0.75, wireX1, wireY1);
+ t->vertexUV(x + bottom, y + floating, z + 1, wireX0, wireY1);
+ t->vertexUV(x + top, y + floating, z + 1, wireX0, wireY0);
+ }
+
+ if (w)
+ {
+ t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
+
+ t->vertexUV(x, y + floating, z + top, wireX0, wireY0);
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x, y + floating, z + bottom, wireX0, wireY1);
+ }
+ if (w || (e && !n && !s))
+ {
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
+
+ t->vertexUV(x + 0.25, y + floating, z + top, wireX0, wireY0);
+ t->vertexUV(x + 0.5, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.5, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.25, y + floating, z + bottom, wireX0, wireY1);
+ }
+ if (e || (w && !n && !s))
+ {
+ t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
+
+ t->vertexUV(x + 0.5, y + floating, z + top, wireX0, wireY0);
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.5, y + floating, z + bottom, wireX0, wireY1);
+ }
+ if (e)
+ {
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
+ t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
+
+ t->vertexUV(x + 0.75, y + floating, z + top, wireX0, wireY0);
+ t->vertexUV(x + 1, y + floating, z + top, wireX1, wireY0);
+ t->vertexUV(x + 1, y + floating, z + bottom, wireX1, wireY1);
+ t->vertexUV(x + 0.75, y + floating, z + bottom, wireX0, wireY1);
+ }
+
+ return true;
+}
+
+bool TileRenderer::tesselateFireInWorld( FireTile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *firstTex = tt->getTextureLayer(0);
+ Icon *secondTex = tt->getTextureLayer(1);
+ Icon *tex = firstTex;
+
+ if (hasFixedTexture()) tex = fixedTexture;
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->color( 1.0f, 1.0f, 1.0f );
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ t->color( br, br, br );
+ }
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+ float h = 1.4f;
+
+ if ( level->isTopSolidBlocking( x, y - 1, z ) || Tile::fire->canBurn( level, x, y - 1, z ) )
+ {
+ float x0 = x + 0.5f + 0.2f;
+ float x1 = x + 0.5f - 0.2f;
+ float z0 = z + 0.5f + 0.2f;
+ float z1 = z + 0.5f - 0.2f;
+
+ float x0_ = x + 0.5f - 0.3f;
+ float x1_ = x + 0.5f + 0.3f;
+ float z0_ = z + 0.5f - 0.3f;
+ float z1_ = z + 0.5f + 0.3f;
+
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
+
+ tex = secondTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
+
+ x0 = x + 0.5f - 0.5f;
+ x1 = x + 0.5f + 0.5f;
+ z0 = z + 0.5f - 0.5f;
+ z1 = z + 0.5f + 0.5f;
+
+ x0_ = x + 0.5f - 0.4f;
+ x1_ = x + 0.5f + 0.4f;
+ z0_ = z + 0.5f - 0.4f;
+ z1_ = z + 0.5f + 0.4f;
+
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z + 0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ tex = firstTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
+ }
+ else
+ {
+ float r = 0.2f;
+ float yo = 1 / 16.0f;
+ if ( ( ( x + y + z ) & 1 ) == 1 )
+ {
+ tex = secondTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+ }
+ if ( ( ( x / 2 + y / 2 + z / 2 ) & 1 ) == 1 )
+ {
+ float tmp = u1;
+ u1 = u0;
+ u0 = tmp;
+ }
+ if ( Tile::fire->canBurn( level, x - 1, y, z ) )
+ {
+ t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + h + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v0 ) );
+ }
+ if ( Tile::fire->canBurn( level, x + 1, y, z ) )
+ {
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 - 0 ), ( float )( y + 0 + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + h + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1.0f - 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f - 0 ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f - r ), ( float )( y + h + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v0 ) );
+ }
+ if ( Tile::fire->canBurn( level, x, y, z - 1 ) )
+ {
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
+ r ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
+ r ), ( float )( u0 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z +
+ r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z +
+ 0.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z +
+ r ), ( float )( u1 ), ( float )( v0 ) );
+ }
+ if ( Tile::fire->canBurn( level, x, y, z + 1 ) )
+ {
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
+ r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
+ 0.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
+ r ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
+ r ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
+ 0.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + 0.0f + yo ), ( float )( z + 1.0f -
+ 0.0f ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h + yo ), ( float )( z + 1.0f -
+ r ), ( float )( u0 ), ( float )( v0 ) );
+ }
+ if ( Tile::fire->canBurn( level, x, y + 1.0f, z ) )
+ {
+ double x0 = x + 0.5f + 0.5f;
+ double x1 = x + 0.5f - 0.5f;
+ double z0 = z + 0.5f + 0.5f;
+ double z1 = z + 0.5f - 0.5f;
+
+ double x0_ = x + 0.5f - 0.5f;
+ double x1_ = x + 0.5f + 0.5f;
+ double z0_ = z + 0.5f - 0.5f;
+ double z1_ = z + 0.5f + 0.5f;
+
+ tex = firstTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+
+ y += 1;
+ h = -0.2f;
+
+ if ( ( ( x + y + z ) & 1 ) == 0 )
+ {
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
+ 0 ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
+ 0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z +
+ 1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0_ ), ( float )( y + h ), ( float )( z +
+ 1 ), ( float )( u0 ), ( float )( v0 ) );
+
+ tex = secondTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
+ 1.0f ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0.0f ), ( float )( z +
+ 0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1_ ), ( float )( y + h ), ( float )( z +
+ 0 ), ( float )( u0 ), ( float )( v0 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
+ h ), ( float )( z1_ ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
+ 0.0f ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
+ 0.0f ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
+ h ), ( float )( z1_ ), ( float )( u0 ), ( float )( v0 ) );
+
+ tex = secondTex;
+ u0 = tex->getU0(true);
+ v0 = tex->getV0(true);
+ u1 = tex->getU1(true);
+ v1 = tex->getV1(true);
+
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
+ h ), ( float )( z0_ ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y +
+ 0.0f ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
+ 0.0f ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y +
+ h ), ( float )( z0_ ), ( float )( u0 ), ( float )( v0 ) );
+ }
+ }
+ }
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateDustInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ int data = level->getData( x, y, z );
+ Icon *crossTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS);
+ Icon *lineTexture = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE);
+ Icon *crossTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_CROSS_OVERLAY);
+ Icon *lineTextureOverlay = RedStoneDustTile::getTexture(RedStoneDustTile::TEXTURE_LINE_OVERLAY);
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ // 4J Stu - not used any more
+ //float pow = ( data / 15.0f );
+ //float red = pow * 0.6f + 0.4f;
+ //if ( data == 0 ) red = 0.3f;
+
+ //float green = pow * pow * 0.7f - 0.5f;
+ //float blue = pow * pow * 0.6f - 0.7f;
+ //if ( green < 0 ) green = 0;
+ //if ( blue < 0 ) blue = 0;
+
+ unsigned int colour = 0;
+ if(data == 0)
+ {
+ colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustUnlit );
+ }
+ else
+ {
+ unsigned int minColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMin );
+ unsigned int maxColour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Tile_RedstoneDustLitMax );
+
+ byte redComponent = ((minColour>>16)&0xFF) + (( (maxColour>>16)&0xFF - (minColour>>16)&0xFF)*( (data-1)/14.0f));
+ byte greenComponent = ((minColour>>8)&0xFF) + (( (maxColour>>8)&0xFF - (minColour>>8)&0xFF)*( (data-1)/14.0f));
+ byte blueComponent = ((minColour)&0xFF) + (( (maxColour)&0xFF - (minColour)&0xFF)*( (data-1)/14.0f));
+
+ colour = redComponent<<16 | greenComponent<<8 | blueComponent;
+ }
+
+ float red = ((colour>>16)&0xFF)/255.0f;
+ float green = ((colour>>8)&0xFF)/255.0f;
+ float blue = (colour&0xFF)/255.0f;
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->color( red, green, blue );
+ }
+ else
+ {
+ t->color( br * red, br * green, br * blue );
+ }
+ const float dustOffset = 0.25f / 16.0f;
+ const float overlayOffset = 0.25f / 16.0f;
+
+ bool w = RedStoneDustTile::shouldConnectTo( level, x - 1, y, z, Direction::WEST )
+ || ( !level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x - 1, y - 1, z,
+ Direction::UNDEFINED ) );
+ bool e = RedStoneDustTile::shouldConnectTo( level, x + 1, y, z, Direction::EAST )
+ || ( !level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x + 1, y - 1, z,
+ Direction::UNDEFINED ) );
+ bool n = RedStoneDustTile::shouldConnectTo( level, x, y, z - 1, Direction::NORTH )
+ || ( !level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y - 1, z - 1,
+ Direction::UNDEFINED ) );
+ bool s = RedStoneDustTile::shouldConnectTo( level, x, y, z + 1, Direction::SOUTH )
+ || ( !level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y - 1, z + 1,
+ Direction::UNDEFINED ) );
+ if ( !level->isSolidBlockingTile( x, y + 1, z ) )
+ {
+ if ( level->isSolidBlockingTile( x - 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x - 1, y + 1, z,
+ Direction::UNDEFINED ) ) w
+ = true;
+ if ( level->isSolidBlockingTile( x + 1, y, z ) && RedStoneDustTile::shouldConnectTo( level, x + 1, y + 1, z,
+ Direction::UNDEFINED ) ) e
+ = true;
+ if ( level->isSolidBlockingTile( x, y, z - 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y + 1, z - 1,
+ Direction::UNDEFINED ) ) n
+ = true;
+ if ( level->isSolidBlockingTile( x, y, z + 1 ) && RedStoneDustTile::shouldConnectTo( level, x, y + 1, z + 1,
+ Direction::UNDEFINED ) ) s
+ = true;
+ }
+ float x0 = ( float )( x + 0.0f );
+ float x1 = ( float )( x + 1.0f );
+ float z0 = ( float )( z + 0.0f );
+ float z1 = ( float )( z + 1.0f );
+
+ int pic = 0;
+ if ( ( w || e ) && ( !n && !s ) ) pic = 1;
+ if ( ( n || s ) && ( !e && !w ) ) pic = 2;
+
+ if ( pic == 0 )
+ {
+// if ( e || n || s || w )
+ int u0 = 0;
+ int v0 = 0;
+ int u1 = SharedConstants::WORLD_RESOLUTION;
+ int v1 = SharedConstants::WORLD_RESOLUTION;
+
+ int cutDistance = 5;
+ if (!w) x0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
+ if (!w) u0 += cutDistance;
+ if (!e) x1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
+ if (!e) u1 -= cutDistance;
+ if (!n) z0 += cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
+ if (!n) v0 += cutDistance;
+ if (!s) z1 -= cutDistance / (float) SharedConstants::WORLD_RESOLUTION;
+ if (!s) v1 -= cutDistance;
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u1, true), crossTexture->getV(v1) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u1, true), crossTexture->getV(v0) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTexture->getU(u0, true), crossTexture->getV(v0) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTexture->getU(u0, true), crossTexture->getV(v1) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v1, true) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u1, true), crossTextureOverlay->getV(v0, true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v0, true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), crossTextureOverlay->getU(u0, true), crossTextureOverlay->getV(v1, true) );
+ }
+ else if ( pic == 1 )
+ {
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU1(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU0(true), lineTexture->getV1(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + dustOffset ), ( float )( z1 ), lineTexture->getU1(true), lineTexture->getV0(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + overlayOffset ), ( float )( z1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ }
+
+ if ( !level->isSolidBlockingTile( x, y + 1, z ) )
+ {
+ const float yStretch = .35f / 16.0f;
+
+ if ( level->isSolidBlockingTile( x - 1, y, z ) && level->getTile( x - 1, y + 1, z ) == Tile::redStoneDust_Id )
+ {
+ t->color( br * red, br * green, br * blue );
+ t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV1(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ }
+ if ( level->isSolidBlockingTile( x + 1, y, z ) && level->getTile( x + 1, y + 1, z ) == Tile::redStoneDust_Id )
+ {
+ t->color( br * red, br * green, br * blue );
+ t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTexture->getU0(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTexture->getU1(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTexture->getU1(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + 1 - dustOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTexture->getU0(true), lineTexture->getV0(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 1 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 1 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 1 + yStretch ), ( float )( z + 0 ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + 1 - overlayOffset ), ( float )( y + 0 ), ( float )( z + 0 ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ }
+ if ( level->isSolidBlockingTile( x, y, z - 1 ) && level->getTile( x, y + 1, z - 1 ) == Tile::redStoneDust_Id )
+ {
+ t->color( br * red, br * green, br * blue );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ }
+ if ( level->isSolidBlockingTile( x, y, z + 1 ) && level->getTile( x, y + 1, z + 1 ) == Tile::redStoneDust_Id )
+ {
+ t->color( br * red, br * green, br * blue );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV0(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - dustOffset ), lineTexture->getU0(true), lineTexture->getV1(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - dustOffset ), lineTexture->getU1(true), lineTexture->getV1(true) );
+
+ t->color( br, br, br );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + 1 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV0(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 0 ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU0(true), lineTextureOverlay->getV1(true) );
+ t->vertexUV( ( float )( x + 0 ), ( float )( y + 1 + yStretch ), ( float )( z + 1 - overlayOffset ), lineTextureOverlay->getU1(true), lineTextureOverlay->getV1(true) );
+ }
+ }
+
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateRailInWorld( RailTile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+ int data = level->getData( x, y, z );
+
+ Icon *tex = getTexture(tt, 0, data);
+ if (hasFixedTexture()) tex = fixedTexture;
+
+ if ( tt->isUsesDataBit() )
+ {
+ data &= RailTile::RAIL_DIRECTION_MASK;
+ }
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ t->color( 1.0f, 1.0f, 1.0f );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ t->color( br, br, br );
+ }
+
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float r = 1 / 16.0f;
+
+ float x0 = ( float )( x + 1 );
+ float x1 = ( float )( x + 1 );
+ float x2 = ( float )( x + 0 );
+ float x3 = ( float )( x + 0 );
+
+ float z0 = ( float )( z + 0 );
+ float z1 = ( float )( z + 1 );
+ float z2 = ( float )( z + 1 );
+ float z3 = ( float )( z + 0 );
+
+ float y0 = ( float )( y + r );
+ float y1 = ( float )( y + r );
+ float y2 = ( float )( y + r );
+ float y3 = ( float )( y + r );
+
+ if ( data == 1 || data == 2 || data == 3 || data == 7 )
+ {
+ x0 = x3 = ( float )( x + 1 );
+ x1 = x2 = ( float )( x + 0 );
+ z0 = z1 = ( float )( z + 1 );
+ z2 = z3 = ( float )( z + 0 );
+ }
+ else if ( data == 8 )
+ {
+ x0 = x1 = ( float )( x + 0 );
+ x2 = x3 = ( float )( x + 1 );
+ z0 = z3 = ( float )( z + 1 );
+ z1 = z2 = ( float )( z + 0 );
+ }
+ else if ( data == 9 )
+ {
+ x0 = x3 = ( float )( x + 0 );
+ x1 = x2 = ( float )( x + 1 );
+ z0 = z1 = ( float )( z + 0 );
+ z2 = z3 = ( float )( z + 1 );
+ }
+
+ if ( data == 2 || data == 4 )
+ {
+ y0 += 1;
+ y3 += 1;
+ }
+ else if ( data == 3 || data == 5 )
+ {
+ y1 += 1;
+ y2 += 1;
+ }
+
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x2 ), ( float )( y2 ), ( float )( z2 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x3 ), ( float )( y3 ), ( float )( z3 ), ( float )( u0 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x3 ), ( float )( y3 ), ( float )( z3 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x2 ), ( float )( y2 ), ( float )( z2 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateLadderInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, 0);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ float br = 1;
+ t->color( br, br, br );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ t->color( br, br, br );
+ }
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ int face = level->getData( x, y, z );
+
+ float o = 0 / 16.0f;
+ float r = 0.05f;
+ if ( face == 5 )
+ {
+ t->vertexUV( ( float )( x + r ), ( float )( y + 1 + o ), ( float )( z + 1 +
+ o ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + 0 - o ), ( float )( z + 1 +
+ o ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + 0 - o ), ( float )( z + 0 -
+ o ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + 1 + o ), ( float )( z + 0 -
+ o ), ( float )( u1 ), ( float )( v0 ) );
+ }
+ if ( face == 4 )
+ {
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 0 - o ), ( float )( z + 1 +
+ o ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 1 + o ), ( float )( z + 1 +
+ o ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 1 + o ), ( float )( z + 0 -
+ o ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 - r ), ( float )( y + 0 - o ), ( float )( z + 0 -
+ o ), ( float )( u0 ), ( float )( v1 ) );
+ }
+ if ( face == 3 )
+ {
+ t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 0 - o ), ( float )( z +
+ r ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 1 + o ), ( float )( z +
+ r ), ( float )( u1 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 1 + o ), ( float )( z +
+ r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 0 - o ), ( float )( z +
+ r ), ( float )( u0 ), ( float )( v1 ) );
+ }
+ if ( face == 2 )
+ {
+ t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 1 + o ), ( float )( z + 1 -
+ r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + 1 + o ), ( float )( y + 0 - o ), ( float )( z + 1 -
+ r ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 0 - o ), ( float )( z + 1 -
+ r ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + 0 - o ), ( float )( y + 1 + o ), ( float )( z + 1 -
+ r ), ( float )( u1 ), ( float )( v0 ) );
+ }
+
+ return true;
+
+}
+
+bool TileRenderer::tesselateVineInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, 0);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+
+
+ float br = 1;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ {
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ t->color( br * r, br * g, br * b );
+ }
+
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float r = 0.05f;
+ int facings = level->getData( x, y, z );
+
+ if ( ( facings & VineTile::VINE_WEST ) != 0 )
+ {
+ t->vertexUV( x + r, y + 1, z + 1, u0, v0 );
+ t->vertexUV( x + r, y + 0, z + 1, u0, v1 );
+ t->vertexUV( x + r, y + 0, z + 0, u1, v1 );
+ t->vertexUV( x + r, y + 1, z + 0, u1, v0 );
+
+ t->vertexUV( x + r, y + 1, z + 0, u1, v0 );
+ t->vertexUV( x + r, y + 0, z + 0, u1, v1 );
+ t->vertexUV( x + r, y + 0, z + 1, u0, v1 );
+ t->vertexUV( x + r, y + 1, z + 1, u0, v0 );
+ }
+ if ( ( facings & VineTile::VINE_EAST ) != 0 )
+ {
+ t->vertexUV( x + 1 - r, y + 0, z + 1, u1, v1 );
+ t->vertexUV( x + 1 - r, y + 1, z + 1, u1, v0 );
+ t->vertexUV( x + 1 - r, y + 1, z + 0, u0, v0 );
+ t->vertexUV( x + 1 - r, y + 0, z + 0, u0, v1 );
+
+ t->vertexUV( x + 1 - r, y + 0, z + 0, u0, v1 );
+ t->vertexUV( x + 1 - r, y + 1, z + 0, u0, v0 );
+ t->vertexUV( x + 1 - r, y + 1, z + 1, u1, v0 );
+ t->vertexUV( x + 1 - r, y + 0, z + 1, u1, v1 );
+ }
+ if ( ( facings & VineTile::VINE_NORTH ) != 0 )
+ {
+ t->vertexUV( x + 1, y + 0, z + r, u1, v1 );
+ t->vertexUV( x + 1, y + 1, z + r, u1, v0 );
+ t->vertexUV( x + 0, y + 1, z + r, u0, v0 );
+ t->vertexUV( x + 0, y + 0, z + r, u0, v1 );
+
+ t->vertexUV( x + 0, y + 0, z + r, u0, v1 );
+ t->vertexUV( x + 0, y + 1, z + r, u0, v0 );
+ t->vertexUV( x + 1, y + 1, z + r, u1, v0 );
+ t->vertexUV( x + 1, y + 0, z + r, u1, v1 );
+ }
+ if ( ( facings & VineTile::VINE_SOUTH ) != 0 )
+ {
+ t->vertexUV( x + 1, y + 1, z + 1 - r, u0, v0 );
+ t->vertexUV( x + 1, y + 0, z + 1 - r, u0, v1 );
+ t->vertexUV( x + 0, y + 0, z + 1 - r, u1, v1 );
+ t->vertexUV( x + 0, y + 1, z + 1 - r, u1, v0 );
+
+ t->vertexUV( x + 0, y + 1, z + 1 - r, u1, v0 );
+ t->vertexUV( x + 0, y + 0, z + 1 - r, u1, v1 );
+ t->vertexUV( x + 1, y + 0, z + 1 - r, u0, v1 );
+ t->vertexUV( x + 1, y + 1, z + 1 - r, u0, v0 );
+ }
+ if ( level->isSolidBlockingTile( x, y + 1, z ) )
+ {
+ t->vertexUV( x + 1, y + 1 - r, z + 0, u0, v0 );
+ t->vertexUV( x + 1, y + 1 - r, z + 1, u0, v1 );
+ t->vertexUV( x + 0, y + 1 - r, z + 1, u1, v1 );
+ t->vertexUV( x + 0, y + 1 - r, z + 0, u1, v0 );
+ }
+
+ return true;
+}
+
+bool TileRenderer::tesselateThinFenceInWorld( ThinFenceTile* tt, int x, int y, int z )
+{
+ int depth = level->getMaxBuildHeight();
+ Tesselator* t = Tesselator::getInstance();
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
+ float cg = ( r * 30 + g * 70 ) / ( 100 );
+ float cb = ( r * 30 + b * 70 ) / ( 100 );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+ t->color( br * r, br * g, br * b );
+
+ Icon *tex;
+ Icon *edgeTex;
+
+ if ( hasFixedTexture() )
+ {
+ tex = fixedTexture;
+ edgeTex = fixedTexture;
+ }
+ else
+ {
+ int data = level->getData( x, y, z );
+ tex = getTexture( tt, 0, data );
+ edgeTex = tt->getEdgeTexture();
+ }
+
+ int xt = tex->getX();
+ int yt = tex->getY();
+ float u0 = tex->getU0(true);
+ float u1 = tex->getU(8, true);
+ float u2 = tex->getU1(true);
+ float v0 = tex->getV0(true);
+ float v2 = tex->getV1(true);
+
+ int xet = edgeTex->getX();
+ int yet = edgeTex->getY();
+
+ float iu0 = edgeTex->getU(7, true);
+ float iu1 = edgeTex->getU(9, true);
+ float iv0 = edgeTex->getV0(true);
+ float iv1 = edgeTex->getV(8, true);
+ float iv2 = edgeTex->getV1(true);
+
+ float x0 = (float)x;
+ float x1 = x + 0.5f;
+ float x2 = x + 1.0f;
+ float z0 = (float)z;
+ float z1 = z + 0.5f;
+ float z2 = z + 1.0f;
+ float ix0 = x + 0.5f - 1.0f / 16.0f;
+ float ix1 = x + 0.5f + 1.0f / 16.0f;
+ float iz0 = z + 0.5f - 1.0f / 16.0f;
+ float iz1 = z + 0.5f + 1.0f / 16.0f;
+
+ bool n = tt->attachsTo( level->getTile( x, y, z - 1 ) );
+ bool s = tt->attachsTo( level->getTile( x, y, z + 1 ) );
+ bool w = tt->attachsTo( level->getTile( x - 1, y, z ) );
+ bool e = tt->attachsTo( level->getTile( x + 1, y, z ) );
+
+ bool up = tt->shouldRenderFace( level, x, y + 1, z, Facing::UP );
+ bool down = tt->shouldRenderFace( level, x, y - 1, z, Facing::DOWN );
+
+ const float noZFightingOffset = 0.01f;
+ const float noZFightingOffsetB = 0.005;
+
+ if ( ( w && e ) || ( !w && !e && !n && !s ) )
+ {
+ t->vertexUV( x0, y + 1, z1, u0, v0 );
+ t->vertexUV( x0, y + 0, z1, u0, v2 );
+ t->vertexUV( x2, y + 0, z1, u2, v2 );
+ t->vertexUV( x2, y + 1, z1, u2, v0 );
+
+ t->vertexUV( x2, y + 1, z1, u0, v0 );
+ t->vertexUV( x2, y + 0, z1, u0, v2 );
+ t->vertexUV( x0, y + 0, z1, u2, v2 );
+ t->vertexUV( x0, y + 1, z1, u2, v0 );
+
+ if ( up )
+ {
+ // small edge texture
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+ }
+ else
+ {
+ if ( y < ( depth - 1 ) && level->isEmptyTile( x - 1, y + 1, z ) )
+ {
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ }
+ if ( y < ( depth - 1 ) && level->isEmptyTile( x + 1, y + 1, z ) )
+ {
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+ }
+ }
+ if ( down )
+ {
+ // small edge texture
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
+
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv0 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv2 );
+ }
+ else
+ {
+ if ( y > 1 && level->isEmptyTile( x - 1, y - 1, z ) )
+ {
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv1 );
+
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
+ }
+ if ( y > 1 && level->isEmptyTile( x + 1, y - 1, z ) )
+ {
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv0 );
+
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
+ }
+ }
+ }
+ else if ( w && !e )
+ {
+ // half-step towards west
+ t->vertexUV( x0, y + 1, z1, u0, v0 );
+ t->vertexUV( x0, y + 0, z1, u0, v2 );
+ t->vertexUV( x1, y + 0, z1, u1, v2 );
+ t->vertexUV( x1, y + 1, z1, u1, v0 );
+
+ t->vertexUV( x1, y + 1, z1, u0, v0 );
+ t->vertexUV( x1, y + 0, z1, u0, v2 );
+ t->vertexUV( x0, y + 0, z1, u1, v2 );
+ t->vertexUV( x0, y + 1, z1, u1, v0 );
+
+ // small edge texture
+ if ( !s && !n )
+ {
+ t->vertexUV( x1, y + 1, iz1, iu0, iv0 );
+ t->vertexUV( x1, y + 0, iz1, iu0, iv2 );
+ t->vertexUV( x1, y + 0, iz0, iu1, iv2 );
+ t->vertexUV( x1, y + 1, iz0, iu1, iv0 );
+
+ t->vertexUV( x1, y + 1, iz0, iu0, iv0 );
+ t->vertexUV( x1, y + 0, iz0, iu0, iv2 );
+ t->vertexUV( x1, y + 0, iz1, iu1, iv2 );
+ t->vertexUV( x1, y + 1, iz1, iu1, iv0 );
+ }
+
+ if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x - 1, y + 1, z ) ) )
+ {
+ // small edge texture
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y + 1 + noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ }
+ if ( down || ( y > 1 && level->isEmptyTile( x - 1, y - 1, z ) ) )
+ {
+ // small edge texture
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv1 );
+
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x0, y - noZFightingOffset, iz1, iu1, iv2 );
+ t->vertexUV( x0, y - noZFightingOffset, iz0, iu0, iv2 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
+ }
+
+ }
+ else if ( !w && e )
+ {
+ // half-step towards east
+ t->vertexUV( x1, y + 1, z1, u1, v0 );
+ t->vertexUV( x1, y + 0, z1, u1, v2 );
+ t->vertexUV( x2, y + 0, z1, u2, v2 );
+ t->vertexUV( x2, y + 1, z1, u2, v0 );
+
+ t->vertexUV( x2, y + 1, z1, u1, v0 );
+ t->vertexUV( x2, y + 0, z1, u1, v2 );
+ t->vertexUV( x1, y + 0, z1, u2, v2 );
+ t->vertexUV( x1, y + 1, z1, u2, v0 );
+
+ // small edge texture
+ if ( !s && !n )
+ {
+ t->vertexUV( x1, y + 1, iz0, iu0, iv0 );
+ t->vertexUV( x1, y + 0, iz0, iu0, iv2 );
+ t->vertexUV( x1, y + 0, iz1, iu1, iv2 );
+ t->vertexUV( x1, y + 1, iz1, iu1, iv0 );
+
+ t->vertexUV( x1, y + 1, iz1, iu0, iv0 );
+ t->vertexUV( x1, y + 0, iz1, iu0, iv2 );
+ t->vertexUV( x1, y + 0, iz0, iu1, iv2 );
+ t->vertexUV( x1, y + 1, iz0, iu1, iv0 );
+ }
+
+ if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x + 1, y + 1, z ) ) )
+ {
+ // small edge texture
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y + 1 + noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x2, y + 1 + noZFightingOffset, iz0, iu0, iv0 );
+ }
+ if ( down || ( y > 1 && level->isEmptyTile( x + 1, y - 1, z ) ) )
+ {
+ // small edge texture
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv0 );
+
+ t->vertexUV( x2, y - noZFightingOffset, iz1, iu1, iv0 );
+ t->vertexUV( x1, y - noZFightingOffset, iz1, iu1, iv1 );
+ t->vertexUV( x1, y - noZFightingOffset, iz0, iu0, iv1 );
+ t->vertexUV( x2, y - noZFightingOffset, iz0, iu0, iv0 );
+ }
+
+ }
+
+ if ( ( n && s ) || ( !w && !e && !n && !s ) )
+ {
+ // straight north-south
+ t->vertexUV( x1, y + 1, z2, u0, v0 );
+ t->vertexUV( x1, y + 0, z2, u0, v2 );
+ t->vertexUV( x1, y + 0, z0, u2, v2 );
+ t->vertexUV( x1, y + 1, z0, u2, v0 );
+
+ t->vertexUV( x1, y + 1, z0, u0, v0 );
+ t->vertexUV( x1, y + 0, z0, u0, v2 );
+ t->vertexUV( x1, y + 0, z2, u2, v2 );
+ t->vertexUV( x1, y + 1, z2, u2, v0 );
+
+ if ( up )
+ {
+ // small edge texture
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu0, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
+
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu0, iv2 );
+ }
+ else
+ {
+ if ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z - 1 ) )
+ {
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv0 );
+
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv0 );
+ }
+ if ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z + 1 ) )
+ {
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv1 );
+
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv1 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv1 );
+ }
+ }
+ if ( down )
+ {
+ // small edge texture
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu0, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
+
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu0, iv2 );
+ }
+ else
+ {
+ if ( y > 1 && level->isEmptyTile( x, y - 1, z - 1 ) )
+ {
+ // north half-step
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv0 );
+
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv0 );
+ }
+ if ( y > 1 && level->isEmptyTile( x, y - 1, z + 1 ) )
+ {
+ // south half-step
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv1 );
+
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv1 );
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv1 );
+ }
+ }
+
+ }
+ else if ( n && !s )
+ {
+ // half-step towards north
+ t->vertexUV( x1, y + 1, z0, u0, v0 );
+ t->vertexUV( x1, y + 0, z0, u0, v2 );
+ t->vertexUV( x1, y + 0, z1, u1, v2 );
+ t->vertexUV( x1, y + 1, z1, u1, v0 );
+
+ t->vertexUV( x1, y + 1, z1, u0, v0 );
+ t->vertexUV( x1, y + 0, z1, u0, v2 );
+ t->vertexUV( x1, y + 0, z0, u1, v2 );
+ t->vertexUV( x1, y + 1, z0, u1, v0 );
+
+ // small edge texture
+ if ( !e && !w )
+ {
+ t->vertexUV( ix0, y + 1, z1, iu0, iv0 );
+ t->vertexUV( ix0, y + 0, z1, iu0, iv2 );
+ t->vertexUV( ix1, y + 0, z1, iu1, iv2 );
+ t->vertexUV( ix1, y + 1, z1, iu1, iv0 );
+
+ t->vertexUV( ix1, y + 1, z1, iu0, iv0 );
+ t->vertexUV( ix1, y + 0, z1, iu0, iv2 );
+ t->vertexUV( ix0, y + 0, z1, iu1, iv2 );
+ t->vertexUV( ix0, y + 1, z1, iu1, iv0 );
+ }
+
+ if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z - 1 ) ) )
+ {
+ // small edge texture
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv0 );
+
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu1, iv0 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z0, iu1, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z0, iu0, iv1 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu0, iv0 );
+ }
+
+ if ( down || ( y > 1 && level->isEmptyTile( x, y - 1, z - 1 ) ) )
+ {
+ // small edge texture
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv0 );
+
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu1, iv0 );
+ t->vertexUV( ix0, y - noZFightingOffset, z0, iu1, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z0, iu0, iv1 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu0, iv0 );
+ }
+
+ }
+ else if ( !n && s )
+ {
+ // half-step towards south
+ t->vertexUV( x1, y + 1, z1, u1, v0 );
+ t->vertexUV( x1, y + 0, z1, u1, v2 );
+ t->vertexUV( x1, y + 0, z2, u2, v2 );
+ t->vertexUV( x1, y + 1, z2, u2, v0 );
+
+ t->vertexUV( x1, y + 1, z2, u1, v0 );
+ t->vertexUV( x1, y + 0, z2, u1, v2 );
+ t->vertexUV( x1, y + 0, z1, u2, v2 );
+ t->vertexUV( x1, y + 1, z1, u2, v0 );
+
+ // small edge texture
+ if ( !e && !w )
+ {
+ t->vertexUV( ix1, y + 1, z1, iu0, iv0 );
+ t->vertexUV( ix1, y + 0, z1, iu0, iv2 );
+ t->vertexUV( ix0, y + 0, z1, iu1, iv2 );
+ t->vertexUV( ix0, y + 1, z1, iu1, iv0 );
+
+ t->vertexUV( ix0, y + 1, z1, iu0, iv0 );
+ t->vertexUV( ix0, y + 0, z1, iu0, iv2 );
+ t->vertexUV( ix1, y + 0, z1, iu1, iv2 );
+ t->vertexUV( ix1, y + 1, z1, iu1, iv0 );
+ }
+
+ if ( up || ( y < ( depth - 1 ) && level->isEmptyTile( x, y + 1, z + 1 ) ) )
+ {
+ // small edge texture
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv1 );
+
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z2, iu0, iv1 );
+ t->vertexUV( ix0, y + 1 + noZFightingOffset, z1, iu0, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z1, iu1, iv2 );
+ t->vertexUV( ix1, y + 1 + noZFightingOffset, z2, iu1, iv1 );
+ }
+ if ( down || ( y > 1 && level->isEmptyTile( x, y - 1, z + 1 ) ) )
+ {
+ // small edge texture
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv1 );
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv1 );
+
+ t->vertexUV( ix0, y - noZFightingOffset, z2, iu0, iv1 );
+ t->vertexUV( ix0, y - noZFightingOffset, z1, iu0, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z1, iu1, iv2 );
+ t->vertexUV( ix1, y - noZFightingOffset, z2, iu1, iv1 );
+ }
+
+ }
+
+ return true;
+}
+
+bool TileRenderer::tesselateCrossInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
+ float cg = ( r * 30 + g * 70 ) / ( 100 );
+ float cb = ( r * 30 + b * 70 ) / ( 100 );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+ t->color( br * r, br * g, br * b );
+
+ float xt = (float)x;
+ float yt = (float)y;
+ float zt = (float)z;
+
+ if (tt == Tile::tallgrass)
+ {
+ __int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
+ seed = seed * seed * 42317861 + seed * 11;
+
+ xt += ((((seed >> 16) & 0xf) / 15.0f) - 0.5f) * 0.5f;
+ yt += ((((seed >> 20) & 0xf) / 15.0f) - 1.0f) * 0.2f;
+ zt += ((((seed >> 24) & 0xf) / 15.0f) - 0.5f) * 0.5f;
+ }
+
+ tesselateCrossTexture( tt, level->getData( x, y, z ), xt, yt, zt, 1 );
+ return true;
+}
+
+bool TileRenderer::tesselateStemInWorld( Tile* _tt, int x, int y, int z )
+{
+ StemTile* tt = ( StemTile* )_tt;
+ Tesselator* t = Tesselator::getInstance();
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30.0f + g * 59.0f + b * 11.0f ) / 100.0f;
+ float cg = ( r * 30.0f + g * 70.0f ) / ( 100.0f );
+ float cb = ( r * 30.0f + b * 70.0f ) / ( 100.0f );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+ t->color( br * r, br * g, br * b );
+
+ tt->updateShape( level, x, y, z );
+ int dir = tt->getConnectDir( level, x, y, z );
+ if ( dir < 0 )
+ {
+ tesselateStemTexture( tt, level->getData( x, y, z ), tileShapeY1, x, y - 1 / 16.0f, z );
+ }
+ else
+ {
+ tesselateStemTexture( tt, level->getData( x, y, z ), 0.5f, x, y - 1 / 16.0f, z );
+ tesselateStemDirTexture( tt, level->getData( x, y, z ), dir, tileShapeY1, x, y - 1 / 16.0f, z );
+ }
+ return true;
+}
+
+bool TileRenderer::tesselateRowInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ t->color( 1.0f, 1.0f, 1.0f );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z );
+ t->color( br, br, br );
+ }
+
+ tesselateRowTexture( tt, level->getData( x, y, z ), x, y - 1.0f / 16.0f, z );
+ return true;
+}
+
+void TileRenderer::tesselateTorch( Tile* tt, float x, float y, float z, float xxa, float zza, int data )
+{
+ Tesselator* t = Tesselator::getInstance();
+ Icon *tex = getTexture(tt, Facing::DOWN, data);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float ut0 = tex->getU(7, true);
+ float vt0 = tex->getV(6, true);
+ float ut1 = tex->getU(9, true);
+ float vt1 = tex->getV(8, true);
+
+ float ub0 = tex->getU(7, true);
+ float vb0 = tex->getV(13, true);
+ float ub1 = tex->getU(9, true);
+ float vb1 = tex->getV(15, true);
+
+ x += 0.5f;
+ z += 0.5f;
+
+ float x0 = x - 0.5f;
+ float x1 = x + 0.5f;
+ float z0 = z - 0.5f;
+ float z1 = z + 0.5f;
+ float r = 1 / 16.0f;
+
+ float h = 10.0f / 16.0f;
+ t->vertexUV( ( float )( x + xxa * ( 1 - h ) - r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) - r ), ut0, vt0 );
+ t->vertexUV( ( float )( x + xxa * ( 1 - h ) - r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) + r ), ut0, vt1 );
+ t->vertexUV( ( float )( x + xxa * ( 1 - h ) + r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) + r ), ut1, vt1 );
+ t->vertexUV( ( float )( x + xxa * ( 1 - h ) + r ), ( float )( y + h ), ( float )( z + zza * ( 1 - h ) - r ), ut1, vt0 );
+
+ t->vertexUV( (float)(x + r + xxa), (float) y, (float)(z - r + zza), ub1, vb0);
+ t->vertexUV( (float)(x + r + xxa), (float) y, (float)(z + r + zza), ub1, vb1);
+ t->vertexUV( (float)(x - r + xxa), (float) y, (float)(z + r + zza), ub0, vb1);
+ t->vertexUV( (float)(x - r + xxa), (float) y, (float)(z - r + zza), ub0, vb0);
+
+ t->vertexUV( ( float )( x - r ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x - r + xxa ), ( float )( y + 0 ), ( float )( z0 +
+ zza ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x - r + xxa ), ( float )( y + 0 ), ( float )( z1 +
+ zza ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x - r ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x + r ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x + xxa + r ), ( float )( y + 0 ), ( float )( z1 +
+ zza ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + xxa + r ), ( float )( y + 0 ), ( float )( z0 +
+ zza ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x + r ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z + r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 + xxa ), ( float )( y + 0 ), ( float )( z + r +
+ zza ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 + xxa ), ( float )( y + 0 ), ( float )( z + r +
+ zza ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z + r ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z - r ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 + xxa ), ( float )( y + 0 ), ( float )( z - r +
+ zza ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 + xxa ), ( float )( y + 0 ), ( float )( z - r +
+ zza ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z - r ), ( float )( u1 ), ( float )( v0 ) );
+}
+
+void TileRenderer::tesselateCrossTexture( Tile* tt, int data, float x, float y, float z, float scale )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, 0, data);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float width = 0.45 * scale;
+ float x0 = x + 0.5 - width;
+ float x1 = x + 0.5 + width;
+ float z0 = z + 0.5 - width;
+ float z1 = z + 0.5 + width;
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + scale ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + scale ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+}
+
+void TileRenderer::tesselateStemTexture( Tile* tt, int data, float h, float x, float y, float z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, 0, data);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV(h * SharedConstants::WORLD_RESOLUTION, true);
+
+ float x0 = x + 0.5f - 0.45f;
+ float x1 = x + 0.5f + 0.45f;
+ float z0 = z + 0.5f - 0.45f;
+ float z1 = z + 0.5f + 0.45f;
+
+ t->vertexUV( x0, y + h, z0, u0, v0 );
+ t->vertexUV( x0, y + 0, z0, u0, v1 );
+ t->vertexUV( x1, y + 0, z1, u1, v1 );
+ t->vertexUV( x1, y + h, z1, u1, v0 );
+
+ t->vertexUV( x1, y + h, z1, u0, v0 );
+ t->vertexUV( x1, y + 0, z1, u0, v1 );
+ t->vertexUV( x0, y + 0, z0, u1, v1 );
+ t->vertexUV( x0, y + h, z0, u1, v0 );
+
+ t->vertexUV( x0, y + h, z1, u0, v0 );
+ t->vertexUV( x0, y + 0, z1, u0, v1 );
+ t->vertexUV( x1, y + 0, z0, u1, v1 );
+ t->vertexUV( x1, y + h, z0, u1, v0 );
+
+ t->vertexUV( x1, y + h, z0, u0, v0 );
+ t->vertexUV( x1, y + 0, z0, u0, v1 );
+ t->vertexUV( x0, y + 0, z1, u1, v1 );
+ t->vertexUV( x0, y + h, z1, u1, v0 );
+}
+
+bool TileRenderer::tesselateLilypadInWorld(Tile *tt, int x, int y, int z)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, Facing::UP);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float h = 0.25f / 16.0f;
+
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ __int64 seed = (x * 3129871) ^ (z * 116129781l) ^ (y);
+ seed = seed * seed * 42317861 + seed * 11;
+
+ int dir = (int) ((seed >> 16) & 0x3);
+
+
+
+ t->tex2(getLightColor(tt, level, x, y, z));
+
+ float xx = x + 0.5f;
+ float zz = z + 0.5f;
+ float c = ((dir & 1) * 0.5f) * (1 - dir / 2 % 2 * 2);
+ float s = (((dir + 1) & 1) * 0.5f) * (1 - (dir + 1) / 2 % 2 * 2);
+
+ t->color(tt->getColor());
+ t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
+ t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
+ t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
+ t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
+
+ t->color((tt->getColor() & 0xfefefe) >> 1);
+ t->vertexUV(xx - c - s, y + h, zz + c - s, u0, v1);
+ t->vertexUV(xx - c + s, y + h, zz - c - s, u1, v1);
+ t->vertexUV(xx + c + s, y + h, zz - c + s, u1, v0);
+ t->vertexUV(xx + c - s, y + h, zz + c + s, u0, v0);
+
+
+ return true;
+}
+
+void TileRenderer::tesselateStemDirTexture( StemTile* tt, int data, int dir, float h, float x, float y, float z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = tt->getAngledTexture();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float x0 = x + 0.5f - 0.5f;
+ float x1 = x + 0.5f + 0.5f;
+ float z0 = z + 0.5f - 0.5f;
+ float z1 = z + 0.5f + 0.5f;
+
+ float xm = x + 0.5f;
+ float zm = z + 0.5f;
+
+ if ( ( dir + 1 ) / 2 % 2 == 1 )
+ {
+ float tmp = u1;
+ u1 = u0;
+ u0 = tmp;
+ }
+
+ if ( dir < 2 )
+ {
+ t->vertexUV( x0, y + h, zm, u0, v0 );
+ t->vertexUV( x0, y + 0, zm, u0, v1 );
+ t->vertexUV( x1, y + 0, zm, u1, v1 );
+ t->vertexUV( x1, y + h, zm, u1, v0 );
+
+ t->vertexUV( x1, y + h, zm, u1, v0 );
+ t->vertexUV( x1, y + 0, zm, u1, v1 );
+ t->vertexUV( x0, y + 0, zm, u0, v1 );
+ t->vertexUV( x0, y + h, zm, u0, v0 );
+ }
+ else
+ {
+ t->vertexUV( xm, y + h, z1, u0, v0 );
+ t->vertexUV( xm, y + 0, z1, u0, v1 );
+ t->vertexUV( xm, y + 0, z0, u1, v1 );
+ t->vertexUV( xm, y + h, z0, u1, v0 );
+
+ t->vertexUV( xm, y + h, z0, u1, v0 );
+ t->vertexUV( xm, y + 0, z0, u1, v1 );
+ t->vertexUV( xm, y + 0, z1, u0, v1 );
+ t->vertexUV( xm, y + h, z1, u0, v0 );
+ }
+}
+
+
+void TileRenderer::tesselateRowTexture( Tile* tt, int data, float x, float y, float z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ Icon *tex = getTexture(tt, 0, data);
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u0 = tex->getU0(true);
+ float v0 = tex->getV0(true);
+ float u1 = tex->getU1(true);
+ float v1 = tex->getV1(true);
+
+ float x0 = x + 0.5f - 0.25f;
+ float x1 = x + 0.5f + 0.25f;
+ float z0 = z + 0.5f - 0.5f;
+ float z1 = z + 0.5f + 0.5f;
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ x0 = x + 0.5f - 0.5f;
+ x1 = x + 0.5f + 0.5f;
+ z0 = z + 0.5f - 0.25f;
+ z1 = z + 0.5f + 0.25f;
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z0 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+ t->vertexUV( ( float )( x0 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u0 ), ( float )( v0 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u0 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v0 ) );
+
+}
+
+bool TileRenderer::tesselateWaterInWorld( Tile* tt, int x, int y, int z )
+{
+ // 4J Java comment
+ // TODO: This all needs to change. Somehow.
+ Tesselator* t = Tesselator::getInstance();
+
+ int col = tt->getColor( level, x, y, z );
+ float r = ( col >> 16 & 0xff ) / 255.0f;
+ float g = ( col >> 8 & 0xff ) / 255.0f;
+ float b = ( col & 0xff ) / 255.0f;
+ bool up = tt->shouldRenderFace( level, x, y + 1, z, 1 );
+ bool down = tt->shouldRenderFace( level, x, y - 1, z, 0 );
+ bool dirs[4];
+ dirs[0] = tt->shouldRenderFace( level, x, y, z - 1, 2 );
+ dirs[1] = tt->shouldRenderFace( level, x, y, z + 1, 3 );
+ dirs[2] = tt->shouldRenderFace( level, x - 1, y, z, 4 );
+ dirs[3] = tt->shouldRenderFace( level, x + 1, y, z, 5 );
+
+ if ( !up && !down && !dirs[0] && !dirs[1] && !dirs[2] && !dirs[3] ) return false;
+
+ bool changed = false;
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ double yo0 = 0;
+ double yo1 = 1;
+
+ Material* m = tt->material;
+ int data = level->getData( x, y, z );
+
+ float h0 = getWaterHeight( x, y, z, m );
+ float h1 = getWaterHeight( x, y, z + 1, m );
+ float h2 = getWaterHeight( x + 1, y, z + 1, m );
+ float h3 = getWaterHeight( x + 1, y, z, m );
+
+ float offs = 0.001f;
+ // 4J - added. Farm tiles often found beside water, but they consider themselves non-solid as they only extend up to 15.0f / 16.0f.
+ // If the max height of this water is below that level, don't bother rendering sides bordering onto farmland.
+ float maxh = h0;
+ if ( h1 > maxh ) maxh = h1;
+ if ( h2 > maxh ) maxh = h2;
+ if ( h3 > maxh ) maxh = h3;
+ if ( maxh <= ( 15.0f / 16.0f ) )
+ {
+ if ( level->getTile( x, y, z - 1 ) == Tile::farmland_Id )
+ {
+ dirs[0] = false;
+ }
+ if ( level->getTile( x, y, z + 1 ) == Tile::farmland_Id )
+ {
+ dirs[1] = false;
+ }
+ if ( level->getTile( x - 1, y, z ) == Tile::farmland_Id )
+ {
+ dirs[2] = false;
+ }
+ if ( level->getTile( x + 1, y, z ) == Tile::farmland_Id )
+ {
+ dirs[3] = false;
+ }
+ }
+
+ if ( noCulling || up )
+ {
+ changed = true;
+ Icon *tex = getTexture( tt, 1, data );
+ float angle = ( float )LiquidTile::getSlopeAngle( level, x, y, z, m );
+ if ( angle > -999 )
+ {
+ tex = getTexture( tt, 2, data );
+ }
+
+ h0 -= offs;
+ h1 -= offs;
+ h2 -= offs;
+ h3 -= offs;
+
+ float u00, u01, u10, u11;
+ float v00, v01, v10, v11;
+ if ( angle < -999 )
+ {
+ u00 = tex->getU(0, true);
+ v00 = tex->getV(0, true);
+ u01 = u00;
+ v01 = tex->getV(SharedConstants::WORLD_RESOLUTION, true);
+ u10 = tex->getU(SharedConstants::WORLD_RESOLUTION, true);
+ v10 = v01;
+ u11 = u10;
+ v11 = v00;
+ }
+ else
+ {
+ float s = Mth::sin(angle) * .25f;
+ float c = Mth::cos(angle) * .25f;
+ float cc = SharedConstants::WORLD_RESOLUTION * .5f;
+ u00 = tex->getU(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
+ v00 = tex->getV(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
+ u01 = tex->getU(cc + (-c + s) * SharedConstants::WORLD_RESOLUTION);
+ v01 = tex->getV(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
+ u10 = tex->getU(cc + (+c + s) * SharedConstants::WORLD_RESOLUTION);
+ v10 = tex->getV(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
+ u11 = tex->getU(cc + (+c - s) * SharedConstants::WORLD_RESOLUTION);
+ v11 = tex->getV(cc + (-c - s) * SharedConstants::WORLD_RESOLUTION);
+ }
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y, z );
+ }
+ t->color( c11 * br * r, c11 * br * g, c11 * br * b );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h0 ), ( float )( z + 0.0f ), u00, v00 );
+ t->vertexUV( ( float )( x + 0.0f ), ( float )( y + h1 ), ( float )( z + 1.0f ), u01, v01 );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h2 ), ( float )( z + 1.0f ), u10, v10 );
+ t->vertexUV( ( float )( x + 1.0f ), ( float )( y + h3 ), ( float )( z + 0.0f ), u11, v11 );
+ }
+
+ if ( noCulling || down )
+ {
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y - 1, z ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, x, y - 1, z );
+ }
+ t->color( c10 * br, c10 * br, c10 * br );
+ renderFaceDown( tt, x, y + offs, z, getTexture( tt, 0 ) );
+ changed = true;
+ }
+
+ for ( int face = 0; face < 4; face++ )
+ {
+ int xt = x;
+ int yt = y;
+ int zt = z;
+
+ if ( face == 0 ) zt--;
+ if ( face == 1 ) zt++;
+ if ( face == 2 ) xt--;
+ if ( face == 3 ) xt++;
+
+ Icon *tex = getTexture(tt, face + 2, data);
+
+ if ( noCulling || dirs[face] )
+ {
+ float hh0;
+ float hh1;
+ float x0, z0, x1, z1;
+ if ( face == 0 )
+ {
+ hh0 = ( float )( h0 );
+ hh1 = ( float )( h3 );
+ x0 = ( float )( x );
+ x1 = ( float )( x + 1 );
+ z0 = ( float )( z + offs);
+ z1 = ( float )( z + offs);
+ }
+ else if ( face == 1 )
+ {
+ hh0 = ( float )( h2 );
+ hh1 = ( float )( h1 );
+ x0 = ( float )( x + 1 );
+ x1 = ( float )( x );
+ z0 = ( float )( z + 1 - offs);
+ z1 = ( float )( z + 1 - offs);
+ }
+ else if ( face == 2 )
+ {
+ hh0 = ( float )( h1 );
+ hh1 = ( float )( h0 );
+ x0 = ( float )( x + offs);
+ x1 = ( float )( x + offs);
+ z0 = ( float )( z + 1 );
+ z1 = ( float )( z );
+ }
+ else
+ {
+ hh0 = ( float )( h3 );
+ hh1 = ( float )( h2 );
+ x0 = ( float )( x + 1 - offs);
+ x1 = ( float )( x + 1 - offs);
+ z0 = ( float )( z );
+ z1 = ( float )( z + 1 );
+ }
+
+
+ changed = true;
+ float u0 = tex->getU(0, true);
+ float u1 = tex->getU(SharedConstants::WORLD_RESOLUTION * .5f, true);
+
+ int yTex = tex->getY();
+ float v01 = tex->getV((1 - hh0) * SharedConstants::WORLD_RESOLUTION * .5f);
+ float v02 = tex->getV((1 - hh1) * SharedConstants::WORLD_RESOLUTION * .5f);
+ float v1 = tex->getV(SharedConstants::WORLD_RESOLUTION * .5f, true);
+
+ float br;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, xt, yt, zt ) );
+ br = 1;
+ }
+ else
+ {
+ br = tt->getBrightness( level, xt, yt, zt );
+ }
+ if ( face < 2 ) br *= c2;
+ else
+ br *= c3;
+
+ t->color( c11 * br * r, c11 * br * g, c11 * br * b );
+ t->vertexUV( ( float )( x0 ), ( float )( y + hh0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + hh1 ), ( float )( z1 ), ( float )( u1 ), ( float )( v02 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y + 0 ), ( float )( z1 ), ( float )( u1 ), ( float )( v1 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y + 0 ), ( float )( z0 ), ( float )( u0 ), ( float )( v1 ) );
+
+ }
+
+ }
+
+ tileShapeY0 = yo0;
+ tileShapeY1 = yo1;
+
+ return changed;
+
+}
+
+float TileRenderer::getWaterHeight( int x, int y, int z, Material* m )
+{
+ int count = 0;
+ float h = 0;
+ for ( int i = 0; i < 4; i++ )
+ {
+ int xx = x - ( i & 1 );
+ int yy = y;
+ int zz = z - ( ( i >> 1 ) & 1 );
+ if ( level->getMaterial( xx, yy + 1, zz ) == m )
+ {
+ return 1;
+ }
+ Material* tm = level->getMaterial( xx, yy, zz );
+ if ( tm == m )
+ {
+ int d = level->getData( xx, yy, zz );
+ if ( d >= 8 || d == 0 )
+ {
+ h += ( LiquidTile::getHeight( d ) )* 10;
+ count += 10;
+ }
+ h += LiquidTile::getHeight( d );
+ count++;
+ }
+ else if ( !tm->isSolid() )
+ {
+ h += 1;
+ count++;
+ }
+ }
+ return 1 - h / count;
+}
+
+void TileRenderer::renderBlock( Tile* tt, Level* level, int x, int y, int z )
+{
+ renderBlock(tt, level, x, y, z, 0);
+}
+
+void TileRenderer::renderBlock(Tile *tt, Level *level, int x, int y, int z, int data)
+{
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ Tesselator* t = Tesselator::getInstance();
+ t->begin();
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( getLightColor(tt, level, x, y, z ) );
+ }
+ float center = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z );
+ float br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y - 1, z );
+
+ if ( br < center ) br = center;
+ t->color( c10 * br, c10 * br, c10 * br );
+ renderFaceDown( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 0, data ) );
+
+ br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y + 1, z );
+ if ( br < center ) br = center;
+ t->color( c11 * br, c11 * br, c11 * br );
+ renderFaceUp( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 1, data ) );
+
+ br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z - 1 );
+ if ( br < center ) br = center;
+ t->color( c2 * br, c2 * br, c2 * br );
+ renderNorth( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 2, data ) );
+
+ br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x, y, z + 1 );
+ if ( br < center ) br = center;
+ t->color( c2 * br, c2 * br, c2 * br );
+ renderSouth( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 3, data ) );
+
+ br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x - 1, y, z );
+ if ( br < center ) br = center;
+ t->color( c3 * br, c3 * br, c3 * br );
+ renderWest( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 4, data ) );
+
+ br = SharedConstants::TEXTURE_LIGHTING ? 1 : tt->getBrightness( level, x + 1, y, z );
+ if ( br < center ) br = center;
+ t->color( c3 * br, c3 * br, c3 * br );
+ renderEast( tt, -0.5f, -0.5f, -0.5f, getTexture( tt, 5, data ) );
+ t->end();
+
+}
+
+bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z )
+{
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
+ float cg = ( r * 30 + g * 70 ) / ( 100 );
+ float cb = ( r * 30 + b * 70 ) / ( 100 );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+
+ if ( Tile::lightEmission[tt->id] == 0 )//4J - TODO/remove (Minecraft::useAmbientOcclusion())
+ {
+ return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b, 0 );
+ }
+ else
+ {
+ return tesselateBlockInWorld( tt, x, y, z, r, g, b );
+ }
+}
+
+// AP - added this version to be able to pass the face flags down
+bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, int faceFlags )
+{
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
+ float cg = ( r * 30 + g * 70 ) / ( 100 );
+ float cb = ( r * 30 + b * 70 ) / ( 100 );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+
+ if ( Tile::lightEmission[tt->id] == 0 )//4J - TODO/remove (Minecraft::useAmbientOcclusion())
+ {
+ return tesselateBlockInWorldWithAmbienceOcclusionTexLighting( tt, x, y, z, r, g, b, faceFlags );
+ }
+ else
+ {
+ return tesselateBlockInWorld( tt, x, y, z, r, g, b );
+ }
+}
+
+bool TileRenderer::tesselateTreeInWorld(Tile *tt, int x, int y, int z)
+{
+ int data = level->getData(x, y, z);
+ int facing = data & TreeTile::MASK_FACING;
+
+ if (facing == TreeTile::FACING_X)
+ {
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CW;
+ }
+ else if (facing == TreeTile::FACING_Z)
+ {
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CW;
+ }
+
+ bool result = tesselateBlockInWorld(tt, x, y, z);
+
+ eastFlip = 0;
+ northFlip = 0;
+ southFlip = 0;
+ westFlip = 0;
+ upFlip = 0;
+ downFlip = 0;
+
+ return result;
+}
+
+bool TileRenderer::tesselateQuartzInWorld(Tile *tt, int x, int y, int z)
+{
+ int data = level->getData(x, y, z);
+
+ if (data == QuartzBlockTile::TYPE_LINES_X)
+ {
+ northFlip = FLIP_CW;
+ southFlip = FLIP_CW;
+ upFlip = FLIP_CW;
+ downFlip = FLIP_CW;
+ }
+ else if (data == QuartzBlockTile::TYPE_LINES_Z)
+ {
+ eastFlip = FLIP_CW;
+ westFlip = FLIP_CW;
+ }
+
+ bool result = tesselateBlockInWorld(tt, x, y, z);
+
+ eastFlip = 0;
+ northFlip = 0;
+ southFlip = 0;
+ westFlip = 0;
+ upFlip = 0;
+ downFlip = 0;
+
+ return result;
+}
+
+bool TileRenderer::tesselateCocoaInWorld(CocoaTile *tt, int x, int y, int z)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ t->tex2(getLightColor(tt, level, x, y, z));
+ t->color(1.0f, 1.0f, 1.0f);
+ }
+ else
+ {
+ float br = tt->getBrightness(level, x, y, z);
+ if (Tile::lightEmission[tt->id] > 0) br = 1.0f;
+ t->color(br, br, br);
+ }
+
+ int data = level->getData(x, y, z);
+ int dir = DirectionalTile::getDirection(data);
+ int age = CocoaTile::getAge(data);
+ Icon *tex = tt->getTextureForAge(age);
+
+ int cocoaWidth = 4 + age * 2;
+ int cocoaHeight = 5 + age * 2;
+
+ double us = 15.0 - cocoaWidth;
+ double ue = 15.0;
+ double vs = 4.0;
+ double ve = 4.0 + cocoaHeight;
+ double u0 = tex->getU(us, true);
+ double u1 = tex->getU(ue, true);
+ double v0 = tex->getV(vs, true);
+ double v1 = tex->getV(ve, true);
+
+
+ double offX = 0;
+ double offZ = 0;
+
+ switch (dir)
+ {
+ case Direction::NORTH:
+ offX = 8.0 - cocoaWidth / 2;
+ offZ = 1.0;
+ break;
+ case Direction::SOUTH:
+ offX = 8.0 - cocoaWidth / 2;
+ offZ = 15.0 - cocoaWidth;
+ break;
+ case Direction::EAST:
+ offX = 15.0 - cocoaWidth;
+ offZ = 8.0 - cocoaWidth / 2;
+ break;
+ case Direction::WEST:
+ offX = 1.0;
+ offZ = 8.0 - cocoaWidth / 2;
+ break;
+ }
+
+ double x0 = x + offX / 16.0;
+ double x1 = x + (offX + cocoaWidth) / 16.0;
+ double y0 = y + (12.0 - cocoaHeight) / 16.0;
+ double y1 = y + 12.0 / 16.0;
+ double z0 = z + offZ / 16.0;
+ double z1 = z + (offZ + cocoaWidth) / 16.0;
+
+ // west
+ {
+ t->vertexUV(x0, y0, z0, u0, v1);
+ t->vertexUV(x0, y0, z1, u1, v1);
+ t->vertexUV(x0, y1, z1, u1, v0);
+ t->vertexUV(x0, y1, z0, u0, v0);
+ }
+ // east
+ {
+ t->vertexUV(x1, y0, z1, u0, v1);
+ t->vertexUV(x1, y0, z0, u1, v1);
+ t->vertexUV(x1, y1, z0, u1, v0);
+ t->vertexUV(x1, y1, z1, u0, v0);
+ }
+ // north
+ {
+ t->vertexUV(x1, y0, z0, u0, v1);
+ t->vertexUV(x0, y0, z0, u1, v1);
+ t->vertexUV(x0, y1, z0, u1, v0);
+ t->vertexUV(x1, y1, z0, u0, v0);
+ }
+ // south
+ {
+ t->vertexUV(x0, y0, z1, u0, v1);
+ t->vertexUV(x1, y0, z1, u1, v1);
+ t->vertexUV(x1, y1, z1, u1, v0);
+ t->vertexUV(x0, y1, z1, u0, v0);
+ }
+
+ int topWidth = cocoaWidth;
+ if (age >= 2)
+ {
+ // special case because the top piece didn't fit
+ topWidth--;
+ }
+
+ u0 = tex->getU0(true);
+ u1 = tex->getU(topWidth, true);
+ v0 = tex->getV0(true);
+ v1 = tex->getV(topWidth, true);
+
+ // top
+ {
+ t->vertexUV(x0, y1, z1, u0, v1);
+ t->vertexUV(x1, y1, z1, u1, v1);
+ t->vertexUV(x1, y1, z0, u1, v0);
+ t->vertexUV(x0, y1, z0, u0, v0);
+ }
+ // bottom
+ {
+ t->vertexUV(x0, y0, z0, u0, v0);
+ t->vertexUV(x1, y0, z0, u1, v0);
+ t->vertexUV(x1, y0, z1, u1, v1);
+ t->vertexUV(x0, y0, z1, u0, v1);
+ }
+
+ // stalk
+ u0 = tex->getU(12, true);
+ u1 = tex->getU1(true);
+ v0 = tex->getV0(true);
+ v1 = tex->getV(4, true);
+
+ offX = 8;
+ offZ = 0;
+
+ switch (dir)
+ {
+ case Direction::NORTH:
+ offX = 8.0;
+ offZ = 0.0;
+ break;
+ case Direction::SOUTH:
+ offX = 8;
+ offZ = 12;
+ {
+ double temp = u0;
+ u0 = u1;
+ u1 = temp;
+ }
+ break;
+ case Direction::EAST:
+ offX = 12.0;
+ offZ = 8.0;
+ {
+ double temp = u0;
+ u0 = u1;
+ u1 = temp;
+ }
+ break;
+ case Direction::WEST:
+ offX = 0.0;
+ offZ = 8.0;
+ break;
+ }
+
+ x0 = x + offX / 16.0;
+ x1 = x + (offX + 4.0) / 16.0;
+ y0 = y + 12.0 / 16.0;
+ y1 = y + 16.0 / 16.0;
+ z0 = z + offZ / 16.0;
+ z1 = z + (offZ + 4.0) / 16.0;
+ if (dir == Direction::NORTH || dir == Direction::SOUTH)
+ {
+ // west
+ {
+ t->vertexUV(x0, y0, z0, u1, v1);
+ t->vertexUV(x0, y0, z1, u0, v1);
+ t->vertexUV(x0, y1, z1, u0, v0);
+ t->vertexUV(x0, y1, z0, u1, v0);
+ }
+ // east
+ {
+ t->vertexUV(x0, y0, z1, u0, v1);
+ t->vertexUV(x0, y0, z0, u1, v1);
+ t->vertexUV(x0, y1, z0, u1, v0);
+ t->vertexUV(x0, y1, z1, u0, v0);
+ }
+ }
+ else if (dir == Direction::WEST || dir == Direction::EAST)
+ {
+ // north
+ {
+ t->vertexUV(x1, y0, z0, u0, v1);
+ t->vertexUV(x0, y0, z0, u1, v1);
+ t->vertexUV(x0, y1, z0, u1, v0);
+ t->vertexUV(x1, y1, z0, u0, v0);
+ }
+ // south
+ {
+ t->vertexUV(x0, y0, z0, u1, v1);
+ t->vertexUV(x1, y0, z0, u0, v1);
+ t->vertexUV(x1, y1, z0, u0, v0);
+ t->vertexUV(x0, y1, z0, u1, v0);
+ }
+ }
+
+
+ return true;
+}
+
+// 4J - brought changes forward from 1.8.2
+bool TileRenderer::tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* tt, int pX, int pY, int pZ,
+ float pBaseRed, float pBaseGreen,
+ float pBaseBlue, int faceFlags )
+{
+ // 4J - the texture is (originally) obtained for each face in the block, if those faces are visible. For a lot of blocks,
+ // the textures don't vary from face to face - this is particularly an issue for leaves as they not only don't vary between faces,
+ // but they also happen to draw a lot of faces, and the code for determining which texture to use is more complex than in most
+ // cases. Optimisation here then to store a uniform texture where appropriate (could be extended beyond leaves) that will stop
+ // any other faces being evaluated.
+ Icon *uniformTex = NULL;
+ int id = tt->id;
+ if( id == Tile::leaves_Id )
+ {
+ uniformTex = getTexture(tt, level, pX, pY, pZ, 0);
+ }
+ // 4J - added these faceFlags so we can detect whether this block is going to have no visible faces and early out
+ // the original code checked noCulling and shouldRenderFace directly where faceFlags is used now
+ // AP - I moved a copy of these face checks to have an even earlier out
+ // check if the faceFlags have indeed been set
+ if( faceFlags == 0 )
+ {
+ if ( noCulling )
+ {
+ faceFlags = 0x3f;
+ }
+ else
+ {
+ faceFlags |= tt->shouldRenderFace( level, pX, pY - 1, pZ, 0 ) ? 0x01 : 0;
+ faceFlags |= tt->shouldRenderFace( level, pX, pY + 1, pZ, 1 ) ? 0x02 : 0;
+ faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ - 1, 2 ) ? 0x04 : 0;
+ faceFlags |= tt->shouldRenderFace( level, pX, pY, pZ + 1, 3 ) ? 0x08 : 0;
+ faceFlags |= tt->shouldRenderFace( level, pX - 1, pY, pZ, 4 ) ? 0x10 : 0;
+ faceFlags |= tt->shouldRenderFace( level, pX + 1, pY, pZ, 5 ) ? 0x20 : 0;
+ }
+ if ( faceFlags == 0 )
+ {
+ return false;
+ }
+ }
+ // If we are only rendering the bottom face and we're at the bottom of the world, we shouldn't be able to see this - don't render anything
+ if( ( faceFlags == 1 ) && ( pY == 0 ) )
+ {
+ return false;
+ }
+
+ applyAmbienceOcclusion = true;
+ float ll1 = ll000;
+ float ll2 = ll000;
+ float ll3 = ll000;
+ float ll4 = ll000;
+ bool tint0 = true;
+ bool tint1 = true;
+ bool tint2 = true;
+ bool tint3 = true;
+ bool tint4 = true;
+ bool tint5 = true;
+
+
+ ll000 = getShadeBrightness(tt, level, pX, pY, pZ );
+ llx00 = getShadeBrightness(tt, level, pX - 1, pY, pZ );
+ ll0y0 = getShadeBrightness(tt, level, pX, pY - 1, pZ );
+ ll00z = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
+ llX00 = getShadeBrightness(tt, level, pX + 1, pY, pZ );
+ ll0Y0 = getShadeBrightness(tt, level, pX, pY + 1, pZ );
+ ll00Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
+
+ // 4J - these changes brought forward from 1.2.3
+ int centerColor = getLightColor(tt, level, pX, pY, pZ );
+ int ccx00 = centerColor;
+ int cc0y0 = centerColor;
+ int cc00z = centerColor;
+ int ccX00 = centerColor;
+ int cc0Y0 = centerColor;
+ int cc00Z = centerColor;
+
+ if (tileShapeY0 <= 0 || !level->isSolidRenderTile(pX, pY - 1, pZ)) cc0y0 = getLightColor(tt, level, pX, pY - 1, pZ);
+ if (tileShapeY1 >= 1 || !level->isSolidRenderTile(pX, pY + 1, pZ)) cc0Y0 = getLightColor(tt, level, pX, pY + 1, pZ);
+ if (tileShapeX0 <= 0 || !level->isSolidRenderTile(pX - 1, pY, pZ)) ccx00 = getLightColor(tt, level, pX - 1, pY, pZ);
+ if (tileShapeX1 >= 1 || !level->isSolidRenderTile(pX + 1, pY, pZ)) ccX00 = getLightColor(tt, level, pX + 1, pY, pZ);
+ if (tileShapeZ0 <= 0 || !level->isSolidRenderTile(pX, pY, pZ - 1)) cc00z = getLightColor(tt, level, pX, pY, pZ - 1);
+ if (tileShapeZ1 >= 1 || !level->isSolidRenderTile(pX, pY, pZ + 1)) cc00Z = getLightColor(tt, level, pX, pY, pZ + 1);
+
+ Tesselator* t = Tesselator::getInstance();
+ t->tex2( 0xf000f );
+
+ llTransXY0 = isTranslucentAt( level, pX + 1, pY + 1, pZ );
+ llTransXy0 = isTranslucentAt( level, pX + 1, pY - 1, pZ );
+ llTransX0Z = isTranslucentAt( level, pX + 1, pY, pZ + 1 );
+ llTransX0z = isTranslucentAt( level, pX + 1, pY, pZ - 1 );
+ llTransxY0 = isTranslucentAt( level, pX - 1, pY + 1, pZ );
+ llTransxy0 = isTranslucentAt( level, pX - 1, pY - 1, pZ );
+ llTransx0z = isTranslucentAt( level, pX - 1, pY, pZ - 1 );
+ llTransx0Z = isTranslucentAt( level, pX - 1, pY, pZ + 1 );
+ llTrans0YZ = isTranslucentAt( level, pX, pY + 1, pZ + 1 );
+ llTrans0Yz = isTranslucentAt( level, pX, pY + 1, pZ - 1 );
+ llTrans0yZ = isTranslucentAt( level, pX, pY - 1, pZ + 1 );
+ llTrans0yz = isTranslucentAt( level, pX, pY - 1, pZ - 1 );
+
+ if( uniformTex == NULL )
+ {
+ if ( getTexture(tt)->getFlags() == Icon::IS_GRASS_TOP ) tint0 = tint2 = tint3 = tint4 = tint5 = false;
+ }
+ if ( hasFixedTexture() ) tint0 = tint2 = tint3 = tint4 = tint5 = false;
+
+ if ( faceFlags & 0x01 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeY0 <= 0 ) pY--; // 4J - condition brought forward from 1.2.3
+
+ ccxy0 = getLightColor(tt, level, pX - 1, pY, pZ );
+ cc0yz = getLightColor(tt, level, pX, pY, pZ - 1 );
+ cc0yZ = getLightColor(tt, level, pX, pY, pZ + 1 );
+ ccXy0 = getLightColor(tt, level, pX + 1, pY, pZ );
+
+ llxy0 = getShadeBrightness(tt, level, pX - 1, pY, pZ );
+ ll0yz = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
+ ll0yZ = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
+ llXy0 = getShadeBrightness(tt, level, pX + 1, pY, pZ );
+
+ if ( llTrans0yz || llTransxy0 )
+ {
+ llxyz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1 );
+ ccxyz = getLightColor(tt, level, pX - 1, pY, pZ - 1 );
+ }
+ else
+ {
+ llxyz = llxy0;
+ ccxyz = ccxy0;
+ }
+ if ( llTrans0yZ || llTransxy0 )
+ {
+ llxyZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1 );
+ ccxyZ = getLightColor(tt, level, pX - 1, pY, pZ + 1 );
+ }
+ else
+ {
+ llxyZ = llxy0;
+ ccxyZ = ccxy0;
+ }
+ if ( llTrans0yz || llTransXy0 )
+ {
+ llXyz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1 );
+ ccXyz = getLightColor(tt, level, pX + 1, pY, pZ - 1 );
+ }
+ else
+ {
+ llXyz = llXy0;
+ ccXyz = ccXy0;
+ }
+ if ( llTrans0yZ || llTransXy0 )
+ {
+ llXyZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1 );
+ ccXyZ = getLightColor(tt, level, pX + 1, pY, pZ + 1 );
+ }
+ else
+ {
+ llXyZ = llXy0;
+ ccXyZ = ccXy0;
+ }
+
+ if ( tileShapeY0 <= 0 ) pY++; // 4J - condition brought forward from 1.2.3
+ ll1 = ( llxyZ + llxy0 + ll0yZ + ll0y0 ) / 4.0f;
+ ll4 = ( ll0yZ + ll0y0 + llXyZ + llXy0 ) / 4.0f;
+ ll3 = ( ll0y0 + ll0yz + llXy0 + llXyz ) / 4.0f;
+ ll2 = ( llxy0 + llxyz + ll0y0 + ll0yz ) / 4.0f;
+
+ tc1 = blend( ccxyZ, ccxy0, cc0yZ, cc0y0 );
+ tc4 = blend( cc0yZ, ccXyZ, ccXy0, cc0y0 );
+ tc3 = blend( cc0yz, ccXy0, ccXyz, cc0y0 );
+ tc2 = blend( ccxy0, ccxyz, cc0yz, cc0y0 );
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = ll0y0;
+ tc1 = tc2 = tc3 = tc4 = ccxy0;
+ }
+ c1r = c2r = c3r = c4r = ( tint0 ? pBaseRed : 1.0f ) * 0.5f;
+ c1g = c2g = c3g = c4g = ( tint0 ? pBaseGreen : 1.0f ) * 0.5f;
+ c1b = c2b = c3b = c4b = ( tint0 ? pBaseBlue : 1.0f ) * 0.5f;
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+
+ renderFaceDown( tt, ( double )pX, ( double )pY, ( double )pZ, uniformTex ? uniformTex : getTexture( tt, level, pX, pY, pZ, 0 ) );
+ }
+ if ( faceFlags & 0x02 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeY1 >= 1 ) pY++; // 4J - condition brought forward from 1.2.3
+
+ ccxY0 = getLightColor(tt, level, pX - 1, pY, pZ );
+ ccXY0 = getLightColor(tt, level, pX + 1, pY, pZ );
+ cc0Yz = getLightColor(tt, level, pX, pY, pZ - 1 );
+ cc0YZ = getLightColor(tt, level, pX, pY, pZ + 1 );
+
+ llxY0 = getShadeBrightness(tt, level, pX - 1, pY, pZ );
+ llXY0 = getShadeBrightness(tt, level, pX + 1, pY, pZ );
+ ll0Yz = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
+ ll0YZ = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
+
+ if ( llTrans0Yz || llTransxY0 )
+ {
+ llxYz = getShadeBrightness(tt, level, pX - 1, pY, pZ - 1 );
+ ccxYz = getLightColor(tt, level, pX - 1, pY, pZ - 1 );
+ }
+ else
+ {
+ llxYz = llxY0;
+ ccxYz = ccxY0;
+ }
+ if ( llTrans0Yz || llTransXY0 )
+ {
+ llXYz = getShadeBrightness(tt, level, pX + 1, pY, pZ - 1 );
+ ccXYz = getLightColor(tt, level, pX + 1, pY, pZ - 1 );
+ }
+ else
+ {
+ llXYz = llXY0;
+ ccXYz = ccXY0;
+ }
+ if ( llTrans0YZ || llTransxY0 )
+ {
+ llxYZ = getShadeBrightness(tt, level, pX - 1, pY, pZ + 1 );
+ ccxYZ = getLightColor(tt, level, pX - 1, pY, pZ + 1 );
+ }
+ else
+ {
+ llxYZ = llxY0;
+ ccxYZ = ccxY0;
+ }
+ if ( llTrans0YZ || llTransXY0 )
+ {
+ llXYZ = getShadeBrightness(tt, level, pX + 1, pY, pZ + 1 );
+ ccXYZ = getLightColor(tt, level, pX + 1, pY, pZ + 1 );
+ }
+ else
+ {
+ llXYZ = llXY0;
+ ccXYZ = ccXY0;
+ }
+ if ( tileShapeY1 >= 1 ) pY--; // 4J - condition brought forward from 1.2.3
+
+ ll4 = ( llxYZ + llxY0 + ll0YZ + ll0Y0 ) / 4.0f;
+ ll1 = ( ll0YZ + ll0Y0 + llXYZ + llXY0 ) / 4.0f;
+ ll2 = ( ll0Y0 + ll0Yz + llXY0 + llXYz ) / 4.0f;
+ ll3 = ( llxY0 + llxYz + ll0Y0 + ll0Yz ) / 4.0f;
+
+ tc4 = blend( ccxYZ, ccxY0, cc0YZ, cc0Y0 );
+ tc1 = blend( cc0YZ, ccXYZ, ccXY0, cc0Y0 );
+ tc2 = blend( cc0Yz, ccXY0, ccXYz, cc0Y0 );
+ tc3 = blend( ccxY0, ccxYz, cc0Yz, cc0Y0 );
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = ll0Y0;
+ tc1 = tc2 = tc3 = tc4 = cc0Y0;
+ }
+ c1r = c2r = c3r = c4r = ( tint1 ? pBaseRed : 1.0f );
+ c1g = c2g = c3g = c4g = ( tint1 ? pBaseGreen : 1.0f );
+ c1b = c2b = c3b = c4b = ( tint1 ? pBaseBlue : 1.0f );
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+ renderFaceUp( tt, ( double )pX, ( double )pY, ( double )pZ, uniformTex ? uniformTex : getTexture( tt, level, pX, pY, pZ, 1 ) );
+ }
+ if ( faceFlags & 0x04 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeZ0 <= 0 ) pZ--; // 4J - condition brought forward from 1.2.3
+ llx0z = getShadeBrightness(tt, level, pX - 1, pY, pZ );
+ ll0yz = getShadeBrightness(tt, level, pX, pY - 1, pZ );
+ ll0Yz = getShadeBrightness(tt, level, pX, pY + 1, pZ );
+ llX0z = getShadeBrightness(tt, level, pX + 1, pY, pZ );
+
+ ccx0z = getLightColor(tt, level, pX - 1, pY, pZ );
+ cc0yz = getLightColor(tt, level, pX, pY - 1, pZ );
+ cc0Yz = getLightColor(tt, level, pX, pY + 1, pZ );
+ ccX0z = getLightColor(tt, level, pX + 1, pY, pZ );
+
+ if ( llTransx0z || llTrans0yz )
+ {
+ llxyz = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ );
+ ccxyz = getLightColor(tt, level, pX - 1, pY - 1, pZ );
+ }
+ else
+ {
+ llxyz = llx0z;
+ ccxyz = ccx0z;
+ }
+ if ( llTransx0z || llTrans0Yz )
+ {
+ llxYz = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ );
+ ccxYz = getLightColor(tt, level, pX - 1, pY + 1, pZ );
+ }
+ else
+ {
+ llxYz = llx0z;
+ ccxYz = ccx0z;
+ }
+ if ( llTransX0z || llTrans0yz )
+ {
+ llXyz = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ );
+ ccXyz = getLightColor(tt, level, pX + 1, pY - 1, pZ );
+ }
+ else
+ {
+ llXyz = llX0z;
+ ccXyz = ccX0z;
+ }
+ if ( llTransX0z || llTrans0Yz )
+ {
+ llXYz = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ );
+ ccXYz = getLightColor(tt, level, pX + 1, pY + 1, pZ );
+ }
+ else
+ {
+ llXYz = llX0z;
+ ccXYz = ccX0z;
+ }
+ if ( tileShapeZ0 <= 0 ) pZ++; // 4J - condition brought forward from 1.2.3
+
+ if (smoothShapeLighting && false) //minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes
+ {
+ float _ll1 = (llx0z + llxYz + ll00z + ll0Yz) / 4.0f;
+ float _ll2 = (ll00z + ll0Yz + llX0z + llXYz) / 4.0f;
+ float _ll3 = (ll0yz + ll00z + llXyz + llX0z) / 4.0f;
+ float _ll4 = (llxyz + llx0z + ll0yz + ll00z) / 4.0f;
+ ll1 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll4 * (1.0 - tileShapeY1)
+ * (1.0 - tileShapeX0));
+ ll2 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll2 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll4 * (1.0 - tileShapeY1)
+ * (1.0 - tileShapeX1));
+ ll3 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll2 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll4 * (1.0 - tileShapeY0)
+ * (1.0 - tileShapeX1));
+ ll4 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll2 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll4 * (1.0 - tileShapeY0)
+ * (1.0 - tileShapeX0));
+
+ int _tc1 = blend(ccx0z, ccxYz, cc0Yz, cc00z);
+ int _tc2 = blend(cc0Yz, ccX0z, ccXYz, cc00z);
+ int _tc3 = blend(cc0yz, ccXyz, ccX0z, cc00z);
+ int _tc4 = blend(ccxyz, ccx0z, cc0yz, cc00z);
+ tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), tileShapeY1 * tileShapeX0, (1.0 - tileShapeY1) * tileShapeX0, (1.0 - tileShapeY1) * (1.0 - tileShapeX0));
+ tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), tileShapeY1 * tileShapeX1, (1.0 - tileShapeY1) * tileShapeX1, (1.0 - tileShapeY1) * (1.0 - tileShapeX1));
+ tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), tileShapeY0 * tileShapeX1, (1.0 - tileShapeY0) * tileShapeX1, (1.0 - tileShapeY0) * (1.0 - tileShapeX1));
+ tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), tileShapeY0 * tileShapeX0, (1.0 - tileShapeY0) * tileShapeX0, (1.0 - tileShapeY0) * (1.0 - tileShapeX0));
+ } else {
+ ll1 = ( llx0z + llxYz + ll00z + ll0Yz ) / 4.0f;
+ ll2 = ( ll00z + ll0Yz + llX0z + llXYz ) / 4.0f;
+ ll3 = ( ll0yz + ll00z + llXyz + llX0z ) / 4.0f;
+ ll4 = ( llxyz + llx0z + ll0yz + ll00z ) / 4.0f;
+
+ tc1 = blend( ccx0z, ccxYz, cc0Yz, cc00z );
+ tc2 = blend( cc0Yz, ccX0z, ccXYz, cc00z );
+ tc3 = blend( cc0yz, ccXyz, ccX0z, cc00z );
+ tc4 = blend( ccxyz, ccx0z, cc0yz, cc00z );
+ }
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = ll00z;
+ tc1 = tc2 = tc3 = tc4 = cc00z;
+ }
+ c1r = c2r = c3r = c4r = ( tint2 ? pBaseRed : 1.0f ) * 0.8f;
+ c1g = c2g = c3g = c4g = ( tint2 ? pBaseGreen : 1.0f ) * 0.8f;
+ c1b = c2b = c3b = c4b = ( tint2 ? pBaseBlue : 1.0f ) * 0.8f;
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+
+ Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 2);
+ renderNorth( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
+
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ c1r *= pBaseRed;
+ c2r *= pBaseRed;
+ c3r *= pBaseRed;
+ c4r *= pBaseRed;
+ c1g *= pBaseGreen;
+ c2g *= pBaseGreen;
+ c3g *= pBaseGreen;
+ c4g *= pBaseGreen;
+ c1b *= pBaseBlue;
+ c2b *= pBaseBlue;
+ c3b *= pBaseBlue;
+ c4b *= pBaseBlue;
+ bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
+ renderNorth( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
+ t->setMipmapEnable( prev );
+ }
+ }
+ if ( faceFlags & 0x08 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeZ1 >= 1 ) pZ++; // 4J - condition brought forward from 1.2.3
+
+ llx0Z = getShadeBrightness(tt, level, pX - 1, pY, pZ );
+ llX0Z = getShadeBrightness(tt, level, pX + 1, pY, pZ );
+ ll0yZ = getShadeBrightness(tt, level, pX, pY - 1, pZ );
+ ll0YZ = getShadeBrightness(tt, level, pX, pY + 1, pZ );
+
+ ccx0Z = getLightColor(tt, level, pX - 1, pY, pZ );
+ ccX0Z = getLightColor(tt, level, pX + 1, pY, pZ );
+ cc0yZ = getLightColor(tt, level, pX, pY - 1, pZ );
+ cc0YZ = getLightColor(tt, level, pX, pY + 1, pZ );
+
+ if ( llTransx0Z || llTrans0yZ )
+ {
+ llxyZ = getShadeBrightness(tt, level, pX - 1, pY - 1, pZ );
+ ccxyZ = getLightColor(tt, level, pX - 1, pY - 1, pZ );
+ }
+ else
+ {
+ llxyZ = llx0Z;
+ ccxyZ = ccx0Z;
+ }
+ if ( llTransx0Z || llTrans0YZ )
+ {
+ llxYZ = getShadeBrightness(tt, level, pX - 1, pY + 1, pZ );
+ ccxYZ = getLightColor(tt, level, pX - 1, pY + 1, pZ );
+ }
+ else
+ {
+ llxYZ = llx0Z;
+ ccxYZ = ccx0Z;
+ }
+ if ( llTransX0Z || llTrans0yZ )
+ {
+ llXyZ = getShadeBrightness(tt, level, pX + 1, pY - 1, pZ );
+ ccXyZ = getLightColor(tt, level, pX + 1, pY - 1, pZ );
+ }
+ else
+ {
+ llXyZ = llX0Z;
+ ccXyZ = ccX0Z;
+ }
+ if ( llTransX0Z || llTrans0YZ )
+ {
+ llXYZ = getShadeBrightness(tt, level, pX + 1, pY + 1, pZ );
+ ccXYZ = getLightColor(tt, level, pX + 1, pY + 1, pZ );
+ }
+ else
+ {
+ llXYZ = llX0Z;
+ ccXYZ = ccX0Z;
+ }
+ if ( tileShapeZ1 >= 1 ) pZ--; // 4J - condition brought forward from 1.2.3
+ if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes
+ {
+ float _ll1 = (llx0Z + llxYZ + ll00Z + ll0YZ) / 4.0f;
+ float _ll4 = (ll00Z + ll0YZ + llX0Z + llXYZ) / 4.0f;
+ float _ll3 = (ll0yZ + ll00Z + llXyZ + llX0Z) / 4.0f;
+ float _ll2 = (llxyZ + llx0Z + ll0yZ + ll00Z) / 4.0f;
+ ll1 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX0) + _ll4 * tileShapeY1 * tileShapeX0 + _ll3 * (1.0 - tileShapeY1) * tileShapeX0 + _ll2 * (1.0 - tileShapeY1)
+ * (1.0 - tileShapeX0));
+ ll2 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX0) + _ll4 * tileShapeY0 * tileShapeX0 + _ll3 * (1.0 - tileShapeY0) * tileShapeX0 + _ll2 * (1.0 - tileShapeY0)
+ * (1.0 - tileShapeX0));
+ ll3 = (float) (_ll1 * tileShapeY0 * (1.0 - tileShapeX1) + _ll4 * tileShapeY0 * tileShapeX1 + _ll3 * (1.0 - tileShapeY0) * tileShapeX1 + _ll2 * (1.0 - tileShapeY0)
+ * (1.0 - tileShapeX1));
+ ll4 = (float) (_ll1 * tileShapeY1 * (1.0 - tileShapeX1) + _ll4 * tileShapeY1 * tileShapeX1 + _ll3 * (1.0 - tileShapeY1) * tileShapeX1 + _ll2 * (1.0 - tileShapeY1)
+ * (1.0 - tileShapeX1));
+
+ int _tc1 = blend(ccx0Z, ccxYZ, cc0YZ, cc00Z);
+ int _tc4 = blend(cc0YZ, ccX0Z, ccXYZ, cc00Z);
+ int _tc3 = blend(cc0yZ, ccXyZ, ccX0Z, cc00Z);
+ int _tc2 = blend(ccxyZ, ccx0Z, cc0yZ, cc00Z);
+ tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * (1.0 - tileShapeX0), (1.0 - tileShapeY1) * tileShapeX0, tileShapeY1 * tileShapeX0);
+ tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * (1.0 - tileShapeX0), (1.0 - tileShapeY0) * tileShapeX0, tileShapeY0 * tileShapeX0);
+ tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * (1.0 - tileShapeX1), (1.0 - tileShapeY0) * tileShapeX1, tileShapeY0 * tileShapeX1);
+ tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * (1.0 - tileShapeX1), (1.0 - tileShapeY1) * tileShapeX1, tileShapeY1 * tileShapeX1);
+ }
+ else
+ {
+ ll1 = ( llx0Z + llxYZ + ll00Z + ll0YZ ) / 4.0f;
+ ll4 = ( ll00Z + ll0YZ + llX0Z + llXYZ ) / 4.0f;
+ ll3 = ( ll0yZ + ll00Z + llXyZ + llX0Z ) / 4.0f;
+ ll2 = ( llxyZ + llx0Z + ll0yZ + ll00Z ) / 4.0f;
+
+ tc1 = blend( ccx0Z, ccxYZ, cc0YZ, cc00Z );
+ tc4 = blend( cc0YZ, ccX0Z, ccXYZ, cc00Z );
+ tc3 = blend( cc0yZ, ccXyZ, ccX0Z, cc00Z );
+ tc2 = blend( ccxyZ, ccx0Z, cc0yZ, cc00Z );
+ }
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = ll00Z;
+ tc1 = tc2 = tc3 = tc4 = cc00Z;
+ }
+ c1r = c2r = c3r = c4r = ( tint3 ? pBaseRed : 1.0f ) * 0.8f;
+ c1g = c2g = c3g = c4g = ( tint3 ? pBaseGreen : 1.0f ) * 0.8f;
+ c1b = c2b = c3b = c4b = ( tint3 ? pBaseBlue : 1.0f ) * 0.8f;
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+ Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 3);
+ renderSouth( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ c1r *= pBaseRed;
+ c2r *= pBaseRed;
+ c3r *= pBaseRed;
+ c4r *= pBaseRed;
+ c1g *= pBaseGreen;
+ c2g *= pBaseGreen;
+ c3g *= pBaseGreen;
+ c4g *= pBaseGreen;
+ c1b *= pBaseBlue;
+ c2b *= pBaseBlue;
+ c3b *= pBaseBlue;
+ c4b *= pBaseBlue;
+ bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
+ renderSouth( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
+ t->setMipmapEnable( prev );
+ }
+ }
+ if ( faceFlags & 0x10 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeX0 <= 0 ) pX--; // 4J - condition brought forward from 1.2.3
+ llxy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ );
+ llx0z = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
+ llx0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
+ llxY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ );
+
+ ccxy0 = getLightColor(tt, level, pX, pY - 1, pZ );
+ ccx0z = getLightColor(tt, level, pX, pY, pZ - 1 );
+ ccx0Z = getLightColor(tt, level, pX, pY, pZ + 1 );
+ ccxY0 = getLightColor(tt, level, pX, pY + 1, pZ );
+
+ if ( llTransx0z || llTransxy0 )
+ {
+ llxyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1 );
+ ccxyz = getLightColor(tt, level, pX, pY - 1, pZ - 1 );
+ }
+ else
+ {
+ llxyz = llx0z;
+ ccxyz = ccx0z;
+ }
+ if ( llTransx0Z || llTransxy0 )
+ {
+ llxyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1 );
+ ccxyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1 );
+ }
+ else
+ {
+ llxyZ = llx0Z;
+ ccxyZ = ccx0Z;
+ }
+ if ( llTransx0z || llTransxY0 )
+ {
+ llxYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1 );
+ ccxYz = getLightColor(tt, level, pX, pY + 1, pZ - 1 );
+ }
+ else
+ {
+ llxYz = llx0z;
+ ccxYz = ccx0z;
+ }
+ if ( llTransx0Z || llTransxY0 )
+ {
+ llxYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1 );
+ ccxYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1 );
+ }
+ else
+ {
+ llxYZ = llx0Z;
+ ccxYZ = ccx0Z;
+ }
+ if ( tileShapeX0 <= 0 ) pX++; // 4J - condition brought forward from 1.2.3
+ if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes
+ {
+ float _ll4 = (llxy0 + llxyZ + llx00 + llx0Z) / 4.0f;
+ float _ll1 = (llx00 + llx0Z + llxY0 + llxYZ) / 4.0f;
+ float _ll2 = (llx0z + llx00 + llxYz + llxY0) / 4.0f;
+ float _ll3 = (llxyz + llxy0 + llx0z + llx00) / 4.0f;
+ ll1 = (float) (_ll1 * tileShapeY1 * tileShapeZ1 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY1)
+ * tileShapeZ1);
+ ll2 = (float) (_ll1 * tileShapeY1 * tileShapeZ0 + _ll2 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY1)
+ * tileShapeZ0);
+ ll3 = (float) (_ll1 * tileShapeY0 * tileShapeZ0 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll4 * (1.0 - tileShapeY0)
+ * tileShapeZ0);
+ ll4 = (float) (_ll1 * tileShapeY0 * tileShapeZ1 + _ll2 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll3 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll4 * (1.0 - tileShapeY0)
+ * tileShapeZ1);
+
+ int _tc4 = blend(ccxy0, ccxyZ, ccx0Z, ccx00);
+ int _tc1 = blend(ccx0Z, ccxY0, ccxYZ, ccx00);
+ int _tc2 = blend(ccx0z, ccxYz, ccxY0, ccx00);
+ int _tc3 = blend(ccxyz, ccxy0, ccx0z, ccx00);
+ tc1 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ1, tileShapeY1 * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), (1.0 - tileShapeY1) * tileShapeZ1);
+ tc2 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY1 * tileShapeZ0, tileShapeY1 * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), (1.0 - tileShapeY1) * tileShapeZ0);
+ tc3 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ0, tileShapeY0 * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), (1.0 - tileShapeY0) * tileShapeZ0);
+ tc4 = blend(_tc1, _tc2, _tc3, _tc4, tileShapeY0 * tileShapeZ1, tileShapeY0 * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), (1.0 - tileShapeY0) * tileShapeZ1);
+ }
+ else
+ {
+ ll4 = ( llxy0 + llxyZ + llx00 + llx0Z ) / 4.0f;
+ ll1 = ( llx00 + llx0Z + llxY0 + llxYZ ) / 4.0f;
+ ll2 = ( llx0z + llx00 + llxYz + llxY0 ) / 4.0f;
+ ll3 = ( llxyz + llxy0 + llx0z + llx00 ) / 4.0f;
+
+ tc4 = blend( ccxy0, ccxyZ, ccx0Z, ccx00 );
+ tc1 = blend( ccx0Z, ccxY0, ccxYZ, ccx00 );
+ tc2 = blend( ccx0z, ccxYz, ccxY0, ccx00 );
+ tc3 = blend( ccxyz, ccxy0, ccx0z, ccx00 );
+ }
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = llx00;
+ tc1 = tc2 = tc3 = tc4 = ccx00;
+ }
+ c1r = c2r = c3r = c4r = ( tint4 ? pBaseRed : 1.0f ) * 0.6f;
+ c1g = c2g = c3g = c4g = ( tint4 ? pBaseGreen : 1.0f ) * 0.6f;
+ c1b = c2b = c3b = c4b = ( tint4 ? pBaseBlue : 1.0f ) * 0.6f;
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+ Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 4);
+ renderWest( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ c1r *= pBaseRed;
+ c2r *= pBaseRed;
+ c3r *= pBaseRed;
+ c4r *= pBaseRed;
+ c1g *= pBaseGreen;
+ c2g *= pBaseGreen;
+ c3g *= pBaseGreen;
+ c4g *= pBaseGreen;
+ c1b *= pBaseBlue;
+ c2b *= pBaseBlue;
+ c3b *= pBaseBlue;
+ c4b *= pBaseBlue;
+ bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
+ renderWest( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
+ t->setMipmapEnable( prev );
+ }
+ }
+ if ( faceFlags & 0x20 )
+ {
+ if ( blsmooth > 0 )
+ {
+ if ( tileShapeX1 >= 1 ) pX++; // 4J - condition brought forward from 1.2.3
+ llXy0 = getShadeBrightness(tt, level, pX, pY - 1, pZ );
+ llX0z = getShadeBrightness(tt, level, pX, pY, pZ - 1 );
+ llX0Z = getShadeBrightness(tt, level, pX, pY, pZ + 1 );
+ llXY0 = getShadeBrightness(tt, level, pX, pY + 1, pZ );
+
+ ccXy0 = getLightColor(tt, level, pX, pY - 1, pZ );
+ ccX0z = getLightColor(tt, level, pX, pY, pZ - 1 );
+ ccX0Z = getLightColor(tt, level, pX, pY, pZ + 1 );
+ ccXY0 = getLightColor(tt, level, pX, pY + 1, pZ );
+
+ if ( llTransXy0 || llTransX0z )
+ {
+ llXyz = getShadeBrightness(tt, level, pX, pY - 1, pZ - 1 );
+ ccXyz = getLightColor(tt, level, pX, pY - 1, pZ - 1 );
+ }
+ else
+ {
+ llXyz = llX0z;
+ ccXyz = ccX0z;
+ }
+ if ( llTransXy0 || llTransX0Z )
+ {
+ llXyZ = getShadeBrightness(tt, level, pX, pY - 1, pZ + 1 );
+ ccXyZ = getLightColor(tt, level, pX, pY - 1, pZ + 1 );
+ }
+ else
+ {
+ llXyZ = llX0Z;
+ ccXyZ = ccX0Z;
+ }
+ if ( llTransXY0 || llTransX0z )
+ {
+ llXYz = getShadeBrightness(tt, level, pX, pY + 1, pZ - 1 );
+ ccXYz = getLightColor(tt, level, pX, pY + 1, pZ - 1 );
+ }
+ else
+ {
+ llXYz = llX0z;
+ ccXYz = ccX0z;
+ }
+ if ( llTransXY0 || llTransX0Z )
+ {
+ llXYZ = getShadeBrightness(tt, level, pX, pY + 1, pZ + 1 );
+ ccXYZ = getLightColor(tt, level, pX, pY + 1, pZ + 1 );
+ }
+ else
+ {
+ llXYZ = llX0Z;
+ ccXYZ = ccX0Z;
+ }
+ if ( tileShapeX1 >= 1 ) pX--; // 4J - condition brought forward from 1.2.3
+ if (smoothShapeLighting && false)//minecraft->options->ambientOcclusion >= Options::AO_MAX) // 4J - disabling AO_MAX until we work out exactly what its peformance implications are/what it fixes
+ {
+ float _ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f;
+ float _ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f;
+ float _ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f;
+ float _ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f;
+ ll1 = (float) (_ll1 * (1.0 - tileShapeY0) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY0
+ * tileShapeZ1);
+ ll2 = (float) (_ll1 * (1.0 - tileShapeY0) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY0) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY0 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY0
+ * tileShapeZ0);
+ ll3 = (float) (_ll1 * (1.0 - tileShapeY1) * tileShapeZ0 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ0) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ0) + _ll4 * tileShapeY1
+ * tileShapeZ0);
+ ll4 = (float) (_ll1 * (1.0 - tileShapeY1) * tileShapeZ1 + _ll2 * (1.0 - tileShapeY1) * (1.0 - tileShapeZ1) + _ll3 * tileShapeY1 * (1.0 - tileShapeZ1) + _ll4 * tileShapeY1
+ * tileShapeZ1);
+
+ int _tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00);
+ int _tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00);
+ int _tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00);
+ int _tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00);
+ tc1 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ1, (1.0 - tileShapeY0) * (1.0 - tileShapeZ1), tileShapeY0 * (1.0 - tileShapeZ1), tileShapeY0 * tileShapeZ1);
+ tc2 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY0) * tileShapeZ0, (1.0 - tileShapeY0) * (1.0 - tileShapeZ0), tileShapeY0 * (1.0 - tileShapeZ0), tileShapeY0 * tileShapeZ0);
+ tc3 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ0, (1.0 - tileShapeY1) * (1.0 - tileShapeZ0), tileShapeY1 * (1.0 - tileShapeZ0), tileShapeY1 * tileShapeZ0);
+ tc4 = blend(_tc1, _tc2, _tc3, _tc4, (1.0 - tileShapeY1) * tileShapeZ1, (1.0 - tileShapeY1) * (1.0 - tileShapeZ1), tileShapeY1 * (1.0 - tileShapeZ1), tileShapeY1 * tileShapeZ1);
+ }
+ else
+ {
+ ll1 = (llXy0 + llXyZ + llX00 + llX0Z) / 4.0f;
+ ll2 = (llXyz + llXy0 + llX0z + llX00) / 4.0f;
+ ll3 = (llX0z + llX00 + llXYz + llXY0) / 4.0f;
+ ll4 = (llX00 + llX0Z + llXY0 + llXYZ) / 4.0f;
+
+ tc1 = blend(ccXy0, ccXyZ, ccX0Z, ccX00);
+ tc4 = blend(ccX0Z, ccXY0, ccXYZ, ccX00);
+ tc3 = blend(ccX0z, ccXYz, ccXY0, ccX00);
+ tc2 = blend(ccXyz, ccXy0, ccX0z, ccX00);
+ }
+ }
+ else
+ {
+ ll1 = ll2 = ll3 = ll4 = llX00;
+ tc1 = tc2 = tc3 = tc4 = ccX00;
+ }
+ c1r = c2r = c3r = c4r = ( tint5 ? pBaseRed : 1.0f ) * 0.6f;
+ c1g = c2g = c3g = c4g = ( tint5 ? pBaseGreen : 1.0f ) * 0.6f;
+ c1b = c2b = c3b = c4b = ( tint5 ? pBaseBlue : 1.0f ) * 0.6f;
+ c1r *= ll1;
+ c1g *= ll1;
+ c1b *= ll1;
+ c2r *= ll2;
+ c2g *= ll2;
+ c2b *= ll2;
+ c3r *= ll3;
+ c3g *= ll3;
+ c3b *= ll3;
+ c4r *= ll4;
+ c4g *= ll4;
+ c4b *= ll4;
+
+ Icon *tex = uniformTex ? uniformTex : getTexture(tt, level, pX, pY, pZ, 5);
+ renderEast( tt, ( double )pX, ( double )pY, ( double )pZ, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture())
+ {
+ c1r *= pBaseRed;
+ c2r *= pBaseRed;
+ c3r *= pBaseRed;
+ c4r *= pBaseRed;
+ c1g *= pBaseGreen;
+ c2g *= pBaseGreen;
+ c3g *= pBaseGreen;
+ c4g *= pBaseGreen;
+ c1b *= pBaseBlue;
+ c2b *= pBaseBlue;
+ c3b *= pBaseBlue;
+ c4b *= pBaseBlue;
+
+ bool prev = t->setMipmapEnable( false ); // 4J added - this is rendering the little bit of grass at the top of the side of dirt, don't mipmap it
+ renderEast( tt, ( double )pX, ( double )pY, ( double )pZ, GrassTile::getSideTextureOverlay() );
+ t->setMipmapEnable( prev );
+ }
+ }
+ applyAmbienceOcclusion = false;
+
+ return true;
+
+}
+
+// 4J - brought forward from 1.8.2
+int TileRenderer::blend( int a, int b, int c, int def )
+{
+ if ( a == 0 ) a = def;
+ if ( b == 0 ) b = def;
+ if ( c == 0 ) c = def;
+ return ( ( a + b + c + def ) >> 2 ) & 0xff00ff;
+}
+
+int TileRenderer::blend(int a, int b, int c, int d, double fa, double fb, double fc, double fd)
+{
+
+ int top = (int) ((double) ((a >> 16) & 0xff) * fa + (double) ((b >> 16) & 0xff) * fb + (double) ((c >> 16) & 0xff) * fc + (double) ((d >> 16) & 0xff) * fd) & 0xff;
+ int bottom = (int) ((double) (a & 0xff) * fa + (double) (b & 0xff) * fb + (double) (c & 0xff) * fc + (double) (d & 0xff) * fd) & 0xff;
+ return (top << 16) | bottom;
+}
+
+bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, float r, float g, float b )
+{
+ applyAmbienceOcclusion = false;
+
+ Tesselator* t = Tesselator::getInstance();
+
+ bool changed = false;
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ float r11 = c11 * r;
+ float g11 = c11 * g;
+ float b11 = c11 * b;
+
+ float r10 = c10;
+ float r2 = c2;
+ float r3 = c3;
+
+ float g10 = c10;
+ float g2 = c2;
+ float g3 = c3;
+
+ float b10 = c10;
+ float b2 = c2;
+ float b3 = c3;
+
+ if ( tt != Tile::grass )
+ {
+ r10 *= r;
+ r2 *= r;
+ r3 *= r;
+
+ g10 *= g;
+ g2 *= g;
+ g3 *= g;
+
+ b10 *= b;
+ b2 *= b;
+ b3 *= b;
+ }
+
+ int centerColor = 0;
+ float centerBrightness = 0.0f;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ centerColor = getLightColor(tt, level, x, y, z );
+ }
+ else
+ {
+ centerBrightness = tt->getBrightness( level, x, y, z );
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y - 1, z, Facing::DOWN ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z ) );
+ t->color( r10, g10, b10 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y - 1, z );
+ t->color( r10 * br, g10 * br, b10 * br );
+ }
+ renderFaceDown( tt, x, y, z, getTexture(tt, level, x, y, z, 0 ) );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y + 1, z, Facing::UP ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z ) );
+ t->color( r11, g11, b11 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y + 1, z );
+ if ( tileShapeY1 != 1 && !tt->material->isLiquid() ) br = centerBrightness;
+ t->color( r11 * br, g11 * br, b11 * br );
+ }
+ renderFaceUp( tt, x, y, z, getTexture(tt, level, x, y, z, 1 ) );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, Facing::NORTH ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z - 1 );
+ if ( tileShapeZ0 > 0 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+
+ Icon *tex = getTexture(tt, level, x, y, z, 2);
+ renderNorth( tt, x, y, z, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ t->color( r2 * r, g2 * g, b2 * b );
+ renderNorth( tt, x, y, z, GrassTile::getSideTextureOverlay() );
+ }
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, Facing::SOUTH ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z + 1 );
+ if ( tileShapeZ1 < 1 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 3);
+ renderSouth( tt, x, y, z, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ t->color( r2 * r, g2 * g, b2 * b );
+ renderSouth( tt, x, y, z, GrassTile::getSideTextureOverlay() );
+ }
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, Facing::WEST ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x - 1, y, z );
+ if ( tileShapeX0 > 0 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 4);
+ renderWest( tt, x, y, z, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ t->color( r3 * r, g3 * g, b3 * b );
+ renderWest( tt, x, y, z, GrassTile::getSideTextureOverlay() );
+ }
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, Facing::EAST ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x + 1, y, z );
+ if ( tileShapeX1 < 1 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 5);
+ renderEast( tt, x, y, z, tex );
+ if ( fancy && (tex->getFlags() == Icon::IS_GRASS_SIDE) && !hasFixedTexture() )
+ {
+ t->color( r3 * r, g3 * g, b3 * b );
+ renderEast( tt, x, y, z, GrassTile::getSideTextureOverlay() );
+ }
+ changed = true;
+ }
+
+ return changed;
+
+}
+
+bool TileRenderer::tesselateCactusInWorld( Tile* tt, int x, int y, int z )
+{
+ int col = tt->getColor( level, x, y, z );
+ float r = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ if ( GameRenderer::anaglyph3d )
+ {
+ float cr = ( r * 30 + g * 59 + b * 11 ) / 100;
+ float cg = ( r * 30 + g * 70 ) / ( 100 );
+ float cb = ( r * 30 + b * 70 ) / ( 100 );
+
+ r = cr;
+ g = cg;
+ b = cb;
+ }
+
+ return tesselateCactusInWorld( tt, x, y, z, r, g, b );
+}
+
+bool TileRenderer::tesselateCactusInWorld( Tile* tt, int x, int y, int z, float r, float g, float b )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ bool changed = false;
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ float r10 = c10 * r;
+ float r11 = c11 * r;
+ float r2 = c2 * r;
+ float r3 = c3 * r;
+
+ float g10 = c10 * g;
+ float g11 = c11 * g;
+ float g2 = c2 * g;
+ float g3 = c3 * g;
+
+ float b10 = c10 * b;
+ float b11 = c11 * b;
+ float b2 = c2 * b;
+ float b3 = c3 * b;
+
+ float s = 1 / 16.0f;
+
+ float centerBrightness = 0.0f;
+ int centerColor = 0;
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ centerColor = getLightColor(tt, level, x, y, z );
+ }
+ else
+ {
+ centerBrightness = tt->getBrightness( level, x, y, z );
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y - 1, z, 0 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z ) );
+ t->color( r10, g10, b10 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y - 1, z );
+ t->color( r10 * br, g10 * br, b10 * br );
+ }
+ renderFaceDown( tt, x, y, z, getTexture( tt, level, x, y, z, 0 ) );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y + 1, z, 1 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z ) );
+ t->color( r11, g11, b11 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y + 1, z );
+ if ( tileShapeY1 != 1 && !tt->material->isLiquid() ) br = centerBrightness;
+ t->color( r11 * br, g11 * br, b11 * br );
+ }
+ renderFaceUp( tt, x, y, z, getTexture( tt, level, x, y, z, 1 ) );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y, z - 1, 2 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z - 1 );
+ if ( tileShapeZ0 > 0 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+ t->addOffset( 0, 0, s );
+ renderNorth( tt, x, y, z, getTexture(tt, level, x, y, z, 2 ) );
+ t->addOffset( 0, 0, -s );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x, y, z + 1, 3 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
+ t->color( r2, g2, b2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z + 1 );
+ if ( tileShapeZ1 < 1 ) br = centerBrightness;
+ t->color( r2 * br, g2 * br, b2 * br );
+ }
+
+ t->addOffset( 0, 0, -s );
+ renderSouth( tt, x, y, z, getTexture(tt, level, x, y, z, 3 ) );
+ t->addOffset( 0, 0, s );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x - 1, y, z, 4 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x - 1, y, z );
+ if ( tileShapeX0 > 0 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ t->addOffset( s, 0, 0 );
+ renderWest( tt, x, y, z, getTexture(tt, level, x, y, z, 4 ) );
+ t->addOffset( -s, 0, 0 );
+ changed = true;
+ }
+
+ if ( noCulling || tt->shouldRenderFace( level, x + 1, y, z, 5 ) )
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
+ t->color( r3, g3, b3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x + 1, y, z );
+ if ( tileShapeX1 < 1 ) br = centerBrightness;
+ t->color( r3 * br, g3 * br, b3 * br );
+ }
+ t->addOffset( -s, 0, 0 );
+ renderEast( tt, x, y, z, getTexture(tt, level, x, y, z, 5 ) );
+ t->addOffset( s, 0, 0 );
+ changed = true;
+ }
+
+ return changed;
+
+}
+
+bool TileRenderer::tesselateFenceInWorld( FenceTile* tt, int x, int y, int z )
+{
+ bool changed = false;
+
+ float a = 6 / 16.0f;
+ float b = 10 / 16.0f;
+
+ setShape( a, 0, a, b, 1, b );
+ tesselateBlockInWorld( tt, x, y, z );
+ changed = true;
+
+ bool vertical = false;
+ bool horizontal = false;
+
+ if (tt->connectsTo(level, x - 1, y, z) || tt->connectsTo(level, x + 1, y, z)) vertical = true;
+ if (tt->connectsTo(level, x, y, z - 1) || tt->connectsTo(level, x, y, z + 1)) horizontal = true;
+
+ bool l = tt->connectsTo(level, x - 1, y, z);
+ bool r = tt->connectsTo(level, x + 1, y, z);
+ bool u = tt->connectsTo(level, x, y, z - 1);
+ bool d = tt->connectsTo(level, x, y, z + 1);
+
+ if ( !vertical && !horizontal ) vertical = true;
+
+ a = 7 / 16.0f;
+ b = 9 / 16.0f;
+ float h0 = 12 / 16.0f;
+ float h1 = 15 / 16.0f;
+
+ float x0 = l ? 0 : a;
+ float x1 = r ? 1 : b;
+ float z0 = u ? 0 : a;
+ float z1 = d ? 1 : b;
+ if ( vertical )
+ {
+ setShape( x0, h0, a, x1, h1, b );
+ tesselateBlockInWorld( tt, x, y, z );
+ changed = true;
+ }
+ if ( horizontal )
+ {
+ setShape( a, h0, z0, b, h1, z1 );
+ tesselateBlockInWorld( tt, x, y, z );
+ changed = true;
+ }
+
+ h0 = 6 / 16.0f;
+ h1 = 9 / 16.0f;
+ if ( vertical )
+ {
+ setShape( x0, h0, a, x1, h1, b );
+ tesselateBlockInWorld( tt, x, y, z );
+ changed = true;
+ }
+ if ( horizontal )
+ {
+ setShape( a, h0, z0, b, h1, z1 );
+ tesselateBlockInWorld( tt, x, y, z );
+ changed = true;
+ }
+
+ tt->updateShape(level, x, y, z);
+
+ return changed;
+}
+
+bool TileRenderer::tesselateWallInWorld(WallTile *tt, int x, int y, int z)
+{
+ bool w = tt->connectsTo(level, x - 1, y, z);
+ bool e = tt->connectsTo(level, x + 1, y, z);
+ bool n = tt->connectsTo(level, x, y, z - 1);
+ bool s = tt->connectsTo(level, x, y, z + 1);
+
+ bool vertical = (n && s && !w && !e);
+ bool horizontal = (!n && !s && w && e);
+ bool emptyAbove = level->isEmptyTile(x, y + 1, z);
+
+ if ((!vertical && !horizontal) || !emptyAbove)
+ {
+ // center post
+ setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ if (w)
+ {
+ setShape(0, 0, .5f - WallTile::WALL_WIDTH, .5f - WallTile::POST_WIDTH, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ if (e)
+ {
+ setShape(.5f + WallTile::POST_WIDTH, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ if (n)
+ {
+ setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, .5f - WallTile::POST_WIDTH);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ if (s)
+ {
+ setShape(.5f - WallTile::WALL_WIDTH, 0, .5f + WallTile::POST_WIDTH, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ }
+ else if (vertical)
+ {
+ // north-south wall
+ setShape(.5f - WallTile::WALL_WIDTH, 0, 0, .5f + WallTile::WALL_WIDTH, WallTile::WALL_HEIGHT, 1);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ else
+ {
+ // west-east wall
+ setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+
+ tt->updateShape(level, x, y, z);
+ return true;
+}
+
+bool TileRenderer::tesselateEggInWorld(EggTile *tt, int x, int y, int z)
+{
+ bool changed = false;
+
+ int y0 = 0;
+ for (int i = 0; i < 8; i++)
+ {
+ int ww = 0;
+ int hh = 1;
+ if (i == 0) ww = 2;
+ if (i == 1) ww = 3;
+ if (i == 2) ww = 4;
+ if (i == 3)
+ {
+ ww = 5;
+ hh = 2;
+ }
+ if (i == 4)
+ {
+ ww = 6;
+ hh = 3;
+ }
+ if (i == 5)
+ {
+ ww = 7;
+ hh = 5;
+ }
+ if (i == 6)
+ {
+ ww = 6;
+ hh = 2;
+ }
+ if (i == 7) ww = 3;
+ float w = ww / 16.0f;
+ float yy1 = 1 - (y0 / 16.0f);
+ float yy0 = 1 - ((y0 + hh) / 16.0f);
+ y0 += hh;
+ setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ changed = true;
+
+ setShape(0, 0, 0, 1, 1, 1);
+
+ return changed;
+}
+
+bool TileRenderer::tesselateFenceGateInWorld(FenceGateTile *tt, int x, int y, int z)
+{
+ bool changed = true;
+
+ int data = level->getData(x, y, z);
+ bool isOpen = FenceGateTile::isOpen(data);
+ int direction = DirectionalTile::getDirection(data);
+
+ float h00 = 6 / 16.0f;
+ float h01 = 9 / 16.0f;
+ float h10 = 12 / 16.0f;
+ float h11 = 15 / 16.0f;
+ float h20 = 5 / 16.0f;
+ float h21 = 16 / 16.0f;
+
+ if (((direction == Direction::NORTH || direction == Direction::SOUTH) && level->getTile(x - 1, y, z) == Tile::cobbleWall_Id && level->getTile(x + 1, y, z) == Tile::cobbleWall_Id)
+ || ((direction == Direction::EAST || direction == Direction::WEST) && level->getTile(x, y, z - 1) == Tile::cobbleWall_Id && level->getTile(x, y, z + 1) == Tile::cobbleWall_Id))
+ {
+ h00 -= 3.0f / 16.0f;
+ h01 -= 3.0f / 16.0f;
+ h10 -= 3.0f / 16.0f;
+ h11 -= 3.0f / 16.0f;
+ h20 -= 3.0f / 16.0f;
+ h21 -= 3.0f / 16.0f;
+ }
+
+ noCulling = true;
+
+ // edge sticks
+ if (direction == Direction::EAST || direction == Direction::WEST)
+ {
+ upFlip = FLIP_CW;
+ float x0 = 7 / 16.0f;
+ float x1 = 9 / 16.0f;
+ float z0 = 0 / 16.0f;
+ float z1 = 2 / 16.0f;
+ setShape(x0, h20, z0, x1, h21, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ z0 = 14 / 16.0f;
+ z1 = 16 / 16.0f;
+ setShape(x0, h20, z0, x1, h21, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ upFlip = FLIP_NONE;
+ }
+ else
+ {
+ float x0 = 0 / 16.0f;
+ float x1 = 2 / 16.0f;
+ float z0 = 7 / 16.0f;
+ float z1 = 9 / 16.0f;
+ setShape(x0, h20, z0, x1, h21, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ x0 = 14 / 16.0f;
+ x1 = 16 / 16.0f;
+ setShape(x0, h20, z0, x1, h21, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ if (isOpen)
+ {
+ if (direction == Direction::NORTH || direction == Direction::SOUTH)
+ {
+ upFlip = FLIP_CW;
+ }
+ if (direction == Direction::EAST)
+ {
+
+ const float z00 = 0 / 16.0f;
+ const float z01 = 2 / 16.0f;
+ const float z10 = 14 / 16.0f;
+ const float z11 = 16 / 16.0f;
+
+ const float x0 = 9 / 16.0f;
+ const float x1 = 13 / 16.0f;
+ const float x2 = 15 / 16.0f;
+
+ setShape(x1, h00, z00, x2, h11, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x1, h00, z10, x2, h11, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x0, h00, z00, x1, h01, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h00, z10, x1, h01, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x0, h10, z00, x1, h11, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h10, z10, x1, h11, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ else if (direction == Direction::WEST)
+ {
+ const float z00 = 0 / 16.0f;
+ const float z01 = 2 / 16.0f;
+ const float z10 = 14 / 16.0f;
+ const float z11 = 16 / 16.0f;
+
+ const float x0 = 1 / 16.0f;
+ const float x1 = 3 / 16.0f;
+ const float x2 = 7 / 16.0f;
+
+ setShape(x0, h00, z00, x1, h11, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h00, z10, x1, h11, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x1, h00, z00, x2, h01, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x1, h00, z10, x2, h01, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x1, h10, z00, x2, h11, z01);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x1, h10, z10, x2, h11, z11);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ else if (direction == Direction::SOUTH)
+ {
+
+ const float x00 = 0 / 16.0f;
+ const float x01 = 2 / 16.0f;
+ const float x10 = 14 / 16.0f;
+ const float x11 = 16 / 16.0f;
+
+ const float z0 = 9 / 16.0f;
+ const float z1 = 13 / 16.0f;
+ const float z2 = 15 / 16.0f;
+
+ setShape(x00, h00, z1, x01, h11, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h00, z1, x11, h11, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x00, h00, z0, x01, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h00, z0, x11, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x00, h10, z0, x01, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h10, z0, x11, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ else if (direction == Direction::NORTH)
+ {
+ const float x00 = 0 / 16.0f;
+ const float x01 = 2 / 16.0f;
+ const float x10 = 14 / 16.0f;
+ const float x11 = 16 / 16.0f;
+
+ const float z0 = 1 / 16.0f;
+ const float z1 = 3 / 16.0f;
+ const float z2 = 7 / 16.0f;
+
+ setShape(x00, h00, z0, x01, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h00, z0, x11, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x00, h00, z1, x01, h01, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h00, z1, x11, h01, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ setShape(x00, h10, z1, x01, h11, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x10, h10, z1, x11, h11, z2);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ }
+ else
+ {
+ if (direction == Direction::EAST || direction == Direction::WEST)
+ {
+ upFlip = FLIP_CW;
+ float x0 = 7 / 16.0f;
+ float x1 = 9 / 16.0f;
+ float z0 = 6 / 16.0f;
+ float z1 = 8 / 16.0f;
+ setShape(x0, h00, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ z0 = 8 / 16.0f;
+ z1 = 10 / 16.0f;
+ setShape(x0, h00, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ z0 = 10 / 16.0f;
+ z1 = 14 / 16.0f;
+ setShape(x0, h00, z0, x1, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h10, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ z0 = 2 / 16.0f;
+ z1 = 6 / 16.0f;
+ setShape(x0, h00, z0, x1, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h10, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ else
+ {
+ float x0 = 6 / 16.0f;
+ float x1 = 8 / 16.0f;
+ float z0 = 7 / 16.0f;
+ float z1 = 9 / 16.0f;
+ setShape(x0, h00, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ x0 = 8 / 16.0f;
+ x1 = 10 / 16.0f;
+ setShape(x0, h00, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ x0 = 10 / 16.0f;
+ x1 = 14 / 16.0f;
+ setShape(x0, h00, z0, x1, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h10, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ x0 = 2 / 16.0f;
+ x1 = 6 / 16.0f;
+ setShape(x0, h00, z0, x1, h01, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+ setShape(x0, h10, z0, x1, h11, z1);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ }
+ }
+ noCulling = false;
+ upFlip = FLIP_NONE;
+
+ setShape(0, 0, 0, 1, 1, 1);
+
+ return changed;
+}
+
+bool TileRenderer::tesselateStairsInWorld( StairTile* tt, int x, int y, int z )
+{
+ tt->setBaseShape(level, x, y, z);
+ setShape(tt);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ bool checkInnerPiece = tt->setStepShape(level, x, y, z);
+ setShape(tt);
+ tesselateBlockInWorld(tt, x, y, z);
+
+ if (checkInnerPiece)
+ {
+ if (tt->setInnerPieceShape(level, x, y, z))
+ {
+ setShape(tt);
+ tesselateBlockInWorld(tt, x, y, z);
+ }
+ }
+ return true;
+}
+
+bool TileRenderer::tesselateDoorInWorld( Tile* tt, int x, int y, int z )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ // skip rendering if the other half of the door is missing,
+ // to avoid rendering doors that are about to be removed
+ int data = level->getData(x, y, z);
+ if ((data & DoorTile::UPPER_BIT) != 0)
+ {
+ if (level->getTile(x, y - 1, z) != tt->id)
+ {
+ return false;
+ }
+ }
+ else {
+ if (level->getTile(x, y + 1, z) != tt->id)
+ {
+ return false;
+ }
+ }
+
+ bool changed = false;
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ int centerColor = 0;
+ float centerBrightness = 0.0f;
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ centerColor = getLightColor(tt, level, x, y, z );
+ }
+ else
+ {
+ centerBrightness = tt->getBrightness( level, x, y, z );
+ }
+
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY0 > 0 ? centerColor : getLightColor(tt, level, x, y - 1, z ) );
+ t->color( c10, c10, c10 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y - 1, z );
+ if ( tileShapeY0 > 0 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c10 * br, c10 * br, c10 * br );
+ }
+ renderFaceDown( tt, x, y, z, getTexture(tt, level, x, y, z, 0 ) );
+ changed = true;
+
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeY1 < 1 ? centerColor : getLightColor(tt, level, x, y + 1, z ) );
+ t->color( c11, c11, c11 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y + 1, z );
+ if ( tileShapeY1 < 1 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c11 * br, c11 * br, c11 * br );
+ }
+ renderFaceUp( tt, x, y, z, getTexture(tt, level, x, y, z, 1 ) );
+ changed = true;
+
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ0 > 0 ? centerColor : getLightColor(tt, level, x, y, z - 1 ) );
+ t->color( c2, c2, c2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z - 1 );
+ if ( tileShapeZ0 > 0 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c2 * br, c2 * br, c2 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 2 );
+ renderNorth( tt, x, y, z, tex );
+ changed = true;
+ xFlipTexture = false;
+ }
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeZ1 < 1 ? centerColor : getLightColor(tt, level, x, y, z + 1 ) );
+ t->color( c2, c2, c2 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x, y, z + 1 );
+ if ( tileShapeZ1 < 1 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c2 * br, c2 * br, c2 * br );
+ }
+ Icon *tex = getTexture( tt, level, x, y, z, 3 );
+ renderSouth( tt, x, y, z, tex );
+ changed = true;
+ xFlipTexture = false;
+ }
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX0 > 0 ? centerColor : getLightColor(tt, level, x - 1, y, z ) );
+ t->color( c3, c3, c3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x - 1, y, z );
+ if ( tileShapeX0 > 0 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c3 * br, c3 * br, c3 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 4 );
+ renderWest( tt, x, y, z, tex );
+ changed = true;
+ xFlipTexture = false;
+ }
+ {
+ if ( SharedConstants::TEXTURE_LIGHTING )
+ {
+ t->tex2( tileShapeX1 < 1 ? centerColor : getLightColor(tt, level, x + 1, y, z ) );
+ t->color( c3, c3, c3 );
+ }
+ else
+ {
+ float br = tt->getBrightness( level, x + 1, y, z );
+ if ( tileShapeX1 < 1 ) br = centerBrightness;
+ if ( Tile::lightEmission[tt->id] > 0 ) br = 1.0f;
+ t->color( c3 * br, c3 * br, c3 * br );
+ }
+ Icon *tex = getTexture(tt, level, x, y, z, 5 );
+ renderEast( tt, x, y, z, tex );
+ changed = true;
+ xFlipTexture = false;
+ }
+ return changed;
+}
+
+void TileRenderer::renderFaceDown( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u00 = tex->getU(tileShapeX0 * 16.0f, true);
+ float u11 = tex->getU(tileShapeX1 * 16.0f, true);
+ float v00 = tex->getV(tileShapeZ0 * 16.0f, true);
+ float v11 = tex->getV(tileShapeZ1 * 16.0f, true);
+
+ if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+ if ( downFlip == FLIP_CCW )
+ {
+ u00 = tex->getU(tileShapeZ0 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ u11 = tex->getU(tileShapeZ1 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( downFlip == FLIP_CW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+ v00 = tex->getV(tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ v11 = tex->getV(tileShapeX1 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( downFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+ double x0 = x + tileShapeX0;
+ double x1 = x + tileShapeX1;
+ double y0 = y + tileShapeY0;
+ double z0 = z + tileShapeZ0;
+ double z1 = z + tileShapeZ1;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c1r, c1g, c1b, tc1,
+ ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
+ ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c3r, c3g, c3b, tc3,
+ ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+}
+
+void TileRenderer::renderFaceUp( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ float u00 = tex->getU(tileShapeX0 * 16.0f, true);
+ float u11 = tex->getU(tileShapeX1 * 16.0f, true);
+ float v00 = tex->getV(tileShapeZ0 * 16.0f, true);
+ float v11 = tex->getV(tileShapeZ1 * 16.0f, true);
+
+ if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ float u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+
+ if ( upFlip == FLIP_CW )
+ {
+ u00 = tex->getU(tileShapeZ0 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ u11 = tex->getU(tileShapeZ1 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( upFlip == FLIP_CCW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+ v00 = tex->getV(tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ v11 = tex->getV(tileShapeX1 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( upFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+
+ double x0 = x + tileShapeX0;
+ double x1 = x + tileShapeX1;
+ double y1 = y + tileShapeY1;
+ double z0 = z + tileShapeZ0;
+ double z1 = z + tileShapeZ1;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c1r, c1g, c1b, tc1,
+ ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c2r, c2g, c2b, tc2,
+ ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c3r, c3g, c3b, tc3,
+ ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ }
+
+}
+
+void TileRenderer::renderNorth( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ double u00 = tex->getU(tileShapeX0 * 16.0f, true);
+ double u11 = tex->getU(tileShapeX1 * 16.0f, true);
+ double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ if ( xFlipTexture )
+ {
+ double tmp = u00;
+ u00 = u11;
+ u11 = tmp;
+ }
+
+ if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+
+ if ( northFlip == FLIP_CCW )
+ {
+ u00 = tex->getU(tileShapeY0 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( northFlip == FLIP_CW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ v00 = tex->getV(tileShapeX1 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ v11 = tex->getV(tileShapeX0 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( northFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ v00 = tex->getV(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(tileShapeY0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+
+ double x0 = x + tileShapeX0;
+ double x1 = x + tileShapeX1;
+ double y0 = y + tileShapeY0;
+ double y1 = y + tileShapeY1;
+ double z0 = z + tileShapeZ0;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c1r, c1g, c1b, tc1,
+ ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
+ ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ), c3r, c3g, c3b, tc3,
+ ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+
+}
+
+void TileRenderer::renderSouth( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ double u00 = tex->getU(tileShapeX0 * 16.0f, true);
+ double u11 = tex->getU(tileShapeX1 * 16.0f, true);
+ double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ if ( xFlipTexture )
+ {
+ double tmp = u00;
+ u00 = u11;
+ u11 = tmp;
+ }
+
+ if ( tileShapeX0 < 0 || tileShapeX1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+
+ if ( southFlip == FLIP_CW )
+ {
+ u00 = tex->getU(tileShapeY0 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(tileShapeY1 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( southFlip == FLIP_CCW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ v00 = tex->getV(tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ v11 = tex->getV(tileShapeX1 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( southFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeX1 * 16.0f, true);
+ v00 = tex->getV(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(tileShapeY0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+
+ double x0 = x + tileShapeX0;
+ double x1 = x + tileShapeX1;
+ double y0 = y + tileShapeY0;
+ double y1 = y + tileShapeY1;
+ double z1 = z + tileShapeZ1;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ), c1r, c1g, c1b, tc1,
+ ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c2r, c2g, c2b, tc2,
+ ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c3r, c3g, c3b, tc3,
+ ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
+ }
+
+}
+
+void TileRenderer::renderWest( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ double u00 = tex->getU(tileShapeZ0 * 16.0f, true);
+ double u11 = tex->getU(tileShapeZ1 * 16.0f, true);
+ double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ if ( xFlipTexture )
+ {
+ double tmp = u00;
+ u00 = u11;
+ u11 = tmp;
+ }
+
+ if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+
+ if ( westFlip == FLIP_CW )
+ {
+ u00 = tex->getU(tileShapeY0 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+ u11 = tex->getU(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( westFlip == FLIP_CCW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ v00 = tex->getV(tileShapeZ0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ v11 = tex->getV(tileShapeZ1 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( westFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+ v00 = tex->getV(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(tileShapeY0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+ double x0 = x + tileShapeX0;
+ double y0 = y + tileShapeY0;
+ double y1 = y + tileShapeY1;
+ double z0 = z + tileShapeZ0;
+ double z1 = z + tileShapeZ1;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ), c1r, c1g, c1b, tc1,
+ ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ), c2r, c2g, c2b, tc2,
+ ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ), c3r, c3g, c3b, tc3,
+ ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z1 ), ( float )( u01 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y1 ), ( float )( z0 ), ( float )( u00 ), ( float )( v00 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z0 ), ( float )( u10 ), ( float )( v10 ) );
+ t->vertexUV( ( float )( x0 ), ( float )( y0 ), ( float )( z1 ), ( float )( u11 ), ( float )( v11 ) );
+ }
+
+}
+
+void TileRenderer::renderEast( Tile* tt, double x, double y, double z, Icon *tex )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ if (hasFixedTexture()) tex = fixedTexture;
+ double u00 = tex->getU(tileShapeZ0 * 16.0f, true);
+ double u11 = tex->getU(tileShapeZ1 * 16.0f, true);
+ double v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ double v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ if ( xFlipTexture )
+ {
+ double tmp = u00;
+ u00 = u11;
+ u11 = tmp;
+ }
+
+ if ( tileShapeZ0 < 0 || tileShapeZ1 > 1 )
+ {
+ u00 = tex->getU0(true);
+ u11 = tex->getU1(true);
+ }
+ if ( tileShapeY0 < 0 || tileShapeY1 > 1 )
+ {
+ v00 = tex->getV0(true);
+ v11 = tex->getV1(true);
+ }
+
+ double u01 = u11, u10 = u00, v01 = v00, v10 = v11;
+
+ if ( eastFlip == FLIP_CCW )
+ {
+ u00 = tex->getU(tileShapeY0 * 16.0f, true);
+ v00 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ u11 = tex->getU(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u01 = u00;
+ u10 = u11;
+ v00 = v11;
+ v11 = v01;
+ }
+ else if ( eastFlip == FLIP_CW )
+ {
+ // reshape
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY1 * 16.0f, true);
+ v00 = tex->getV(tileShapeZ1 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeY0 * 16.0f, true);
+ v11 = tex->getV(tileShapeZ0 * 16.0f, true);
+
+ // rotate
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ u00 = u01;
+ u11 = u10;
+ v01 = v11;
+ v10 = v00;
+ }
+ else if ( eastFlip == FLIP_180 )
+ {
+ u00 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ0 * 16.0f, true);
+ u11 = tex->getU(SharedConstants::WORLD_RESOLUTION - tileShapeZ1 * 16.0f, true);
+ v00 = tex->getV(tileShapeY1 * 16.0f, true);
+ v11 = tex->getV(tileShapeY0 * 16.0f, true);
+
+ u01 = u11;
+ u10 = u00;
+ v01 = v00;
+ v10 = v11;
+ }
+
+ double x1 = x + tileShapeX1;
+ double y0 = y + tileShapeY0;
+ double y1 = y + tileShapeY1;
+ double z0 = z + tileShapeZ0;
+ double z1 = z + tileShapeZ1;
+
+ if ( applyAmbienceOcclusion )
+ {
+#ifdef __PSVITA__
+ if( t->getCompactVertices() )
+ {
+ t->tileQuad(( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ), c1r, c1g, c1b, tc1,
+ ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ), c2r, c2g, c2b, tc2,
+ ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ), c3r, c3g, c3b, tc3,
+ ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ), c4r, c4g, c4b, tc4);
+ return;
+ }
+#endif
+
+ t->color( c1r, c1g, c1b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc1 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->color( c2r, c2g, c2b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc2 );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
+ t->color( c3r, c3g, c3b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc3 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->color( c4r, c4g, c4b );
+ if ( SharedConstants::TEXTURE_LIGHTING ) t->tex2( tc4 );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
+ }
+ else
+ {
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z1 ), ( float )( u10 ), ( float )( v10 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y0 ), ( float )( z0 ), ( float )( u11 ), ( float )( v11 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z0 ), ( float )( u01 ), ( float )( v01 ) );
+ t->vertexUV( ( float )( x1 ), ( float )( y1 ), ( float )( z1 ), ( float )( u00 ), ( float )( v00 ) );
+ }
+
+}
+
+void TileRenderer::renderCube( Tile* tile, float alpha )
+{
+ int shape = tile->getRenderShape();
+ Tesselator* t = Tesselator::getInstance();
+
+ if ( shape == Tile::SHAPE_BLOCK )
+ {
+ tile->updateDefaultShape();
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ float c10 = 0.5f;
+ float c11 = 1;
+ float c2 = 0.8f;
+ float c3 = 0.6f;
+
+ t->begin();
+ t->color( c11, c11, c11, alpha );
+ renderFaceDown( tile, 0, 0, 0,getTexture(tile, 0 ) );
+ t->color( c10, c10, c10, alpha );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
+ t->color( c2, c2, c2, alpha );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
+ t->color( c3, c3, c3, alpha );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
+
+ t->end();
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+ }
+
+}
+
+void TileRenderer::renderTile( Tile* tile, int data, float brightness, float fAlpha, bool useCompiled )
+{
+ Tesselator* t = Tesselator::getInstance();
+
+ bool isGrass = tile->id == Tile::grass_Id;
+
+ if (tile == Tile::dispenser || tile == Tile::furnace) // || tile == Tile.dropper
+ {
+ data = 3;
+ }
+
+ if ( setColor )
+ {
+ int col = tile->getColor( data );
+ if (isGrass)
+ {
+ col = 0xffffff;
+ }
+ float red = ( ( col >> 16 ) & 0xff ) / 255.0f;
+ float g = ( ( col >> 8 ) & 0xff ) / 255.0f;
+ float b = ( ( col )& 0xff ) / 255.0f;
+
+ glColor4f( red * brightness, g * brightness, b * brightness, fAlpha );
+ }
+
+ int shape = tile->getRenderShape();
+ setShape(tile);
+
+ t->setMipmapEnable( Tile::mipmapEnable[tile->id] ); // 4J added
+
+ if ( shape == Tile::SHAPE_BLOCK || shape == Tile::SHAPE_TREE || shape == Tile::SHAPE_QUARTZ || shape == Tile::SHAPE_PISTON_BASE || shape == Tile::SHAPE_PORTAL_FRAME )
+ {
+ if ( shape == Tile::SHAPE_PISTON_BASE )
+ {
+ data = Facing::UP;
+ }
+
+ tile->updateDefaultShape();
+ setShape(tile);
+ glRotatef(90, 0, 1, 0);
+
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ t->begin();
+ t->normal( 0, -1, 0 );
+ renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ int col = tile->getColor(data);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
+ }
+
+ t->begin();
+ t->normal( 0, 1, 0 );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ glColor4f(brightness, brightness, brightness, fAlpha);
+ }
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ int col = tile->getColor(data);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ renderNorth( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
+ t->end();
+
+ glColor4f(brightness, brightness, brightness, fAlpha);
+ }
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ int col = tile->getColor(data);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ renderSouth( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
+ t->end();
+
+ glColor4f(brightness, brightness, brightness, fAlpha);
+ }
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ int col = tile->getColor(data);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ renderWest( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
+ t->end();
+
+ glColor4f(brightness, brightness, brightness, fAlpha);
+ }
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5, data ) );
+ t->end();
+
+ if (isGrass && setColor)
+ {
+ int col = tile->getColor(data);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red * brightness, g * brightness, b * brightness, fAlpha);
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ renderEast( tile, 0, 0, 0, GrassTile::getSideTextureOverlay() );
+ t->end();
+
+ glColor4f(brightness, brightness, brightness, fAlpha);
+ }
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+ }
+ else if ( shape == Tile::SHAPE_CROSS_TEXTURE )
+ {
+ t->begin();
+ t->normal( 0, -1, 0 );
+ tesselateCrossTexture( tile, data, -0.5f, -0.5f, -0.5f, 1 );
+ t->end();
+ }
+ else if (shape == Tile::SHAPE_STEM)
+ {
+ t->begin();
+ t->normal(0, -1, 0);
+ tile->updateDefaultShape();
+ tesselateStemTexture(tile, data, tileShapeY1, -0.5f, -0.5f, -0.5f);
+ t->end();
+ }
+ else if (shape == Tile::SHAPE_LILYPAD)
+ {
+ t->begin();
+ t->normal(0, -1, 0);
+ tile->updateDefaultShape();
+ t->end();
+ }
+ else if ( shape == Tile::SHAPE_CACTUS )
+ {
+ tile->updateDefaultShape();
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ float s = 1 / 16.0f;
+ t->begin();
+ t->normal( 0, -1, 0 );
+ renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 1, 0 );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ t->addOffset( 0, 0, s );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
+ t->addOffset( 0, 0, -s );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ t->addOffset( 0, 0, -s );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
+ t->addOffset( 0, 0, s );
+ t->end();
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ t->addOffset( s, 0, 0 );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
+ t->addOffset( -s, 0, 0 );
+ t->end();
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ t->addOffset( -s, 0, 0 );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
+ t->addOffset( s, 0, 0 );
+ t->end();
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+ }
+ else if (shape == Tile::SHAPE_ENTITYTILE_ANIMATED)
+ {
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ EntityTileRenderer::instance->render(tile, data, brightness, fAlpha, setColor, useCompiled);
+ glEnable(GL_RESCALE_NORMAL);
+ }
+ else if ( shape == Tile::SHAPE_ROWS )
+ {
+ t->begin();
+ t->normal( 0, -1, 0 );
+ tesselateRowTexture( tile, data, -0.5f, -0.5f, -0.5f );
+ t->end();
+ }
+ else if ( shape == Tile::SHAPE_TORCH )
+ {
+ t->begin();
+ t->normal( 0, -1, 0 );
+ tesselateTorch( tile, -0.5f, -0.5f, -0.5f, 0, 0, 0 );
+ t->end();
+ }
+ else if ( shape == Tile::SHAPE_STAIRS )
+ {
+ for ( int i = 0; i < 2; i++ )
+ {
+ if ( i == 0 ) setShape( 0, 0, 0, 1, 1, 0.5f );
+ if ( i == 1 ) setShape( 0, 0, 0.5f, 1, 0.5f, 1 );
+
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ t->begin();
+ t->normal( 0, -1, 0 );
+ renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 1, 0 );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
+ t->end();
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
+ t->end();
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+ }
+ }
+ else if (shape == Tile::SHAPE_EGG)
+ {
+ int y0 = 0;
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ t->begin();
+ for (int i = 0; i < 8; i++)
+ {
+ int ww = 0;
+ int hh = 1;
+ if (i == 0) ww = 2;
+ if (i == 1) ww = 3;
+ if (i == 2) ww = 4;
+ if (i == 3)
+ {
+ ww = 5;
+ hh = 2;
+ }
+ if (i == 4)
+ {
+ ww = 6;
+ hh = 3;
+ }
+ if (i == 5)
+ {
+ ww = 7;
+ hh = 5;
+ }
+ if (i == 6)
+ {
+ ww = 6;
+ hh = 2;
+ }
+ if (i == 7) ww = 3;
+ float w = ww / 16.0f;
+ float yy1 = 1 - (y0 / 16.0f);
+ float yy0 = 1 - ((y0 + hh) / 16.0f);
+ y0 += hh;
+ setShape(0.5f - w, yy0, 0.5f - w, 0.5f + w, yy1, 0.5f + w);
+ t->normal(0, -1, 0);
+ renderFaceDown(tile, 0, 0, 0, getTexture(tile,0));
+ t->normal(0, 1, 0);
+ renderFaceUp(tile, 0, 0, 0, getTexture(tile,1));
+ t->normal(0, 0, -1);
+ renderNorth(tile, 0, 0, 0, getTexture(tile,2));
+ t->normal(0, 0, 1);
+ renderSouth(tile, 0, 0, 0, getTexture(tile,3));
+ t->normal(-1, 0, 0);
+ renderWest(tile, 0, 0, 0, getTexture(tile,4));
+ t->normal(1, 0, 0);
+ renderEast(tile, 0, 0, 0, getTexture(tile,5));
+ }
+ t->end();
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ setShape(0, 0, 0, 1, 1, 1);
+ }
+
+ else if ( shape == Tile::SHAPE_FENCE )
+ {
+ for ( int i = 0; i < 4; i++ )
+ {
+ float w = 2 / 16.0f;
+ if ( i == 0 ) setShape( 0.5f - w, 0, 0, 0.5f + w, 1, w * 2 );
+ if ( i == 1 ) setShape( 0.5f - w, 0, 1 - w * 2, 0.5f + w, 1, 1 );
+ w = 1 / 16.0f;
+ if ( i == 2 ) setShape( 0.5f - w, 1 - w * 3, -w * 2, 0.5f + w, 1 - w, 1 + w * 2 );
+ if ( i == 3 ) setShape( 0.5f - w, 0.5f - w * 3, -w * 2, 0.5f + w, 0.5f - w, 1 + w * 2 );
+
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ t->begin();
+ t->normal( 0, -1, 0 );
+ renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 1, 0 );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3 ) );
+ t->end();
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5 ) );
+ t->end();
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+ }
+ setShape( 0, 0, 0, 1, 1, 1 );
+ }
+ else if (shape == Tile::SHAPE_FENCE_GATE)
+ {
+ for (int i = 0; i < 3; i++)
+ {
+ float w = 1 / 16.0f;
+ if (i == 0) setShape(0.5f - w, .3f, 0, 0.5f + w, 1, w * 2);
+ if (i == 1) setShape(0.5f - w, .3f, 1 - w * 2, 0.5f + w, 1, 1);
+ w = 1 / 16.0f;
+ if (i == 2) setShape(0.5f - w, .5f, 0, 0.5f + w, 1 - w, 1);
+
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ t->begin();
+ t->normal(0, -1, 0);
+ renderFaceDown(tile, 0, 0, 0, getTexture(tile,0));
+ t->end();
+
+ t->begin();
+ t->normal(0, 1, 0);
+ renderFaceUp(tile, 0, 0, 0, getTexture(tile,1));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, -1);
+ renderNorth(tile, 0, 0, 0, getTexture(tile,2));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, 1);
+ renderSouth(tile, 0, 0, 0, getTexture(tile,3));
+ t->end();
+
+ t->begin();
+ t->normal(-1, 0, 0);
+ renderWest(tile, 0, 0, 0, getTexture(tile,4));
+ t->end();
+
+ t->begin();
+ t->normal(1, 0, 0);
+ renderEast(tile, 0, 0, 0, getTexture(tile,5));
+ t->end();
+
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ }
+ }
+ else if (shape == Tile::SHAPE_WALL)
+ {
+ for (int i = 0; i < 2; i++)
+ {
+ if (i == 0) setShape(0, 0, .5f - WallTile::WALL_WIDTH, 1, WallTile::WALL_HEIGHT, .5f + WallTile::WALL_WIDTH);
+ if (i == 1) setShape(.5f - WallTile::POST_WIDTH, 0, .5f - WallTile::POST_WIDTH, .5f + WallTile::POST_WIDTH, WallTile::POST_HEIGHT, .5f + WallTile::POST_WIDTH);
+
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ t->begin();
+ t->normal(0, -1, 0);
+ renderFaceDown(tile, 0, 0, 0, tile->getTexture(0, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 1, 0);
+ renderFaceUp(tile, 0, 0, 0, tile->getTexture(1, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, -1);
+ renderNorth(tile, 0, 0, 0, tile->getTexture(2, data));
+ t->end();
+
+ t->begin();
+ t->normal(0, 0, 1);
+ renderSouth(tile, 0, 0, 0, tile->getTexture(3, data));
+ t->end();
+
+ t->begin();
+ t->normal(-1, 0, 0);
+ renderWest(tile, 0, 0, 0, tile->getTexture(4, data));
+ t->end();
+
+ t->begin();
+ t->normal(1, 0, 0);
+ renderEast(tile, 0, 0, 0, tile->getTexture(5, data));
+ t->end();
+
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ }
+ setShape(0, 0, 0, 1, 1, 1);
+ }
+ else if (shape == Tile::SHAPE_ANVIL)
+ {
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ tesselateAnvilInWorld((AnvilTile *) tile, 0, 0, 0, data, true);
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ }
+ else if ( shape == Tile::SHAPE_PORTAL_FRAME )
+ {
+ // 4J added
+ setShape(0, 0, 0, 1, 13.0f / 16.0f, 1);
+
+ glTranslatef( -0.5f, -0.5f, -0.5f );
+ t->begin();
+ t->normal( 0, -1, 0 );
+ renderFaceDown( tile, 0, 0, 0, getTexture(tile, 0, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 1, 0 );
+ renderFaceUp( tile, 0, 0, 0, getTexture(tile, 1, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, -1 );
+ renderNorth( tile, 0, 0, 0, getTexture(tile, 2, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 0, 0, 1 );
+ renderSouth( tile, 0, 0, 0, getTexture(tile, 3, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( -1, 0, 0 );
+ renderWest( tile, 0, 0, 0, getTexture(tile, 4, 0 ) );
+ t->end();
+
+ t->begin();
+ t->normal( 1, 0, 0 );
+ renderEast( tile, 0, 0, 0, getTexture(tile, 5, 0 ) );
+ t->end();
+
+ glTranslatef( 0.5f, 0.5f, 0.5f );
+
+ tile->updateDefaultShape();
+
+ }
+ t->setMipmapEnable( true ); // 4J added
+}
+
+bool TileRenderer::canRender( int renderShape )
+{
+ if ( renderShape == Tile::SHAPE_BLOCK ) return true;
+ if ( renderShape == Tile::SHAPE_TREE ) return true;
+ if ( renderShape == Tile::SHAPE_QUARTZ) return true;
+ if ( renderShape == Tile::SHAPE_CACTUS ) return true;
+ if ( renderShape == Tile::SHAPE_STAIRS ) return true;
+ if ( renderShape == Tile::SHAPE_FENCE ) return true;
+ if ( renderShape == Tile::SHAPE_EGG) return true;
+ if ( renderShape == Tile::SHAPE_ENTITYTILE_ANIMATED) return true;
+ if ( renderShape == Tile::SHAPE_FENCE_GATE) return true;
+ if ( renderShape == Tile::SHAPE_PISTON_BASE ) return true;
+ if ( renderShape == Tile::SHAPE_PORTAL_FRAME ) return true;
+ if ( renderShape == Tile::SHAPE_WALL) return true;
+ if ( renderShape == Tile::SHAPE_ANVIL) return true;
+ return false;
+}
+
+Icon *TileRenderer::getTexture(Tile *tile, LevelSource *level, int x, int y, int z, int face)
+{
+ return getTextureOrMissing(tile->getTexture(level, x, y, z, face));
+}
+
+Icon *TileRenderer::getTexture(Tile *tile, int face, int data)
+{
+ return getTextureOrMissing(tile->getTexture(face, data));
+}
+
+Icon *TileRenderer::getTexture(Tile *tile, int face)
+{
+ return getTextureOrMissing(tile->getTexture(face));
+}
+
+Icon *TileRenderer::getTexture(Tile *tile)
+{
+ return getTextureOrMissing(tile->getTexture(Facing::UP));
+}
+
+Icon *TileRenderer::getTextureOrMissing(Icon *icon)
+{
+ if (icon == NULL) return minecraft->textures->getMissingIcon(Icon::TYPE_TERRAIN);
+
+#ifdef __PSVITA__
+ // AP - alpha cut out is expensive on vita. Pass on the Alpha Cut out flag to the tesselator
+ Tesselator* t = Tesselator::getInstance();
+ t->setAlphaCutOut( icon->getFlags() & Icon::IS_ALPHA_CUT_OUT );
+#endif
+
+ return icon;
+}