experimental new rendering: 2 pipelines
This commit is contained in:
parent
d4c7c5bbea
commit
7ae19e187e
5 changed files with 238 additions and 130 deletions
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@ -737,6 +737,8 @@ public class Client implements IThreadListener {
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public boolean specularColors = true;
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@Variable(name = "gl_flat_shading", category = CVarCategory.RENDER, display = "Flaches Shading")
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public boolean flatShading = false;
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@Variable(name = "gl_use_shader", category = CVarCategory.RENDER, display = "Shader verwenden")
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public boolean useShader = false;
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public static final Client CLIENT = new Client();
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@ -27,10 +27,11 @@ public class GuiGraphics extends GuiOptions {
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this.addSelector("gl_dynlight_viewdist", 0, 200, 240, 0);
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this.addSelector("gl_dynlight_maxdist", 242, 200, 240, 0);
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this.addSelector("gl_light_blend", 0, 220, 240, 0);
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this.addSelector("gl_specular", 242, 220, 240, 0);
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this.addSelector("gl_use_shader", 0, 220, 240, 0);
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this.addSelector("gl_light_blend", 242, 220, 240, 0);
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this.addSelector("gl_flat_shading", 0, 240, 240, 0);
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this.addSelector("gl_specular", 0, 240, 240, 0);
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this.addSelector("gl_flat_shading", 242, 240, 240, 0);
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this.addSelector("gl_tex_filter", 0, 260, 240, 0);
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this.addSelector("gl_tex_mipmaps", 242, 260, 240, 0);
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@ -3,6 +3,7 @@ package client.renderer;
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public class DefaultVertexFormats
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{
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public static final VertexFormat BLOCK = new VertexFormat();
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public static final VertexFormat BLOCK_SHADED = new VertexFormat();
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public static final VertexFormat ITEM = new VertexFormat();
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public static final VertexFormat OLDMODEL_POSITION_TEX_NORMAL = new VertexFormat();
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public static final VertexFormat PARTICLE_POSITION_TEX_COLOR_LMAP = new VertexFormat();
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@ -18,14 +19,15 @@ public class DefaultVertexFormats
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public static final VertexFormatElement TEX_2F = new VertexFormatElement(0, VertexFormatElement.EnumType.FLOAT, VertexFormatElement.EnumUsage.UV, 2);
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public static final VertexFormatElement TEX_2S = new VertexFormatElement(1, VertexFormatElement.EnumType.SHORT, VertexFormatElement.EnumUsage.UV, 2);
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public static final VertexFormatElement NORMAL_3B = new VertexFormatElement(0, VertexFormatElement.EnumType.BYTE, VertexFormatElement.EnumUsage.NORMAL, 3);
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public static final VertexFormatElement NORMAL_4B = new VertexFormatElement(0, VertexFormatElement.EnumType.BYTE, VertexFormatElement.EnumUsage.NORMAL, 4);
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public static final VertexFormatElement PADDING_1B = new VertexFormatElement(0, VertexFormatElement.EnumType.BYTE, VertexFormatElement.EnumUsage.PADDING, 1);
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static
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{
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BLOCK.addElement(POSITION_3F);
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BLOCK.addElement(COLOR_4UB);
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BLOCK.addElement(TEX_2F);
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BLOCK.addElement(TEX_2S);
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BLOCK_SHADED.addElement(POSITION_3F);
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BLOCK_SHADED.addElement(NORMAL_4B);
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BLOCK_SHADED.addElement(TEX_2F);
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BLOCK_SHADED.addElement(COLOR_4UB);
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ITEM.addElement(POSITION_3F);
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ITEM.addElement(COLOR_4UB);
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ITEM.addElement(TEX_2F);
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@ -406,6 +406,19 @@ public class RenderBuffer
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return this;
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}
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public RenderBuffer normal(float x, float y, float z, float shine)
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{
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int i = this.vertexCount * this.vertexFormat.getNextOffset() + this.vertexFormat.getOffset(this.vertexFormatIndex);
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this.byteBuffer.put(i, (byte)((int)x * 127 & 255));
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this.byteBuffer.put(i + 1, (byte)((int)y * 127 & 255));
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this.byteBuffer.put(i + 2, (byte)((int)z * 127 & 255));
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this.byteBuffer.put(i + 3, (byte)((int)(shine / 32.0f) * 127 & 255));
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this.nextVertexFormatIndex();
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return this;
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}
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public void setTranslation(double x, double y, double z)
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{
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this.xOffset = x;
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@ -107,7 +107,8 @@ public class Renderer {
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private static final float FOG_DISTANCE = 0.4f;
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private static final float SQRT_2 = ExtMath.sqrtf(2.0F);
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private static final float[] SUN_COLOR = new float[4];
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private static final float[] BRIGHTNESS = new float[] {0.0f, 0.02f, 0.04f, 0.06f, 0.08f, 0.11f, 0.14f, 0.18f, 0.22f, 0.27f, 0.33f, 0.41f, 0.5f, 0.62f, 0.78f, 1.0f};
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private static final float[] BRIGHTNESS = {0.0f, 0.02f, 0.04f, 0.06f, 0.08f, 0.11f, 0.14f, 0.18f, 0.22f, 0.27f, 0.33f, 0.41f, 0.5f, 0.62f, 0.78f, 1.0f};
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private static final Facing[] LIQUID_FACINGS = {Facing.NORTH, Facing.SOUTH, Facing.WEST, Facing.EAST};
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private final Client gm;
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private final Random rng = new Random();
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@ -2547,73 +2548,145 @@ public class Renderer {
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this.renderChunks.add(renderchunk);
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}
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}
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GlState.setActiveTexture(GL46.GL_TEXTURE1);
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GL46.glMatrixMode(GL46.GL_TEXTURE);
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GL46.glLoadIdentity();
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GL46.glMatrixMode(GL46.GL_MODELVIEW);
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this.gm.getTextureManager().bindTexture(TEX_LIGHTMAP);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_MIN_FILTER, GL46.GL_LINEAR);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_MAG_FILTER, GL46.GL_LINEAR);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_WRAP_S, GL46.GL_CLAMP);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_WRAP_T, GL46.GL_CLAMP);
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GlState.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlState.enableTexture2D();
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GlState.setActiveTexture(GL46.GL_TEXTURE0);
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if (this.initialized)
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{
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ShaderContext context = Shader.WORLD.use();
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boolean moon = false;
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for(int color : this.theWorld.dimension.getMoonColors()) {
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if((color & 0xff000000) == 0) {
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moon = true;
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break;
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}
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}
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context.bool("sky_light", this.theWorld.dimension.hasSkyLight() && !this.gm.setGamma && !this.gm.xrayActive);
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context.bool("moon_light", moon);
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for (RenderChunk renderchunk : this.renderChunks)
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if(this.gm.useShader) {
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GlState.setActiveTexture(GL46.GL_TEXTURE1);
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GL46.glMatrixMode(GL46.GL_TEXTURE);
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GL46.glLoadIdentity();
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GL46.glMatrixMode(GL46.GL_MODELVIEW);
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this.gm.getTextureManager().bindTexture(TEX_LIGHTMAP);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_MIN_FILTER, GL46.GL_LINEAR);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_MAG_FILTER, GL46.GL_LINEAR);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_WRAP_S, GL46.GL_CLAMP);
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GL46.glTexParameteri(GL46.GL_TEXTURE_2D, GL46.GL_TEXTURE_WRAP_T, GL46.GL_CLAMP);
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GlState.color(1.0F, 1.0F, 1.0F, 1.0F);
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GlState.enableTexture2D();
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GlState.setActiveTexture(GL46.GL_TEXTURE0);
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if (this.initialized)
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{
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ShaderContext context = Shader.WORLD.use();
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boolean moon = false;
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for(int color : this.theWorld.dimension.getMoonColors()) {
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if((color & 0xff000000) == 0) {
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moon = true;
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break;
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}
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}
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context.bool("sky_light", this.theWorld.dimension.hasSkyLight() && !this.gm.setGamma && !this.gm.xrayActive);
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context.bool("moon_light", moon);
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for (RenderChunk renderchunk : this.renderChunks)
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{
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VertexBuffer vertexbuffer = renderchunk.getVertexBuffer();
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BlockPos blockpos = renderchunk.getPosition();
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context.vec("offset", (float)((double)blockpos.getX() - this.viewEntityX), (float)((double)blockpos.getY() - this.viewEntityY), (float)((double)blockpos.getZ() - this.viewEntityZ));
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// Vec3 cam = MatrixState.project(Client.CLIENT.getRenderViewEntity(), Client.CLIENT.getTickFraction());
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context.vec("cam_pos", (float)this.viewEntityX, (float)this.viewEntityY + this.gm.player.getEyeHeight(), (float)this.viewEntityZ);
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context.matrix("model", renderchunk.getModelviewMatrix());
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context.integer("chunk_x", blockpos.getX());
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context.integer("chunk_y", blockpos.getY());
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context.integer("chunk_z", blockpos.getZ());
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vertexbuffer.bindBuffer();
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GL46.glVertexAttribPointer(0, 3, GL46.GL_FLOAT, false, 28, 0L);
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GL46.glEnableVertexAttribArray(0);
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GL46.glVertexAttribPointer(1, 4, GL46.GL_BYTE, true, 28, 12L);
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GL46.glEnableVertexAttribArray(1);
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GL46.glVertexAttribPointer(2, 2, GL46.GL_FLOAT, false, 28, 16L);
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GL46.glEnableVertexAttribArray(2);
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GL46.glVertexAttribPointer(3, 4, GL46.GL_UNSIGNED_BYTE, true, 28, 24L);
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GL46.glEnableVertexAttribArray(3);
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vertexbuffer.drawArrays(GL46.GL_QUADS);
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GL46.glDisableVertexAttribArray(0);
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GL46.glDisableVertexAttribArray(1);
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GL46.glDisableVertexAttribArray(2);
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GL46.glDisableVertexAttribArray(3);
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}
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context.finish();
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GL46.glBindBuffer(GL46.GL_ARRAY_BUFFER, 0);
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GlState.resetColor();
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this.renderChunks.clear();
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}
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}
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else {
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this.gm.renderer.enableLightmap();
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GL46.glEnableClientState(GL46.GL_VERTEX_ARRAY);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE0);
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GL46.glEnableClientState(GL46.GL_TEXTURE_COORD_ARRAY);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE1);
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GL46.glEnableClientState(GL46.GL_TEXTURE_COORD_ARRAY);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE0);
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GL46.glEnableClientState(GL46.GL_COLOR_ARRAY);
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if (this.initialized)
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{
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VertexBuffer vertexbuffer = renderchunk.getVertexBuffer();
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for (RenderChunk renderchunk : this.renderChunks)
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{
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VertexBuffer vertexbuffer = renderchunk.getVertexBuffer();
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GL46.glPushMatrix();
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this.preRenderChunk(renderchunk);
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GL46.glMultMatrixf(renderchunk.getModelviewMatrix());
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vertexbuffer.bindBuffer();
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this.setupArrayPointers();
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vertexbuffer.drawArrays(GL46.GL_QUADS);
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GL46.glPopMatrix();
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}
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BlockPos blockpos = renderchunk.getPosition();
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context.vec("offset", (float)((double)blockpos.getX() - this.viewEntityX), (float)((double)blockpos.getY() - this.viewEntityY), (float)((double)blockpos.getZ() - this.viewEntityZ));
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// Vec3 cam = MatrixState.project(Client.CLIENT.getRenderViewEntity(), Client.CLIENT.getTickFraction());
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context.vec("cam_pos", (float)this.viewEntityX, (float)this.viewEntityY + this.gm.player.getEyeHeight(), (float)this.viewEntityZ);
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context.matrix("model", renderchunk.getModelviewMatrix());
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context.integer("chunk_x", blockpos.getX());
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context.integer("chunk_y", blockpos.getY());
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context.integer("chunk_z", blockpos.getZ());
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vertexbuffer.bindBuffer();
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GL46.glVertexAttribPointer(0, 3, GL46.GL_FLOAT, false, 28, 0L);
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GL46.glEnableVertexAttribArray(0);
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GL46.glVertexAttribPointer(1, 4, GL46.GL_BYTE, true, 28, 12L);
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GL46.glEnableVertexAttribArray(1);
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GL46.glVertexAttribPointer(2, 2, GL46.GL_FLOAT, false, 28, 16L);
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GL46.glEnableVertexAttribArray(2);
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GL46.glVertexAttribPointer(3, 4, GL46.GL_UNSIGNED_BYTE, true, 28, 24L);
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GL46.glEnableVertexAttribArray(3);
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vertexbuffer.drawArrays(GL46.GL_QUADS);
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GL46.glDisableVertexAttribArray(0);
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GL46.glDisableVertexAttribArray(1);
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GL46.glDisableVertexAttribArray(2);
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GL46.glDisableVertexAttribArray(3);
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GL46.glBindBuffer(GL46.GL_ARRAY_BUFFER, 0);
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GlState.resetColor();
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this.renderChunks.clear();
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}
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context.finish();
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GL46.glBindBuffer(GL46.GL_ARRAY_BUFFER, 0);
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GlState.resetColor();
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this.renderChunks.clear();
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for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements())
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{
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VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.usage();
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int s = vertexformatelement.index();
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switch (vertexformatelement$enumusage)
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{
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case POSITION:
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GL46.glDisableClientState(GL46.GL_VERTEX_ARRAY);
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break;
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case UV:
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GL46.glClientActiveTexture(GL46.GL_TEXTURE0 + s);
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GL46.glDisableClientState(GL46.GL_TEXTURE_COORD_ARRAY);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE0);
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break;
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case COLOR:
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GL46.glDisableClientState(GL46.GL_COLOR_ARRAY);
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GlState.resetColor();
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}
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}
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}
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this.gm.renderer.disableLightmap();
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return l;
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}
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private void setupArrayPointers()
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{
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GL46.nglVertexPointer(3, GL46.GL_FLOAT, 28, 0L);
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GL46.nglColorPointer(4, GL46.GL_UNSIGNED_BYTE, 28, 12L);
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GL46.glTexCoordPointer(2, GL46.GL_FLOAT, 28, 16L);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE1);
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GL46.glTexCoordPointer(2, GL46.GL_SHORT, 28, 24L);
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GL46.glClientActiveTexture(GL46.GL_TEXTURE0);
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}
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private void preRenderChunk(RenderChunk renderChunkIn)
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{
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BlockPos blockpos = renderChunkIn.getPosition();
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GL46.glTranslatef((float)((double)blockpos.getX() - this.viewEntityX), (float)((double)blockpos.getY() - this.viewEntityY), (float)((double)blockpos.getZ() - this.viewEntityZ));
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}
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private void renderSkyBox(String texture)
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{
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GlState.disableFog();
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@ -3306,15 +3379,44 @@ public class Renderer {
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return rendered;
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}
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public static int getLightColor(int light) {
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return Math.max(Math.max((light >> 16) & 0xff, (light >> 8) & 0xff), light & 0xff) << 24 | (light & 0x00ff00) | ((light >> 16) & 0xff) | ((light & 0xff) << 16);
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private float getFaceBrightness(Facing side) {
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switch(side) {
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case DOWN:
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return 0.5F;
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case UP:
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default:
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return 1.0F;
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case NORTH:
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case SOUTH:
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return 0.8F;
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case WEST:
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case EAST:
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return 0.6F;
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}
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}
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public int getLightColor(int light, BlockPos pos, Facing side) {
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if(this.gm.useShader)
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return Math.max(Math.max((light >> 16) & 0xff, (light >> 8) & 0xff), light & 0xff) << 24 | (light & 0x00ff00) | ((light >> 16) & 0xff) | ((light & 0xff) << 16);
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float sky = this.theWorld.dimension.hasSkyLight() && !this.gm.setGamma && !this.gm.xrayActive ? pos.getY() < 0 ? 0.0f : (pos.getY() < 64 ? (float)pos.getY() / 64.0f : 1.0f) : 1.0f;
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Vec3 light_color = new Vec3(light);
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float shading = getFaceBrightness(side);
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float max = (float)Math.max(Math.max((light >> 16) & 0xff, (light >> 8) & 0xff), light & 0xff) / 255.0f;
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max = sky * (1.0f - max * this.gm.lightBlend);
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float directR = Math.min((float)(light >> 16 & 0xff) / 255.0f + this.sunColorRed * max, 1.0f);
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float directG = Math.min((float)(light >> 8 & 0xff) / 255.0f + this.sunColorGreen * max, 1.0f);
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float directB = Math.min((float)(light & 0xff) / 255.0f + this.sunColorBlue * max, 1.0f);
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// if(moon_light)
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// result += calc_dir_light(norm, dir, direct, moon_direction, moon_ambient);
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return 0xff000000 | (int)(directR * 255.0f) << 16 | (int)(directG * 255.0f) << 8 | (int)(directB * 255.0f);
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}
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public static int componentMax(int lightA, int lightB) {
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return Math.max((lightA >> 16) & 0xff, (lightB >> 16) & 0xff) << 16 | Math.max((lightA >> 8) & 0xff, (lightB >> 8) & 0xff) << 8 | Math.max(lightA & 0xff, lightB & 0xff);
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}
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private int getLightmapValue(IWorldAccess world, BlockPos pos) {
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private int getLightmapValue(IWorldAccess world, BlockPos pos, Facing side) {
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Block block = world.getState(pos).getBlock();
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int light = componentMax(world.getCombinedLight(pos), block.getLight());
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if(light == 0 && block instanceof BlockSlab) {
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@ -3322,13 +3424,13 @@ public class Renderer {
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block = world.getState(pos).getBlock();
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light = componentMax(world.getCombinedLight(pos), block.getLight());
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}
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return getLightColor(light);
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return getLightColor(light, pos, side);
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}
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private int getLightmapValueLiquid(IWorldAccess world, BlockPos pos) {
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private int getLightmapValueLiquid(IWorldAccess world, BlockPos pos, Facing side) {
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int light = world.getCombinedLight(pos);
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int up = world.getCombinedLight(pos.up());
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return getLightColor(componentMax(light, up));
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return getLightColor(componentMax(light, up), pos, side);
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}
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private void renderModelStandardQuads(IWorldAccess blockAccessIn, Block blockIn, BlockPos blockPosIn, Facing faceIn, int light, boolean ownLight, RenderBuffer worldRendererIn, List<BakedQuad> listQuadsIn, BitSet boundsFlags)
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@ -3342,7 +3444,7 @@ public class Renderer {
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if (ownLight)
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{
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this.fillQuadBounds(blockIn, bakedquad.getVertexData(), bakedquad.getFace(), (float[])null, boundsFlags);
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light = boundsFlags.get(0) ? getLightmapValue(blockAccessIn, blockPosIn.offset(bakedquad.getFace())) : getLightmapValue(blockAccessIn, blockPosIn);
|
||||
light = boundsFlags.get(0) ? getLightmapValue(blockAccessIn, blockPosIn.offset(bakedquad.getFace()), bakedquad.getFace()) : getLightmapValue(blockAccessIn, blockPosIn, bakedquad.getFace());
|
||||
}
|
||||
|
||||
worldRendererIn.addVertexData(bakedquad.getVertexData());
|
||||
|
@ -3501,20 +3603,18 @@ public class Renderer {
|
|||
f20 = textureatlassprite.getInterpolatedV((double)(8.0F + (-f22 - f21) * 16.0F));
|
||||
}
|
||||
|
||||
int k2 = getLightmapValueLiquid(blockAccess, blockPosIn);
|
||||
int l2 = k2 >> 16 & 65535;
|
||||
int i3 = k2 & 65535;
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).lightmap(l2, i3).endVertex();
|
||||
int light = getLightmapValueLiquid(blockAccess, blockPosIn, Facing.UP);
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).color(light).endVertex();
|
||||
|
||||
if (blockliquid.shouldRenderSides(blockAccess, blockPosIn.up()))
|
||||
{
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).color(light).endVertex();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3524,13 +3624,11 @@ public class Renderer {
|
|||
float f36 = atextureatlassprite[0].getMaxU();
|
||||
float f37 = atextureatlassprite[0].getMinV();
|
||||
float f38 = atextureatlassprite[0].getMaxV();
|
||||
int l1 = getLightmapValueLiquid(blockAccess, blockPosIn.down());
|
||||
int i2 = l1 >> 16 & 65535;
|
||||
int j2 = l1 & 65535;
|
||||
worldRendererIn.pos(d0, d1, d2 + 1.0D).color(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f38).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0, d1, d2).color(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f37).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2).color(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f37).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2 + 1.0D).color(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f38).lightmap(i2, j2).endVertex();
|
||||
int light = getLightmapValueLiquid(blockAccess, blockPosIn.down(), Facing.DOWN);
|
||||
worldRendererIn.pos(d0, d1, d2 + 1.0D).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f38).color(light).endVertex();
|
||||
worldRendererIn.pos(d0, d1, d2).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f37).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f37).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2 + 1.0D).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f38).color(light).endVertex();
|
||||
rendered = true;
|
||||
}
|
||||
|
||||
|
@ -3614,19 +3712,17 @@ public class Renderer {
|
|||
float f28 = textureatlassprite1.getInterpolatedV((double)((1.0F - f39) * 16.0F * 0.5F));
|
||||
float f29 = textureatlassprite1.getInterpolatedV((double)((1.0F - f40) * 16.0F * 0.5F));
|
||||
float f30 = textureatlassprite1.getInterpolatedV(8.0D);
|
||||
int j = getLightmapValueLiquid(blockAccess, blockpos);
|
||||
int k = j >> 16 & 65535;
|
||||
int l = j & 65535;
|
||||
int light = getLightmapValueLiquid(blockAccess, blockpos, LIQUID_FACINGS[np]);
|
||||
float xn = np == 2 ? -1.0f : (np == 3 ? 1.0f : 0.0f);
|
||||
float zn = np == 0 ? -1.0f : (np == 1 ? 1.0f : 0.0f);
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).color(light).endVertex();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3729,20 +3825,18 @@ public class Renderer {
|
|||
f16 = f15;
|
||||
f20 = f17;
|
||||
|
||||
int k2 = getLightmapValueLiquid(blockAccess, blockPosIn);
|
||||
int l2 = k2 >> 16 & 65535;
|
||||
int i3 = k2 & 65535;
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).lightmap(l2, i3).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).lightmap(l2, i3).endVertex();
|
||||
int light = getLightmapValueLiquid(blockAccess, blockPosIn, Facing.UP);
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).color(light).endVertex();
|
||||
//
|
||||
// if (block.shouldRenderSides(blockAccess, blockPosIn.up()))
|
||||
// {
|
||||
// worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).lightmap(l2, i3).endVertex();
|
||||
// worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).lightmap(l2, i3).endVertex();
|
||||
// worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).lightmap(l2, i3).endVertex();
|
||||
// worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).color(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).lightmap(l2, i3).endVertex();
|
||||
// worldRendererIn.pos(d0 + 0.0D, d1 + (double)f7, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f13, (double)f17).color(light).endVertex();
|
||||
// worldRendererIn.pos(d0 + 1.0D, d1 + (double)f10, d2 + 0.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f16, (double)f20).color(light).endVertex();
|
||||
// worldRendererIn.pos(d0 + 1.0D, d1 + (double)f9, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f15, (double)f19).color(light).endVertex();
|
||||
// worldRendererIn.pos(d0 + 0.0D, d1 + (double)f8, d2 + 1.0D).normal(0.0f, 1.0f, 0.0f, shine).tex((double)f14, (double)f18).color(light).endVertex();
|
||||
// }
|
||||
}
|
||||
|
||||
|
@ -3752,13 +3846,11 @@ public class Renderer {
|
|||
float f36 = textureatlassprite.getMaxU();
|
||||
float f37 = textureatlassprite.getMinV();
|
||||
float f38 = textureatlassprite.getMaxV();
|
||||
int l1 = getLightmapValueLiquid(blockAccess, blockPosIn.down());
|
||||
int i2 = l1 >> 16 & 65535;
|
||||
int j2 = l1 & 65535;
|
||||
worldRendererIn.pos(d0, d1, d2 + 1.0D).color(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f38).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0, d1, d2).color(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f37).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2).color(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f37).lightmap(i2, j2).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2 + 1.0D).color(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f38).lightmap(i2, j2).endVertex();
|
||||
int light = getLightmapValueLiquid(blockAccess, blockPosIn.down(), Facing.DOWN);
|
||||
worldRendererIn.pos(d0, d1, d2 + 1.0D).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f38).color(light).endVertex();
|
||||
worldRendererIn.pos(d0, d1, d2).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f35, (double)f37).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f37).color(light).endVertex();
|
||||
worldRendererIn.pos(d0 + 1.0D, d1, d2 + 1.0D).normal(0.0f, -1.0f, 0.0f, shine).tex((double)f36, (double)f38).color(light).endVertex();
|
||||
rendered = true;
|
||||
}
|
||||
|
||||
|
@ -3842,19 +3934,17 @@ public class Renderer {
|
|||
float f28 = textureatlassprite1.getInterpolatedV((double)((1.0F - f39) * 16.0F));
|
||||
float f29 = textureatlassprite1.getInterpolatedV((double)((1.0F - f40) * 16.0F));
|
||||
float f30 = textureatlassprite1.getInterpolatedV(16.0D);
|
||||
int j = getLightmapValueLiquid(blockAccess, blockpos);
|
||||
int k = j >> 16 & 65535;
|
||||
int l = j & 65535;
|
||||
int light = getLightmapValueLiquid(blockAccess, blockpos, LIQUID_FACINGS[np]);
|
||||
float xn = np == 2 ? -1.0f : (np == 3 ? 1.0f : 0.0f);
|
||||
float zn = np == 0 ? -1.0f : (np == 1 ? 1.0f : 0.0f);
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).color(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).color(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).lightmap(k, l).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + 0.0D, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + 0.0D, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f30).color(light).endVertex();
|
||||
worldRendererIn.pos(d5, d1 + (double)f40, d6).normal(xn, 0.0f, zn, shine).tex((double)f27, (double)f29).color(light).endVertex();
|
||||
worldRendererIn.pos(d3, d1 + (double)f39, d4).normal(xn, 0.0f, zn, shine).tex((double)f41, (double)f28).color(light).endVertex();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue