improve visuals
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b25dd6161a
commit
e3e5fbd7fd
15 changed files with 31 additions and 64 deletions
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@ -3874,6 +3874,8 @@ public class Renderer {
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int i = 0;
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float f = 0.0F;
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int n = 0;
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int a = 0;
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int s = 0;
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for (int j = 0; j < 4; ++j)
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{
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@ -3893,14 +3895,16 @@ public class Renderer {
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if (!material.isNonBlock()) // material != block
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{
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if (material == Blocks.air)
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if (!material.canConnectNonBlock())
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{
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++a;
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f += 4;
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++i;
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}
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}
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else
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{
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++s;
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f += 1.0F / 9.0f;
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i += 10;
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@ -3909,6 +3913,6 @@ public class Renderer {
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}
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}
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return n == 4 ? 1.0f : 1.0F - f / (float)i;
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return n == 4 ? 1.0f : (s + a == 4 && a > 1 ? 0.0f : 1.0F - f / (float)i);
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}
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}
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@ -57,7 +57,7 @@ public enum Shader {
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context.integer("n_lights", 0);
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context.color3("specular", Client.CLIENT.specularColors && !Client.CLIENT.setGamma && !Client.CLIENT.xrayActive ? 0xffffff : 0x000000);
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context.bool("shade", Client.CLIENT.flatShading);
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context.bool("shade", Client.CLIENT.flatShading || Client.CLIENT.setGamma || Client.CLIENT.xrayActive);
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GlState.setActiveTexture(GL46.GL_TEXTURE0);
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// glBindBufferBase(GL_UNIFORM_BUFFER, 0, world->light_buf);
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@ -31,8 +31,6 @@ import common.util.Vec3i;
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public class RenderItem
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{
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private static final String RES_ITEM_GLINT = "textures/glint.png";
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private final ItemModelMesher mesher;
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private final TextureManager manager;
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private final LayerArmor armor = new LayerArmor(null, 12, 12) {
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@ -99,11 +97,6 @@ public class RenderItem
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{
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GL46.glTranslatef(-0.5F, -0.5F, -0.5F);
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this.renderModel(model, stack);
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if (stack.getItem().isGleaming(stack))
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{
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this.renderEffect(model);
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}
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}
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GL46.glPopMatrix();
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@ -171,36 +164,6 @@ public class RenderItem
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}
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}
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private void renderEffect(IBakedModel model)
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{
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GlState.depthMask(false);
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GlState.depthFunc(GL46.GL_EQUAL);
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GlState.disableLighting();
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GlState.blendFunc(GL46.GL_SRC_COLOR, GL46.GL_ONE);
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this.manager.bindTexture(RES_ITEM_GLINT);
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GL46.glMatrixMode(GL46.GL_TEXTURE);
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GL46.glPushMatrix();
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GL46.glScalef(8.0F, 8.0F, 8.0F);
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float f = (float)(System.currentTimeMillis() % 3000L) / 3000.0F / 8.0F;
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GL46.glTranslatef(f, 0.0F, 0.0F);
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GL46.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
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this.renderModel(model, -8372020);
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GL46.glPopMatrix();
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GL46.glPushMatrix();
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GL46.glScalef(8.0F, 8.0F, 8.0F);
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float f1 = (float)(System.currentTimeMillis() % 4873L) / 4873.0F / 8.0F;
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GL46.glTranslatef(-f1, 0.0F, 0.0F);
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GL46.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
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this.renderModel(model, -8372020);
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GL46.glPopMatrix();
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GL46.glMatrixMode(GL46.GL_MODELVIEW);
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GlState.blendFunc(GL46.GL_SRC_ALPHA, GL46.GL_ONE_MINUS_SRC_ALPHA);
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GlState.enableLighting();
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GlState.depthFunc(GL46.GL_LEQUAL);
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GlState.depthMask(true);
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this.manager.bindTexture(TextureMap.BLOCKS);
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}
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private void putQuadNormal(RenderBuffer renderer, BakedQuad quad)
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{
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Vec3i vec3i = quad.getFace().getDirectionVec();
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@ -22,7 +22,7 @@ uniform bool shade;
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void main() {
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vec3 nvertex = vec3(model * vec4(pos, 1.0));
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vertex = vec3(float(chunk_x) + pos.x, float(chunk_y) + pos.y, float(chunk_z) + pos.z);
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shading = shade ? (norm.x != 0.0 ? 0.6 : (norm.z != 0.0 ? 0.8 : (norm.y < 0.0 ? 0.5 : 1.0))) : 1.0;
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shading = shade ? (norm.x != 0.0 ? 0.6 : (norm.z != 0.0 ? 0.8 : (norm.y > 0.0 ? 0.5 : 1.0))) : 1.0;
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normal = mat3(transpose(inverse(model))) * norm.xyz;
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shine = norm.a * 32.0;
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tex_coord = coord;
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