the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "TerrainParticle.h" 3#include "Tesselator.h" 4#include "..\Minecraft.World\net.minecraft.world.level.tile.h" 5#include "..\Minecraft.World\net.minecraft.world.level.h" 6#include "..\Minecraft.World\net.minecraft.world.h" 7 8TerrainParticle::TerrainParticle(Level *level, double x, double y, double z, double xa, double ya, double za, Tile *tile, int face, int data, Textures *textures) : Particle(level, x, y, z, xa, ya, za) 9{ 10 this->tile = tile; 11 this->setTex(textures, tile->getTexture(0, data)); // 4J - change brought forward from 1.8.2 to fix purple particles on door damage 12 this->gravity = tile->gravity; 13 rCol = gCol = bCol = 0.6f; 14 size /= 2; 15} 16 17shared_ptr<TerrainParticle> TerrainParticle::init(int x, int y, int z, int data) // 4J - added data parameter 18{ 19 if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); 20 int col = tile->getColor(level, x, y, z, data); // 4J - added data parameter 21 rCol *= ((col >> 16) & 0xff) / 255.0f; 22 gCol *= ((col >> 8) & 0xff) / 255.0f; 23 bCol *= ((col) & 0xff) / 255.0f; 24 return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); 25} 26 27shared_ptr<TerrainParticle> TerrainParticle::init(int data) 28{ 29 if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); 30 int col = tile->getColor(data); 31 rCol *= ((col >> 16) & 0xff) / 255.0f; 32 gCol *= ((col >> 8) & 0xff) / 255.0f; 33 bCol *= ((col) & 0xff) / 255.0f; 34 return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); 35} 36 37int TerrainParticle::getParticleTexture() 38{ 39 return ParticleEngine::TERRAIN_TEXTURE; 40} 41 42void TerrainParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2) 43{ 44 float u0 = (texX + uo / 4.0f) / 16.0f; 45 float u1 = u0 + 0.999f / 16.0f / 4; 46 float v0 = (texY + vo / 4.0f) / 16.0f; 47 float v1 = v0 + 0.999f / 16.0f / 4; 48 float r = 0.1f * size; 49 50 if (tex != NULL) 51 { 52 u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION); 53 u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); 54 v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION); 55 v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); 56 } 57 58 float x = (float) (xo + (this->x - xo) * a - xOff); 59 float y = (float) (yo + (this->y - yo) * a - yOff); 60 float z = (float) (zo + (this->z - zo) * a - zOff); 61 62 // 4J - don't render terrain particles that are less than a metre away, to try and avoid large particles that are causing us problems with 63 // photosensitivity testing 64 float distSq = (x*x + y*y + z*z); 65 if( distSq < 1.0f ) return; 66 67 float br = SharedConstants::TEXTURE_LIGHTING ? 1.0f : getBrightness(a); // 4J - change brought forward from 1.8.2 68 t->color(br * rCol, br * gCol, br * bCol); 69 70 t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1)); 71 t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0)); 72 t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0)); 73 t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1)); 74 75}