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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.3 kB · 75 lines
C++
at main
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576#include "stdafx.h"#include "TerrainParticle.h"#include "Tesselator.h"#include "..\Minecraft.World\net.minecraft.world.level.tile.h"#include "..\Minecraft.World\net.minecraft.world.level.h"#include "..\Minecraft.World\net.minecraft.world.h"
TerrainParticle::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){ this->tile = tile; this->setTex(textures, tile->getTexture(0, data)); // 4J - change brought forward from 1.8.2 to fix purple particles on door damage this->gravity = tile->gravity; rCol = gCol = bCol = 0.6f; size /= 2;}
shared_ptr<TerrainParticle> TerrainParticle::init(int x, int y, int z, int data) // 4J - added data parameter{ if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); int col = tile->getColor(level, x, y, z, data); // 4J - added data parameter rCol *= ((col >> 16) & 0xff) / 255.0f; gCol *= ((col >> 8) & 0xff) / 255.0f; bCol *= ((col) & 0xff) / 255.0f; return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );}
shared_ptr<TerrainParticle> TerrainParticle::init(int data){ if (tile == Tile::grass) return dynamic_pointer_cast<TerrainParticle>( shared_from_this() ); int col = tile->getColor(data); rCol *= ((col >> 16) & 0xff) / 255.0f; gCol *= ((col >> 8) & 0xff) / 255.0f; bCol *= ((col) & 0xff) / 255.0f; return dynamic_pointer_cast<TerrainParticle>( shared_from_this() );}
int TerrainParticle::getParticleTexture(){ return ParticleEngine::TERRAIN_TEXTURE;}
void TerrainParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2){ float u0 = (texX + uo / 4.0f) / 16.0f; float u1 = u0 + 0.999f / 16.0f / 4; float v0 = (texY + vo / 4.0f) / 16.0f; float v1 = v0 + 0.999f / 16.0f / 4; float r = 0.1f * size;
if (tex != NULL) { u0 = tex->getU((uo / 4.0f) * SharedConstants::WORLD_RESOLUTION); u1 = tex->getU(((uo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); v0 = tex->getV((vo / 4.0f) * SharedConstants::WORLD_RESOLUTION); v1 = tex->getV(((vo + 1) / 4.0f) * SharedConstants::WORLD_RESOLUTION); }
float x = (float) (xo + (this->x - xo) * a - xOff); float y = (float) (yo + (this->y - yo) * a - yOff); float z = (float) (zo + (this->z - zo) * a - zOff);
// 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 // photosensitivity testing float distSq = (x*x + y*y + z*z); if( distSq < 1.0f ) return;
float br = SharedConstants::TEXTURE_LIGHTING ? 1.0f : getBrightness(a); // 4J - change brought forward from 1.8.2 t->color(br * rCol, br * gCol, br * bCol);
t->vertexUV((float)(x - xa * r - xa2 * r), (float)( y - ya * r), (float)( z - za * r - za2 * r), (float)( u0), (float)( v1)); t->vertexUV((float)(x - xa * r + xa2 * r), (float)( y + ya * r), (float)( z - za * r + za2 * r), (float)( u0), (float)( v0)); t->vertexUV((float)(x + xa * r + xa2 * r), (float)( y + ya * r), (float)( z + za * r + za2 * r), (float)( u1), (float)( v0)); t->vertexUV((float)(x + xa * r - xa2 * r), (float)( y - ya * r), (float)( z + za * r - za2 * r), (float)( u1), (float)( v1));
}