Fixed colors, more rendering BS
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4f9570d239
commit
4d83e4302c
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@ -596,42 +596,42 @@ public class Block
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float var10;
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if(this.canRenderSide(var1, var2, var3 - 1, var4, 0)) {
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var10 = this.getBrightness(var1, var2, var3 - 1, var4);
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tessellator.setColorOpaque_F(var7 * var10, var7 * var10, var7 * var10);
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tessellator.setColorRGBA_F(var7, var7, var7, var7);
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this.renderInside(var2, var3, var4, 0);
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var6 = true;
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}
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if(this.canRenderSide(var1, var2, var3 + 1, var4, 1)) {
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var10 = this.getBrightness(var1, var2, var3 + 1, var4);
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tessellator.setColorOpaque_F(var10 * 1.0F, var10 * 1.0F, var10 * 1.0F);
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tessellator.setColorRGBA_F(var10 * 1.0F, var10 * 1.0F, var10 * 1.0F, var10 * 1.0F);
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this.renderInside(var2, var3, var4, 1);
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var6 = true;
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}
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if(this.canRenderSide(var1, var2, var3, var4 - 1, 2)) {
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var10 = this.getBrightness(var1, var2, var3, var4 - 1);
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tessellator.setColorOpaque_F(var8 * var10, var8 * var10, var8 * var10);
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tessellator.setColorRGBA_F(var8 * var10, var8 * var10, var8 * var10, var9 * 10);
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this.renderInside(var2, var3, var4, 2);
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var6 = true;
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}
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if(this.canRenderSide(var1, var2, var3, var4 + 1, 3)) {
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var10 = this.getBrightness(var1, var2, var3, var4 + 1);
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tessellator.setColorOpaque_F(var8 * var10, var8 * var10, var8 * var10);
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tessellator.setColorRGBA_F(var8 * var10, var8 * var10, var8 * var10, var8 * var10);
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this.renderInside(var2, var3, var4, 3);
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var6 = true;
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}
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if(this.canRenderSide(var1, var2 - 1, var3, var4, 4)) {
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var10 = this.getBrightness(var1, var2 - 1, var3, var4);
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tessellator.setColorOpaque_F(var9 * var10, var9 * var10, var9 * var10);
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tessellator.setColorRGBA_F(var9 * var10, var9 * var10, var9 * var10, var9 * var10);
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this.renderInside(var2, var3, var4, 4);
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var6 = true;
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}
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if(this.canRenderSide(var1, var2 + 1, var3, var4, 5)) {
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var10 = this.getBrightness(var1, var2 + 1, var3, var4);
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tessellator.setColorOpaque_F(var9 * var10, var9 * var10, var9 * var10);
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tessellator.setColorRGBA_F(var9 * var10, var9 * var10, var9 * var10, var9 * var10);
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this.renderInside(var2, var3, var4, 5);
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var6 = true;
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}
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@ -30,7 +30,7 @@ public class FixedFunctionShader {
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FixedFunctionShader s = instances[i];
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if (s == null) {
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boolean CC_a_color = false;
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boolean CC_a_normal = false;
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// boolean CC_a_normal = false;
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boolean CC_a_texture0 = false;
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boolean CC_lighting = false;
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boolean CC_fog = false;
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@ -57,7 +57,7 @@ public class FixedFunctionShader {
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if ((i & UNIT0) == UNIT0) {
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CC_unit0 = true;
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}
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s = new FixedFunctionShader(i, CC_a_color, CC_a_normal, CC_a_texture0, CC_lighting, CC_fog, CC_alphatest, CC_unit0);
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s = new FixedFunctionShader(i, CC_a_color, CC_a_texture0, CC_lighting, CC_fog, CC_alphatest, CC_unit0);
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instances[i] = s;
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}
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return s;
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@ -66,7 +66,7 @@ public class FixedFunctionShader {
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private static String shaderSource = null;
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private final boolean enable_color;
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private final boolean enable_normal;
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// private final boolean enable_normal;
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private final boolean enable_texture0;
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private final boolean enable_lighting;
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private final boolean enable_fog;
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@ -106,10 +106,10 @@ public class FixedFunctionShader {
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public final BufferGL genericBuffer;
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public boolean bufferIsInitialized = false;
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private FixedFunctionShader(int j, boolean CC_a_color, boolean CC_a_normal, boolean CC_a_texture0,
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private FixedFunctionShader(int j, boolean CC_a_color, boolean CC_a_texture0,
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boolean CC_lighting, boolean CC_fog, boolean CC_alphatest, boolean CC_unit0) {
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enable_color = CC_a_color;
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enable_normal = CC_a_normal;
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// enable_normal = CC_a_normal;
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enable_texture0 = CC_a_texture0;
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enable_lighting = CC_lighting;
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enable_fog = CC_fog;
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@ -123,8 +123,8 @@ public class FixedFunctionShader {
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String source = "";
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if (enable_color)
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source += "\n#define CC_a_color\n";
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if (enable_normal)
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source += "#define CC_a_normal\n";
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//if (enable_normal)
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//source += "#define CC_a_normal\n";
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if (enable_texture0)
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source += "#define CC_a_texture0\n";
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if (enable_lighting)
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@ -175,12 +175,12 @@ public class FixedFunctionShader {
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} else {
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a_color = -1;
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}
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if (enable_normal) {
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a_normal = i++;
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_wglBindAttributeLocation(globject, a_normal, "a_normal");
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} else {
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a_normal = -1;
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}
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//if (enable_normal) {
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//a_normal = i++;
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//_wglBindAttributeLocation(globject, a_normal, "a_normal");
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//} else {
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a_normal = -1;
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//}
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attributeIndexesToEnable = i;
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@ -246,10 +246,10 @@ public class FixedFunctionShader {
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_wglEnableVertexAttribArray(a_color);
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_wglVertexAttribPointer(a_color, 4, _wGL_UNSIGNED_BYTE, true, 28, 20);
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}
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if (enable_normal) {
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_wglEnableVertexAttribArray(a_normal);
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_wglVertexAttribPointer(a_normal, 4, _wGL_UNSIGNED_BYTE, true, 28, 24);
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}
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//if (enable_normal) {
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//_wglEnableVertexAttribArray(a_normal);
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//_wglVertexAttribPointer(a_normal, 4, _wGL_UNSIGNED_BYTE, true, 28, 24);
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//}
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}
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public void useProgram() {
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@ -36,11 +36,6 @@ public class Tessellator {
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*/
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private boolean hasTexture = false;
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/**
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* Whether the current draw object for this tessellator has normal values.
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*/
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private boolean hasNormals = false;
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/** The index into the raw buffer to be used for the next data. */
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private int rawBufferIndex = 0;
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@ -69,9 +64,6 @@ public class Tessellator {
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*/
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private double zOffset;
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/** The normal to be applied to the face being drawn. */
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private int normal;
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/** The static instance of the Tessellator. */
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public static final Tessellator instance = new Tessellator(525000);
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@ -159,7 +151,6 @@ public class Tessellator {
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this.drawMode = drawMode;
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this.isDrawing = true;
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this.reset();
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this.hasNormals = false;
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this.hasColor = false;
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this.hasTexture = false;
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this.isColorDisabled = false;
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@ -273,10 +264,6 @@ public class Tessellator {
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intBuffer0.set(bufferIndex + 5, this.color);
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}
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if (this.hasNormals) {
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intBuffer0.set(bufferIndex + 6, this.normal);
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}
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this.rawBufferIndex += 7;
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}
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@ -313,12 +300,7 @@ public class Tessellator {
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* Sets the normal for the current draw call.
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*/
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public void setNormal(float par1, float par2, float par3) {
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this.hasNormals = true;
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float len = (float) Math.sqrt(par1 * par1 + par2 * par2 + par3 * par3);
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int var4 = (int)((par1 / len) * 125.0F) + 125;
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int var5 = (int)((par2 / len) * 125.0F) + 125;
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int var6 = (int)((par3 / len) * 125.0F) + 125;
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this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
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GL11.glNormal3f(par1, par2, par3);
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}
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/**
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