* Add FireTexture.

This commit is contained in:
iProgramInCpp
2023-08-09 12:41:27 +03:00
parent 476d519eee
commit a2a33e7988
8 changed files with 113 additions and 16 deletions

View File

@@ -669,6 +669,7 @@ void Minecraft::init()
m_pTextures->addDynamicTexture(new WaterSideTexture);
m_pTextures->addDynamicTexture(new LavaTexture);
m_pTextures->addDynamicTexture(new LavaSideTexture);
m_pTextures->addDynamicTexture(new FireTexture(0));
m_pLevelRenderer = new LevelRenderer(this, m_pTextures);
m_pGameRenderer = new GameRenderer(this);
m_pParticleEngine = new ParticleEngine(m_pLevel, m_pTextures);

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@@ -9,6 +9,7 @@
#pragma once
#include "Textures.hpp"
#include "client/common/Random.hpp"
class Textures; // in case we are being included from Textures. We don't need a complete type
// Essentially, the way these work is by patching themselves into terrain.png with a
@@ -100,3 +101,17 @@ public:
float* m_data3;
float* m_data4;
};
class FireTexture : public DynamicTexture
{
public:
FireTexture(int);
~FireTexture();
void tick() override;
public:
float* m_data1;
float* m_data2;
Random m_random;
};

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@@ -0,0 +1,80 @@
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "DynamicTexture.hpp"
#include "world/tile/Tile.hpp"
// Ported from v0.6.1
FireTexture::FireTexture(int a2) : DynamicTexture(Tile::fire->m_TextureFrame + 16 * a2)
{
m_data1 = new float[320];
m_data2 = new float[320];
}
FireTexture::~FireTexture()
{
SAFE_DELETE(m_data1);
SAFE_DELETE(m_data2);
}
void FireTexture::tick()
{
for (int i = 0; i < 16; i++)
{
for (int j = 0; j < 20; j++)
{
int l = 18;
float f1 = m_data1[i + ((j + 1) % 20) * 16] * l;
for (int i1 = i - 1; i1 <= i + 1; i1++)
{
for (int k1 = j; k1 <= j + 1; k1++)
{
int i2 = i1;
int k2 = k1;
if (i2 >= 0 && k2 >= 0 && i2 < 16 && k2 < 20)
{
f1 += m_data1[i2 + k2 * 16];
}
l++;
}
}
m_data2[i + j * 16] = f1 / 25.2f;
if (j >= 19)
{
// the original disassembly used things like HIBYTE(), LOBYTE() etc.
union
{
uint32_t x;
uint8_t b[4];
}
a;
a.x = m_random.genrand_int32();
this->m_data2[i + j * 16] = 0.2f + (((a.b[3] / 256.0f) * 0.1f) + ((((a.b[0] / 256.0f) * (a.b[1] / 256.0f)) * (a.b[2] / 256.0f)) * 4.0f));
}
}
}
std::swap(m_data1, m_data2);
for (int i = 0; i < 256; i++)
{
float x = this->m_data1[i] * 1.8f;
if (x > 1.0f)
x = 1.0f;
if (x < 0.0f)
x = 0.0f;
m_pixels[4 * i + 0] = int(x * 155.0f + 100.0f);
m_pixels[4 * i + 1] = int(x * x * 255.0f);
m_pixels[4 * i + 2] = int(x * x * x * x * x * x * x * x * x * x * 255.0f);
m_pixels[4 * i + 3] = x >= 0.5f ? 255 : 0;
}
}

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@@ -15,10 +15,10 @@ LavaSideTexture::LavaSideTexture() : DynamicTexture(Tile::lava->m_TextureFrame +
field_18 = 0;
field_1C = 0;
m_data1 = new float[0x400];
m_data2 = new float[0x400];
m_data3 = new float[0x400];
m_data4 = new float[0x400];
m_data1 = new float[256];
m_data2 = new float[256];
m_data3 = new float[256];
m_data4 = new float[256];
m_textureSize = 2;
for (int i = 0; i < 256; i++)

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@@ -16,10 +16,10 @@ LavaTexture::LavaTexture() : DynamicTexture(Tile::lava->m_TextureFrame)
field_14 = 0;
field_18 = 0;
m_data1 = new float[0x400];
m_data2 = new float[0x400];
m_data3 = new float[0x400];
m_data4 = new float[0x400];
m_data1 = new float[256];
m_data2 = new float[256];
m_data3 = new float[256];
m_data4 = new float[256];
for (int i = 0; i < 256; i++)
{

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@@ -15,10 +15,10 @@ WaterSideTexture::WaterSideTexture() : DynamicTexture(Tile::water->m_TextureFram
field_410 = 0;
field_414 = 0;
m_data1 = new float[0x400];
m_data2 = new float[0x400];
m_data3 = new float[0x400];
m_data4 = new float[0x400];
m_data1 = new float[256];
m_data2 = new float[256];
m_data3 = new float[256];
m_data4 = new float[256];
m_textureSize = 2;
for (int i = 0; i < 256; i++)

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@@ -14,10 +14,10 @@ WaterTexture::WaterTexture() : DynamicTexture(Tile::water->m_TextureFrame)
field_40C = 0;
field_410 = 0;
m_data1 = new float[0x400];
m_data2 = new float[0x400];
m_data3 = new float[0x400];
m_data4 = new float[0x400];
m_data1 = new float[256];
m_data2 = new float[256];
m_data3 = new float[256];
m_data4 = new float[256];
for (int i = 0; i < 256; i++)
{

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@@ -415,6 +415,7 @@
<ClCompile Include="..\source\client\renderer\entity\MobRenderer.cpp" />
<ClCompile Include="..\source\client\renderer\entity\TntRenderer.cpp" />
<ClCompile Include="..\source\client\renderer\entity\TripodCameraRenderer.cpp" />
<ClCompile Include="..\source\client\renderer\FireTexture.cpp" />
<ClCompile Include="..\source\client\renderer\Font.cpp" />
<ClCompile Include="..\source\client\renderer\Frustum.cpp" />
<ClCompile Include="..\source\client\renderer\FrustumCuller.cpp" />