Created
May 16, 2014 03:44
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Minecraft map rendering
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public void a(World world, Entity entity, WorldMap worldmap) { | |
if (world.worldProvider.dimension == worldmap.map && entity instanceof EntityHuman) { | |
int scale = 1 << worldmap.scale; | |
int centerX = worldmap.centerX; | |
int centerZ = worldmap.centerZ; | |
int relX = MathHelper.floor(entity.locX - (double) centerX) / scale + 64; | |
int relZ = MathHelper.floor(entity.locZ - (double) centerZ) / scale + 64; | |
int blocksPP = 128 / scale; // blocks per pixel | |
if (world.worldProvider.g) { // if nether | |
blocksPP /= 2; | |
} | |
WorldMapHumanTracker worldmaphumantracker = worldmap.a((EntityHuman) entity); | |
++worldmaphumantracker.d; | |
for (int currX = relX - blocksPP + 1; currX < relX + blocksPP; ++currX) { //Loop X | |
if ((currX & 15) == (worldmaphumantracker.d & 15)) { // 15 block radius? | |
int l1 = 255; // Something to do with flagging shadow updates | |
int i2 = 0; // Something to do with flagging shadow updates | |
double lastBlockHeight = 0.0D; // Used for calculating shadows | |
for (int currZ = relZ - blocksPP - 1; currZ < relZ + blocksPP; ++currZ) { //Loop Z | |
if (currX >= 0 && currZ >= -1 && currX < 128 && currZ < 128) { | |
int k2 = currX - relX; | |
int l2 = currZ - relZ; | |
boolean flag = k2 * k2 + l2 * l2 > (blocksPP - 2) * (blocksPP - 2); | |
int chunkX = (centerX / scale + currX - 64) * scale; | |
int chunkZ = (centerZ / scale + currZ - 64) * scale; | |
HashMultiset<MaterialMapColor> blockCountInPixel = HashMultiset.create(); | |
Chunk chunk = world.getChunkAtWorldCoords(chunkX, chunkZ); | |
if (!chunk.isEmpty()) { | |
int chunkLocalX = chunkX & 15; | |
int chunkLocalZ = chunkZ & 15; | |
int liquidDepth = 0; | |
double blockHeight = 0.0D; | |
int currPixelX; | |
/* calculate colour from all blocks for pixel */ | |
if (world.worldProvider.g) { // if nether | |
currPixelX = chunkX + chunkZ * 231871; | |
currPixelX = currPixelX * currPixelX * 31287121 + currPixelX * 11; | |
if ((currPixelX >> 20 & 1) == 0) { | |
blockCountInPixel.add(Blocks.DIRT.f(0), 10); | |
} else { | |
blockCountInPixel.add(Blocks.STONE.f(0), 100); | |
} | |
blockHeight = 100.0D; | |
} else { // over world | |
for (currPixelX = 0; currPixelX < scale; ++currPixelX) { | |
for (int currPixelZ = 0; currPixelZ < scale; ++currPixelZ) { | |
int currCunkY = chunk.b(currPixelX + chunkLocalX, currPixelZ + chunkLocalZ) + 1; | |
Block block = Blocks.AIR; | |
int blockData = 0; | |
if (currCunkY > 1) { | |
do { | |
--currCunkY; | |
block = chunk.getType(currPixelX + chunkLocalX, currCunkY, currPixelZ + chunkLocalZ); | |
blockData = chunk.getData(currPixelX + chunkLocalX, currCunkY, currPixelZ + chunkLocalZ); | |
} while (block.f(blockData) == MaterialMapColor.b && currCunkY > 0); | |
if (currCunkY > 0 && block.getMaterial().isLiquid()) { | |
int liquidY = currCunkY - 1; | |
Block currBlock; | |
do { | |
currBlock = chunk.getType(currPixelX + chunkLocalX, liquidY--, currPixelZ + chunkLocalZ); | |
++liquidDepth; | |
} while (liquidY > 0 && currBlock.getMaterial().isLiquid()); | |
} | |
} | |
blockHeight += (double) currCunkY / (double) (scale * scale); | |
blockCountInPixel.add(block.f(blockData)); | |
} | |
} | |
} | |
liquidDepth /= scale * scale; | |
double d2 = (blockHeight - lastBlockHeight) * 4.0D / (double) (scale + 4) + ((double) (currX + currZ & 1) - 0.5D) * 0.4D; | |
byte colourHue = 1; | |
if (d2 > 0.6D) { | |
colourHue = 2; | |
} | |
if (d2 < -0.6D) { | |
colourHue = 0; | |
} | |
MaterialMapColor materialmapcolor = (MaterialMapColor) Iterables.getFirst(Multisets.copyHighestCountFirst(blockCountInPixel), MaterialMapColor.b); | |
/* water color based on depth */ | |
if (materialmapcolor == MaterialMapColor.n) { // if water | |
d2 = (double) liquidDepth * 0.1D + (double) (currX + currZ & 1) * 0.2D; | |
colourHue = 1; | |
if (d2 < 0.5D) { | |
colourHue = 2; | |
} | |
if (d2 > 0.9D) { | |
colourHue = 0; | |
} | |
} | |
lastBlockHeight = blockHeight; | |
if (currZ >= 0 && k2 * k2 + l2 * l2 < blocksPP * blocksPP && (!flag || (currX + currZ & 1) != 0)) { | |
byte currColour = worldmap.colors[currX + currZ * 128]; | |
byte newColour = (byte) (materialmapcolor.M * 4 + colourHue); | |
if (currColour != newColour) { | |
if (l1 > currZ) { | |
l1 = currZ; | |
} | |
if (i2 < currZ) { | |
i2 = currZ; | |
} | |
worldmap.colors[currX + currZ * 128] = newColour; | |
} | |
} | |
} | |
} | |
} | |
if (l1 <= i2) { // if adjacent block need shadow update | |
worldmap.flagDirty(currX, l1, i2); | |
} | |
} | |
} | |
} | |
} |
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