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https://github.com/BlueMap-Minecraft/BlueMap.git
synced 2024-12-27 03:17:43 +01:00
Fix lowres lighting and color calculation issues
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@ -43,8 +43,8 @@
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import de.bluecolored.bluemap.core.util.math.VectorM2f;
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import de.bluecolored.bluemap.core.util.math.VectorM3f;
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import de.bluecolored.bluemap.core.world.BlockNeighborhood;
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import de.bluecolored.bluemap.core.world.LightData;
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import de.bluecolored.bluemap.core.world.ExtendedBlock;
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import de.bluecolored.bluemap.core.world.LightData;
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/**
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* This model builder creates a BlockStateModel using the information from parsed resource-pack json files.
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@ -65,6 +65,7 @@ public class ResourceModelBuilder {
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private TransformedBlockModelResource blockModelResource;
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private BlockModelView blockModel;
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private Color blockColor;
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private float blockColorOpacity;
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public ResourceModelBuilder(ResourcePack resourcePack, RenderSettings renderSettings) {
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this.blockColorCalculator = resourcePack.getBlockColorCalculatorFactory().createCalculator();
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@ -79,6 +80,7 @@ public void build(BlockNeighborhood<?> block, TransformedBlockModelResource bmr,
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this.block = block;
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this.blockModel = blockModel;
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this.blockColor = color;
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this.blockColorOpacity = 0f;
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this.blockModelResource = bmr;
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this.tintColor.set(0, 0, 0, -1, true);
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@ -86,10 +88,15 @@ public void build(BlockNeighborhood<?> block, TransformedBlockModelResource bmr,
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// render model
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int modelStart = blockModel.getStart();
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for (BlockModelResource.Element element : blockModelResource.getModel().getElements()){
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for (BlockModelResource.Element element : blockModelResource.getModel().getElements()) {
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buildModelElementResource(element, blockModel.initialize());
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}
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if (color.a > 0) {
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color.flatten();
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color.a = blockColorOpacity;
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}
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blockModel.initialize(modelStart);
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// apply model-rotation
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@ -311,11 +318,14 @@ private void createElementFace(BlockModelResource.Element element, Direction fac
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// apply light
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float combinedLight = Math.max(sunLight / 15f, blockLight / 15f);
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combinedLight = (renderSettings.getAmbientLight() + combinedLight) / (renderSettings.getAmbientLight() + 1f);
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combinedLight = (1 - renderSettings.getAmbientLight()) * combinedLight + renderSettings.getAmbientLight();
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mapColor.r *= combinedLight;
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mapColor.g *= combinedLight;
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mapColor.b *= combinedLight;
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if (mapColor.a > blockColorOpacity)
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blockColorOpacity = mapColor.a;
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blockColor.add(mapColor);
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}
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}
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