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Add TexturePackHDUnderwaterShader (clear view underwater)
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2ebab4b7fc
commit
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@ -15,6 +15,7 @@ processResources {
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include 'core.yml'
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include 'core.yml'
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include 'lightings.txt'
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include 'lightings.txt'
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include 'perspectives.txt'
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include 'perspectives.txt'
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include 'shaders.txt'
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include 'extracted/web/version.js'
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include 'extracted/web/version.js'
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include 'extracted/web/index.html'
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include 'extracted/web/index.html'
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include 'extracted/web/login.html'
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include 'extracted/web/login.html'
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@ -107,7 +107,7 @@ public class TexturePackHDShader implements HDShader {
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final protected HDMap map;
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final protected HDMap map;
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final private TexturePack scaledtp;
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final private TexturePack scaledtp;
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final private HDLighting lighting;
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final private HDLighting lighting;
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private DynmapBlockState lastblk;
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protected DynmapBlockState lastblk;
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final boolean do_biome_shading;
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final boolean do_biome_shading;
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final boolean do_better_grass;
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final boolean do_better_grass;
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DynLongHashMap ctm_cache;
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DynLongHashMap ctm_cache;
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@ -0,0 +1,44 @@
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package org.dynmap.hdmap;
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import org.dynmap.ConfigurationNode;
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import org.dynmap.DynmapCore;
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import org.dynmap.renderer.DynmapBlockState;
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import org.dynmap.utils.MapChunkCache;
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import org.dynmap.utils.MapIterator;
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public class TexturePackHDUnderwaterShader extends TexturePackHDShader {
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class UnderwaterShaderState extends TexturePackHDShader.ShaderState {
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private boolean ready;
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private DynmapBlockState full_water;
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protected UnderwaterShaderState(MapIterator mapiter, HDMap map, MapChunkCache cache, int scale) {
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super(mapiter, map, cache, scale);
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full_water = DynmapBlockState.getBaseStateByName(DynmapBlockState.WATER_BLOCK);
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}
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@Override
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public void reset(HDPerspectiveState ps) {
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super.reset(ps);
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ready = false;
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}
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/**
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* Process next ray step - called for each block on route
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* @return true if ray is done, false if ray needs to continue
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*/
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public boolean processBlock(HDPerspectiveState ps) {
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DynmapBlockState bs = ps.getBlockState();
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if (bs.isWater() || bs.isWaterlogged()) {
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ready = true;
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this.lastblk = full_water;
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}
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return ready ? super.processBlock(ps) : false;
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}
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}
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public TexturePackHDUnderwaterShader(DynmapCore core, ConfigurationNode configuration) {
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super(core, configuration);
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}
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@Override
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public HDShaderState getStateInstance(HDMap map, MapChunkCache cache, MapIterator mapiter, int scale) {
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return new UnderwaterShaderState(mapiter, map, cache, scale);
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}
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}
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@ -1,3 +1,4 @@
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version: ${version}
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#
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#
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# This file contains default standard shader definitions. The contents of this file are replaced and updated
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# This file contains default standard shader definitions. The contents of this file are replaced and updated
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# during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file
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# during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file
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@ -74,6 +75,11 @@ shaders:
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texturepack: standard
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texturepack: standard
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max-sky-light: 0
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max-sky-light: 0
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min-emitted-light: 1
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min-emitted-light: 1
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# Standard texture underwater view shader
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- class: org.dynmap.hdmap.TexturePackHDUnderwaterShader
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name: stdtexture-underwater
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texturepack: standard
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# Texture pack based shader for standard Minecraft textures, without biome-tinted grass/leaves
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# Texture pack based shader for standard Minecraft textures, without biome-tinted grass/leaves
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- class: org.dynmap.hdmap.TexturePackHDShader
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- class: org.dynmap.hdmap.TexturePackHDShader
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