mirror of
https://github.com/webbukkit/dynmap.git
synced 2024-12-28 19:47:45 +01:00
Reduce heap memory allocation on render path (less heap junk) by
replacing java.awt.Color with work-alike, lightweight updatable alternative.
This commit is contained in:
parent
355d54842f
commit
271990b87c
46
src/main/java/org/dynmap/Color.java
Normal file
46
src/main/java/org/dynmap/Color.java
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@ -0,0 +1,46 @@
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package org.dynmap;
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/**
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* Simple replacement for java.awt.Color for dynmap - it's not an invariant, so we don't make millions
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* of them during rendering
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*/
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public class Color {
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/* RGBA value */
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private int val;
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public static final int TRANSPARENT = 0;
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public Color(int red, int green, int blue, int alpha) {
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setRGBA(red, green, blue, alpha);
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}
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public Color(int red, int green, int blue) {
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setRGBA(red, green, blue, 0xFF);
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}
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public Color() {
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setTransparent();
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}
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public final int getRed() {
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return (val >> 24) & 0xFF;
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}
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public final int getGreen() {
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return (val >> 16) & 0xFF;
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}
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public final int getBlue() {
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return (val >> 8) & 0xFF;
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}
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public final int getAlpha() {
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return (val & 0xFF);
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}
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public final boolean isTransparent() {
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return (val == TRANSPARENT);
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}
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public final void setTransparent() {
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val = TRANSPARENT;
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}
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public final void setColor(Color c) {
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val = c.val;
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}
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public final void setRGBA(int red, int green, int blue, int alpha) {
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val = ((red & 0xFF) << 24) | ((green & 0xFF) << 16) | ((blue & 0xFF) << 8) | (alpha & 0xFF);
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}
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}
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@ -1,6 +1,6 @@
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package org.dynmap;
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import java.awt.Color;
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import org.dynmap.Color;
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import java.io.File;
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import java.io.FileInputStream;
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import java.io.FileNotFoundException;
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@ -1,6 +1,6 @@
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package org.dynmap.flat;
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import java.awt.Color;
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import org.dynmap.Color;
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import java.awt.image.BufferedImage;
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import java.awt.image.WritableRaster;
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import java.io.File;
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@ -1,6 +1,6 @@
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package org.dynmap.kzedmap;
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import java.awt.Color;
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import org.dynmap.Color;
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import java.util.Map;
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import org.bukkit.World;
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@ -12,12 +12,12 @@ public class CaveTileRenderer extends DefaultTileRenderer {
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}
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@Override
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protected Color scan(World world, int x, int y, int z, int seq, boolean isnether) {
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protected void scan(World world, int x, int y, int z, int seq, boolean isnether, final Color result) {
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boolean air = true;
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result.setTransparent();
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for (;;) {
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if (y < 0)
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return translucent;
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return;
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int id = world.getBlockTypeIdAt(x, y, z);
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if(isnether) { /* Make ceiling into air in nether */
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@ -93,7 +93,8 @@ public class CaveTileRenderer extends DefaultTileRenderer {
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cg = cg * mult / 256;
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cb = cb * mult / 256;
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return new Color(cr, cg, cb);
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result.setRGBA(cr, cg, cb, 255);
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return;
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}
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}
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}
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@ -1,6 +1,6 @@
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package org.dynmap.kzedmap;
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import java.awt.Color;
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import org.dynmap.Color;
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import java.awt.Graphics2D;
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import java.awt.RenderingHints;
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import java.awt.image.BufferedImage;
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@ -66,24 +66,28 @@ public class DefaultTileRenderer implements MapTileRenderer {
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int x, y;
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Color c1 = new Color();
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Color c2 = new Color();
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int[] rgb = new int[3];
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/* draw the map */
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for (y = 0; y < KzedMap.tileHeight;) {
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jx = ix;
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jz = iz;
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for (x = KzedMap.tileWidth - 1; x >= 0; x -= 2) {
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Color c1 = scan(world, jx, iy, jz, 0, isnether);
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Color c2 = scan(world, jx, iy, jz, 2, isnether);
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isempty = isempty && c1 == translucent && c2 == translucent;
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r.setPixel(x, y, new int[] {
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c1.getRed(),
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c1.getGreen(),
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c1.getBlue() });
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r.setPixel(x - 1, y, new int[] {
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c2.getRed(),
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c2.getGreen(),
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c2.getBlue() });
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scan(world, jx, iy, jz, 0, isnether, c1);
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scan(world, jx, iy, jz, 2, isnether, c2);
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if(c1.isTransparent() == false) {
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rgb[0] = c1.getRed(); rgb[1] = c1.getGreen(); rgb[2] = c1.getBlue();
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r.setPixel(x, y, rgb);
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isempty = false;
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}
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if(c2.isTransparent() == false) {
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rgb[0] = c2.getRed(); rgb[1] = c2.getGreen(); rgb[2] = c2.getBlue();
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r.setPixel(x - 1, y, rgb);
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isempty = false;
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}
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jx++;
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jz++;
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@ -95,19 +99,21 @@ public class DefaultTileRenderer implements MapTileRenderer {
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jz = iz - 1;
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for (x = KzedMap.tileWidth - 1; x >= 0; x -= 2) {
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Color c1 = scan(world, jx, iy, jz, 2, isnether);
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scan(world, jx, iy, jz, 2, isnether, c1);
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jx++;
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jz++;
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Color c2 = scan(world, jx, iy, jz, 0, isnether);
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isempty = isempty && c1 == translucent && c2 == translucent;
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r.setPixel(x, y, new int[] {
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c1.getRed(),
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c1.getGreen(),
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c1.getBlue() });
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r.setPixel(x - 1, y, new int[] {
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c2.getRed(),
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c2.getGreen(),
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c2.getBlue() });
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scan(world, jx, iy, jz, 0, isnether, c2);
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if(c1.isTransparent() == false) {
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rgb[0] = c1.getRed(); rgb[1] = c1.getGreen(); rgb[2] = c1.getBlue();
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r.setPixel(x, y, rgb);
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isempty = false;
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}
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if(c2.isTransparent() == false) {
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rgb[0] = c2.getRed(); rgb[1] = c2.getGreen(); rgb[2] = c2.getBlue();
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r.setPixel(x - 1, y, rgb);
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isempty = false;
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}
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}
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y++;
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@ -205,20 +211,20 @@ public class DefaultTileRenderer implements MapTileRenderer {
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}
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protected Color scan(World world, int x, int y, int z, int seq, boolean isnether) {
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Color result = translucent;
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protected void scan(World world, int x, int y, int z, int seq, boolean isnether, final Color result) {
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result.setTransparent();
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for (;;) {
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if (y < 0) {
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return result;
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return;
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}
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int id = world.getBlockTypeIdAt(x, y, z);
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byte data = 0;
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if(isnether) { /* Make bedrock ceiling into air in nether */
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if(id != 0) {
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/* Remember first color we see, in case we wind up solid */
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if(result == translucent)
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if(result.isTransparent())
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if(colorScheme.colors[id] != null)
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result = colorScheme.colors[id][seq];
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result.setColor(colorScheme.colors[id][seq]);
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id = 0;
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}
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else
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@ -246,7 +252,8 @@ public class DefaultTileRenderer implements MapTileRenderer {
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if (id != 0) {
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if (highlightBlocks.contains(id)) {
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return highlightColor;
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result.setColor(highlightColor);
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return;
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}
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Color[] colors;
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if(data != 0)
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@ -259,11 +266,12 @@ public class DefaultTileRenderer implements MapTileRenderer {
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/* we found something that isn't transparent! */
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if (c.getAlpha() == 255) {
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/* it's opaque - the ray ends here */
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return c;
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result.setColor(c);
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return;
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}
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/* this block is transparent, so recurse */
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Color bg = scan(world, x, y, z, seq, isnether);
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scan(world, x, y, z, seq, isnether, result);
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int cr = c.getRed();
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int cg = c.getGreen();
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@ -273,8 +281,8 @@ public class DefaultTileRenderer implements MapTileRenderer {
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cg *= ca;
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cb *= ca;
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int na = 255 - ca;
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return new Color((bg.getRed() * na + cr) >> 8, (bg.getGreen() * na + cg) >> 8, (bg.getBlue() * na + cb) >> 8);
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result.setRGBA((result.getRed() * na + cr) >> 8, (result.getGreen() * na + cg) >> 8, (result.getBlue() * na + cb) >> 8, 255);
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return;
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}
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}
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}
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@ -1,6 +1,6 @@
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package org.dynmap.kzedmap;
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import java.awt.Color;
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import org.dynmap.Color;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Map;
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@ -23,8 +23,8 @@ public class HighlightTileRenderer extends DefaultTileRenderer {
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}
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@Override
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protected Color scan(World world, int x, int y, int z, int seq, boolean isnether) {
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Color result = translucent;
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protected void scan(World world, int x, int y, int z, int seq, boolean isnether, final Color result) {
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result.setTransparent();
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int top_nether_id = 0;
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for (;;) {
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if (y < 0) {
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@ -35,9 +35,9 @@ public class HighlightTileRenderer extends DefaultTileRenderer {
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if(isnether) { /* Make bedrock ceiling into air in nether */
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if(id != 0) {
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/* Remember first color we see, in case we wind up solid */
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if(result == translucent)
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if(result.isTransparent())
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if(colorScheme.colors[id] != null)
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result = colorScheme.colors[id][seq];
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result.setColor(colorScheme.colors[id][seq]);
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id = 0;
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}
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else
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@ -75,7 +75,8 @@ public class HighlightTileRenderer extends DefaultTileRenderer {
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Color c = colors[seq];
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if (highlightBlocks.contains(id)) {
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return c;
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result.setColor(c);
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return;
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}
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if (c.getAlpha() > 0) {
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@ -88,26 +89,22 @@ public class HighlightTileRenderer extends DefaultTileRenderer {
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// No need to blend if result is opaque.
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if (result.getAlpha() < 255) {
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Color bg = c;
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c = result;
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int cr = c.getRed();
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int cg = c.getGreen();
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int cb = c.getBlue();
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int ca = c.getAlpha();
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int cr = result.getRed();
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int cg = result.getGreen();
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int cb = result.getBlue();
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int ca = result.getAlpha();
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cr *= ca;
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cg *= ca;
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cb *= ca;
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int na = 255 - ca;
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result = new Color((bg.getRed() * na + cr) >> 8, (bg.getGreen() * na + cg) >> 8, (bg.getBlue() * na + cb) >> 8,
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Math.min(255, bg.getAlpha()+c.getAlpha()) // Not really correct, but gets the job done without recursion while still looking ok.
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result.setRGBA((c.getRed() * na + cr) >> 8, (c.getGreen() * na + cg) >> 8, (c.getBlue() * na + cb) >> 8,
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Math.min(255, c.getAlpha()+ca) // Not really correct, but gets the job done without recursion while still looking ok.
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);
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}
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}
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}
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}
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}
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return result;
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}
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}
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