Merge pull request #276 from mikeprimm/hdrender

More models, fixes to make HD shader defaults more consistent with Kzed shader
This commit is contained in:
mikeprimm 2011-07-12 16:23:28 -07:00
commit d764598bde
3 changed files with 202 additions and 7 deletions

View File

@ -820,4 +820,197 @@ rotate:id=63,data=15,rot=180
# Signpost - facing south-southeast
block:id=63,data=11,scale=16
rotate:id=63,data=15,rot=270
# Rose
block:id=38,data=*,scale=8
layer:0,2
--------
--------
--------
---*----
--------
--------
--------
--------
layer:1,3
--------
--------
--------
--------
----*---
--------
--------
--------
layer:4,5
--------
--------
--------
---**---
---**---
--------
--------
--------
# Dandelion
block:id=37,data=*,scale=8
layer:0,2
--------
--------
---*----
---*----
--*-*---
--------
--------
--------
layer:1,3
--------
--------
--------
--------
----*---
--------
--------
--------
layer:4,5
--------
--------
--*-*---
---*----
--*-*---
--------
--------
--------
# Brown Mushroom
# Red Mushroom
block:id=39,id=40,data=*,scale=8
layer:0,1,2
--------
--------
--------
---**---
---**---
--------
--------
--------
layer:3
--------
--------
---**---
--****--
--****--
---**---
--------
--------
layer:4
--------
--------
--------
---**---
---**---
--------
--------
--------
# Dead shrubs
block:id=32,data=*,scale=8
layer:0
--------
--------
--------
---**---
---**---
--------
--------
--------
layer:1
--------
--------
---*----
---**---
---***--
--*-----
--------
--------
layer:2
--------
---*----
--------
--***---
---**-*-
----*---
-*------
--------
layer:3
--------
---*----
--------
-*-**---
---**-*-
--------
-*---*--
--------
layer:4
--------
--------
---*----
----*---
---*----
----*---
--------
--------
# Dead schrub (tall grass)
block:id=31,data=0,scale=8
rotate:id=32,data=0,rot=0
# Fire
block:id=51,data=*,scale=8
layer:0
********
********
********
********
********
********
********
********
layer:1
-**--**-
********
********
-**--**-
-**--**-
********
********
-**--**-
layer:2
--------
-**--**-
-**--**-
--------
--------
-**--**-
-**--**-
--------
layer:3
--------
----**--
-**-**--
-**-----
-----**-
--**-**-
--**----
--------
layer:4
--------
--*-----
--*--**-
--------
--------
-**--*--
-----*--
--------
layer:5
--------
--------
--*--*--
--------
--------
--*--*--
--------
--------

View File

@ -132,7 +132,7 @@ public class ColorScheme {
c[1] = new Color(Integer.parseInt(split[9]), Integer.parseInt(split[10]), Integer.parseInt(split[11]), Integer.parseInt(split[12]));
c[2] = new Color(Integer.parseInt(split[13]), Integer.parseInt(split[14]), Integer.parseInt(split[15]), Integer.parseInt(split[16]));
/* Blended color - for 'smooth' option on flat map */
c[4] = new Color((c[0].getRed()+c[2].getRed())/2, (c[0].getGreen()+c[2].getGreen())/2, (c[0].getBlue()+c[2].getBlue())/2, (c[0].getAlpha()+c[2].getAlpha())/2);
c[4] = new Color((c[1].getRed()+c[3].getRed())/2, (c[1].getGreen()+c[3].getGreen())/2, (c[1].getBlue()+c[3].getBlue())/2, (c[1].getAlpha()+c[3].getAlpha())/2);
if(isbiome) {
if(istemp) {

View File

@ -142,18 +142,21 @@ public class DefaultHDShader implements HDShader {
if (colors != null) {
int seq;
int subalpha = ps.getSubmodelAlpha();
/* Figure out which color to use */
switch(ps.getLastBlockStep()) {
case X_PLUS:
case X_MINUS:
seq = 0;
seq = 2;
break;
case Z_PLUS:
case Z_MINUS:
seq = 2;
seq = 0;
break;
default:
if(((pixelodd + mapiter.getY()) & 0x03) == 0)
if(subalpha >= 0) /* We hit a block in a model */
seq = 4; /* Use smooth top */
else if(((pixelodd + mapiter.getY()) & 0x03) == 0)
seq = 3;
else
seq = 1;
@ -164,10 +167,9 @@ public class DefaultHDShader implements HDShader {
/* Handle light level, if needed */
lighting.applyLighting(ps, this, c, tmpcolor);
/* If we got alpha from subblock model, use it instead */
int subalpha = ps.getSubmodelAlpha();
if(subalpha >= 0) {
for(Color clr : tmpcolor)
clr.setAlpha(subalpha);
clr.setAlpha(Math.max(subalpha,clr.getAlpha()));
}
/* Blend color with accumulated color (weighted by alpha) */
if(!transparency) { /* No transparency support */