// get the color value at the given point public Vec3 getColor(Vec3 p, Vec3 n, Vec3 d, Vec3 difCol, Vec3 spCol, int exp) { Vec3 color = new Vec3(0, 0, 0); Vec3 l = getDir().negate(); Ray newRay = new Ray(p, l); HitRecord srec = new HitRecord(); if (Data.getSettings().isA()) { if (Data.hasIntersection(newRay, 0.001, Double.POSITIVE_INFINITY, srec)) { // System.out.println("In shadow"); return color; } else { l = l.normalize(); if (Data.getSettings().isD()) { double nDotl = n.dotProduct(l); color = color.addVec(difCol.multScalar(i * Math.max(0, nDotl))); } if (Data.getSettings().isS()) { Vec3 h = l.subVec(d).normalize(); double nDotH = n.dotProduct(h); color = color.addVec(spCol.multScalar(i * Math.pow(Math.max(0, nDotH), exp))); } } } else { l = l.normalize(); if (Data.getSettings().isD()) { double nDotl = n.dotProduct(l); color = color.addVec(difCol.multScalar(i * Math.max(0, nDotl))); } if (Data.getSettings().isS()) { Vec3 h = l.subVec(d).normalize(); double nDotH = n.dotProduct(h); color = color.addVec(spCol.multScalar(i * Math.pow(Math.max(0, nDotH), exp))); } } return color; }
/** Returns a vector indicating the direction and intensity of fluid flow. */ private Vec3 getFlowVector(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { Vec3 var5 = Vec3.getVec3Pool().getVecFromPool(0.0D, 0.0D, 0.0D); int var6 = this.getEffectiveFlowDecay(par1IBlockAccess, par2, par3, par4); for (int var7 = 0; var7 < 4; ++var7) { int var8 = par2; int var10 = par4; if (var7 == 0) { var8 = par2 - 1; } if (var7 == 1) { var10 = par4 - 1; } if (var7 == 2) { ++var8; } if (var7 == 3) { ++var10; } int var11 = this.getEffectiveFlowDecay(par1IBlockAccess, var8, par3, var10); int var12; if (var11 < 0) { if (!par1IBlockAccess.getBlockMaterial(var8, par3, var10).blocksMovement()) { var11 = this.getEffectiveFlowDecay(par1IBlockAccess, var8, par3 - 1, var10); if (var11 >= 0) { var12 = var11 - (var6 - 8); var5 = var5.addVector( (double) ((var8 - par2) * var12), (double) ((par3 - par3) * var12), (double) ((var10 - par4) * var12)); } } } else if (var11 >= 0) { var12 = var11 - var6; var5 = var5.addVector( (double) ((var8 - par2) * var12), (double) ((par3 - par3) * var12), (double) ((var10 - par4) * var12)); } } if (par1IBlockAccess.getBlockMetadata(par2, par3, par4) >= 8) { boolean var13 = false; if (var13 || this.isBlockSolid(par1IBlockAccess, par2, par3, par4 - 1, 2)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2, par3, par4 + 1, 3)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2 - 1, par3, par4, 4)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2 + 1, par3, par4, 5)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2, par3 + 1, par4 - 1, 2)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2, par3 + 1, par4 + 1, 3)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2 - 1, par3 + 1, par4, 4)) { var13 = true; } if (var13 || this.isBlockSolid(par1IBlockAccess, par2 + 1, par3 + 1, par4, 5)) { var13 = true; } if (var13) { var5 = var5.normalize().addVector(0.0D, -6.0D, 0.0D); } } var5 = var5.normalize(); return var5; }
public void draw(GL2 gl) { if (particles.size() == 0) return; switch (blendMode) { case 0: // '\0' gl.glDisable(3042); gl.glDisable(3008); break; case 1: // '\001' gl.glEnable(3042); gl.glDisable(3008); gl.glBlendFunc(768, 1); break; case 2: // '\002' gl.glEnable(3042); gl.glDisable(3008); gl.glBlendFunc(770, 1); break; case 3: // '\003' gl.glDisable(3042); gl.glEnable(3008); break; case 4: // '\004' gl.glEnable(3042); gl.glDisable(3008); gl.glBlendFunc(770, 1); break; } gl.glBindTexture(3553, model.mMaterials[texture].mTextureId); gl.glPushMatrix(); if (particleType == 0 || particleType == 2) { if ((flags & 0x1000) == 0) { Vec3 view = new Vec3(viewer.getCamera().getPosition()); view.normalize(); Vec3 right = Vec3.cross(view, new Vec3(0.0F, 0.0F, 1.0F)).normalize(); Vec3 up = Vec3.cross(right, view).normalize(); int tcStart = 0; if (flags == 0x40019) tcStart++; gl.glBegin(7); int count = particles.size(); Vec3 pos = new Vec3(); Vec3 cPos = new Vec3(); Vec3 ofs = new Vec3(); for (int i = 0; i < count; i++) { Particle p = (Particle) particles.get(i); if (p.tile < texCoords.size()) { gl.glColor4f(p.color.x, p.color.y, p.color.z, p.color.w); Point2f tc[] = (Point2f[]) texCoords.get(p.tile); Vec3.add(right, up, ofs); cPos.set(p.pos); Vec3.sub(cPos, ofs.scale(p.size), pos); gl.glTexCoord2f(tc[tcStart % 4].x, tc[tcStart % 4].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.sub(right, up, ofs); Vec3.add(cPos, ofs.scale(p.size), pos); gl.glTexCoord2f(tc[(tcStart + 1) % 4].x, tc[(tcStart + 1) % 4].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(right, up, ofs); Vec3.add(cPos, ofs.scale(p.size), pos); gl.glTexCoord2f(tc[(tcStart + 2) % 4].x, tc[(tcStart + 2) % 4].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.sub(right, up, ofs); Vec3.sub(cPos, ofs.scale(p.size), pos); gl.glTexCoord2f(tc[(tcStart + 3) % 4].x, tc[(tcStart + 3) % 4].y); gl.glVertex3f(pos.x, pos.y, pos.z); } } gl.glEnd(); } else { gl.glBegin(7); int count = particles.size(); Vec3 pos = new Vec3(); Vec3 ofs = new Vec3(); for (int i = 0; i < count; i++) { Particle p = (Particle) particles.get(i); if (p.tile < texCoords.size()) { gl.glColor4f(p.color.x, p.color.y, p.color.z, p.color.w); Point2f tc[] = (Point2f[]) texCoords.get(p.tile); Vec3.add(p.pos, Vec3.scale(p.corners[0], p.size, ofs), pos); gl.glTexCoord2f(tc[0].x, tc[0].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.pos, Vec3.scale(p.corners[1], p.size, ofs), pos); gl.glTexCoord2f(tc[1].x, tc[1].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.pos, Vec3.scale(p.corners[2], p.size, ofs), pos); gl.glTexCoord2f(tc[2].x, tc[2].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.pos, Vec3.scale(p.corners[3], p.size, ofs), pos); gl.glTexCoord2f(tc[3].x, tc[3].y); gl.glVertex3f(pos.x, pos.y, pos.z); } } gl.glEnd(); } } else if (particleType == 1) { gl.glBegin(7); int count = particles.size(); Vec3 pos = new Vec3(); Vec3 ofs = new Vec3(); float f = 1.0F; Vec3 bv0 = new Vec3(-f, f, 0.0F); Vec3 bv1 = new Vec3(f, f, 0.0F); for (int i = 0; i < count; i++) { Particle p = (Particle) particles.get(i); if (p.tile >= texCoords.size() - 1) break; gl.glColor4f(p.color.x, p.color.y, p.color.z, p.color.w); Point2f tc[] = (Point2f[]) texCoords.get(p.tile); Vec3.add(p.pos, Vec3.scale(bv0, p.size, ofs), pos); gl.glTexCoord2f(tc[0].x, tc[0].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.pos, Vec3.scale(bv1, p.size, ofs), pos); gl.glTexCoord2f(tc[1].x, tc[1].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.origin, Vec3.scale(bv1, p.size, ofs), pos); gl.glTexCoord2f(tc[2].x, tc[2].y); gl.glVertex3f(pos.x, pos.y, pos.z); Vec3.add(p.origin, Vec3.scale(bv0, p.size, ofs), pos); gl.glTexCoord2f(tc[3].x, tc[3].y); gl.glVertex3f(pos.x, pos.y, pos.z); } gl.glEnd(); } gl.glPopMatrix(); }