ClassiCube/ClassicalSharp/TexturePack/LiquidAnimations.cs

122 lines
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3.8 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
// Based off the incredible work from https://dl.dropboxusercontent.com/u/12694594/lava.txt
// mirroed at https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-lava-animation-algorithm.
using System;
using ClassicalSharp.Generator;
namespace ClassicalSharp {
public abstract class LiquidAnimation {
protected float[] flameHeat, potHeat, soupHeat;
protected JavaRandom rnd;
protected int CheckSize(int size) {
if (potHeat == null || potHeat.Length < size * size) {
flameHeat = new float[size * size];
potHeat = new float[size * size];
soupHeat = new float[size * size];
}
return Utils.Log2(size);
}
}
public unsafe class LavaAnimation : LiquidAnimation {
public void Tick(int* ptr, int size) {
if (rnd == null)
rnd = new JavaRandom(new Random().Next());
int mask = size - 1, shift = CheckSize(size);
int i = 0;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
// Calculate the colour at this coordinate in the heatmap
int xx = x + (int)(1.2 * Math.Sin(y * 22.5 * Utils.Deg2Rad));
int yy = y + (int)(1.2 * Math.Sin(x * 22.5 * Utils.Deg2Rad));
float lSoupHeat =
soupHeat[((yy - 1) & mask) << shift | ((xx - 1) & mask)] +
soupHeat[((yy - 1) & mask) << shift | (xx & mask) ] +
soupHeat[((yy - 1) & mask) << shift | ((xx + 1) & mask)] +
soupHeat[(yy & mask) << shift | ((xx - 1) & mask)] +
soupHeat[(yy & mask) << shift | (xx & mask) ] +
soupHeat[(yy & mask) << shift | ((xx + 1) & mask)] +
soupHeat[((yy + 1) & mask) << shift | ((xx - 1) & mask)] +
soupHeat[((yy + 1) & mask) << shift | (xx & mask) ] +
soupHeat[((yy + 1) & mask) << shift | ((xx + 1) & mask)];
float lPotHeat =
potHeat[i] + // x , y
potHeat[y << shift | ((x + 1) & mask)] + // x + 1, y
potHeat[((y + 1) & mask) << shift | x] + // x , y + 1
potHeat[((y + 1) & mask) << shift | ((x + 1) & mask)];// x + 1, y + 1
soupHeat[i] = lSoupHeat * 0.1f + lPotHeat * 0.2f;
potHeat[i] += flameHeat[i];
if (potHeat[i] < 0) potHeat[i] = 0;
flameHeat[i] -= 0.06f * 0.01f;
if (rnd.NextFloat() <= 0.005f)
flameHeat[i] = 1.5f * 0.01f;
// Output the pixel
float col = 2 * soupHeat[i];
col = col < 0 ? 0 : col;
col = col > 1 ? 1 : col;
float r = col * 100 + 155;
float g = col * col * 255;
float b = col * col * col * col * 128;
*ptr = 255 << 24 | (byte)r << 16 | (byte)g << 8 | (byte)b;
ptr++; i++;
}
}
}
// Written by cybertoon, big thanks!
public unsafe class WaterAnimation : LiquidAnimation {
public void Tick(int* ptr, int size) {
if (rnd == null)
rnd = new JavaRandom(new Random().Next());
int mask = size - 1, shift = CheckSize(size);
int i = 0;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
// Calculate the colour at this coordinate in the heatmap
float lSoupHeat =
soupHeat[y << shift | ((x - 1) & mask)] +
soupHeat[y << shift | x ] +
soupHeat[y << shift | ((x + 1) & mask)];
soupHeat[i] = lSoupHeat / 3.3f + potHeat[i] * 0.8f;
potHeat[i] += flameHeat[i] * 0.05f;
if (potHeat[i] < 0) potHeat[i] = 0;
flameHeat[i] -= 0.1f;
if (rnd.NextFloat() <= 0.05f)
flameHeat[i] = 0.5f;
// Output the pixel
float col = soupHeat[i];
col = col < 0 ? 0 : col;
col = col > 1 ? 1 : col;
col = col * col;
float r = 32 + col * 32;
float g = 50 + col * 64;
float a = 146 + col * 50;
*ptr = (byte)a << 24 | (byte)r << 16 | (byte)g << 8 | 255;
ptr++; i++;
}
}
}
}