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122 lines
No EOL
3.8 KiB
C#
122 lines
No EOL
3.8 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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// Based off the incredible work from https://dl.dropboxusercontent.com/u/12694594/lava.txt
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// mirroed at https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-lava-animation-algorithm.
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using System;
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using ClassicalSharp.Generator;
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namespace ClassicalSharp {
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public abstract class LiquidAnimation {
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protected float[] flameHeat, potHeat, soupHeat;
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protected JavaRandom rnd;
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protected int CheckSize(int size) {
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if (potHeat == null || potHeat.Length < size * size) {
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flameHeat = new float[size * size];
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potHeat = new float[size * size];
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soupHeat = new float[size * size];
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}
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return Utils.Log2(size);
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}
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}
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public unsafe class LavaAnimation : LiquidAnimation {
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public void Tick(int* ptr, int size) {
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if (rnd == null)
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rnd = new JavaRandom(new Random().Next());
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int mask = size - 1, shift = CheckSize(size);
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int i = 0;
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for (int y = 0; y < size; y++)
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for (int x = 0; x < size; x++)
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{
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// Calculate the colour at this coordinate in the heatmap
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int xx = x + (int)(1.2 * Math.Sin(y * 22.5 * Utils.Deg2Rad));
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int yy = y + (int)(1.2 * Math.Sin(x * 22.5 * Utils.Deg2Rad));
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float lSoupHeat =
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soupHeat[((yy - 1) & mask) << shift | ((xx - 1) & mask)] +
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soupHeat[((yy - 1) & mask) << shift | (xx & mask) ] +
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soupHeat[((yy - 1) & mask) << shift | ((xx + 1) & mask)] +
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soupHeat[(yy & mask) << shift | ((xx - 1) & mask)] +
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soupHeat[(yy & mask) << shift | (xx & mask) ] +
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soupHeat[(yy & mask) << shift | ((xx + 1) & mask)] +
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soupHeat[((yy + 1) & mask) << shift | ((xx - 1) & mask)] +
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soupHeat[((yy + 1) & mask) << shift | (xx & mask) ] +
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soupHeat[((yy + 1) & mask) << shift | ((xx + 1) & mask)];
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float lPotHeat =
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potHeat[i] + // x , y
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potHeat[y << shift | ((x + 1) & mask)] + // x + 1, y
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potHeat[((y + 1) & mask) << shift | x] + // x , y + 1
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potHeat[((y + 1) & mask) << shift | ((x + 1) & mask)];// x + 1, y + 1
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soupHeat[i] = lSoupHeat * 0.1f + lPotHeat * 0.2f;
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potHeat[i] += flameHeat[i];
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if (potHeat[i] < 0) potHeat[i] = 0;
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flameHeat[i] -= 0.06f * 0.01f;
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if (rnd.NextFloat() <= 0.005f)
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flameHeat[i] = 1.5f * 0.01f;
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// Output the pixel
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float col = 2 * soupHeat[i];
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col = col < 0 ? 0 : col;
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col = col > 1 ? 1 : col;
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float r = col * 100 + 155;
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float g = col * col * 255;
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float b = col * col * col * col * 128;
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*ptr = 255 << 24 | (byte)r << 16 | (byte)g << 8 | (byte)b;
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ptr++; i++;
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}
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}
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}
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// Written by cybertoon, big thanks!
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public unsafe class WaterAnimation : LiquidAnimation {
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public void Tick(int* ptr, int size) {
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if (rnd == null)
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rnd = new JavaRandom(new Random().Next());
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int mask = size - 1, shift = CheckSize(size);
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int i = 0;
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for (int y = 0; y < size; y++)
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for (int x = 0; x < size; x++)
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{
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// Calculate the colour at this coordinate in the heatmap
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float lSoupHeat =
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soupHeat[y << shift | ((x - 1) & mask)] +
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soupHeat[y << shift | x ] +
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soupHeat[y << shift | ((x + 1) & mask)];
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soupHeat[i] = lSoupHeat / 3.3f + potHeat[i] * 0.8f;
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potHeat[i] += flameHeat[i] * 0.05f;
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if (potHeat[i] < 0) potHeat[i] = 0;
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flameHeat[i] -= 0.1f;
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if (rnd.NextFloat() <= 0.05f)
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flameHeat[i] = 0.5f;
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// Output the pixel
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float col = soupHeat[i];
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col = col < 0 ? 0 : col;
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col = col > 1 ? 1 : col;
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col = col * col;
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float r = 32 + col * 32;
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float g = 50 + col * 64;
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float a = 146 + col * 50;
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*ptr = (byte)a << 24 | (byte)r << 16 | (byte)g << 8 | 255;
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ptr++; i++;
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}
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}
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}
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} |