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colorrenderer.cpp
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#include "colorrenderer.h"
#include "settingstask.h"
#include "terrain.h"
void ColorBlockRenderer::geometryNormalBlock(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, const BLOCK_SIDE side, Chunk &c)
{
if(settings_task.getValue(SettingsTask::FAST_MODE) && quad_block_textures[getBLOCK(block)][side].has_quad)
{
//Whether to use the dark or light block color
bool color = (local_x + local_y + local_z) % 2;
switch(side)
{
case BLOCK_BACK:
case BLOCK_FRONT:
if(shouldRenderFaceAndItsTheSameAs(local_x + 1, local_y, local_z, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x + 1, local_y + 1, local_z, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x, local_y + 1, local_z, side, c, block))
{
color ^= local_x & 2;
color ^= local_y & 2;
return BlockRenderer::renderNormalBlockSideQuadForceColor(local_x, local_y, local_z, side, color ? quad_block_textures[getBLOCK(block)][side].color : quad_block_textures[getBLOCK(block)][side].darker, c);
}
break;
case BLOCK_LEFT:
case BLOCK_RIGHT:
if(shouldRenderFaceAndItsTheSameAs(local_x, local_y, local_z + 1, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x, local_y + 1, local_z + 1, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x, local_y + 1, local_z, side, c, block))
{
color ^= local_y & 2;
color ^= local_z & 2;
return BlockRenderer::renderNormalBlockSideQuadForceColor(local_x, local_y, local_z, side, color ? quad_block_textures[getBLOCK(block)][side].color : quad_block_textures[getBLOCK(block)][side].darker, c);
}
break;
case BLOCK_BOTTOM:
case BLOCK_TOP:
if(shouldRenderFaceAndItsTheSameAs(local_x + 1, local_y, local_z, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x + 1, local_y, local_z + 1, side, c, block)
&& shouldRenderFaceAndItsTheSameAs(local_x, local_y, local_z + 1, side, c, block))
{
color ^= local_z & 2;
color ^= local_x & 2;
return BlockRenderer::renderNormalBlockSideQuadForceColor(local_x, local_y, local_z, side, color ? quad_block_textures[getBLOCK(block)][side].color : quad_block_textures[getBLOCK(block)][side].darker, c);
}
break;
default:
break;
}
return BlockRenderer::renderNormalBlockSideForceColor(local_x, local_y, local_z, side, color ? quad_block_textures[getBLOCK(block)][side].color : quad_block_textures[getBLOCK(block)][side].darker, c);
}
NormalBlockRenderer::geometryNormalBlock(block, local_x, local_y, local_z, side, c);
}