240 lines
8.5 KiB
Java
240 lines
8.5 KiB
Java
package org.dynmap.hdmap;
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import static org.dynmap.JSONUtils.s;
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import org.dynmap.Color;
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import org.dynmap.ConfigurationNode;
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import org.dynmap.DynmapCore;
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import org.dynmap.Log;
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import org.dynmap.MapManager;
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import org.dynmap.utils.MapChunkCache;
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import org.dynmap.utils.MapIterator;
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import org.json.simple.JSONObject;
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public class TexturePackHDShader implements HDShader {
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private String tpname;
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private String name;
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private TexturePack tp;
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private boolean biome_shaded;
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private boolean swamp_shaded;
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private boolean waterbiomeshaded;
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private boolean bettergrass;
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public TexturePackHDShader(DynmapCore core, ConfigurationNode configuration) {
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tpname = configuration.getString("texturepack", "minecraft");
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name = configuration.getString("name", tpname);
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tp = TexturePack.getTexturePack(core, tpname);
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biome_shaded = configuration.getBoolean("biomeshaded", true);
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swamp_shaded = configuration.getBoolean("swampshaded", MapManager.mapman.getSwampShading());
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waterbiomeshaded = configuration.getBoolean("waterbiomeshaded", MapManager.mapman.getWaterBiomeShading());
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bettergrass = configuration.getBoolean("better-grass", MapManager.mapman.getBetterGrass());
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if(tp == null) {
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Log.severe("Error: shader '" + name + "' cannot load texture pack '" + tpname + "'");
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}
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}
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@Override
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public boolean isBiomeDataNeeded() {
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return swamp_shaded;
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}
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@Override
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public boolean isRawBiomeDataNeeded() {
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return biome_shaded;
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}
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@Override
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public boolean isHightestBlockYDataNeeded() {
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return false;
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}
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@Override
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public boolean isBlockTypeDataNeeded() {
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return true;
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}
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@Override
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public boolean isSkyLightLevelNeeded() {
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return false;
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}
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@Override
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public boolean isEmittedLightLevelNeeded() {
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return false;
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}
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@Override
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public String getName() {
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return name;
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}
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class ShaderState implements HDShaderState {
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private Color color[];
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private Color tmpcolor[];
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private Color c;
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protected MapIterator mapiter;
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protected HDMap map;
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private TexturePack scaledtp;
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private HDLighting lighting;
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private int lastblkid;
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boolean do_biome_shading;
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boolean do_swamp_shading;
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boolean do_water_shading;
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boolean do_better_grass;
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private ShaderState(MapIterator mapiter, HDMap map, MapChunkCache cache) {
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this.mapiter = mapiter;
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this.map = map;
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this.lighting = map.getLighting();
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if(lighting.isNightAndDayEnabled()) {
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color = new Color[] { new Color(), new Color() };
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tmpcolor = new Color[] { new Color(), new Color() };
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}
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else {
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color = new Color[] { new Color() };
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tmpcolor = new Color[] { new Color() };
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}
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c = new Color();
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scaledtp = tp.resampleTexturePack(map.getPerspective().getModelScale());
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/* Biome raw data only works on normal worlds at this point */
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do_biome_shading = biome_shaded; // && (cache.getWorld().getEnvironment() == Environment.NORMAL);
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do_swamp_shading = do_biome_shading && swamp_shaded;
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do_water_shading = do_biome_shading && waterbiomeshaded;
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do_better_grass = bettergrass;
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}
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/**
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* Get our shader
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*/
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public HDShader getShader() {
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return TexturePackHDShader.this;
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}
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/**
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* Get our map
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*/
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public HDMap getMap() {
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return map;
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}
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/**
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* Get our lighting
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*/
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public HDLighting getLighting() {
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return lighting;
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}
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/**
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* Reset renderer state for new ray
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*/
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public void reset(HDPerspectiveState ps) {
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for(int i = 0; i < color.length; i++)
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color[i].setTransparent();
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lastblkid = 0;
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}
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/**
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* Process next ray step - called for each block on route
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* @return true if ray is done, false if ray needs to continue
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*/
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public boolean processBlock(HDPerspectiveState ps) {
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int blocktype = ps.getBlockTypeID();
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int lastblocktype = lastblkid;
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lastblkid = blocktype;
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if(blocktype == 0) {
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return false;
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}
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/* Get color from textures */
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scaledtp.readColor(ps, mapiter, c, blocktype, lastblocktype, ShaderState.this);
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if (c.getAlpha() > 0) {
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/* Scale brightness depending upon face */
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switch(ps.getLastBlockStep()) {
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case X_MINUS:
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case X_PLUS:
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/* 60% brightness */
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c.blendColor(0xFFA0A0A0);
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break;
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case Y_MINUS:
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case Y_PLUS:
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/* 85% brightness for even, 90% for even*/
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if((mapiter.getY() & 0x01) == 0)
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c.blendColor(0xFFD9D9D9);
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else
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c.blendColor(0xFFE6E6E6);
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break;
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}
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/* Handle light level, if needed */
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lighting.applyLighting(ps, this, c, tmpcolor);
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/* If we got alpha from subblock model, use it instead if it is lower */
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/* (disable for now: weighting is wrong, as crosssection is 2D, not 3D based) */
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// if(subalpha >= 0) {
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// for(Color clr : tmpcolor) {
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// int a = clr.getAlpha();
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// if(subalpha < a)
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// clr.setAlpha(subalpha);
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// }
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// }
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/* If no previous color contribution, use new color */
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if(color[0].isTransparent()) {
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for(int i = 0; i < color.length; i++)
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color[i].setColor(tmpcolor[i]);
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return (color[0].getAlpha() == 255);
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}
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/* Else, blend and generate new alpha */
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else {
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int alpha = color[0].getAlpha();
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int alpha2 = tmpcolor[0].getAlpha() * (255-alpha) / 255;
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int talpha = alpha + alpha2;
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if(talpha > 0)
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for(int i = 0; i < color.length; i++)
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color[i].setRGBA((tmpcolor[i].getRed()*alpha2 + color[i].getRed()*alpha) / talpha,
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(tmpcolor[i].getGreen()*alpha2 + color[i].getGreen()*alpha) / talpha,
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(tmpcolor[i].getBlue()*alpha2 + color[i].getBlue()*alpha) / talpha, talpha);
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else
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for(int i = 0; i < color.length; i++)
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color[i].setTransparent();
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return (talpha >= 254); /* If only one short, no meaningful contribution left */
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}
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}
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return false;
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}
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/**
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* Ray ended - used to report that ray has exited map (called if renderer has not reported complete)
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*/
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public void rayFinished(HDPerspectiveState ps) {
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}
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/**
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* Get result color - get resulting color for ray
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* @param c - object to store color value in
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* @param index - index of color to request (renderer specific - 0=default, 1=day for night/day renderer
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*/
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public void getRayColor(Color c, int index) {
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c.setColor(color[index]);
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}
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/**
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* Clean up state object - called after last ray completed
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*/
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public void cleanup() {
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}
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}
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/**
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* Get renderer state object for use rendering a tile
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* @param map - map being rendered
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* @param cache - chunk cache containing data for tile to be rendered
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* @param mapiter - iterator used when traversing rays in tile
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* @return state object to use for all rays in tile
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*/
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public HDShaderState getStateInstance(HDMap map, MapChunkCache cache, MapIterator mapiter) {
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return new ShaderState(mapiter, map, cache);
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}
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/* Add shader's contributions to JSON for map object */
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public void addClientConfiguration(JSONObject mapObject) {
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s(mapObject, "shader", name);
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}
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}
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