Moving to source sets

This commit is contained in:
Sebastian Hartte
2020-07-01 23:36:51 +02:00
parent f2e3d81fd7
commit 2642ced86b
2924 changed files with 794 additions and 796 deletions
@@ -0,0 +1,464 @@
/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render.cablebus;
import java.util.*;
import java.util.stream.Collectors;
import com.google.common.base.Preconditions;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.fabricmc.fabric.api.renderer.v1.mesh.MeshBuilder;
import net.fabricmc.fabric.api.renderer.v1.mesh.QuadEmitter;
import net.fabricmc.fabric.api.renderer.v1.model.ModelHelper;
import net.fabricmc.fabric.impl.client.indigo.renderer.IndigoRenderer;
import net.minecraft.client.render.*;
import net.minecraft.client.util.math.Vector4f;
import net.minecraft.client.render.model.BakedQuad;
import net.minecraft.client.texture.Sprite;
import net.minecraft.util.math.Direction;
/**
* Builds the quads for a cube.
*/
@Environment(EnvType.CLIENT)
public class CubeBuilder {
private final List<BakedQuad> output;
private final EnumMap<Direction, Sprite> textures = new EnumMap<>(Direction.class);
private EnumSet<Direction> drawFaces = EnumSet.allOf(Direction.class);
private final EnumMap<Direction, Vector4f> customUv = new EnumMap<>(Direction.class);
private final byte[] uvRotations = new byte[Direction.values().length];
private int color = 0xFFFFFFFF;
private boolean useStandardUV = false;
private boolean renderFullBright;
private final MeshBuilder meshBuilder;
private final QuadEmitter emitter;
private int vertexIndex = 0;
public CubeBuilder(List<BakedQuad> output) {
this.output = output;
meshBuilder = IndigoRenderer.INSTANCE.meshBuilder();
emitter = meshBuilder.getEmitter();
emitter.emit();
meshBuilder.build();
ModelHelper.toQuadLists(meshBuilder.build());
}
public CubeBuilder() {
this(new ArrayList<>(6));
}
public void addCube(float x1, float y1, float z1, float x2, float y2, float z2) {
x1 /= 16.0f;
y1 /= 16.0f;
z1 /= 16.0f;
x2 /= 16.0f;
y2 /= 16.0f;
z2 /= 16.0f;
for (Direction face : this.drawFaces) {
this.putFace(face, x1, y1, z1, x2, y2, z2);
}
}
public void addQuad(Direction face, float x1, float y1, float z1, float x2, float y2, float z2) {
this.putFace(face, x1, y1, z1, x2, y2, z2);
}
private static final class UvVector {
float u1;
float u2;
float v1;
float v2;
}
private void putFace(Direction face, float x1, float y1, float z1, float x2, float y2, float z2) {
Sprite texture = this.textures.get(face);
QuadEmitter emitter = this.emitter;
emitter.colorIndex(-1)
.nominalFace(face);
UvVector uv = new UvVector();
// The user might have set specific UV coordinates for this face
Vector4f customUv = this.customUv.get(face);
if (customUv != null) {
uv.u1 = texture.getFrameU(customUv.getX());
uv.v1 = texture.getFrameV(customUv.getY());
uv.u2 = texture.getFrameU(customUv.getZ());
uv.v2 = texture.getFrameV(customUv.getW());
} else if (this.useStandardUV) {
uv = this.getStandardUv(face, texture, x1, y1, z1, x2, y2, z2);
} else {
uv = this.getDefaultUv(face, texture, x1, y1, z1, x2, y2, z2);
}
switch (face) {
case DOWN:
this.putVertexTR(face, x2, y1, z1, uv);
this.putVertexBR(face, x2, y1, z2, uv);
this.putVertexBL(face, x1, y1, z2, uv);
this.putVertexTL(face, x1, y1, z1, uv);
break;
case UP:
this.putVertexTL(face, x1, y2, z1, uv);
this.putVertexBL(face, x1, y2, z2, uv);
this.putVertexBR(face, x2, y2, z2, uv);
this.putVertexTR(face, x2, y2, z1, uv);
break;
case NORTH:
this.putVertexBR(face, x2, y2, z1, uv);
this.putVertexTR(face, x2, y1, z1, uv);
this.putVertexTL(face, x1, y1, z1, uv);
this.putVertexBL(face, x1, y2, z1, uv);
break;
case SOUTH:
this.putVertexBL(face, x1, y2, z2, uv);
this.putVertexTL(face, x1, y1, z2, uv);
this.putVertexTR(face, x2, y1, z2, uv);
this.putVertexBR(face, x2, y2, z2, uv);
break;
case WEST:
this.putVertexTL(face, x1, y1, z1, uv);
this.putVertexTR(face, x1, y1, z2, uv);
this.putVertexBR(face, x1, y2, z2, uv);
this.putVertexBL(face, x1, y2, z1, uv);
break;
case EAST:
this.putVertexBR(face, x2, y2, z1, uv);
this.putVertexBL(face, x2, y2, z2, uv);
this.putVertexTL(face, x2, y1, z2, uv);
this.putVertexTR(face, x2, y1, z1, uv);
break;
}
if (renderFullBright) {
// Force Brightness to 15, this is for full bright mode
// this vertex element will only be present in that case
int lightmap = LightmapTextureManager.pack(15, 15);
emitter.lightmap(lightmap, lightmap, lightmap, lightmap);
}
// FIXME: this is unnecessarily inefficient
emitter.emit();
List<BakedQuad>[] quads = ModelHelper.toQuadLists(meshBuilder.build());
this.output.addAll(Arrays.stream(quads).flatMap(Collection::stream).collect(Collectors.toList()));
}
private UvVector getDefaultUv(Direction face, Sprite texture, float x1, float y1, float z1, float x2,
float y2, float z2) {
UvVector uv = new UvVector();
switch (face) {
case DOWN:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(z1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(z2 * 16);
break;
case UP:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(z1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(z2 * 16);
break;
case NORTH:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case SOUTH:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case WEST:
uv.u1 = texture.getFrameU(z1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(z2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case EAST:
uv.u1 = texture.getFrameU(z2 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(z1 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
}
return uv;
}
private UvVector getStandardUv(Direction face, Sprite texture, float x1, float y1, float z1, float x2,
float y2, float z2) {
UvVector uv = new UvVector();
switch (face) {
case DOWN:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(16 - z1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(16 - z2 * 16);
break;
case UP:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(z1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(z2 * 16);
break;
case NORTH:
uv.u1 = texture.getFrameU(16 - x1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(16 - x2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case SOUTH:
uv.u1 = texture.getFrameU(x1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(x2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case WEST:
uv.u1 = texture.getFrameU(z1 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(z2 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
case EAST:
uv.u1 = texture.getFrameU(16 - z2 * 16);
uv.v1 = texture.getFrameV(16 - y1 * 16);
uv.u2 = texture.getFrameU(16 - z1 * 16);
uv.v2 = texture.getFrameV(16 - y2 * 16);
break;
}
return uv;
}
// uv.u1, uv.v1
private void putVertexTL(Direction face, float x, float y, float z, UvVector uv) {
float u, v;
switch (this.uvRotations[face.ordinal()]) {
default:
case 0:
u = uv.u1;
v = uv.v1;
break;
case 1: // 90° clockwise
u = uv.u1;
v = uv.v2;
break;
case 2: // 180° clockwise
u = uv.u2;
v = uv.v2;
break;
case 3: // 270° clockwise
u = uv.u2;
v = uv.v1;
break;
}
this.putVertex(face, x, y, z, u, v);
}
// uv.u2, uv.v1
private void putVertexTR(Direction face, float x, float y, float z, UvVector uv) {
float u, v;
switch (this.uvRotations[face.ordinal()]) {
default:
case 0:
u = uv.u2;
v = uv.v1;
break;
case 1: // 90° clockwise
u = uv.u1;
v = uv.v1;
break;
case 2: // 180° clockwise
u = uv.u1;
v = uv.v2;
break;
case 3: // 270° clockwise
u = uv.u2;
v = uv.v2;
break;
}
this.putVertex(face, x, y, z, u, v);
}
// uv.u2, uv.v2
private void putVertexBR(Direction face, float x, float y, float z, UvVector uv) {
float u;
float v;
switch (this.uvRotations[face.ordinal()]) {
default:
case 0:
u = uv.u2;
v = uv.v2;
break;
case 1: // 90° clockwise
u = uv.u2;
v = uv.v1;
break;
case 2: // 180° clockwise
u = uv.u1;
v = uv.v1;
break;
case 3: // 270° clockwise
u = uv.u1;
v = uv.v2;
break;
}
this.putVertex(face, x, y, z, u, v);
}
// uv.u1, uv.v2
private void putVertexBL(Direction face, float x, float y, float z, UvVector uv) {
float u;
float v;
switch (this.uvRotations[face.ordinal()]) {
default:
case 0:
u = uv.u1;
v = uv.v2;
break;
case 1: // 90° clockwise
u = uv.u2;
v = uv.v2;
break;
case 2: // 180° clockwise
u = uv.u2;
v = uv.v1;
break;
case 3: // 270° clockwise
u = uv.u1;
v = uv.v1;
break;
}
this.putVertex(face, x, y, z, u, v);
}
private void putVertex(Direction face, float x, float y, float z, float u, float v) {
emitter.pos(vertexIndex, x, y, z);
emitter.pos(vertexIndex, face.getOffsetX(), face.getOffsetY(), face.getOffsetZ());
// Color format is RGBA
emitter.spriteColor(vertexIndex, this.color);
emitter.sprite(vertexIndex, 0, u, v);
vertexIndex++;
}
public void setTexture(Sprite texture) {
for (Direction face : Direction.values()) {
this.textures.put(face, texture);
}
}
public void setTextures(Sprite up, Sprite down, Sprite north,
Sprite south, Sprite east, Sprite west) {
this.textures.put(Direction.UP, up);
this.textures.put(Direction.DOWN, down);
this.textures.put(Direction.NORTH, north);
this.textures.put(Direction.SOUTH, south);
this.textures.put(Direction.EAST, east);
this.textures.put(Direction.WEST, west);
}
public void setTexture(Direction facing, Sprite sprite) {
this.textures.put(facing, sprite);
}
public void setDrawFaces(EnumSet<Direction> drawFaces) {
this.drawFaces = drawFaces;
}
public void setColor(int color) {
this.color = color;
}
/**
* Sets the vertex color for future vertices to the given RGB value, and forces
* the alpha component to 255.
*/
public void setColorRGB(int color) {
this.setColor(color | 0xFF000000);
}
public void setColorRGB(float r, float g, float b) {
this.setColorRGB((int) (r * 255) << 16 | (int) (g * 255) << 8 | (int) (b * 255));
}
public void setRenderFullBright(boolean renderFullBright) {
this.renderFullBright = renderFullBright;
}
public void setCustomUv(Direction facing, float u1, float v1, float u2, float v2) {
this.customUv.put(facing, new Vector4f(u1, v1, u2, v2));
}
public void setUvRotation(Direction facing, int rotation) {
if (rotation == 2) {
rotation = 3;
} else if (rotation == 3) {
rotation = 2;
}
Preconditions.checkArgument(rotation >= 0 && rotation <= 3, "rotation");
this.uvRotations[facing.ordinal()] = (byte) rotation;
}
/**
* CubeBuilder uses UV optimized for cables by default. This switches to
* standard UV coordinates.
*/
public void useStandardUV() {
this.useStandardUV = true;
}
public List<BakedQuad> getOutput() {
return this.output;
}
}