/* * 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 . */ package appeng.client.render.model; import java.util.ArrayList; import java.util.Collections; import java.util.List; import java.util.Random; import java.util.function.Function; import java.util.stream.IntStream; import javax.annotation.Nullable; import com.google.common.base.Strings; import net.minecraft.block.BlockState; import net.minecraft.client.renderer.model.BakedQuad; import net.minecraft.client.renderer.block.model.IBakedModel; import net.minecraft.client.renderer.block.model.ItemCameraTransforms; import net.minecraft.client.renderer.block.model.ItemOverrideList; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.client.renderer.vertex.VertexFormat; import net.minecraft.util.Direction; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.Vec3d; import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad; import net.minecraftforge.common.property.IExtendedBlockState; import appeng.decorative.solid.BlockQuartzGlass; import appeng.decorative.solid.GlassState; class GlassBakedModel implements IBakedModel { private static final byte[][][] OFFSETS = generateOffsets(); // Alternating textures based on position static final ResourceLocation TEXTURE_A = new ResourceLocation( "appliedenergistics2:blocks/glass/quartz_glass_a" ); static final ResourceLocation TEXTURE_B = new ResourceLocation( "appliedenergistics2:blocks/glass/quartz_glass_b" ); static final ResourceLocation TEXTURE_C = new ResourceLocation( "appliedenergistics2:blocks/glass/quartz_glass_c" ); static final ResourceLocation TEXTURE_D = new ResourceLocation( "appliedenergistics2:blocks/glass/quartz_glass_d" ); // Frame texture static final ResourceLocation[] TEXTURES_FRAME = generateTexturesFrame(); // Generates the required textures for the frame private static ResourceLocation[] generateTexturesFrame() { return IntStream.range( 1, 16 ) .mapToObj( Integer::toBinaryString ) .map( s -> Strings.padStart( s, 4, '0' ) ) .map( s -> new ResourceLocation( "appliedenergistics2:blocks/glass/quartz_glass_frame" + s ) ) .toArray( ResourceLocation[]::new ); } private final TextureAtlasSprite[] glassTextures; private final TextureAtlasSprite[] frameTextures; private final VertexFormat vertexFormat; public GlassBakedModel( VertexFormat format, Function bakedTextureGetter ) { this.glassTextures = new TextureAtlasSprite[] { bakedTextureGetter.apply( TEXTURE_A ), bakedTextureGetter.apply( TEXTURE_B ), bakedTextureGetter.apply( TEXTURE_C ), bakedTextureGetter.apply( TEXTURE_D ) }; this.vertexFormat = format; // The first frame texture would be empty, so we simply leave it set to null here this.frameTextures = new TextureAtlasSprite[16]; for( int i = 0; i < TEXTURES_FRAME.length; i++ ) { this.frameTextures[1 + i] = bakedTextureGetter.apply( TEXTURES_FRAME[i] ); } } @Override public List getQuads( @Nullable BlockState state, @Nullable Direction side, long rand ) { if( !( state instanceof IExtendedBlockState ) || side == null ) { return Collections.emptyList(); } final IExtendedBlockState extState = (IExtendedBlockState) state; final GlassState glassState = extState.getValue( BlockQuartzGlass.GLASS_STATE ); if( glassState == null ) { return Collections.emptyList(); } final int cx = Math.abs( glassState.getX() % 10 ); final int cy = Math.abs( glassState.getY() % 10 ); final int cz = Math.abs( glassState.getZ() % 10 ); int u = OFFSETS[cx][cy][cz] % 4; int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4; int texIdx = Math.abs( ( OFFSETS[cx][cy][cz] + ( glassState.getX() + glassState.getY() + glassState.getZ() ) ) % 4 ); if( texIdx < 2 ) { u /= 2; v /= 2; } final TextureAtlasSprite glassTexture = this.glassTextures[texIdx]; // Render the glass side final List quads = new ArrayList<>( 5 ); // At most 5 final List corners = RenderHelper.getFaceCorners( side ); quads.add( this.createQuad( side, corners, glassTexture, u, v ) ); /* * This needs some explanation: * The bit-field contains 4-bits, one for each direction that a frame may be drawn. * Converted to a number, the bit-field is then used as an index into the list of * frame textures, which have been created in such a way that their filenames * indicate, in which directions they contain borders. * i.e. bitmask = 0101 means a border should be drawn up and down (in terms of u,v space). * Converted to a number, this bitmask is 5. So the texture at index 5 is used. * That texture had "0101" in its filename to indicate this. */ final int edgeBitmask = makeBitmask( glassState, side ); final TextureAtlasSprite sideSprite = this.frameTextures[edgeBitmask]; if( sideSprite != null ) { quads.add( this.createQuad( side, corners, sideSprite, 0, 0 ) ); } return quads; } /** * Creates the bitmask that indicates, in which directions (in terms of u,v space) a border should be drawn. */ private static int makeBitmask( GlassState state, Direction side ) { switch( side ) { case DOWN: return makeBitmask( state, Direction.SOUTH, Direction.EAST, Direction.NORTH, Direction.WEST ); case UP: return makeBitmask( state, Direction.SOUTH, Direction.WEST, Direction.NORTH, Direction.EAST ); case NORTH: return makeBitmask( state, Direction.UP, Direction.WEST, Direction.DOWN, Direction.EAST ); case SOUTH: return makeBitmask( state, Direction.UP, Direction.EAST, Direction.DOWN, Direction.WEST ); case WEST: return makeBitmask( state, Direction.UP, Direction.SOUTH, Direction.DOWN, Direction.NORTH ); case EAST: return makeBitmask( state, Direction.UP, Direction.NORTH, Direction.DOWN, Direction.SOUTH ); default: throw new IllegalArgumentException( "Unsupported side!" ); } } private static int makeBitmask( GlassState state, Direction up, Direction right, Direction down, Direction left ) { int bitmask = 0; if( !state.isFlushWith( up ) ) { bitmask |= 1; } if( !state.isFlushWith( right ) ) { bitmask |= 2; } if( !state.isFlushWith( down ) ) { bitmask |= 4; } if( !state.isFlushWith( left ) ) { bitmask |= 8; } return bitmask; } private BakedQuad createQuad( Direction side, List corners, TextureAtlasSprite sprite, float uOffset, float vOffset ) { return this.createQuad( side, corners.get( 0 ), corners.get( 1 ), corners.get( 2 ), corners.get( 3 ), sprite, uOffset, vOffset ); } private BakedQuad createQuad( Direction side, Vec3d c1, Vec3d c2, Vec3d c3, Vec3d c4, TextureAtlasSprite sprite, float uOffset, float vOffset ) { Vec3d normal = new Vec3d( side.getDirectionVec() ); // Apply the u,v shift. // This mirrors the logic from OffsetIcon from 1.7 float u1 = MathHelper.clamp( 0 - uOffset, 0, 16 ); float u2 = MathHelper.clamp( 16 - uOffset, 0, 16 ); float v1 = MathHelper.clamp( 0 - vOffset, 0, 16 ); float v2 = MathHelper.clamp( 16 - vOffset, 0, 16 ); UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder( this.vertexFormat ); builder.setTexture( sprite ); this.putVertex( builder, normal, c1.x, c1.y, c1.z, sprite, u1, v1 ); this.putVertex( builder, normal, c2.x, c2.y, c2.z, sprite, u1, v2 ); this.putVertex( builder, normal, c3.x, c3.y, c3.z, sprite, u2, v2 ); this.putVertex( builder, normal, c4.x, c4.y, c4.z, sprite, u2, v1 ); return builder.build(); } /* * This method is as complicated as it is, because the order in which we push data into the vertexbuffer actually * has to be precisely the order * in which the vertex elements had been declared in the vertex format. */ private void putVertex( UnpackedBakedQuad.Builder builder, Vec3d normal, double x, double y, double z, TextureAtlasSprite sprite, float u, float v ) { for( int e = 0; e < this.vertexFormat.getElementCount(); e++ ) { switch( this.vertexFormat.getElement( e ).getUsage() ) { case POSITION: builder.put( e, (float) x, (float) y, (float) z, 1.0f ); break; case COLOR: builder.put( e, 1.0f, 1.0f, 1.0f, 1.0f ); break; case UV: if( this.vertexFormat.getElement( e ).getIndex() == 0 ) { u = sprite.getInterpolatedU( u ); v = sprite.getInterpolatedV( v ); builder.put( e, u, v, 0f, 1f ); break; } case NORMAL: builder.put( e, (float) normal.x, (float) normal.y, (float) normal.z, 0f ); break; default: builder.put( e ); break; } } } @Override public ItemOverrideList getOverrides() { return ItemOverrideList.NONE; } @Override public boolean isAmbientOcclusion() { return false; } @Override public boolean isGui3d() { return false; } @Override public boolean isBuiltInRenderer() { return false; } @Override public TextureAtlasSprite getParticleTexture() { return this.frameTextures[this.frameTextures.length - 1]; } @Override public ItemCameraTransforms getItemCameraTransforms() { return ItemCameraTransforms.DEFAULT; } private static byte[][][] generateOffsets() { final Random r = new Random( 924 ); final byte[][][] offset = new byte[10][10][10]; for( int x = 0; x < 10; x++ ) { for( int y = 0; y < 10; y++ ) { r.nextBytes( offset[x][y] ); } } return offset; } }