Files
Applied-Energistics-2/src/main/java/appeng/client/render/cablebus/FacadeBuilder.java
T
Sebastian Hartte 5cdeff01be Custom Model Loader
2020-06-01 04:02:37 +02:00

492 lines
17 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2018, 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.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import java.util.function.Function;
import javax.annotation.Nullable;
import net.minecraft.block.BlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.model.BakedQuad;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.color.BlockColors;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockReader;
import net.minecraftforge.client.ForgeHooksClient;
import appeng.api.AEApi;
import appeng.api.util.AEAxisAlignedBB;
import appeng.parts.misc.PartCableAnchor;
import appeng.thirdparty.codechicken.lib.model.CachedFormat;
import appeng.thirdparty.codechicken.lib.model.Quad;
import appeng.thirdparty.codechicken.lib.model.pipeline.BakedPipeline;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadAlphaOverride;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadClamper;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadCornerKicker;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadFaceStripper;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadReInterpolator;
import appeng.thirdparty.codechicken.lib.model.pipeline.transformers.QuadTinter;
/**
* The FacadeBuilder builds for facades..
*
* @author covers1624
*/
public class FacadeBuilder
{
public static final double THICK_THICKNESS = 2D / 16D;
public static final double THIN_THICKNESS = 1D / 16D;
public static final AxisAlignedBB[] THICK_FACADE_BOXES = new AxisAlignedBB[] {
new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THICK_THICKNESS, 1.0 ),
new AxisAlignedBB( 0.0, 1.0 - THICK_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THICK_THICKNESS ),
new AxisAlignedBB( 0.0, 0.0, 1.0 - THICK_THICKNESS, 1.0, 1.0, 1.0 ),
new AxisAlignedBB( 0.0, 0.0, 0.0, THICK_THICKNESS, 1.0, 1.0 ),
new AxisAlignedBB( 1.0 - THICK_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
};
public static final AxisAlignedBB[] THIN_FACADE_BOXES = new AxisAlignedBB[] {
new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, THIN_THICKNESS, 1.0 ),
new AxisAlignedBB( 0.0, 1.0 - THIN_THICKNESS, 0.0, 1.0, 1.0, 1.0 ),
new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, THIN_THICKNESS ),
new AxisAlignedBB( 0.0, 0.0, 1.0 - THIN_THICKNESS, 1.0, 1.0, 1.0 ),
new AxisAlignedBB( 0.0, 0.0, 0.0, THIN_THICKNESS, 1.0, 1.0 ),
new AxisAlignedBB( 1.0 - THIN_THICKNESS, 0.0, 0.0, 1.0, 1.0, 1.0 )
};
private ThreadLocal<BakedPipeline> pipelines = ThreadLocal.withInitial( () -> BakedPipeline.builder()
// Clamper is responsible for clamping the vertex to the bounds specified.
.addElement( "clamper", QuadClamper.FACTORY )
// Strips faces if they match a mask.
.addElement( "face_stripper", QuadFaceStripper.FACTORY )
// Kicks the edge inner corners in, solves Z fighting
.addElement( "corner_kicker", QuadCornerKicker.FACTORY )
// Re-Interpolates the UV's for the quad.
.addElement( "interp", QuadReInterpolator.FACTORY )
// Tints the quad if we need it to. Disabled by default.
.addElement( "tinter", QuadTinter.FACTORY, false )
// Overrides the quad's alpha if we are forcing transparent facades.
.addElement( "transparent", QuadAlphaOverride.FACTORY, false, e -> e.setAlphaOverride( 0x4C / 255F ) )
.build()//
);
private ThreadLocal<Quad> collectors = ThreadLocal.withInitial( Quad::new );
public void buildFacadeQuads( BlockRenderLayer layer, CableBusRenderState renderState, long rand, List<BakedQuad> quads, Function<ResourceLocation, IBakedModel> modelLookup )
{
BakedPipeline pipeline = this.pipelines.get();
Quad collectorQuad = this.collectors.get();
boolean transparent = Api.INSTANCE.partHelper().getCableRenderMode().transparentFacades;
Map<Direction, FacadeRenderState> facadeStates = renderState.getFacades();
List<AxisAlignedBB> partBoxes = renderState.getBoundingBoxes();
Set<Direction> sidesWithParts = renderState.getAttachments().keySet();
IBlockReader parentWorld = renderState.getWorld();
BlockPos pos = renderState.getPos();
BlockColors blockColors = Minecraft.getInstance().getBlockColors();
boolean thinFacades = isUseThinFacades( partBoxes );
for( Entry<Direction, FacadeRenderState> entry : facadeStates.entrySet() )
{
Direction side = entry.getKey();
int sideIndex = side.ordinal();
FacadeRenderState facadeRenderState = entry.getValue();
boolean renderStilt = !sidesWithParts.contains( side );
if( layer == BlockRenderLayer.CUTOUT && renderStilt )
{
for( ResourceLocation part : PartCableAnchor.FACADE_MODELS.getModels() )
{
IBakedModel partModel = modelLookup.apply( part );
QuadRotator rotator = new QuadRotator();
quads.addAll( rotator.rotateQuads( gatherQuads( partModel, null, rand ), side, Direction.UP ) );
}
}
// If we are forcing transparency and this isn't the Translucent layer.
if( transparent && layer != BlockRenderLayer.TRANSLUCENT )
{
continue;
}
BlockState blockState = facadeRenderState.getSourceBlock();
// If we aren't forcing transparency let the block decide if it should render.
if( !transparent && layer != null )
{
if( !blockState.getBlock().canRenderInLayer( blockState, layer ) )
{
continue;
}
}
AxisAlignedBB fullBounds = thinFacades ? THIN_FACADE_BOXES[sideIndex] : THICK_FACADE_BOXES[sideIndex];
AxisAlignedBB facadeBox = fullBounds;
// If we are a transparent facade, we need to modify out BB.
if( facadeRenderState.isTransparent() )
{
double offset = thinFacades ? THIN_THICKNESS : THICK_THICKNESS;
AEAxisAlignedBB tmpBB = null;
for( Direction face : Direction.VALUES )
{
// Only faces that aren't on our axis
if( face.getAxis() != side.getAxis() )
{
FacadeRenderState otherState = facadeStates.get( face );
if( otherState != null && !otherState.isTransparent() )
{
if( tmpBB == null )
{
tmpBB = AEAxisAlignedBB.fromBounds( facadeBox );
}
switch( face )
{
case DOWN:
tmpBB.minY += offset;
break;
case UP:
tmpBB.maxY -= offset;
break;
case NORTH:
tmpBB.minZ += offset;
break;
case SOUTH:
tmpBB.maxZ -= offset;
break;
case WEST:
tmpBB.minX += offset;
break;
case EAST:
tmpBB.maxX -= offset;
break;
default:
throw new RuntimeException( "Switch falloff. " + String.valueOf( face ) );
}
}
}
}
if( tmpBB != null )
{
facadeBox = tmpBB.getBoundingBox();
}
}
AEAxisAlignedBB cutOutBox = getCutOutBox( facadeBox, partBoxes );
List<AxisAlignedBB> holeStrips = getBoxes( facadeBox, cutOutBox, side.getAxis() );
IBlockReader facadeAccess = new FacadeBlockAccess( parentWorld, pos, side, blockState );
BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher();
try
{
blockState = blockState.getActualState( facadeAccess, pos );
}
catch( Exception ignored )
{
}
IBakedModel model = dispatcher.getModelForState( blockState );
try
{
blockState = blockState.getBlock().getExtendedState( blockState, facadeAccess, pos );
}
catch( Exception ignored )
{
}
List<BakedQuad> modelQuads = new ArrayList<>();
// If we are forcing transparent facades, fake the render layer, and grab all quads.
if( transparent || layer == null )
{
for( BlockRenderLayer forcedLayer : BlockRenderLayer.values() )
{
// Check if the block renders on the layer we want to force.
if( blockState.getBlock().canRenderInLayer( blockState, forcedLayer ) )
{
// Force the layer and gather quads.
ForgeHooksClient.setRenderLayer( forcedLayer );
modelQuads.addAll( gatherQuads( model, blockState, rand ) );
}
}
// Reset.
ForgeHooksClient.setRenderLayer( layer );
}
else
{
modelQuads.addAll( gatherQuads( model, blockState, rand ) );
}
// No quads.. Cool, next!
if( modelQuads.isEmpty() )
{
continue;
}
// Grab out pipeline elements.
QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
QuadFaceStripper edgeStripper = pipeline.getElement( "face_stripper", QuadFaceStripper.class );
QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
QuadCornerKicker kicker = pipeline.getElement( "corner_kicker", QuadCornerKicker.class );
// Set global element states.
// calculate the side mask.
int facadeMask = 0;
for( Entry<Direction, FacadeRenderState> ent : facadeStates.entrySet() )
{
Direction s = ent.getKey();
if( s.getAxis() != side.getAxis() )
{
FacadeRenderState otherState = ent.getValue();
if( !otherState.isTransparent() )
{
facadeMask |= 1 << s.ordinal();
}
}
}
// Setup the edge stripper.
edgeStripper.setBounds( fullBounds );
edgeStripper.setMask( facadeMask );
// Setup the kicker.
kicker.setSide( sideIndex );
kicker.setFacadeMask( facadeMask );
kicker.setBox( fullBounds );
kicker.setThickness( thinFacades ? THIN_THICKNESS : THICK_THICKNESS );
for( BakedQuad quad : modelQuads )
{
// lookup the format in CachedFormat.
CachedFormat format = CachedFormat.lookup( quad.getFormat() );
// If this quad has a tint index, setup the tinter.
if( quad.hasTintIndex() )
{
tinter.setTint( blockColors.colorMultiplier( blockState, facadeAccess, pos, quad.getTintIndex() ) );
}
for( AxisAlignedBB box : holeStrips )
{
// setup the clamper for this box
clamper.setClampBounds( box );
// Reset the pipeline, clears all enabled/disabled states.
pipeline.reset( format );
// Reset out collector.
collectorQuad.reset( format );
// Enable / disable the optional elements
pipeline.setElementState( "tinter", quad.hasTintIndex() );
pipeline.setElementState( "transparent", transparent );
// Prepare the pipeline for a quad.
pipeline.prepare( collectorQuad );
// Pipe our quad into the pipeline.
quad.pipe( pipeline );
// Check if the collector got any data.
if( collectorQuad.full )
{
// Add the result.
quads.add( collectorQuad.bake() );
}
}
}
}
}
/**
* This is slow, so should be cached.
*
* @return The model.
*/
public List<BakedQuad> buildFacadeItemQuads( ItemStack textureItem, Direction side )
{
List<BakedQuad> facadeQuads = new ArrayList<>();
IBakedModel model = Minecraft.getInstance().getRenderItem().getItemModelWithOverrides( textureItem, null, null );
List<BakedQuad> modelQuads = gatherQuads( model, null, 0 );
BakedPipeline pipeline = this.pipelines.get();
Quad collectorQuad = this.collectors.get();
// Grab pipeline elements.
QuadClamper clamper = pipeline.getElement( "clamper", QuadClamper.class );
QuadTinter tinter = pipeline.getElement( "tinter", QuadTinter.class );
for( BakedQuad quad : modelQuads )
{
// Lookup the CachedFormat for this quads format.
CachedFormat format = CachedFormat.lookup( quad.getFormat() );
// Reset the pipeline.
pipeline.reset( format );
// Reset the collector.
collectorQuad.reset( format );
// If we have a tint index, setup the tinter and enable it.
if( quad.hasTintIndex() )
{
tinter.setTint( Minecraft.getInstance().getItemColors().colorMultiplier( textureItem, quad.getTintIndex() ) );
pipeline.enableElement( "tinter" );
}
// Disable elements we don't need for items.
pipeline.disableElement( "face_stripper" );
pipeline.disableElement( "corner_kicker" );
// Setup the clamper
clamper.setClampBounds( THICK_FACADE_BOXES[side.ordinal()] );
// Prepare the pipeline.
pipeline.prepare( collectorQuad );
// Pipe our quad into the pipeline.
quad.pipe( pipeline );
// Check the collector for data and add the quad if there was.
if( collectorQuad.full )
{
facadeQuads.add( collectorQuad.bakeUnpacked() );
}
}
return facadeQuads;
}
// Helper to gather all quads from a model into a list.
private static List<BakedQuad> gatherQuads( IBakedModel model, BlockState state, long rand )
{
List<BakedQuad> modelQuads = new ArrayList<>();
for( Direction face : Direction.VALUES )
{
modelQuads.addAll( model.getQuads( state, face, rand ) );
}
modelQuads.addAll( model.getQuads( state, null, rand ) );
return modelQuads;
}
/**
* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB
* that intersect with the facade's bounding
* box. This AABB will need to be "cut out" when the facade is rendered.
*/
@Nullable
private static AEAxisAlignedBB getCutOutBox( AxisAlignedBB facadeBox, List<AxisAlignedBB> partBoxes )
{
AEAxisAlignedBB b = null;
for( AxisAlignedBB bb : partBoxes )
{
if( bb.intersects( facadeBox ) )
{
if( b == null )
{
b = AEAxisAlignedBB.fromBounds( bb );
}
else
{
b.maxX = Math.max( b.maxX, bb.maxX );
b.maxY = Math.max( b.maxY, bb.maxY );
b.maxZ = Math.max( b.maxZ, bb.maxZ );
b.minX = Math.min( b.minX, bb.minX );
b.minY = Math.min( b.minY, bb.minY );
b.minZ = Math.min( b.minZ, bb.minZ );
}
}
}
return b;
}
/**
* Generates the box segments around the specified hole. If the specified hole is null, a Singleton of the Facade
* box is returned.
*
* @param fb The Facade's box.
* @param hole The hole to 'cut'.
* @param axis The axis the facade is on.
*
* @return The box segments.
*/
private static List<AxisAlignedBB> getBoxes( AxisAlignedBB fb, AEAxisAlignedBB hole, Axis axis )
{
if( hole == null )
{
return Collections.singletonList( fb );
}
List<AxisAlignedBB> boxes = new ArrayList<>();
switch( axis )
{
case Y:
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, hole.minX, fb.maxY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( hole.maxX, fb.minY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( hole.minX, fb.minY, fb.minZ, hole.maxX, fb.maxY, hole.minZ ) );
boxes.add( new AxisAlignedBB( hole.minX, fb.minY, hole.maxZ, hole.maxX, fb.maxY, fb.maxZ ) );
break;
case Z:
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, hole.minX, hole.maxY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( hole.maxX, hole.minY, fb.minZ, fb.maxX, hole.maxY, fb.maxZ ) );
break;
case X:
boxes.add( new AxisAlignedBB( fb.minX, fb.minY, fb.minZ, fb.maxX, hole.minY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( fb.minX, hole.maxY, fb.minZ, fb.maxX, fb.maxY, fb.maxZ ) );
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, fb.minZ, fb.maxX, hole.maxY, hole.minZ ) );
boxes.add( new AxisAlignedBB( fb.minX, hole.minY, hole.maxZ, fb.maxX, hole.maxY, fb.maxZ ) );
break;
default:
// should never happen.
throw new RuntimeException( "switch falloff. " + String.valueOf( axis ) );
}
return boxes;
}
/**
* Determines if any of the part's bounding boxes intersects with the outside 2 voxel wide layer. If so, we should
* use thinner facades (1 voxel deep).
*/
private static boolean isUseThinFacades( List<AxisAlignedBB> partBoxes )
{
final double min = 2.0 / 16.0;
final double max = 14.0 / 16.0;
for( AxisAlignedBB bb : partBoxes )
{
int o = 0;
o += bb.maxX > max ? 1 : 0;
o += bb.maxY > max ? 1 : 0;
o += bb.maxZ > max ? 1 : 0;
o += bb.minX < min ? 1 : 0;
o += bb.minY < min ? 1 : 0;
o += bb.minZ < min ? 1 : 0;
if( o >= 2 )
{
return true;
}
}
return false;
}
}