Files
Applied-Energistics-2/src/main/java/appeng/client/render/model/GlassBakedModel.java
T
2020-06-22 13:25:38 +02:00

329 lines
13 KiB
Java

/*
* 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.model;
import java.util.ArrayList;
import java.util.Collections;
import java.util.EnumSet;
import java.util.List;
import java.util.Random;
import java.util.function.Function;
import java.util.stream.IntStream;
import javax.annotation.Nonnull;
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.model.ItemOverrideList;
import net.minecraft.client.renderer.model.Material;
import net.minecraft.client.renderer.texture.AtlasTexture;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.Direction;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.ILightReader;
import net.minecraftforge.client.model.data.IDynamicBakedModel;
import net.minecraftforge.client.model.data.IModelData;
import net.minecraftforge.client.model.data.ModelDataMap;
import net.minecraftforge.client.model.data.ModelProperty;
import net.minecraftforge.client.model.pipeline.BakedQuadBuilder;
import appeng.decorative.solid.GlassState;
import appeng.decorative.solid.QuartzGlassBlock;
class GlassBakedModel implements IDynamicBakedModel {
// This unlisted property is used to determine the actual block that should be
// rendered
public static final ModelProperty<GlassState> GLASS_STATE = new ModelProperty<>();
private static final byte[][][] OFFSETS = generateOffsets();
// Alternating textures based on position
static final Material TEXTURE_A = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_a"));
static final Material TEXTURE_B = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_b"));
static final Material TEXTURE_C = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_c"));
static final Material TEXTURE_D = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_d"));
// Frame texture
static final Material[] TEXTURES_FRAME = generateTexturesFrame();
// Generates the required textures for the frame
private static Material[] generateTexturesFrame() {
return IntStream.range(1, 16).mapToObj(Integer::toBinaryString).map(s -> Strings.padStart(s, 4, '0'))
.map(s -> new ResourceLocation("appliedenergistics2:block/glass/quartz_glass_frame" + s))
.map(rl -> new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, rl)).toArray(Material[]::new);
}
private final TextureAtlasSprite[] glassTextures;
private final TextureAtlasSprite[] frameTextures;
public GlassBakedModel(Function<Material, TextureAtlasSprite> bakedTextureGetter) {
this.glassTextures = new TextureAtlasSprite[] { bakedTextureGetter.apply(TEXTURE_A),
bakedTextureGetter.apply(TEXTURE_B), bakedTextureGetter.apply(TEXTURE_C),
bakedTextureGetter.apply(TEXTURE_D) };
// 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<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, Random rand,
IModelData extraData) {
if (side == null) {
return Collections.emptyList();
}
final GlassState glassState = extraData.getData(GLASS_STATE);
if (glassState == null) {
return Collections.emptyList();
}
// TODO: This could just use the Random instance we're given...
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<BakedQuad> quads = new ArrayList<>(5); // At most 5
final List<Vec3d> 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;
}
@Override
public boolean func_230044_c_() {
// TODO: Forge: Auto-generated method stub
return false;
}
/**
* 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<Vec3d> 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);
BakedQuadBuilder builder = new BakedQuadBuilder(sprite);
builder.setQuadOrientation(side);
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(BakedQuadBuilder builder, Vec3d normal, double x, double y, double z,
TextureAtlasSprite sprite, float u, float v) {
VertexFormat vertexFormat = builder.getVertexFormat();
for (int e = 0; e < vertexFormat.getElements().size(); e++) {
VertexFormatElement el = vertexFormat.getElements().get(e);
switch (el.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 NORMAL:
builder.put(e, (float) normal.x, (float) normal.y, (float) normal.z, 0f);
break;
case UV:
if (el.getIndex() == 0) {
u = sprite.getInterpolatedU(u);
v = sprite.getInterpolatedV(v);
builder.put(e, u, v, 0f, 1f);
break;
}
// Important: Fall through for getIndex() != 0
default:
builder.put(e);
break;
}
}
}
@Override
public ItemOverrideList getOverrides() {
return ItemOverrideList.EMPTY;
}
@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];
}
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;
}
@Nonnull
@Override
public IModelData getModelData(@Nonnull ILightReader world, @Nonnull BlockPos pos, @Nonnull BlockState state,
@Nonnull IModelData tileData) {
EnumSet<Direction> flushWith = EnumSet.noneOf(Direction.class);
// Test every direction for another glass block
for (Direction facing : Direction.values()) {
if (isGlassBlock(world, pos, facing)) {
flushWith.add(facing);
}
}
GlassState glassState = new GlassState(pos.getX(), pos.getY(), pos.getZ(), flushWith);
return new ModelDataMap.Builder().withInitial(GLASS_STATE, glassState).build();
}
private static boolean isGlassBlock(IBlockReader world, BlockPos pos, Direction facing) {
return world.getBlockState(pos.offset(facing)).getBlock() instanceof QuartzGlassBlock;
}
}