Files
Applied-Energistics-2/src/main/java/appeng/client/render/model/GlassBakedModel.java
T

320 lines
10 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.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.state.IBlockState;
import net.minecraft.client.renderer.block.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.EnumFacing;
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<ResourceLocation, TextureAtlasSprite> 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<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing 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<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;
}
/**
* 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, EnumFacing side )
{
switch( side )
{
case DOWN:
return makeBitmask( state, EnumFacing.SOUTH, EnumFacing.EAST, EnumFacing.NORTH, EnumFacing.WEST );
case UP:
return makeBitmask( state, EnumFacing.SOUTH, EnumFacing.WEST, EnumFacing.NORTH, EnumFacing.EAST );
case NORTH:
return makeBitmask( state, EnumFacing.UP, EnumFacing.WEST, EnumFacing.DOWN, EnumFacing.EAST );
case SOUTH:
return makeBitmask( state, EnumFacing.UP, EnumFacing.EAST, EnumFacing.DOWN, EnumFacing.WEST );
case WEST:
return makeBitmask( state, EnumFacing.UP, EnumFacing.SOUTH, EnumFacing.DOWN, EnumFacing.NORTH );
case EAST:
return makeBitmask( state, EnumFacing.UP, EnumFacing.NORTH, EnumFacing.DOWN, EnumFacing.SOUTH );
default:
throw new IllegalArgumentException( "Unsupported side!" );
}
}
private static int makeBitmask( GlassState state, EnumFacing up, EnumFacing right, EnumFacing down, EnumFacing 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( EnumFacing 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( EnumFacing 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;
}
}