Files
Applied-Energistics-2/src/main/java/appeng/client/render/cablebus/CubeBuilder.java
T
2023-11-07 18:21:59 -03:00

497 lines
18 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.cablebus;
import appeng.client.render.VertexFormats;
import com.google.common.base.Preconditions;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad;
import javax.vecmath.Vector4f;
import java.util.ArrayList;
import java.util.EnumMap;
import java.util.EnumSet;
import java.util.List;
/**
* Builds the quads for a cube.
*/
public class CubeBuilder {
private VertexFormat format;
private final List<BakedQuad> output;
private final EnumMap<EnumFacing, TextureAtlasSprite> textures = new EnumMap<>(EnumFacing.class);
private EnumSet<EnumFacing> drawFaces = EnumSet.allOf(EnumFacing.class);
private final EnumMap<EnumFacing, Vector4f> customUv = new EnumMap<>(EnumFacing.class);
private final byte[] uvRotations = new byte[EnumFacing.values().length];
private int color = 0xFFFFFFFF;
private boolean useStandardUV = false;
private boolean renderFullBright;
public CubeBuilder(VertexFormat format, List<BakedQuad> output) {
this.output = output;
this.format = format;
}
public CubeBuilder(VertexFormat format) {
this(format, 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;
// If brightness is forced to specific values, extend the vertex format to contain the multi-texturing lightmap
// offset
VertexFormat savedFormat = null;
if (this.renderFullBright) {
savedFormat = this.format;
this.format = VertexFormats.getFormatWithLightMap(this.format);
}
for (EnumFacing face : this.drawFaces) {
this.putFace(face, x1, y1, z1, x2, y2, z2);
}
// Restore old format
if (savedFormat != null) {
this.format = savedFormat;
}
}
public void addQuad(EnumFacing face, float x1, float y1, float z1, float x2, float y2, float z2) {
// If brightness is forced to specific values, extend the vertex format to contain the multi-texturing lightmap
// offset
VertexFormat savedFormat = null;
if (this.renderFullBright) {
savedFormat = this.format;
this.format = new VertexFormat(savedFormat);
if (!this.format.getElements().contains(DefaultVertexFormats.TEX_2S)) {
this.format.addElement(DefaultVertexFormats.TEX_2S);
}
}
this.putFace(face, x1, y1, z1, x2, y2, z2);
// Restore old format
if (savedFormat != null) {
this.format = savedFormat;
}
}
private static final class UvVector {
float u1;
float u2;
float v1;
float v2;
}
private void putFace(EnumFacing face, float x1, float y1, float z1, float x2, float y2, float z2) {
TextureAtlasSprite texture = this.textures.get(face);
UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(this.format);
builder.setTexture(texture);
builder.setQuadOrientation(face);
builder.setQuadTint(-1);
builder.setApplyDiffuseLighting(true);
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.getInterpolatedU(customUv.x);
uv.v1 = texture.getInterpolatedV(customUv.y);
uv.u2 = texture.getInterpolatedU(customUv.z);
uv.v2 = texture.getInterpolatedV(customUv.w);
} 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(builder, face, x2, y1, z1, uv);
this.putVertexBR(builder, face, x2, y1, z2, uv);
this.putVertexBL(builder, face, x1, y1, z2, uv);
this.putVertexTL(builder, face, x1, y1, z1, uv);
break;
case UP:
this.putVertexTL(builder, face, x1, y2, z1, uv);
this.putVertexBL(builder, face, x1, y2, z2, uv);
this.putVertexBR(builder, face, x2, y2, z2, uv);
this.putVertexTR(builder, face, x2, y2, z1, uv);
break;
case NORTH:
this.putVertexBR(builder, face, x2, y2, z1, uv);
this.putVertexTR(builder, face, x2, y1, z1, uv);
this.putVertexTL(builder, face, x1, y1, z1, uv);
this.putVertexBL(builder, face, x1, y2, z1, uv);
break;
case SOUTH:
this.putVertexBL(builder, face, x1, y2, z2, uv);
this.putVertexTL(builder, face, x1, y1, z2, uv);
this.putVertexTR(builder, face, x2, y1, z2, uv);
this.putVertexBR(builder, face, x2, y2, z2, uv);
break;
case WEST:
this.putVertexTL(builder, face, x1, y1, z1, uv);
this.putVertexTR(builder, face, x1, y1, z2, uv);
this.putVertexBR(builder, face, x1, y2, z2, uv);
this.putVertexBL(builder, face, x1, y2, z1, uv);
break;
case EAST:
this.putVertexBR(builder, face, x2, y2, z1, uv);
this.putVertexBL(builder, face, x2, y2, z2, uv);
this.putVertexTL(builder, face, x2, y1, z2, uv);
this.putVertexTR(builder, face, x2, y1, z1, uv);
break;
}
this.output.add(builder.build());
}
private UvVector getDefaultUv(EnumFacing face, TextureAtlasSprite texture, float x1, float y1, float z1, float x2, float y2, float z2) {
UvVector uv = new UvVector();
switch (face) {
case DOWN:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(z1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(z2 * 16);
break;
case UP:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(z1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(z2 * 16);
break;
case NORTH:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case SOUTH:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case WEST:
uv.u1 = texture.getInterpolatedU(z1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(z2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case EAST:
uv.u1 = texture.getInterpolatedU(z2 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(z1 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
}
return uv;
}
private UvVector getStandardUv(EnumFacing face, TextureAtlasSprite texture, float x1, float y1, float z1, float x2, float y2, float z2) {
UvVector uv = new UvVector();
switch (face) {
case DOWN:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(16 - z1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(16 - z2 * 16);
break;
case UP:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(z1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(z2 * 16);
break;
case NORTH:
uv.u1 = texture.getInterpolatedU(16 - x1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(16 - x2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case SOUTH:
uv.u1 = texture.getInterpolatedU(x1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(x2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case WEST:
uv.u1 = texture.getInterpolatedU(z1 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(z2 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
case EAST:
uv.u1 = texture.getInterpolatedU(16 - z2 * 16);
uv.v1 = texture.getInterpolatedV(16 - y1 * 16);
uv.u2 = texture.getInterpolatedU(16 - z1 * 16);
uv.v2 = texture.getInterpolatedV(16 - y2 * 16);
break;
}
return uv;
}
// uv.u1, uv.v1
private void putVertexTL(UnpackedBakedQuad.Builder builder, EnumFacing 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(builder, face, x, y, z, u, v);
}
// uv.u2, uv.v1
private void putVertexTR(UnpackedBakedQuad.Builder builder, EnumFacing 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(builder, face, x, y, z, u, v);
}
// uv.u2, uv.v2
private void putVertexBR(UnpackedBakedQuad.Builder builder, EnumFacing 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(builder, face, x, y, z, u, v);
}
// uv.u1, uv.v2
private void putVertexBL(UnpackedBakedQuad.Builder builder, EnumFacing 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(builder, face, x, y, z, u, v);
}
private void putVertex(UnpackedBakedQuad.Builder builder, EnumFacing face, float x, float y, float z, float u, float v) {
VertexFormat format = builder.getVertexFormat();
for (int i = 0; i < format.getElementCount(); i++) {
VertexFormatElement e = format.getElement(i);
switch (e.getUsage()) {
case POSITION:
builder.put(i, x, y, z);
break;
case NORMAL:
builder.put(i, face.getXOffset(), face.getYOffset(), face.getZOffset());
break;
case COLOR:
// Color format is RGBA
float r = (this.color >> 16 & 0xFF) / 255f;
float g = (this.color >> 8 & 0xFF) / 255f;
float b = (this.color & 0xFF) / 255f;
float a = (this.color >> 24 & 0xFF) / 255f;
builder.put(i, r, g, b, a);
break;
case UV:
if (e.getIndex() == 0) {
builder.put(i, u, v);
} else {
// Force Brightness to 15, this is for full bright mode
// this vertex element will only be present in that case
final float lightMapU = (float) (15 * 0x20) / 0xFFFF;
final float lightMapV = (float) (15 * 0x20) / 0xFFFF;
builder.put(i, lightMapU, lightMapV);
}
break;
default:
builder.put(i);
break;
}
}
}
public void setTexture(TextureAtlasSprite texture) {
for (EnumFacing face : EnumFacing.values()) {
this.textures.put(face, texture);
}
}
public void setTextures(TextureAtlasSprite up, TextureAtlasSprite down, TextureAtlasSprite north, TextureAtlasSprite south, TextureAtlasSprite east, TextureAtlasSprite west) {
this.textures.put(EnumFacing.UP, up);
this.textures.put(EnumFacing.DOWN, down);
this.textures.put(EnumFacing.NORTH, north);
this.textures.put(EnumFacing.SOUTH, south);
this.textures.put(EnumFacing.EAST, east);
this.textures.put(EnumFacing.WEST, west);
}
public void setTexture(EnumFacing facing, TextureAtlasSprite sprite) {
this.textures.put(facing, sprite);
}
public void setDrawFaces(EnumSet<EnumFacing> 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(EnumFacing facing, float u1, float v1, float u2, float v2) {
this.customUv.put(facing, new Vector4f(u1, v1, u2, v2));
}
public void setUvRotation(EnumFacing 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;
}
}