[WIP] Roll all rendering parameters into a single context
+ split project into platform-dependent and -independent parts
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@@ -8,12 +8,9 @@ import mods.betterfoliage.client.render.column.ColumnLayerData.SpecialRender.Blo
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import mods.betterfoliage.client.render.column.ColumnLayerData.SpecialRender.QuadrantType
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import mods.betterfoliage.client.render.column.ColumnLayerData.SpecialRender.QuadrantType.*
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import mods.betterfoliage.client.render.rotationFromUp
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import mods.octarinecore.client.render.BlockContext
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import mods.octarinecore.client.render.BlockCtx
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import mods.octarinecore.client.resource.ModelRenderRegistry
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import mods.octarinecore.common.Int3
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import mods.octarinecore.common.Rotation
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import mods.octarinecore.common.face
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import mods.octarinecore.common.plus
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import mods.octarinecore.common.*
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import net.minecraft.block.BlockState
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import net.minecraft.util.Direction.Axis
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import net.minecraft.util.Direction.AxisDirection
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@@ -64,21 +61,18 @@ abstract class ColumnRenderLayer : ChunkOverlayLayer<ColumnLayerData> {
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abstract val registry: ModelRenderRegistry<ColumnTextureInfo>
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abstract val blockPredicate: (BlockState)->Boolean
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abstract val surroundPredicate: (BlockState) -> Boolean
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abstract val connectSolids: Boolean
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abstract val lenientConnect: Boolean
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abstract val defaultToY: Boolean
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val allNeighborOffsets = (-1..1).flatMap { offsetX -> (-1..1).flatMap { offsetY -> (-1..1).map { offsetZ -> Int3(offsetX, offsetY, offsetZ) }}}
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override fun onBlockUpdate(reader: IEnviromentBlockReader, pos: BlockPos) {
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allNeighborOffsets.forEach { offset -> ChunkOverlayManager.clear(reader.dimType, this, pos + offset) }
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override fun onBlockUpdate(world: IEnviromentBlockReader, pos: BlockPos) {
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allNeighborOffsets.forEach { offset -> ChunkOverlayManager.clear(world.dimType, this, pos + offset) }
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}
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override fun calculate(reader: IEnviromentBlockReader, pos: BlockPos) = calculate(BlockContext(reader, pos))
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fun calculate(ctx: BlockContext): ColumnLayerData {
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if (ctx.isSurroundedBy(surroundPredicate) && ctx.isSurroundedByNormal) return ColumnLayerData.SkipRender
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override fun calculate(ctx: BlockCtx): ColumnLayerData {
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if (allDirections.all { ctx.offset(it).isNormalCube }) return ColumnLayerData.SkipRender
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val columnTextures = registry[ctx] ?: return ColumnLayerData.ResolveError
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// if log axis is not defined and "Default to vertical" config option is not set, render normally
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@@ -104,7 +98,7 @@ abstract class ColumnRenderLayer : ChunkOverlayLayer<ColumnLayerData> {
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}
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/** Fill the array of [QuadrantType]s based on the blocks to the sides of this one. */
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fun Array<QuadrantType>.checkNeighbors(ctx: BlockContext, rotation: Rotation, logAxis: Axis, yOff: Int): Array<QuadrantType> {
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fun Array<QuadrantType>.checkNeighbors(ctx: BlockCtx, rotation: Rotation, logAxis: Axis, yOff: Int): Array<QuadrantType> {
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val blkS = ctx.blockType(rotation, logAxis, Int3(0, yOff, 1))
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val blkE = ctx.blockType(rotation, logAxis, Int3(1, yOff, 0))
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val blkN = ctx.blockType(rotation, logAxis, Int3(0, yOff, -1))
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@@ -171,13 +165,13 @@ abstract class ColumnRenderLayer : ChunkOverlayLayer<ColumnLayerData> {
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/**
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* Get the type of the block at the given offset in a rotated reference frame.
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*/
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fun BlockContext.blockType(rotation: Rotation, axis: Axis, offset: Int3): ColumnLayerData.SpecialRender.BlockType {
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fun BlockCtx.blockType(rotation: Rotation, axis: Axis, offset: Int3): ColumnLayerData.SpecialRender.BlockType {
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val offsetRot = offset.rotate(rotation)
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val state = blockState(offsetRot)
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val state = state(offsetRot)
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return if (!blockPredicate(state)) {
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if (isNormalCube(offsetRot)) SOLID else NONSOLID
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if (offset(offsetRot).isNormalCube) SOLID else NONSOLID
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} else {
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(registry[state, reader!!, pos + offsetRot]?.axis ?: if (Config.roundLogs.defaultY) Axis.Y else null)?.let {
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(registry[state, world, pos + offsetRot]?.axis ?: if (Config.roundLogs.defaultY) Axis.Y else null)?.let {
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if (it == axis) PARALLEL else PERPENDICULAR
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} ?: SOLID
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}
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