[WIP] start 1.15 port
reorganize packages to match Fabric version use util classes from Fabric version
This commit is contained in:
159
src/main/kotlin/mods/betterfoliage/render/old/Model.kt
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159
src/main/kotlin/mods/betterfoliage/render/old/Model.kt
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package mods.betterfoliage.render.old
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import mods.betterfoliage.render.lighting.ModelLighter
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import mods.betterfoliage.render.lighting.NoLighting
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import mods.betterfoliage.render.lighting.ShaderFactory
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import mods.betterfoliage.render.lighting.cornerAo
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import mods.betterfoliage.render.lighting.cornerFlat
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import mods.betterfoliage.render.lighting.faceOrientedAuto
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import mods.betterfoliage.util.Double3
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import mods.betterfoliage.util.Rotation
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import mods.betterfoliage.util.allDirections
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import mods.betterfoliage.util.boxFaces
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import mods.betterfoliage.util.get
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import mods.betterfoliage.util.minmax
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import mods.betterfoliage.util.replace
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import mods.betterfoliage.util.times
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import mods.betterfoliage.util.vec
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import net.minecraft.util.Direction
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import java.lang.Math.max
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import java.lang.Math.min
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/**
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* Vertex UV coordinates
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*
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* Zero-centered: coordinates fall between (-0.5, 0.5) (inclusive)
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*/
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data class UV(val u: Double, val v: Double) {
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companion object {
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val topLeft = UV(-0.5, -0.5)
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val topRight = UV(0.5, -0.5)
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val bottomLeft = UV(-0.5, 0.5)
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val bottomRight = UV(0.5, 0.5)
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}
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val rotate: UV get() = UV(v, -u)
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fun rotate(n: Int) = when(n % 4) {
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0 -> copy()
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1 -> UV(v, -u)
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2 -> UV(-u, -v)
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else -> UV(-v, u)
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}
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fun clamp(minU: Double = -0.5, maxU: Double = 0.5, minV: Double = -0.5, maxV: Double = 0.5) =
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UV(u.minmax(minU, maxU), v.minmax(minV, maxV))
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fun mirror(mirrorU: Boolean, mirrorV: Boolean) = UV(if (mirrorU) -u else u, if (mirrorV) -v else v)
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}
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/**
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* Model vertex
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*
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* @param[xyz] x, y, z coordinates
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* @param[uv] u, v coordinates
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* @param[aoShader] [ModelLighter] instance to use with AO rendering
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* @param[flatShader] [ModelLighter] instance to use with non-AO rendering
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*/
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data class Vertex(val xyz: Double3 = Double3(0.0, 0.0, 0.0),
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val uv: UV = UV(0.0, 0.0),
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val aoShader: ModelLighter = NoLighting,
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val flatShader: ModelLighter = NoLighting
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)
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/**
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* Model quad
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*/
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data class Quad(val v1: Vertex, val v2: Vertex, val v3: Vertex, val v4: Vertex) {
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val verts = arrayOf(v1, v2, v3, v4)
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inline fun transformV(trans: (Vertex)-> Vertex): Quad = transformVI { vertex, idx -> trans(vertex) }
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inline fun transformVI(trans: (Vertex, Int)-> Vertex): Quad =
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Quad(trans(v1, 0), trans(v2, 1), trans(v3, 2), trans(v4, 3))
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val normal: Double3 get() = (v2.xyz - v1.xyz).cross(v4.xyz - v1.xyz).normalize
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fun move(trans: Double3) = transformV { it.copy(xyz = it.xyz + trans) }
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fun move(trans: Pair<Double, Direction>) = move(Double3(trans.second) * trans.first)
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fun scale (scale: Double) = transformV { it.copy(xyz = it.xyz * scale) }
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fun scale (scale: Double3) = transformV { it.copy(xyz = Double3(it.xyz.x * scale.x, it.xyz.y * scale.y, it.xyz.z * scale.z)) }
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fun scaleUV (scale: Double) = transformV { it.copy(uv = UV(it.uv.u * scale, it.uv.v * scale)) }
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fun rotate(rot: Rotation) = transformV {
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it.copy(xyz = it.xyz.rotate(rot), aoShader = it.aoShader.rotate(rot), flatShader = it.flatShader.rotate(rot))
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}
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fun rotateUV(n: Int) = transformV { it.copy(uv = it.uv.rotate(n)) }
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fun clampUV(minU: Double = -0.5, maxU: Double = 0.5, minV: Double = -0.5, maxV: Double = 0.5) =
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transformV { it.copy(uv = it.uv.clamp(minU, maxU, minV, maxV)) }
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fun mirrorUV(mirrorU: Boolean, mirrorV: Boolean) = transformV { it.copy(uv = it.uv.mirror(mirrorU, mirrorV)) }
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fun setAoShader(factory: ShaderFactory, predicate: (Vertex, Int)->Boolean = { v, vi -> true }) =
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transformVI { vertex, idx ->
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if (!predicate(vertex, idx)) vertex else vertex.copy(aoShader = factory(this@Quad, vertex))
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}
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fun setFlatShader(factory: ShaderFactory, predicate: (Vertex, Int)->Boolean = { v, vi -> true }) =
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transformVI { vertex, idx ->
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if (!predicate(vertex, idx)) vertex else vertex.copy(flatShader = factory(this@Quad, vertex))
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}
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fun setFlatShader(shader: ModelLighter) = transformVI { vertex, idx -> vertex.copy(flatShader = shader) }
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val flipped: Quad get() = Quad(v4, v3, v2, v1)
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fun cycleVertices(n: Int) = when(n % 4) {
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1 -> Quad(v2, v3, v4, v1)
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2 -> Quad(v3, v4, v1, v2)
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3 -> Quad(v4, v1, v2, v3)
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else -> this.copy()
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}
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}
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/**
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* Model. The basic unit of rendering blocks with OctarineCore.
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*
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* The model should be positioned so that (0,0,0) is the block center.
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* The block extends to (-0.5, 0.5) in all directions (inclusive).
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*/
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class Model() {
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constructor(other: List<Quad>) : this() { quads.addAll(other) }
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val quads = mutableListOf<Quad>()
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fun Quad.add() = quads.add(this)
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fun Iterable<Quad>.addAll() = forEach { quads.add(it) }
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fun transformQ(trans: (Quad)-> Quad) = quads.replace(trans)
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fun transformV(trans: (Vertex)-> Vertex) = quads.replace{ it.transformV(trans) }
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fun verticalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, yBottom: Double, yTop: Double) = Quad(
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Vertex(Double3(x1, yBottom, z1), UV.bottomLeft),
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Vertex(Double3(x2, yBottom, z2), UV.bottomRight),
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Vertex(Double3(x2, yTop, z2), UV.topRight),
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Vertex(Double3(x1, yTop, z1), UV.topLeft)
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)
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fun horizontalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, y: Double): Quad {
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val xMin = min(x1, x2); val xMax = max(x1, x2)
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val zMin = min(z1, z2); val zMax = max(z1, z2)
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return Quad(
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Vertex(Double3(xMin, y, zMin), UV.topLeft),
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Vertex(Double3(xMin, y, zMax), UV.bottomLeft),
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Vertex(Double3(xMax, y, zMax), UV.bottomRight),
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Vertex(Double3(xMax, y, zMin), UV.topRight)
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)
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}
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fun faceQuad(face: Direction): Quad {
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val base = face.vec * 0.5
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val top = boxFaces[face].top * 0.5
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val left = boxFaces[face].left * 0.5
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return Quad(
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Vertex(base + top + left, UV.topLeft),
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Vertex(base - top + left, UV.bottomLeft),
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Vertex(base - top - left, UV.bottomRight),
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Vertex(base + top - left, UV.topRight)
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)
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}
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}
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val fullCube = Model().apply {
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allDirections.forEach {
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faceQuad(it)
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.setAoShader(faceOrientedAuto(corner = cornerAo(it.axis), edge = null))
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.setFlatShader(faceOrientedAuto(corner = cornerFlat, edge = null))
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.add()
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}
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}
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