always push shader metadata for block models
This commit is contained in:
@@ -46,11 +46,11 @@ object ShadersModIntegration {
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}
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}
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/** Quads rendered inside this block will behave as tallgrass blocks in shader programs. */
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inline fun grass(renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) {
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/** Quads rendered inside this block will use the given block entity data in shader programs. */
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inline fun renderAs(blockEntityData: Long, renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) {
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if ((isPresent && enabled)) {
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val vertexBuilder = Refs.sVertexBuilder.get(renderer)!!
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Refs.pushEntity_num.invoke(vertexBuilder, tallGrassEntityData)
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Refs.pushEntity_num.invoke(vertexBuilder, blockEntityData)
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func()
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Refs.popEntity.invoke(vertexBuilder)
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} else {
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@@ -58,15 +58,15 @@ object ShadersModIntegration {
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}
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}
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/** Quads rendered inside this block will use the given block entity data in shader programs. */
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inline fun renderAs(state: IBlockState, renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) =
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renderAs(entityDataFor(state), renderer, enabled, func)
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/** Quads rendered inside this block will behave as tallgrass blocks in shader programs. */
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inline fun grass(renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) =
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renderAs(tallGrassEntityData, renderer, enabled, func)
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/** Quads rendered inside this block will behave as leaf blocks in shader programs. */
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inline fun leaves(renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) {
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if ((isPresent && enabled)) {
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val vertexBuilder = Refs.sVertexBuilder.get(renderer)!!
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Refs.pushEntity_num.invoke(vertexBuilder, leavesEntityData.toLong())
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func()
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Refs.popEntity.invoke(vertexBuilder)
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} else {
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func()
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}
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}
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inline fun leaves(renderer: VertexBuffer, enabled: Boolean = true, func: ()->Unit) =
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renderAs(leavesEntityData, renderer, enabled, func)
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}
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@@ -2,6 +2,7 @@ package mods.betterfoliage.client.render
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import mods.betterfoliage.client.config.BlockMatcher
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import mods.betterfoliage.client.integration.OptifineCTM
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import mods.betterfoliage.client.integration.ShadersModIntegration
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import mods.betterfoliage.client.render.AbstractRenderColumn.BlockType.*
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import mods.betterfoliage.client.render.AbstractRenderColumn.QuadrantType.*
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import mods.octarinecore.client.render.*
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@@ -158,110 +159,111 @@ abstract class AbstractRenderColumn(modId: String) : AbstractBlockRenderingHandl
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val quadrantsBottom = Array(4) { SMALL_RADIUS }
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if (downType == PARALLEL) quadrantsBottom.checkNeighbors(ctx, baseRotation, logAxis, -1)
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quadrantRotations.forEachIndexed { idx, quadrantRotation ->
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// set rotation for the current quadrant
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val rotation = baseRotation + quadrantRotation
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ShadersModIntegration.renderAs(ctx.blockState(Int3.zero), renderer) {
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quadrantRotations.forEachIndexed { idx, quadrantRotation ->
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// set rotation for the current quadrant
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val rotation = baseRotation + quadrantRotation
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// disallow sharp discontinuities in the chamfer radius, or tapering-in where inappropriate
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if (quadrants[idx] == LARGE_RADIUS &&
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upType == PARALLEL && quadrantsTop[idx] != LARGE_RADIUS &&
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downType == PARALLEL && quadrantsBottom[idx] != LARGE_RADIUS) {
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quadrants[idx] = SMALL_RADIUS
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}
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// disallow sharp discontinuities in the chamfer radius, or tapering-in where inappropriate
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if (quadrants[idx] == LARGE_RADIUS &&
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upType == PARALLEL && quadrantsTop[idx] != LARGE_RADIUS &&
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downType == PARALLEL && quadrantsBottom[idx] != LARGE_RADIUS) {
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quadrants[idx] = SMALL_RADIUS
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}
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// render side of current quadrant
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val sideModel = when (quadrants[idx]) {
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SMALL_RADIUS -> sideRoundSmall.model
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LARGE_RADIUS -> if (upType == PARALLEL && quadrantsTop[idx] == SMALL_RADIUS) transitionTop.model
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// render side of current quadrant
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val sideModel = when (quadrants[idx]) {
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SMALL_RADIUS -> sideRoundSmall.model
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LARGE_RADIUS -> if (upType == PARALLEL && quadrantsTop[idx] == SMALL_RADIUS) transitionTop.model
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else if (downType == PARALLEL && quadrantsBottom[idx] == SMALL_RADIUS) transitionBottom.model
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else sideRoundLarge.model
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SQUARE -> sideSquare.model
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else -> null
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}
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if (sideModel != null) modelRenderer.render(
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renderer,
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sideModel,
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rotation,
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blockContext.blockCenter,
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icon = columnTextures.side,
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postProcess = noPost
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)
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// render top and bottom end of current quadrant
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var upModel: Model? = null
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var downModel: Model? = null
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var upIcon = columnTextures.top
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var downIcon = columnTextures.bottom
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var isLidUp = true
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var isLidDown = true
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when (upType) {
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NONSOLID -> upModel = flatTop(quadrants[idx])
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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upModel = flatTop(quadrants[idx])
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} else {
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upIcon = columnTextures.side
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upModel = extendTop(quadrants[idx])
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isLidUp = false
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}
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SQUARE -> sideSquare.model
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else -> null
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}
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PARALLEL -> {
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if (!continous(quadrants[idx], quadrantsTop[idx])) {
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if (quadrants[idx] == SQUARE || quadrants[idx] == INVISIBLE) {
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upModel = topSquare.model
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if (sideModel != null) modelRenderer.render(
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renderer,
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sideModel,
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rotation,
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blockContext.blockCenter,
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icon = columnTextures.side,
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postProcess = noPost
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)
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// render top and bottom end of current quadrant
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var upModel: Model? = null
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var downModel: Model? = null
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var upIcon = columnTextures.top
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var downIcon = columnTextures.bottom
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var isLidUp = true
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var isLidDown = true
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when (upType) {
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NONSOLID -> upModel = flatTop(quadrants[idx])
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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upModel = flatTop(quadrants[idx])
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} else {
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upIcon = columnTextures.side
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upModel = extendTop(quadrants[idx])
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isLidUp = false
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}
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}
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PARALLEL -> {
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if (!continous(quadrants[idx], quadrantsTop[idx])) {
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if (quadrants[idx] == SQUARE || quadrants[idx] == INVISIBLE) {
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upModel = topSquare.model
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}
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}
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}
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}
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}
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when (downType) {
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NONSOLID -> downModel = flatBottom(quadrants[idx])
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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downModel = flatBottom(quadrants[idx])
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} else {
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downIcon = columnTextures.side
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downModel = extendBottom(quadrants[idx])
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isLidDown = false
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when (downType) {
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NONSOLID -> downModel = flatBottom(quadrants[idx])
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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downModel = flatBottom(quadrants[idx])
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} else {
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downIcon = columnTextures.side
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downModel = extendBottom(quadrants[idx])
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isLidDown = false
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}
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}
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PARALLEL -> {
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if (!continous(quadrants[idx], quadrantsBottom[idx]) &&
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(quadrants[idx] == SQUARE || quadrants[idx] == INVISIBLE)) {
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downModel = bottomSquare.model
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}
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}
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}
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PARALLEL -> {
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if (!continous(quadrants[idx], quadrantsBottom[idx]) &&
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(quadrants[idx] == SQUARE || quadrants[idx] == INVISIBLE)) {
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downModel = bottomSquare.model
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}
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}
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}
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if (upModel != null) modelRenderer.render(
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renderer,
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upModel,
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rotation,
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blockContext.blockCenter,
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icon = upIcon,
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postProcess = { ctx, qi, q, vi, v ->
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if (isLidUp) {
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rotateUV(idx + if (logAxis == Axis.X) 1 else 0)
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if (logAxis == Axis.X) mirrorUV(true, true)
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if (upModel != null) modelRenderer.render(
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renderer,
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upModel,
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rotation,
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blockContext.blockCenter,
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icon = upIcon,
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postProcess = { ctx, qi, q, vi, v ->
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if (isLidUp) {
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rotateUV(idx + if (logAxis == Axis.X) 1 else 0)
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if (logAxis == Axis.X) mirrorUV(true, true)
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}
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}
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}
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)
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if (downModel != null) modelRenderer.render(
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renderer,
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downModel,
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rotation,
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blockContext.blockCenter,
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icon = downIcon,
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postProcess = { ctx, qi, q, vi, v ->
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if (isLidDown) {
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rotateUV((if (logAxis == Axis.X) 0 else 3) - idx)
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if (logAxis != Axis.Y) mirrorUV(true, true)
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)
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if (downModel != null) modelRenderer.render(
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renderer,
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downModel,
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rotation,
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blockContext.blockCenter,
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icon = downIcon,
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postProcess = { ctx, qi, q, vi, v ->
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if (isLidDown) {
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rotateUV((if (logAxis == Axis.X) 0 else 3) - idx)
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if (logAxis != Axis.Y) mirrorUV(true, true)
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}
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}
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}
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)
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)
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}
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}
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return true
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}
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@@ -64,18 +64,21 @@ class RenderGrass : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_ID) {
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modelRenderer.updateShading(Int3.zero, allFaces)
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// render full grass block
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modelRenderer.render(
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renderer,
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fullCube,
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Rotation.identity,
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ctx.blockCenter,
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icon = { ctx, qi, q -> grassTopTexture },
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postProcess = { ctx, qi, q, vi, v ->
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rotateUV(2)
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if (isSnowed) { if(!ctx.aoEnabled) setGrey(1.4f) }
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else if (ctx.aoEnabled) multiplyColor(blockColor)
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}
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)
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ShadersModIntegration.renderAs(ctx.blockState(Int3.zero), renderer) {
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modelRenderer.render(
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renderer,
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fullCube,
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Rotation.identity,
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ctx.blockCenter,
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icon = { ctx, qi, q -> grassTopTexture },
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postProcess = { ctx, qi, q, vi, v ->
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rotateUV(2)
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if (isSnowed) {
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if (!ctx.aoEnabled) setGrey(1.4f)
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} else if (ctx.aoEnabled) multiplyColor(blockColor)
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}
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)
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}
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} else {
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renderWorldBlockBase(ctx, dispatcher, renderer, null)
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