first code commit
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package mods.betterfoliage.client.render;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.Iterator;
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import java.util.List;
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import mods.betterfoliage.common.util.Double3;
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import net.minecraft.block.Block;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.IIcon;
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import net.minecraft.util.MathHelper;
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import org.lwjgl.opengl.GL11;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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/** Block renderer base class. Stores calculated ambient occlusion light and color values when rendering
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* block sides for later use.
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* @author octarine-noise
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*/
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@SideOnly(Side.CLIENT)
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public class RenderBlockAOBase extends RenderBlocks {
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/** AO light and color values
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* @author octarine-noise
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*/
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@SideOnly(Side.CLIENT)
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public static class ShadingValues {
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public int passCounter = 0;
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public int brightness;
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public float red;
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public float green;
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public float blue;
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}
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protected double[] uValues = new double[] {0.0, 16.0, 16.0, 0.0};
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protected double[] vValues = new double[] {0.0, 0.0, 16.0, 16.0};
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/** Random vector pool. Unit rotation vectors in the XZ plane, Y coord goes between [-1.0, 1.0].
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* Filled at init time */
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public Double3[] pRot = new Double3[64];
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/** Pool of random double values. Filled at init time. */
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public double[] pRand = new double[64];
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public ShadingValues aoXPYZPP = new ShadingValues();
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public ShadingValues aoXPYZPN = new ShadingValues();
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public ShadingValues aoXPYZNP = new ShadingValues();
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public ShadingValues aoXPYZNN = new ShadingValues();
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public ShadingValues aoXNYZPP = new ShadingValues();
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public ShadingValues aoXNYZPN = new ShadingValues();
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public ShadingValues aoXNYZNP = new ShadingValues();
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public ShadingValues aoXNYZNN = new ShadingValues();
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public ShadingValues aoYPXZPP = new ShadingValues();
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public ShadingValues aoYPXZPN = new ShadingValues();
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public ShadingValues aoYPXZNP = new ShadingValues();
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public ShadingValues aoYPXZNN = new ShadingValues();
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public ShadingValues aoYNXZPP = new ShadingValues();
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public ShadingValues aoYNXZPN = new ShadingValues();
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public ShadingValues aoYNXZNP = new ShadingValues();
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public ShadingValues aoYNXZNN = new ShadingValues();
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public ShadingValues aoZPXYPP = new ShadingValues();
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public ShadingValues aoZPXYPN = new ShadingValues();
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public ShadingValues aoZPXYNP = new ShadingValues();
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public ShadingValues aoZPXYNN = new ShadingValues();
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public ShadingValues aoZNXYPP = new ShadingValues();
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public ShadingValues aoZNXYPN = new ShadingValues();
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public ShadingValues aoZNXYNP = new ShadingValues();
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public ShadingValues aoZNXYNN = new ShadingValues();
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/** Initialize random values */
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public void init() {
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List<Double3> perturbs = new ArrayList<Double3>(64);
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for (int idx = 0; idx < 64; idx++) {
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double angle = (double) idx * Math.PI * 2.0 / 64.0;
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perturbs.add(new Double3(Math.cos(angle), Math.random() * 2.0 - 1.0, Math.sin(angle)));
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pRand[idx] = Math.random();
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}
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Collections.shuffle(perturbs);
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Iterator<Double3> iter = perturbs.iterator();
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for (int idx = 0; idx < 64; idx++) pRot[idx] = iter.next();
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}
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/** Get a semi-random value depending on block position.
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* @param x block X coord
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* @param y block Y coord
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* @param z block Z coord
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* @param seed additional seed
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* @return semirandom value
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*/
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protected int getSemiRandomFromPos(double x, double y, double z, int seed) {
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int sum = MathHelper.floor_double(x) * 3 + MathHelper.floor_double(y) * 5 + MathHelper.floor_double(z) * 7 + seed * 11;
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return sum & 63;
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}
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protected void renderStandardBlockAsItem(RenderBlocks renderer, Block p_147800_1_, int p_147800_2_, float p_147800_3_) {
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Tessellator tessellator = Tessellator.instance;
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boolean flag = p_147800_1_ == Blocks.grass;
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float f2;
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float f3;
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int k;
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p_147800_1_.setBlockBoundsForItemRender();
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renderer.setRenderBoundsFromBlock(p_147800_1_);
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GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
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tessellator.startDrawingQuads();
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tessellator.setNormal(0.0F, -1.0F, 0.0F);
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renderer.renderFaceYNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 0, p_147800_2_));
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tessellator.draw();
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if (flag && renderer.useInventoryTint)
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{
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k = p_147800_1_.getRenderColor(p_147800_2_);
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f2 = (float)(k >> 16 & 255) / 255.0F;
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f3 = (float)(k >> 8 & 255) / 255.0F;
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float f4 = (float)(k & 255) / 255.0F;
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GL11.glColor4f(f2 * p_147800_3_, f3 * p_147800_3_, f4 * p_147800_3_, 1.0F);
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}
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tessellator.startDrawingQuads();
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tessellator.setNormal(0.0F, 1.0F, 0.0F);
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renderer.renderFaceYPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 1, p_147800_2_));
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tessellator.draw();
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if (flag && renderer.useInventoryTint)
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{
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GL11.glColor4f(p_147800_3_, p_147800_3_, p_147800_3_, 1.0F);
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}
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tessellator.startDrawingQuads();
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tessellator.setNormal(0.0F, 0.0F, -1.0F);
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renderer.renderFaceZNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 2, p_147800_2_));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setNormal(0.0F, 0.0F, 1.0F);
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renderer.renderFaceZPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 3, p_147800_2_));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setNormal(-1.0F, 0.0F, 0.0F);
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renderer.renderFaceXNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 4, p_147800_2_));
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tessellator.draw();
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tessellator.startDrawingQuads();
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tessellator.setNormal(1.0F, 0.0F, 0.0F);
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renderer.renderFaceXPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 5, p_147800_2_));
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tessellator.draw();
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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}
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@Override
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public void renderFaceZNeg(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceZNeg(block, x, y, z, icon);
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saveShadingTopLeft(aoZNXYPP);
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saveShadingTopRight(aoZNXYNP);
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saveShadingBottomLeft(aoZNXYPN);
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saveShadingBottomRight(aoZNXYNN);
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}
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@Override
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public void renderFaceZPos(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceZPos(block, x, y, z, icon);
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saveShadingTopLeft(aoZPXYNP);
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saveShadingTopRight(aoZPXYPP);
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saveShadingBottomLeft(aoZPXYNN);
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saveShadingBottomRight(aoZPXYPN);
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}
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@Override
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public void renderFaceXNeg(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceXNeg(block, x, y, z, icon);
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saveShadingTopLeft(aoXNYZPN);
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saveShadingTopRight(aoXNYZPP);
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saveShadingBottomLeft(aoXNYZNN);
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saveShadingBottomRight(aoXNYZNP);
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}
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@Override
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public void renderFaceXPos(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceXPos(block, x, y, z, icon);
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saveShadingTopLeft(aoXPYZPP);
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saveShadingTopRight(aoXPYZPN);
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saveShadingBottomLeft(aoXPYZNP);
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saveShadingBottomRight(aoXPYZNN);
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}
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@Override
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public void renderFaceYNeg(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceYNeg(block, x, y, z, icon);
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saveShadingTopLeft(aoYNXZNP);
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saveShadingTopRight(aoYNXZPP);
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saveShadingBottomLeft(aoYNXZNN);
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saveShadingBottomRight(aoYNXZPN);
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}
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@Override
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public void renderFaceYPos(Block block, double x, double y, double z, IIcon icon) {
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super.renderFaceYPos(block, x, y, z, icon);
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saveShadingTopLeft(aoYPXZPP);
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saveShadingTopRight(aoYPXZNP);
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saveShadingBottomLeft(aoYPXZPN);
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saveShadingBottomRight(aoYPXZNN);
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}
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/** Save AO values for top left vertex
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* @param values {@link ShadingValues} to store values in
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*/
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protected void saveShadingTopLeft(ShadingValues values) {
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if (--values.passCounter != 0) return;
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values.brightness = brightnessTopLeft;
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values.red = colorRedTopLeft;
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values.green = colorGreenTopLeft;
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values.blue = colorBlueTopLeft;
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}
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protected void saveShadingTopRight(ShadingValues values) {
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if (--values.passCounter != 0) return;
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values.brightness = brightnessTopRight;
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values.red = colorRedTopRight;
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values.green = colorGreenTopRight;
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values.blue = colorBlueTopRight;
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}
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protected void saveShadingBottomLeft(ShadingValues values) {
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if (--values.passCounter != 0) return;
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values.brightness = brightnessBottomLeft;
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values.red = colorRedBottomLeft;
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values.green = colorGreenBottomLeft;
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values.blue = colorBlueBottomLeft;
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}
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protected void saveShadingBottomRight(ShadingValues values) {
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if (--values.passCounter != 0) return;
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values.brightness = brightnessBottomRight;
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values.red = colorRedBottomRight;
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values.green = colorGreenBottomRight;
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values.blue = colorBlueBottomRight;
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}
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/** Set pass counter on all shading value objects.
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* Used to collect AO values from a specific draw pass
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* if the underlying renderer draws overlays
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* @param value pass counter
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*/
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protected void setPassCounters(int value) {
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aoXPYZPP.passCounter = value;
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aoXPYZPN.passCounter = value;
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aoXPYZNP.passCounter = value;
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aoXPYZNN.passCounter = value;
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aoXNYZPP.passCounter = value;
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aoXNYZPN.passCounter = value;
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aoXNYZNP.passCounter = value;
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aoXNYZNN.passCounter = value;
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aoYPXZPP.passCounter = value;
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aoYPXZPN.passCounter = value;
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aoYPXZNP.passCounter = value;
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aoYPXZNN.passCounter = value;
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aoYNXZPP.passCounter = value;
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aoYNXZPN.passCounter = value;
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aoYNXZNP.passCounter = value;
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aoYNXZNN.passCounter = value;
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aoZPXYPP.passCounter = value;
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aoZPXYPN.passCounter = value;
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aoZPXYNP.passCounter = value;
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aoZPXYNN.passCounter = value;
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aoZNXYPP.passCounter = value;
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aoZNXYPN.passCounter = value;
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aoZNXYNP.passCounter = value;
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aoZNXYNN.passCounter = value;
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}
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/** Render textured quad
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* @param icon texture to use
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* @param center center of quad
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* @param vec1 vector to the half-point of one of the sides
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* @param vec2 vector to half-point of side next to vec1
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* @param uvRot number of increments to rotate UV coordinates by
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*/
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protected void renderQuad(IIcon icon, Double3 center, Double3 vec1, Double3 vec2, int uvRot) {
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Tessellator tessellator = Tessellator.instance;
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tessellator.addVertexWithUV(center.x + vec1.x + vec2.x, center.y + vec1.y + vec2.y, center.z + vec1.z + vec2.z, icon.getInterpolatedU(uValues[uvRot & 3]), icon.getInterpolatedV(vValues[uvRot & 3]));
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tessellator.addVertexWithUV(center.x - vec1.x + vec2.x, center.y - vec1.y + vec2.y, center.z - vec1.z + vec2.z, icon.getInterpolatedU(uValues[(uvRot + 1) & 3]), icon.getInterpolatedV(vValues[(uvRot + 1) & 3]));
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tessellator.addVertexWithUV(center.x - vec1.x - vec2.x, center.y - vec1.y - vec2.y, center.z - vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 2) & 3]), icon.getInterpolatedV(vValues[(uvRot + 2) & 3]));
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tessellator.addVertexWithUV(center.x + vec1.x - vec2.x, center.y + vec1.y - vec2.y, center.z + vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 3) & 3]), icon.getInterpolatedV(vValues[(uvRot + 3) & 3]));
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}
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/** Render textured quad using AO information
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* @param icon texture to use
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* @param center center of quad
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* @param vec1 vector to the half-point of one of the sides
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* @param vec2 vector to half-point of side next to vec1
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* @param uvRot number of increments to rotate UV coordinates by
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* @param aoPP AO values for vertex at (+vec1, +vec2)
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* @param aoNP AO values for vertex at (-vec1, +vec2)
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* @param aoNN AO values for vertex at (-vec1, -vec2)
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* @param aoPN AO values for vertex at (+vec1, -vec2)
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*/
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protected void renderQuadWithShading(IIcon icon, Double3 center, Double3 vec1, Double3 vec2, int uvRot, ShadingValues aoPP, ShadingValues aoNP, ShadingValues aoNN, ShadingValues aoPN) {
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Tessellator tessellator = Tessellator.instance;
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tessellator.setBrightness(aoPP.brightness);
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tessellator.setColorOpaque_F(aoPP.red, aoPP.green, aoPP.blue);
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tessellator.addVertexWithUV(center.x + vec1.x + vec2.x, center.y + vec1.y + vec2.y, center.z + vec1.z + vec2.z, icon.getInterpolatedU(uValues[uvRot & 3]), icon.getInterpolatedV(vValues[uvRot & 3]));
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tessellator.setBrightness(aoNP.brightness);
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tessellator.setColorOpaque_F(aoNP.red, aoNP.green, aoNP.blue);
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tessellator.addVertexWithUV(center.x - vec1.x + vec2.x, center.y - vec1.y + vec2.y, center.z - vec1.z + vec2.z, icon.getInterpolatedU(uValues[(uvRot + 1) & 3]), icon.getInterpolatedV(vValues[(uvRot + 1) & 3]));
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tessellator.setBrightness(aoNN.brightness);
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tessellator.setColorOpaque_F(aoNN.red, aoNN.green, aoNN.blue);
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tessellator.addVertexWithUV(center.x - vec1.x - vec2.x, center.y - vec1.y - vec2.y, center.z - vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 2) & 3]), icon.getInterpolatedV(vValues[(uvRot + 2) & 3]));
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tessellator.setBrightness(aoPN.brightness);
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tessellator.setColorOpaque_F(aoPN.red, aoPN.green, aoPN.blue);
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tessellator.addVertexWithUV(center.x + vec1.x - vec2.x, center.y + vec1.y - vec2.y, center.z + vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 3) & 3]), icon.getInterpolatedV(vValues[(uvRot + 3) & 3]));
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}
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}
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Reference in New Issue
Block a user