first code commit

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octarine-noise
2014-06-25 23:27:17 +02:00
parent 554e06176b
commit 3bd402b964
33 changed files with 1591 additions and 0 deletions

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