add support for block variants and multiple wood log bark textures
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@@ -4,12 +4,11 @@ import mods.betterfoliage.BetterFoliageMod
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import mods.betterfoliage.client.Client
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import mods.betterfoliage.client.config.Config
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import mods.octarinecore.client.render.*
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import mods.octarinecore.client.resource.ModelVariant
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import mods.octarinecore.client.resource.TextureListModelProcessor
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import mods.octarinecore.client.resource.get
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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.config.ConfigurableBlockMatcher
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import mods.octarinecore.common.config.ModelTextureList
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import mods.octarinecore.common.config.SimpleBlockMatcher
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import mods.octarinecore.common.config.modelTextures
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import net.minecraft.block.BlockCactus
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@@ -37,8 +36,9 @@ class RenderCactus : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_ID) {
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init { MinecraftForge.EVENT_BUS.register(this) }
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override var stateToKey = mutableMapOf<IBlockState, List<String>>()
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override var stateToValue = mapOf<IBlockState, IColumnTextureInfo>()
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override var variants = mutableMapOf<IBlockState, MutableList<ModelVariant>>()
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override var variantToKey = mutableMapOf<ModelVariant, List<String>>()
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override var variantToValue = mapOf<ModelVariant, IColumnTextureInfo>()
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override val logger = BetterFoliageMod.logDetail
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override val logName = "CactusTextures"
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@@ -47,14 +47,17 @@ class RenderCactus : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_ID) {
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modelTextures("block/cactus", "top", "bottom", "side")
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)
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override fun processStitch(state: IBlockState, key: List<String>, atlas: TextureMap): IColumnTextureInfo? {
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override fun processStitch(variant: ModelVariant, key: List<String>, atlas: TextureMap): IColumnTextureInfo? {
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val topTex = atlas[key[0]] ?: return null
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val bottomTex = atlas[key[1]] ?: return null
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val sideTex = atlas[key[2]] ?: return null
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return StaticColumnInfo(Axis.Y, topTex, bottomTex, sideTex)
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return StaticColumnInfo(Axis.Y, topTex, bottomTex, listOf(sideTex))
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}
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override fun get(state: IBlockState) = stateToValue[state]
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override fun get(state: IBlockState, rand: Int): IColumnTextureInfo? {
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val variant = getVariant(state, rand) ?: return null
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return variantToValue[variant]
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}
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}
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val modelStem = model {
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@@ -100,7 +103,7 @@ class RenderCactus : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_ID) {
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// get AO data
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modelRenderer.updateShading(Int3.zero, allFaces)
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val icons = cactusTextures[ctx.blockState(Int3.zero)] ?: return renderWorldBlockBase(ctx, dispatcher, renderer, null)
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val icons = cactusTextures[ctx.blockState(Int3.zero), ctx.random(0)] ?: return renderWorldBlockBase(ctx, dispatcher, renderer, null)
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modelRenderer.render(
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renderer,
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