fix round log texture glitch on non-nVidia cards
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@@ -6,6 +6,7 @@ import mods.octarinecore.client.render.*
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import mods.octarinecore.common.Double3
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import mods.octarinecore.exchange
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import net.minecraft.util.EnumFacing.*
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import org.lwjgl.opengl.GL11
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/** Weight of the same-side AO values on the outer edges of the 45deg chamfered column faces. */
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const val chamferAffinity = 0.9f
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@@ -13,6 +14,9 @@ const val chamferAffinity = 0.9f
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/** Amount to shrink column extension bits to stop Z-fighting. */
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val zProtectionScale: Double3 get() = Double3(Config.roundLogs.zProtection, 1.0, Config.roundLogs.zProtection)
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/** nVidia does it different... */
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val nVidia = GL11.glGetString(GL11.GL_VENDOR).toLowerCase().contains("nvidia")
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fun Model.columnSide(radius: Double, yBottom: Double, yTop: Double, transform: (Quad) -> Quad = { it }) {
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val halfRadius = radius * 0.5
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listOf(
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@@ -92,12 +96,14 @@ fun Model.columnLid(radius: Double, transform: (Quad)->Quad = { it }) {
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1 -> EdgeInterpolateFallback(UP, SOUTH, 0.0)
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else -> vertex.aoShader
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})}
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.cycleVertices(if (nVidia) 0 else 1)
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val q2 = Quad(v1, v4, v5, v6).setAoShader(faceOrientedAuto(overrideFace = UP, corner = cornerAo(Axis.Y)))
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.transformVI { vertex, idx -> vertex.copy(aoShader = when(idx) {
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0 -> FaceCenter(UP)
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3 -> EdgeInterpolateFallback(UP, EAST, 0.0)
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else -> vertex.aoShader
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})}
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.cycleVertices(if (nVidia) 0 else 1)
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listOf(q1, q2).forEach { transform(it.setFlatShader(FaceFlat(UP))).add() }
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}
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@@ -81,6 +81,12 @@ data class Quad(val v1: Vertex, val v2: Vertex, val v3: Vertex, val v4: Vertex)
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fun setFlatShader(shader: Shader) = 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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