Port to 1.16.5
Kottle -> KotlinForForge
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@@ -68,8 +68,8 @@ fun List<Quad>.bake(applyDiffuseLighting: Boolean) = map { quad ->
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)
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// don't fill lightmap UV coords
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element.usage == VertexFormatElement.Usage.UV && element.type == VertexFormatElement.Type.FLOAT -> builder.put(idx,
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quad.sprite.minU + (quad.sprite.maxU - quad.sprite.minU) * (vertex.uv.u + 0.5).toFloat(),
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quad.sprite.minV + (quad.sprite.maxV - quad.sprite.minV) * (vertex.uv.v + 0.5).toFloat(),
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quad.sprite.u0 + (quad.sprite.u1 - quad.sprite.u0) * (vertex.uv.u + 0.5).toFloat(),
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quad.sprite.v0 + (quad.sprite.v1 - quad.sprite.v0) * (vertex.uv.v + 0.5).toFloat(),
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0.0f, 1.0f
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)
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element.usage == VertexFormatElement.Usage.COLOR -> builder.put(idx,
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@@ -96,18 +96,18 @@ fun Array<List<Quad>>.bake(applyDiffuseLighting: Boolean) = mapArray { it.bake(a
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fun BakedQuad.unbake(): HalfBakedQuad {
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val size = DefaultVertexFormats.BLOCK.integerSize
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val verts = Array(4) { vIdx ->
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val x = java.lang.Float.intBitsToFloat(vertexData[vIdx * size + 0])
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val y = java.lang.Float.intBitsToFloat(vertexData[vIdx * size + 1])
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val z = java.lang.Float.intBitsToFloat(vertexData[vIdx * size + 2])
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val color = vertexData[vIdx * size + 3]
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val u = java.lang.Float.intBitsToFloat(vertexData[vIdx * size + 4])
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val v = java.lang.Float.intBitsToFloat(vertexData[vIdx * size + 5])
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val x = java.lang.Float.intBitsToFloat(vertices[vIdx * size + 0])
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val y = java.lang.Float.intBitsToFloat(vertices[vIdx * size + 1])
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val z = java.lang.Float.intBitsToFloat(vertices[vIdx * size + 2])
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val color = vertices[vIdx * size + 3]
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val u = java.lang.Float.intBitsToFloat(vertices[vIdx * size + 4])
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val v = java.lang.Float.intBitsToFloat(vertices[vIdx * size + 5])
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Vertex(Double3(x, y, z), UV(u.toDouble(), v.toDouble()), Color(color))
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}
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val unbaked = Quad(
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verts[0], verts[1], verts[2], verts[3],
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colorIndex = if (hasTintIndex()) tintIndex else -1,
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face = face
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colorIndex = if (isTinted) tintIndex else -1,
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face = direction
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)
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return HalfBakedQuad(unbaked, this)
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}
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