[WIP] Cactus, netherrack, round logs work
+ lots more cleanup + Optifine x-ray fix
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112
src/main/kotlin/mods/betterfoliage/render/column/ColumnModel.kt
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112
src/main/kotlin/mods/betterfoliage/render/column/ColumnModel.kt
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package mods.betterfoliage.render.column
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import mods.betterfoliage.chunk.ChunkOverlayManager
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import mods.betterfoliage.model.HalfBakedSpecialWrapper
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import mods.betterfoliage.model.SpecialRenderModel
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import mods.betterfoliage.render.column.ColumnLayerData.NormalRender
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.BlockType.NONSOLID
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.BlockType.PARALLEL
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.BlockType.PERPENDICULAR
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.QuadrantType.INVISIBLE
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.QuadrantType.LARGE_RADIUS
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.QuadrantType.SMALL_RADIUS
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import mods.betterfoliage.render.column.ColumnLayerData.SpecialRender.QuadrantType.SQUARE
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import mods.betterfoliage.render.lighting.ColumnLighting
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import mods.betterfoliage.render.pipeline.RenderCtxBase
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import net.minecraft.util.Direction.Axis
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abstract class ColumnModelBase(
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wrapped: SpecialRenderModel
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) : HalfBakedSpecialWrapper(wrapped) {
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abstract val enabled: Boolean
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abstract val overlayLayer: ColumnRenderLayer
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abstract val connectPerpendicular: Boolean
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abstract fun getMeshSet(axis: Axis, quadrant: Int): ColumnMeshSet
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override fun render(ctx: RenderCtxBase, noDecorations: Boolean) {
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val roundLog = ChunkOverlayManager.get(overlayLayer, ctx)
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when(roundLog) {
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ColumnLayerData.SkipRender -> return
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NormalRender -> return super.render(ctx, noDecorations)
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ColumnLayerData.ResolveError, null -> {
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return super.render(ctx, noDecorations)
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}
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}
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// if log axis is not defined and "Default to vertical" config option is not set, render normally
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if ((roundLog as ColumnLayerData.SpecialRender).column.axis == null && !overlayLayer.defaultToY) {
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return super.render(ctx, noDecorations)
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}
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ctx.vertexLighter = ColumnLighting
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val axis = roundLog.column.axis ?: Axis.Y
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val baseRotation = ColumnMeshSet.baseRotation(axis)
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ColumnMeshSet.quadrantRotations.forEachIndexed { idx, quadrantRotation ->
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// set rotation for the current quadrant
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val rotation = baseRotation + quadrantRotation
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val meshSet = getMeshSet(axis, idx)
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// disallow sharp discontinuities in the chamfer radius, or tapering-in where inappropriate
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if (roundLog.quadrants[idx] == LARGE_RADIUS &&
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roundLog.upType == PARALLEL && roundLog.quadrantsTop[idx] != LARGE_RADIUS &&
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roundLog.downType == PARALLEL && roundLog.quadrantsBottom[idx] != LARGE_RADIUS) {
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roundLog.quadrants[idx] = SMALL_RADIUS
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}
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// select meshes for current quadrant based on connectivity rules
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val sideMesh = when (roundLog.quadrants[idx]) {
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SMALL_RADIUS -> meshSet.sideRoundSmall[idx]
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LARGE_RADIUS -> if (roundLog.upType == PARALLEL && roundLog.quadrantsTop[idx] == SMALL_RADIUS) meshSet.transitionTop[idx]
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else if (roundLog.downType == PARALLEL && roundLog.quadrantsBottom[idx] == SMALL_RADIUS) meshSet.transitionBottom[idx]
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else meshSet.sideRoundLarge[idx]
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SQUARE -> meshSet.sideSquare[idx]
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else -> null
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}
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val upMesh = when(roundLog.upType) {
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NONSOLID -> meshSet.flatTop(roundLog.quadrants, idx)
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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meshSet.flatTop(roundLog.quadrants, idx)
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} else {
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meshSet.extendTop(roundLog.quadrants, idx)
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}
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}
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PARALLEL -> {
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if (roundLog.quadrants[idx] discontinuousWith roundLog.quadrantsTop[idx] &&
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roundLog.quadrants[idx].let { it == SQUARE || it == INVISIBLE } )
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meshSet.flatTop(roundLog.quadrants, idx)
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else null
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}
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else -> null
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}
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val downMesh = when(roundLog.downType) {
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NONSOLID -> meshSet.flatBottom(roundLog.quadrants, idx)
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PERPENDICULAR -> {
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if (!connectPerpendicular) {
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meshSet.flatBottom(roundLog.quadrants, idx)
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} else {
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meshSet.extendBottom(roundLog.quadrants, idx)
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}
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}
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PARALLEL -> {
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if (roundLog.quadrants[idx] discontinuousWith roundLog.quadrantsBottom[idx] &&
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roundLog.quadrants[idx].let { it == SQUARE || it == INVISIBLE } )
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meshSet.flatBottom(roundLog.quadrants, idx)
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else null
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}
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else -> null
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}
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// render
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sideMesh?.let { ctx.renderQuads(it) }
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upMesh?.let { ctx.renderQuads(it) }
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downMesh?.let { ctx.renderQuads(it) }
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}
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}
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}
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