[WIP] major rewrite, grass and leaves working already
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package mods.betterfoliage.render.lighting
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import mods.betterfoliage.render.old.HalfBakedQuad
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import mods.betterfoliage.util.Double3
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import mods.betterfoliage.util.EPSILON
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import mods.betterfoliage.util.minBy
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import net.minecraft.client.renderer.color.BlockColors
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import net.minecraft.util.Direction
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import net.minecraft.util.Direction.*
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import net.minecraft.util.Direction.Axis
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import net.minecraftforge.client.model.pipeline.LightUtil
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import kotlin.math.abs
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class VanillaQuadLighting {
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val packedLight = IntArray(4)
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val colorMultiplier = FloatArray(4)
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val tint = FloatArray(3)
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val calc = VanillaAoCalculator()
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lateinit var blockColors: BlockColors
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fun updateBlockTint(tintIndex: Int) {
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if (tintIndex == -1) {
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tint[0] = 1.0f; tint[1] = 1.0f; tint[2] = 1.0f
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} else {
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val state = calc.world.getBlockState(calc.blockPos)
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blockColors.getColor(state, calc.world, calc.blockPos, tintIndex).let { blockTint ->
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tint[0] = (blockTint shr 16 and 255).toFloat() / 255.0f
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tint[1] = (blockTint shr 8 and 255).toFloat() / 255.0f
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tint[2] = (blockTint and 255).toFloat() / 255.0f
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}
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}
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}
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fun applyDiffuseLighting(face: Direction) {
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val factor = LightUtil.diffuseLight(face)
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tint[0] *= factor; tint[1] *= factor; tint[2] *= factor
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}
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}
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abstract class VanillaVertexLighter {
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abstract fun updateLightmapAndColor(quad: HalfBakedQuad, lighting: VanillaQuadLighting)
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inline fun VanillaQuadLighting.updateWithCornerAo(quad: HalfBakedQuad, func: (Double3)->Int?) {
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quad.raw.verts.forEachIndexed { idx, vertex ->
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func(vertex.xyz)?.let {
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packedLight[idx] = calc.aoData[it].packedLight
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colorMultiplier[idx] = calc.aoData[it].colorMultiplier
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}
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}
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}
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}
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object VanillaFullBlockLighting : VanillaVertexLighter() {
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override fun updateLightmapAndColor(quad: HalfBakedQuad, lighting: VanillaQuadLighting) {
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// TODO bounds checking
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val face = quad.raw.face()
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lighting.calc.fillLightData(face, true)
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lighting.updateWithCornerAo(quad) { nearestCornerOnFace(it, face) }
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lighting.updateBlockTint(quad.baked.tintIndex)
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if (quad.baked.shouldApplyDiffuseLighting()) lighting.applyDiffuseLighting(face)
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}
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}
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object RoundLeafLighting : VanillaVertexLighter() {
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override fun updateLightmapAndColor(quad: HalfBakedQuad, lighting: VanillaQuadLighting) {
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val angles = getAngles45(quad)?.let { normalFaces ->
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lighting.calc.fillLightData(normalFaces.first)
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lighting.calc.fillLightData(normalFaces.second)
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if (normalFaces.first != UP && normalFaces.second != UP) lighting.calc.fillLightData(UP)
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lighting.updateWithCornerAo(quad) { vertex ->
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val isUp = vertex.y > 0.5f
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val cornerUndir = AoSideHelper.getCornerUndir(vertex.x, vertex.y, vertex.z)
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val preferredFace = if (isUp) UP else normalFaces.minBy { faceDistance(it, vertex) }
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AoSideHelper.boxCornersDirFromUndir[preferredFace.ordinal][cornerUndir]
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}
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lighting.updateBlockTint(quad.baked.tintIndex)
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}
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}
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}
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class LightingPreferredFace(val face: Direction) : VanillaVertexLighter() {
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override fun updateLightmapAndColor(quad: HalfBakedQuad, lighting: VanillaQuadLighting) {
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lighting.calc.fillLightData(face)
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lighting.updateWithCornerAo(quad) { nearestCornerOnFace(it, face) }
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lighting.updateBlockTint(quad.baked.tintIndex)
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}
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}
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/**
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* Return the directed box corner index for the corner nearest the given vertex,
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* which is on the given face. May return null if the vertex is closest to
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* one of the opposite 4 corners
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*/
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fun nearestCornerOnFace(pos: Double3, face: Direction): Int? {
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val cornerUndir = AoSideHelper.getCornerUndir(pos.x, pos.y, pos.z)
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return AoSideHelper.boxCornersDirFromUndir[face.ordinal][cornerUndir]
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}
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/**
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* If the quad normal approximately bisects 2 axes at a 45 degree angle,
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* and is approximately perpendicular to the third, returns the 2 directions
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* the quad normal points towards.
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* Returns null otherwise.
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*/
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fun getAngles45(quad: HalfBakedQuad): Pair<Direction, Direction>? {
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val normal = quad.raw.normal
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// one of the components must be close to zero
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val zeroAxis = when {
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abs(normal.x) < EPSILON -> Axis.X
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abs(normal.y) < EPSILON -> Axis.Y
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abs(normal.z) < EPSILON -> Axis.Z
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else -> return null
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}
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// the other two must be of similar magnitude
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val diff = when(zeroAxis) {
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Axis.X -> abs(abs(normal.y) - abs(normal.z))
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Axis.Y -> abs(abs(normal.x) - abs(normal.z))
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Axis.Z -> abs(abs(normal.x) - abs(normal.y))
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}
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if (diff > EPSILON) return null
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return when(zeroAxis) {
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Axis.X -> Pair(if (normal.y > 0.0f) UP else DOWN, if (normal.z > 0.0f) SOUTH else NORTH)
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Axis.Y -> Pair(if (normal.x > 0.0f) EAST else WEST, if (normal.z > 0.0f) SOUTH else NORTH)
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Axis.Z -> Pair(if (normal.x > 0.0f) EAST else WEST, if (normal.y > 0.0f) UP else DOWN)
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}
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}
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fun faceDistance(face: Direction, pos: Double3) = when(face) {
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WEST -> pos.x; EAST -> 1.0 - pos.x
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DOWN -> pos.y; UP -> 1.0 - pos.y
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NORTH -> pos.z; SOUTH -> 1.0 - pos.z
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}
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