[WIP] major rewrite, grass and leaves working already

This commit is contained in:
octarine-noise
2021-05-06 22:40:32 +02:00
parent 09ccb83e8b
commit f44d2a7a50
96 changed files with 2348 additions and 3531 deletions

View File

@@ -1,23 +1,31 @@
package mods.betterfoliage.render.old
import mods.betterfoliage.render.lighting.ModelLighter
import mods.betterfoliage.render.lighting.NoLighting
import mods.betterfoliage.render.lighting.ShaderFactory
import mods.betterfoliage.render.lighting.cornerAo
import mods.betterfoliage.render.lighting.cornerFlat
import mods.betterfoliage.render.lighting.faceOrientedAuto
import mods.betterfoliage.util.Double3
import mods.betterfoliage.util.Rotation
import mods.betterfoliage.util.allDirections
import mods.betterfoliage.util.boxFaces
import mods.betterfoliage.util.get
import mods.betterfoliage.util.minmax
import mods.betterfoliage.util.nearestAngle
import mods.betterfoliage.util.replace
import mods.betterfoliage.util.rotate
import mods.betterfoliage.util.times
import mods.betterfoliage.util.toImmutableList
import mods.betterfoliage.util.vec
import net.minecraft.client.renderer.model.BakedQuad
import net.minecraft.client.renderer.texture.TextureAtlasSprite
import net.minecraft.client.renderer.vertex.DefaultVertexFormats
import net.minecraft.client.renderer.vertex.VertexFormat
import net.minecraft.client.renderer.vertex.VertexFormatElement
import net.minecraft.client.renderer.vertex.VertexFormatElement.Type
import net.minecraft.client.renderer.vertex.VertexFormatElement.Usage
import net.minecraft.util.Direction
import net.minecraftforge.client.model.pipeline.BakedQuadBuilder
import java.lang.Math.max
import java.lang.Math.min
import java.util.Random
import kotlin.math.cos
import kotlin.math.sin
/**
* Vertex UV coordinates
@@ -34,7 +42,7 @@ data class UV(val u: Double, val v: Double) {
val rotate: UV get() = UV(v, -u)
fun rotate(n: Int) = when(n % 4) {
fun rotate(n: Int) = when (n % 4) {
0 -> copy()
1 -> UV(v, -u)
2 -> UV(-u, -v)
@@ -55,105 +63,153 @@ data class UV(val u: Double, val v: Double) {
* @param[aoShader] [ModelLighter] instance to use with AO rendering
* @param[flatShader] [ModelLighter] instance to use with non-AO rendering
*/
data class Vertex(val xyz: Double3 = Double3(0.0, 0.0, 0.0),
val uv: UV = UV(0.0, 0.0),
val aoShader: ModelLighter = NoLighting,
val flatShader: ModelLighter = NoLighting
data class Vertex(
val xyz: Double3 = Double3(0.0, 0.0, 0.0),
val uv: UV = UV(0.0, 0.0),
val color: Color = Color.white,
val normal: Double3? = null
)
data class Color(val alpha: Int, val red: Int, val green: Int, val blue: Int) {
constructor(combined: Int) : this(
combined shr 24 and 255,
combined shr 16 and 255,
combined shr 8 and 255,
combined and 255
)
val asInt get() = (alpha shl 24) or (red shl 16) or (green shl 8) or blue
operator fun times(f: Float) = Color(
alpha,
(f * red.toFloat()).toInt().coerceIn(0 until 256),
(f * green.toFloat()).toInt().coerceIn(0 until 256),
(f * blue.toFloat()).toInt().coerceIn(0 until 256)
)
companion object {
val white get() = Color(255, 255, 255, 255)
}
}
data class HSB(var hue: Float, var saturation: Float, var brightness: Float) {
companion object {
fun fromColor(color: Int): HSB {
val hsbVals = java.awt.Color.RGBtoHSB((color shr 16) and 255, (color shr 8) and 255, color and 255, null)
return HSB(hsbVals[0], hsbVals[1], hsbVals[2])
}
}
val asColor: Int get() = java.awt.Color.HSBtoRGB(hue, saturation, brightness)
}
/**
* Model quad
* Intermediate representation of model quad
* Immutable, double-precision
* Zero-centered (both XYZ and UV) coordinates for simpler rotation/mirroring
*/
data class Quad(val v1: Vertex, val v2: Vertex, val v3: Vertex, val v4: Vertex) {
data class Quad(
val v1: Vertex, val v2: Vertex, val v3: Vertex, val v4: Vertex,
val sprite: TextureAtlasSprite? = null,
val colorIndex: Int = -1,
val face: Direction? = null
) {
val verts = arrayOf(v1, v2, v3, v4)
inline fun transformV(trans: (Vertex)-> Vertex): Quad = transformVI { vertex, idx -> trans(vertex) }
inline fun transformVI(trans: (Vertex, Int)-> Vertex): Quad =
Quad(trans(v1, 0), trans(v2, 1), trans(v3, 2), trans(v4, 3))
inline fun transformV(trans: (Vertex) -> Vertex): Quad = transformVI { vertex, idx -> trans(vertex) }
inline fun transformVI(trans: (Vertex, Int) -> Vertex): Quad = copy(
v1 = trans(v1, 0), v2 = trans(v2, 1), v3 = trans(v3, 2), v4 = trans(v4, 3)
)
val normal: Double3 get() = (v2.xyz - v1.xyz).cross(v4.xyz - v1.xyz).normalize
fun move(trans: Double3) = transformV { it.copy(xyz = it.xyz + trans) }
fun move(trans: Pair<Double, Direction>) = move(Double3(trans.second) * trans.first)
fun scale (scale: Double) = transformV { it.copy(xyz = it.xyz * scale) }
fun scale (scale: Double3) = transformV { it.copy(xyz = Double3(it.xyz.x * scale.x, it.xyz.y * scale.y, it.xyz.z * scale.z)) }
fun scaleUV (scale: Double) = transformV { it.copy(uv = UV(it.uv.u * scale, it.uv.v * scale)) }
fun rotate(rot: Rotation) = transformV {
it.copy(xyz = it.xyz.rotate(rot), aoShader = it.aoShader.rotate(rot), flatShader = it.flatShader.rotate(rot))
fun scale(scale: Double) = transformV { it.copy(xyz = it.xyz * scale) }
fun scale(scale: Double3) =
transformV { it.copy(xyz = Double3(it.xyz.x * scale.x, it.xyz.y * scale.y, it.xyz.z * scale.z)) }
fun rotate(rot: Rotation) =
transformV { it.copy(xyz = it.xyz.rotate(rot), normal = it.normal?.rotate(rot)) }.copy(face = face?.rotate(rot))
fun rotateZ(angle: Double) = transformV {
it.copy(
xyz = Double3(
it.xyz.x * cos(angle) + it.xyz.z * sin(angle),
it.xyz.y,
it.xyz.z * cos(angle) - it.xyz.x * sin(angle)
),
normal = it.normal?.let { normal ->
Double3(
normal.x * cos(angle) + normal.z * sin(angle),
normal.y,
normal.z * cos(angle) - normal.x * sin(angle)
)
}
)
}
fun scaleUV(scale: Double) = transformV { it.copy(uv = UV(it.uv.u * scale, it.uv.v * scale)) }
fun rotateUV(n: Int) = transformV { it.copy(uv = it.uv.rotate(n)) }
fun clampUV(minU: Double = -0.5, maxU: Double = 0.5, minV: Double = -0.5, maxV: Double = 0.5) =
transformV { it.copy(uv = it.uv.clamp(minU, maxU, minV, maxV)) }
fun mirrorUV(mirrorU: Boolean, mirrorV: Boolean) = transformV { it.copy(uv = it.uv.mirror(mirrorU, mirrorV)) }
fun setAoShader(factory: ShaderFactory, predicate: (Vertex, Int)->Boolean = { v, vi -> true }) =
transformVI { vertex, idx ->
if (!predicate(vertex, idx)) vertex else vertex.copy(aoShader = factory(this@Quad, vertex))
}
fun setFlatShader(factory: ShaderFactory, predicate: (Vertex, Int)->Boolean = { v, vi -> true }) =
transformVI { vertex, idx ->
if (!predicate(vertex, idx)) vertex else vertex.copy(flatShader = factory(this@Quad, vertex))
}
fun setFlatShader(shader: ModelLighter) = transformVI { vertex, idx -> vertex.copy(flatShader = shader) }
val flipped: Quad get() = Quad(v4, v3, v2, v1)
fun scrambleUV(random: Random, canFlipU: Boolean, canFlipV: Boolean, canRotate: Boolean) = this
.mirrorUV(canFlipU && random.nextBoolean(), canFlipV && random.nextBoolean())
.let { if (canRotate) it.rotateUV(random.nextInt(4)) else it }
fun cycleVertices(n: Int) = when(n % 4) {
fun sprite(sprite: TextureAtlasSprite) = copy(sprite = sprite)
fun color(color: Color) = transformV { it.copy(color = color) }
fun color(color: Int) = transformV { it.copy(color = Color(color)) }
fun colorIndex(colorIndex: Int) = copy(colorIndex = colorIndex)
fun colorAndIndex(color: Color?) = color(color ?: Color.white).colorIndex(if (color == null) 0 else -1)
fun face() = face ?: nearestAngle(normal, Direction.values().toList()) { it.vec }.first
val flipped: Quad get() = Quad(v4, v3, v2, v1, sprite, colorIndex)
fun cycleVertices(n: Int) = when (n % 4) {
1 -> Quad(v2, v3, v4, v1)
2 -> Quad(v3, v4, v1, v2)
3 -> Quad(v4, v1, v2, v3)
else -> this.copy()
}
}
/**
* Model. The basic unit of rendering blocks with OctarineCore.
*
* The model should be positioned so that (0,0,0) is the block center.
* The block extends to (-0.5, 0.5) in all directions (inclusive).
*/
class Model() {
constructor(other: List<Quad>) : this() { quads.addAll(other) }
val quads = mutableListOf<Quad>()
companion object {
fun mix(first: Quad, second: Quad, vertexFactory: (Vertex, Vertex) -> Vertex) = Quad(
v1 = vertexFactory(first.v1, second.v1),
v2 = vertexFactory(first.v2, second.v2),
v3 = vertexFactory(first.v3, second.v3),
v4 = vertexFactory(first.v4, second.v4)
)
fun Quad.add() = quads.add(this)
fun Iterable<Quad>.addAll() = forEach { quads.add(it) }
fun transformQ(trans: (Quad)-> Quad) = quads.replace(trans)
fun transformV(trans: (Vertex)-> Vertex) = quads.replace{ it.transformV(trans) }
fun verticalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, yBottom: Double, yTop: Double) = Quad(
fun verticalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, yBottom: Double, yTop: Double) = Quad(
Vertex(Double3(x1, yBottom, z1), UV.bottomLeft),
Vertex(Double3(x2, yBottom, z2), UV.bottomRight),
Vertex(Double3(x2, yTop, z2), UV.topRight),
Vertex(Double3(x1, yTop, z1), UV.topLeft)
)
fun horizontalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, y: Double): Quad {
val xMin = min(x1, x2); val xMax = max(x1, x2)
val zMin = min(z1, z2); val zMax = max(z1, z2)
return Quad(
Vertex(Double3(xMin, y, zMin), UV.topLeft),
Vertex(Double3(xMin, y, zMax), UV.bottomLeft),
Vertex(Double3(xMax, y, zMax), UV.bottomRight),
Vertex(Double3(xMax, y, zMin), UV.topRight)
)
}
fun faceQuad(face: Direction): Quad {
val base = face.vec * 0.5
val top = boxFaces[face].top * 0.5
val left = boxFaces[face].left * 0.5
return Quad(
fun horizontalRectangle(x1: Double, z1: Double, x2: Double, z2: Double, y: Double): Quad {
val xMin = min(x1, x2);
val xMax = max(x1, x2)
val zMin = min(z1, z2);
val zMax = max(z1, z2)
return Quad(
Vertex(Double3(xMin, y, zMin), UV.topLeft),
Vertex(Double3(xMin, y, zMax), UV.bottomLeft),
Vertex(Double3(xMax, y, zMax), UV.bottomRight),
Vertex(Double3(xMax, y, zMin), UV.topRight)
)
}
fun faceQuad(face: Direction): Quad {
val base = face.vec * 0.5
val top = boxFaces[face].top * 0.5
val left = boxFaces[face].left * 0.5
return Quad(
Vertex(base + top + left, UV.topLeft),
Vertex(base - top + left, UV.bottomLeft),
Vertex(base - top - left, UV.bottomRight),
Vertex(base + top - left, UV.topRight)
)
)
}
}
}
val fullCube = Model().apply {
allDirections.forEach {
faceQuad(it)
.setAoShader(faceOrientedAuto(corner = cornerAo(it.axis), edge = null))
.setFlatShader(faceOrientedAuto(corner = cornerFlat, edge = null))
.add()
}
}