[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

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package mods.betterfoliage.render.pipeline
import com.mojang.blaze3d.matrix.MatrixStack
import mods.betterfoliage.chunk.BasicBlockCtx
import mods.betterfoliage.chunk.BlockCtx
import mods.betterfoliage.render.old.HalfBakedQuad
import mods.betterfoliage.util.Int3
import net.minecraft.block.Block
import net.minecraft.client.Minecraft
import net.minecraft.client.renderer.model.IBakedModel
import net.minecraft.util.Direction
import net.minecraft.util.math.BlockPos
import net.minecraft.world.ILightReader
import net.minecraftforge.client.model.data.IModelData
import java.util.Random
abstract class RenderCtxBase(
world: ILightReader,
pos: BlockPos,
val matrixStack: MatrixStack,
val checkSides: Boolean,
val random: Random,
val modelData: IModelData
) : BlockCtx by BasicBlockCtx(world, pos) {
var hasRendered = false
val blockModelShapes = Minecraft.getInstance().blockRendererDispatcher.blockModelShapes
inline fun Direction?.shouldRender() = this == null || !checkSides || Block.shouldSideBeRendered(state, world, pos, this)
protected abstract fun renderQuad(quad: HalfBakedQuad)
abstract fun renderFallback(model: IBakedModel)
fun render(quads: Iterable<HalfBakedQuad>) {
quads.forEach { quad ->
if (quad.raw.face.shouldRender()) {
renderQuad(quad)
hasRendered = true
}
}
}
abstract fun renderMasquerade(offset: Int3, func: ()->Unit)
}

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package mods.betterfoliage.render.pipeline
import com.mojang.blaze3d.matrix.MatrixStack
import mods.betterfoliage.render.ISpecialRenderModel
import mods.betterfoliage.render.lighting.ForgeVertexLighter
import mods.betterfoliage.render.lighting.ForgeVertexLighterAccess
import mods.betterfoliage.render.old.HalfBakedQuad
import mods.betterfoliage.util.Int3
import mods.betterfoliage.util.directionsAndNull
import mods.betterfoliage.util.get
import mods.octarinecore.VertexLighterFlat_blockInfo
import net.minecraft.block.BlockState
import net.minecraft.client.renderer.model.IBakedModel
import net.minecraft.util.math.BlockPos
import net.minecraft.world.ILightReader
import net.minecraftforge.client.model.data.IModelData
import net.minecraftforge.client.model.pipeline.VertexLighterFlat
import java.util.Random
class RenderCtxForge(
world: ILightReader,
pos: BlockPos,
val lighter: VertexLighterFlat,
matrixStack: MatrixStack,
checkSides: Boolean,
random: Random,
modelData: IModelData
): RenderCtxBase(world, pos, matrixStack, checkSides, random, modelData), ForgeVertexLighterAccess {
val blockInfo = lighter[VertexLighterFlat_blockInfo]
override var vertexLighter: ForgeVertexLighter
get() = (lighter as ForgeVertexLighterAccess).vertexLighter
set(value) { (lighter as ForgeVertexLighterAccess).vertexLighter = value }
override fun renderQuad(quad: HalfBakedQuad) { quad.baked.pipe(lighter) }
override fun renderFallback(model: IBakedModel) {
directionsAndNull.forEach { face ->
model.getQuads(state, null, random, modelData).forEach { quad ->
if (quad.face.shouldRender()) {
quad.pipe(lighter)
hasRendered = true
}
}
}
}
override fun renderMasquerade(offset: Int3, func: () -> Unit) {
TODO("Not yet implemented")
}
companion object {
@JvmStatic
fun render(
lighter: VertexLighterFlat,
world: ILightReader,
model: ISpecialRenderModel,
state: BlockState,
pos: BlockPos,
matrixStack: MatrixStack,
checkSides: Boolean,
rand: Random, seed: Long,
modelData: IModelData
): Boolean {
lighter.setWorld(world)
lighter.setState(state)
lighter.setBlockPos(pos)
rand.setSeed(seed)
lighter.updateBlockInfo()
return RenderCtxForge(world, pos, lighter, matrixStack, checkSides, rand, modelData).let {
model.render(it, false)
lighter.resetBlockInfo()
it.hasRendered
}
}
}
}

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package mods.betterfoliage.render.pipeline
import com.mojang.blaze3d.matrix.MatrixStack
import com.mojang.blaze3d.vertex.IVertexBuilder
import mods.betterfoliage.render.ISpecialRenderModel
import mods.betterfoliage.render.lighting.VanillaFullBlockLighting
import mods.betterfoliage.render.lighting.VanillaVertexLighter
import mods.betterfoliage.render.lighting.VanillaQuadLighting
import mods.betterfoliage.render.old.HalfBakedQuad
import mods.betterfoliage.util.Int3
import mods.betterfoliage.util.ThreadLocalDelegate
import mods.betterfoliage.util.plus
import net.minecraft.block.BlockState
import net.minecraft.client.renderer.BlockModelRenderer
import net.minecraft.client.renderer.model.IBakedModel
import net.minecraft.util.math.BlockPos
import net.minecraft.world.ILightReader
import net.minecraftforge.client.model.data.IModelData
import java.util.Random
class RenderCtxVanilla(
val renderer: BlockModelRenderer,
world: ILightReader,
pos: BlockPos,
val buffer: IVertexBuilder,
val combinedOverlay: Int,
matrixStack: MatrixStack,
checkSides: Boolean,
random: Random,
val seed: Long,
modelData: IModelData,
val useAO: Boolean
): RenderCtxBase(world, pos, matrixStack, checkSides, random, modelData) {
private val blockColors = renderer.blockColors
var vertexLighter: VanillaVertexLighter = VanillaFullBlockLighting
override fun renderQuad(quad: HalfBakedQuad) {
lightingData.let { lighting ->
vertexLighter.updateLightmapAndColor(quad, lighting)
buffer.addQuad(
matrixStack.last, quad.baked,
lighting.colorMultiplier,
lighting.tint[0], lighting.tint[1], lighting.tint[2],
lighting.packedLight, combinedOverlay, true
)
}
}
override fun renderFallback(model: IBakedModel) {
if (useAO) renderer.renderModelSmooth(world, model, state, pos, matrixStack, buffer, checkSides, random, seed, combinedOverlay, modelData)
else renderer.renderModelFlat(world, model, state, pos, matrixStack, buffer, checkSides, random, seed, combinedOverlay, modelData)
}
override fun renderMasquerade(offset: Int3, func: () -> Unit) {
lightingData.calc.blockPos += offset
func()
lightingData.calc.blockPos = pos
}
companion object {
@JvmStatic
fun render(
renderer: BlockModelRenderer,
world: ILightReader,
model: ISpecialRenderModel,
state: BlockState,
pos: BlockPos,
matrixStack: MatrixStack,
buffer: IVertexBuilder,
checkSides: Boolean,
random: Random,
rand: Long,
combinedOverlay: Int,
modelData: IModelData,
smooth: Boolean
): Boolean {
random.setSeed(rand)
val ctx = RenderCtxVanilla(renderer, world, pos, buffer, combinedOverlay, matrixStack, checkSides, random, rand, modelData, smooth)
lightingData.apply {
calc.reset(ctx)
blockColors = renderer.blockColors
}
model.render(ctx, false)
return ctx.hasRendered
}
val lightingData by ThreadLocalDelegate { VanillaQuadLighting() }
}
}