[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

@@ -0,0 +1,90 @@
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() }
}
}