Files
BetterFoliage/src/main/kotlin/mods/betterfoliage/render/pipeline/RenderCtxBase.kt
octarine-noise a917d5b3db [WIP] Lilypad working
+ shader integration
2021-05-11 16:18:58 +02:00

66 lines
2.3 KiB
Kotlin

package mods.betterfoliage.render.pipeline
import com.mojang.blaze3d.matrix.MatrixStack
import mods.betterfoliage.chunk.BasicBlockCtx
import mods.betterfoliage.chunk.BlockCtx
import mods.betterfoliage.model.SpecialRenderModel
import mods.betterfoliage.render.lighting.VanillaFullBlockLighting
import mods.betterfoliage.render.lighting.VanillaQuadLighting
import mods.betterfoliage.render.lighting.VanillaVertexLighter
import mods.betterfoliage.model.HalfBakedQuad
import mods.betterfoliage.util.Int3
import mods.betterfoliage.util.plus
import net.minecraft.block.Block
import net.minecraft.client.Minecraft
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
/**
* Rendering context for drawing [SpecialRenderModel] models.
*
* This class (and others in its constellation) basically form a replacement, highly customizable,
* push-based partial rendering pipeline for [SpecialRenderModel] instances.
*/
abstract class RenderCtxBase(
world: ILightReader,
pos: BlockPos,
val matrixStack: MatrixStack,
var checkSides: Boolean,
val random: Random,
val modelData: IModelData
) : BlockCtx by BasicBlockCtx(world, pos) {
abstract fun renderQuad(quad: HalfBakedQuad)
var hasRendered = false
val blockModelShapes = Minecraft.getInstance().blockRendererDispatcher.blockModelShapes
var vertexLighter: VanillaVertexLighter = VanillaFullBlockLighting
protected val lightingData = RenderCtxBase.lightingData.get().apply {
calc.reset(this@RenderCtxBase)
blockColors = Minecraft.getInstance().blockColors
}
inline fun Direction?.shouldRender() = this == null || !checkSides || Block.shouldSideBeRendered(state, world, pos, this)
fun renderQuads(quads: Iterable<HalfBakedQuad>) {
quads.forEach { quad ->
if (quad.raw.face.shouldRender()) {
renderQuad(quad)
hasRendered = true
}
}
}
fun renderMasquerade(offset: Int3, func: () -> Unit) {
lightingData.calc.blockPos += offset
func()
lightingData.calc.blockPos = pos
}
companion object {
val lightingData = ThreadLocal.withInitial { VanillaQuadLighting() }
}
}