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https://github.com/Creators-of-Create/Create.git
synced 2024-12-15 20:43:42 +01:00
smooth belts
This commit is contained in:
parent
7deb72baa1
commit
566a370e3b
8 changed files with 120 additions and 78 deletions
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@ -55,9 +55,9 @@ public class AllSpriteShifts {
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CREATIVE_FLUID_TANK = getCT(CTType.CROSS, "creative_fluid_tank");
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public static final SpriteShiftEntry
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BELT = SpriteShifter.get("block/belt", "block/belt_animated"),
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BELT_OFFSET = SpriteShifter.get("block/belt_offset", "block/belt_animated"),
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BELT_DIAGONAL = SpriteShifter.get("block/belt_diagonal", "block/belt_diagonal_animated"),
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BELT = SpriteShifter.get("block/belt", "block/belt_scroll"),
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BELT_OFFSET = SpriteShifter.get("block/belt_offset", "block/belt_offset_scroll"),
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BELT_DIAGONAL = SpriteShifter.get("block/belt_diagonal", "block/belt_diagonal_scroll"),
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ANDESIDE_BELT_CASING = SpriteShifter.get("block/brass_casing_belt", "block/andesite_casing_belt"),
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CRAFTER_THINGIES = SpriteShifter.get("block/crafter_thingies", "block/crafter_thingies");
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@ -66,17 +66,6 @@ public class BeltRenderer extends SafeTileEntityRenderer<BeltTileEntity> {
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boolean sideways = beltSlope == BeltSlope.SIDEWAYS;
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boolean alongX = facing.getAxis() == Axis.X;
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MatrixStacker msr = MatrixStacker.of(ms);
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IVertexBuilder vb = buffer.getBuffer(RenderType.getSolid());
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float renderTick = AnimationTickHolder.getRenderTick();
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ms.push();
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msr.centre();
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msr.rotateY(AngleHelper.horizontalAngle(facing) + (upward ? 180 : 0) + (sideways ? 270 : 0));
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msr.rotateZ(sideways ? 90 : 0);
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msr.rotateX(!diagonal && beltSlope != BeltSlope.HORIZONTAL ? 90 : 0);
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msr.unCentre();
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if (downward || beltSlope == BeltSlope.VERTICAL && axisDirection == AxisDirection.POSITIVE) {
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boolean b = start;
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start = end;
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@ -98,34 +87,29 @@ public class BeltRenderer extends SafeTileEntityRenderer<BeltTileEntity> {
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SpriteShiftEntry spriteShift =
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diagonal ? AllSpriteShifts.BELT_DIAGONAL : bottom ? AllSpriteShifts.BELT_OFFSET : AllSpriteShifts.BELT;
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int cycleLength = diagonal ? 12 : 16;
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int cycleOffset = bottom ? 8 : 0;
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// UV shift
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beltBuffer.setupInstance(data -> {
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float speed = te.getSpeed();
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if (diagonal && (downward ^ alongX) || !sideways && !diagonal && alongX
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|| sideways && axisDirection == AxisDirection.NEGATIVE)
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speed = -speed;
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Matrix4f m = new Matrix4f();
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m.loadIdentity();
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m.multiply(Vector3f.POSITIVE_Y.getDegreesQuaternion(AngleHelper.horizontalAngle(facing) + (upward ? 180 : 0) + (sideways ? 270 : 0)));
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m.multiply(Vector3f.POSITIVE_Z.getDegreesQuaternion(sideways ? 90 : 0));
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m.multiply(Vector3f.POSITIVE_X.getDegreesQuaternion(!diagonal && beltSlope != BeltSlope.HORIZONTAL ? 90 : 0));
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float horizontalAngle = facing.getHorizontalAngle();
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data.setPosition(te.getPos())
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.setModel(m)
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.setRotation(
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!diagonal && beltSlope != BeltSlope.HORIZONTAL ? 90 : 0,
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horizontalAngle + (upward ? 180 : 0) + (sideways ? 270 : 0),
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sideways ? 90 : 0
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)
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.setPackedLight(light)
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.setRotationalSpeed(speed);
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.setRotationalSpeed(speed)
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.setScrollTexture(spriteShift)
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.setScrollMult(diagonal ? 3f / 8f : 0.5f);
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});
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// Diagonal belt do not have a separate bottom model
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if (diagonal)
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break;
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}
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ms.pop();
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if (te.hasPulley()) {
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// TODO 1.15 find a way to cache this model matrix computation
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@ -134,7 +118,7 @@ public class BeltRenderer extends SafeTileEntityRenderer<BeltTileEntity> {
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.rotateY();
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if (sideways)
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dir = Direction.UP;
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msr = MatrixStacker.of(modelTransform);
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MatrixStacker msr = MatrixStacker.of(modelTransform);
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msr.centre();
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if (dir.getAxis() == Axis.X)
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msr.rotateY(90);
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@ -143,9 +127,9 @@ public class BeltRenderer extends SafeTileEntityRenderer<BeltTileEntity> {
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msr.rotateX(90);
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msr.unCentre();
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RotatingBuffer superBuffer = CreateClient.kineticRenderer
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RotatingBuffer rotatingBuffer = CreateClient.kineticRenderer
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.renderDirectionalPartialInstanced(AllBlockPartials.BELT_PULLEY, blockState, dir, modelTransform);
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KineticTileEntityRenderer.renderRotatingBuffer(te, superBuffer, light);
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KineticTileEntityRenderer.renderRotatingBuffer(te, rotatingBuffer, light);
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}
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renderItems(te, partialTicks, ms, buffer, light, overlay);
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@ -1,10 +1,11 @@
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package com.simibubi.create.foundation.utility.render;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.simibubi.create.foundation.block.render.SpriteShiftEntry;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GLAllocation;
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import net.minecraft.client.renderer.LightTexture;
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import net.minecraft.client.renderer.Matrix4f;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.math.BlockPos;
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import org.lwjgl.opengl.GL11;
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@ -34,7 +35,7 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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protected void finishBufferingInternal() {
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int floatSize = VertexFormatElement.Type.FLOAT.getSize();
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int intSize = VertexFormatElement.Type.INT.getSize();
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int stride = floatSize * 22;
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int stride = floatSize * 16;
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int instanceSize = instanceCount * stride;
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@ -51,16 +52,21 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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// render position
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GL20.glVertexAttribPointer(3, 3, GL11.GL_FLOAT, false, stride, 0);
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// model matrix
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for (int i = 0; i < 4; i++) {
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GL20.glVertexAttribPointer(4 + i, 4, GL11.GL_FLOAT, false, stride, floatSize * (4 * i + 3));
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}
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// render rotation
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GL20.glVertexAttribPointer(4, 3, GL11.GL_FLOAT, false, stride, floatSize * 3L);
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// light map
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GL20.glVertexAttribPointer(8, 2, GL11.GL_FLOAT, false, stride, floatSize * 16L);
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GL20.glVertexAttribPointer(5, 2, GL11.GL_FLOAT, false, stride, floatSize * 6L);
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// rotational speed and offset
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GL20.glVertexAttribPointer(9, 1, GL11.GL_FLOAT, false, stride, floatSize * 18L);
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// speed
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GL20.glVertexAttribPointer(6, 1, GL11.GL_FLOAT, false, stride, floatSize * 8L);
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// uv data
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GL20.glVertexAttribPointer(7, 2, GL11.GL_FLOAT, false, stride, floatSize * 9L);
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GL20.glVertexAttribPointer(8, 4, GL11.GL_FLOAT, false, stride, floatSize * 11L);
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GL20.glVertexAttribPointer(9, 1, GL11.GL_FLOAT, false, stride, floatSize * 15L);
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for (int i = 3; i <= numAttributes(); i++) {
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GL40.glVertexAttribDivisor(i, 1);
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@ -74,9 +80,18 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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private float x;
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private float y;
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private float z;
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private Matrix4f model;
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private float rotX;
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private float rotY;
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private float rotZ;
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private int packedLight;
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private float rotationalSpeed;
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private float sourceU;
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private float sourceV;
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private float minU;
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private float minV;
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private float maxU;
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private float maxV;
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private float scrollMult;
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public BeltData setPosition(BlockPos pos) {
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this.x = pos.getX();
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@ -85,8 +100,10 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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return this;
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}
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public BeltData setModel(Matrix4f model) {
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this.model = model;
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public BeltData setRotation(float rotX, float rotY, float rotZ) {
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this.rotX = rotX;
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this.rotY = rotY;
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this.rotZ = rotZ;
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return this;
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}
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@ -100,6 +117,25 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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return this;
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}
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public BeltData setScrollTexture(SpriteShiftEntry spriteShift) {
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TextureAtlasSprite source = spriteShift.getOriginal();
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TextureAtlasSprite target = spriteShift.getTarget();
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this.sourceU = source.getMinU();
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this.sourceV = source.getMinV();
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this.minU = target.getMinU();
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this.minV = target.getMinV();
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this.maxU = target.getMaxU();
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this.maxV = target.getMaxV();
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return this;
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}
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public BeltData setScrollMult(float scrollMult) {
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this.scrollMult = scrollMult;
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return this;
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}
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void buffer(ByteBuffer buf) {
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float blockLightCoordinates = LightTexture.getBlockLightCoordinates(packedLight) / (float) 0xF;
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float skyLightCoordinates = LightTexture.getSkyLightCoordinates(packedLight) / (float) 0xF;
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@ -108,14 +144,22 @@ public class BeltBuffer extends InstancedBuffer<BeltBuffer.BeltData> {
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buf.putFloat(y);
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buf.putFloat(z);
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InstancedBuffer.MATRIX_BUF.rewind();
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model.write(InstancedBuffer.MATRIX_BUF.asFloatBuffer());
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InstancedBuffer.MATRIX_BUF.rewind();
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buf.putFloat(rotX);
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buf.putFloat(rotY);
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buf.putFloat(rotZ);
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buf.put(InstancedBuffer.MATRIX_BUF);
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buf.putFloat(blockLightCoordinates);
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buf.putFloat(skyLightCoordinates);
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buf.putFloat(rotationalSpeed);
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buf.putFloat(sourceU);
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buf.putFloat(sourceV);
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buf.putFloat(minU);
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buf.putFloat(minV);
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buf.putFloat(maxU);
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buf.putFloat(maxV);
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buf.putFloat(scrollMult);
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}
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}
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}
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@ -50,17 +50,17 @@ public class FastKineticRenderer {
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}
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public void tick() {
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for (Cache<Object, RotatingBuffer> cache : rotating.values()) {
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for (RotatingBuffer renderer : cache.asMap().values()) {
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renderer.clearInstanceData();
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}
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}
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for (Cache<Object, BeltBuffer> cache : belts.values()) {
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for (BeltBuffer renderer : cache.asMap().values()) {
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renderer.clearInstanceData();
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}
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}
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// for (Cache<Object, RotatingBuffer> cache : rotating.values()) {
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// for (RotatingBuffer renderer : cache.asMap().values()) {
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// renderer.clearInstanceData();
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// }
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// }
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//
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// for (Cache<Object, BeltBuffer> cache : belts.values()) {
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// for (BeltBuffer renderer : cache.asMap().values()) {
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// renderer.clearInstanceData();
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// }
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// }
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}
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public void enqueue(Runnable run) {
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@ -219,5 +219,10 @@ public class FastKineticRenderer {
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cache.asMap().values().forEach(InstancedBuffer::invalidate);
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cache.invalidateAll();
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});
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belts.values().forEach(cache -> {
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cache.asMap().values().forEach(InstancedBuffer::invalidate);
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cache.invalidateAll();
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});
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}
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}
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@ -15,8 +15,6 @@ import java.util.function.Consumer;
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public abstract class InstancedBuffer<T> extends TemplateBuffer {
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protected static ByteBuffer MATRIX_BUF = GLAllocation.createDirectByteBuffer(16 << 2);
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protected int vao, ebo, invariantVBO, instanceVBO, instanceCount;
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protected final ArrayList<T> data = new ArrayList<>();
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@ -112,11 +110,6 @@ public abstract class InstancedBuffer<T> extends TemplateBuffer {
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});
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}
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protected void addData(T instance) {
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data.add(instance);
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instanceCount++;
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}
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protected abstract T newInstance();
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protected abstract int numAttributes();
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@ -127,7 +120,8 @@ public abstract class InstancedBuffer<T> extends TemplateBuffer {
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T instanceData = newInstance();
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setup.accept(instanceData);
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addData(instanceData);
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data.add(instanceData);
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instanceCount++;
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}
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public void render() {
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@ -6,9 +6,12 @@ layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 instancePos;
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layout (location = 4) in mat4 model;
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layout (location = 8) in vec2 light;
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layout (location = 9) in float speed;
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layout (location = 4) in vec3 rotationDegrees;
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layout (location = 5) in vec2 light;
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layout (location = 6) in float speed;
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layout (location = 7) in vec2 sourceUV;
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layout (location = 8) in vec4 scrollTexture;
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layout (location = 9) in float scrollMult;
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out vec2 TexCoords;
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out vec2 Light;
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@ -18,18 +21,30 @@ uniform int ticks;
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uniform mat4 projection;
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uniform mat4 view;
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mat4 rotate(vec3 axis, float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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void main() {
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// float textureIndex = fract((speed * time / 36 + cycle[1]) / cycle[0]) * cycle[0];
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// if (textureIndex < 0) {
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// textureIndex += cycle[0];
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// }
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//
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// vec2 scrollPos = vec2(fract(textureIndex / 4), floor(textureIndex / 16));
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return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
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0., 0., 0., 1.);
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}
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vec4 renderPos = model * vec4(aPos - vec3(0.5), 1f);
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void main()
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{
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vec3 rot = fract(rotationDegrees / 360.) * PI * 2.;
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vec4 renderPos = rotate(vec3(1, 0, 0), rot.x) * rotate(vec3(0, 0, 1), rot.z) * rotate(vec3(0, 1, 0), rot.y) * vec4(aPos - vec3(0.5), 1f);
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renderPos += vec4(instancePos + vec3(0.5), 0);
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TexCoords = aTexCoords;
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float scrollSize = scrollTexture.w - scrollTexture.y;
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float scroll = fract(speed * time / (36. * 16.)) * scrollSize * scrollMult;
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Light = light;
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TexCoords = aTexCoords - sourceUV + scrollTexture.xy + vec2(0., scroll);
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gl_Position = projection * view * renderPos;
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}
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BIN
src/main/resources/assets/create/textures/block/belt_scroll.png
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BIN
src/main/resources/assets/create/textures/block/belt_scroll.png
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After Width: | Height: | Size: 549 B |
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