HexCasting/Common/src/main/java/at/petrak/hexcasting/client/entity/WallScrollRenderer.java

309 lines
14 KiB
Java

package at.petrak.hexcasting.client.entity;
import at.petrak.hexcasting.client.render.PatternTextureManager;
import at.petrak.hexcasting.client.render.RenderLib;
import at.petrak.hexcasting.common.entities.EntityWallScroll;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.LevelRenderer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.entity.EntityRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.util.Mth;
import net.minecraft.world.phys.Vec2;
import java.util.List;
import static at.petrak.hexcasting.api.HexAPI.modLoc;
public class WallScrollRenderer extends EntityRenderer<EntityWallScroll> {
private static final ResourceLocation PRISTINE_BG_LARGE = modLoc("textures/entity/scroll_large.png");
private static final ResourceLocation PRISTINE_BG_MEDIUM = modLoc("textures/entity/scroll_medium.png");
private static final ResourceLocation PRISTINE_BG_SMOL = modLoc("textures/block/scroll_paper.png");
private static final ResourceLocation ANCIENT_BG_LARGE = modLoc("textures/entity/scroll_ancient_large.png");
private static final ResourceLocation ANCIENT_BG_MEDIUM = modLoc("textures/entity/scroll_ancient_medium.png");
private static final ResourceLocation ANCIENT_BG_SMOL = modLoc("textures/block/ancient_scroll_paper.png");
private static final ResourceLocation WHITE = modLoc("textures/entity/white.png");
public WallScrollRenderer(EntityRendererProvider.Context p_174008_) {
super(p_174008_);
}
// I do as the PaintingRenderer guides
@Override
public void render(EntityWallScroll wallScroll, float yaw, float partialTicks, PoseStack ps,
MultiBufferSource bufSource, int packedLight) {
RenderSystem.setShader(GameRenderer::getPositionTexShader);
ps.pushPose();
ps.mulPose(Vector3f.YP.rotationDegrees(180f - yaw));
ps.mulPose(Vector3f.ZP.rotationDegrees(180f));
int light = LevelRenderer.getLightColor(wallScroll.level, wallScroll.getPos());
{
ps.pushPose();
// X is right, Y is down, Z is *in*
// Our origin will be the lower-left corner of the scroll touching the wall
// (so it has "negative" thickness)
ps.translate(-wallScroll.blockSize / 2f, -wallScroll.blockSize / 2f, 1f / 32f);
float dx = wallScroll.blockSize, dy = wallScroll.blockSize, dz = -1f / 16f;
float margin = 1f / 48f;
var last = ps.last();
var mat = last.pose();
var norm = last.normal();
var verts = bufSource.getBuffer(RenderType.entityCutout(this.getTextureLocation(wallScroll)));
// Remember: CCW
// Front face
vertex(mat, norm, light, verts, 0, 0, dz, 0, 0, 0, 0, -1);
vertex(mat, norm, light, verts, 0, dy, dz, 0, 1, 0, 0, -1);
vertex(mat, norm, light, verts, dx, dy, dz, 1, 1, 0, 0, -1);
vertex(mat, norm, light, verts, dx, 0, dz, 1, 0, 0, 0, -1);
// Back face
vertex(mat, norm, light, verts, 0, 0, 0, 0, 0, 0, 0, 1);
vertex(mat, norm, light, verts, dx, 0, 0, 1, 0, 0, 0, 1);
vertex(mat, norm, light, verts, dx, dy, 0, 1, 1, 0, 0, 1);
vertex(mat, norm, light, verts, 0, dy, 0, 0, 1, 0, 0, 1);
// Top face
vertex(mat, norm, light, verts, 0, 0, 0, 0, 0, 0, -1, 0);
vertex(mat, norm, light, verts, 0, 0, dz, 0, margin, 0, -1, 0);
vertex(mat, norm, light, verts, dx, 0, dz, 1, margin, 0, -1, 0);
vertex(mat, norm, light, verts, dx, 0, 0, 1, 0, 0, -1, 0);
// Left face
vertex(mat, norm, light, verts, 0, 0, 0, 0, 0, -1, 0, 0);
vertex(mat, norm, light, verts, 0, dy, 0, 0, 1, -1, 0, 0);
vertex(mat, norm, light, verts, 0, dy, dz, margin, 1, -1, 0, 0);
vertex(mat, norm, light, verts, 0, 0, dz, margin, 0, -1, 0, 0);
// Right face
vertex(mat, norm, light, verts, dx, 0, dz, 1 - margin, 0, 1, 0, 0);
vertex(mat, norm, light, verts, dx, dy, dz, 1 - margin, 1, 1, 0, 0);
vertex(mat, norm, light, verts, dx, dy, 0, 1, 1, 1, 0, 0);
vertex(mat, norm, light, verts, dx, 0, 0, 1, 0, 1, 0, 0);
// Bottom face
vertex(mat, norm, light, verts, 0, dy, dz, 0, 1 - margin, 0, 1, 0);
vertex(mat, norm, light, verts, 0, dy, 0, 0, 1, 0, 1, 0);
vertex(mat, norm, light, verts, dx, dy, 0, 1, 1, 0, 1, 0);
vertex(mat, norm, light, verts, dx, dy, dz, 1, 1 - margin, 0, 1, 0);
ps.popPose();
if (PatternTextureManager.useTextures && wallScroll.points != null)
PatternTextureManager.renderPatternForScroll(wallScroll.points.pointsKey, ps, bufSource, light, wallScroll.points.zappyPoints, wallScroll.blockSize, wallScroll.getShowsStrokeOrder());
}
//TODO: remove old rendering if not needed anymore for comparison
if(!PatternTextureManager.useTextures && wallScroll.points != null) {
var points = wallScroll.points.zappyPoints;
ps.pushPose();
ps.mulPose(Vector3f.YP.rotationDegrees(180f));
ps.translate(0, 0, 1.1f / 16f);
// make smaller scrolls not be charlie kirk-sized
// i swear, learning about these functions with asymptotes where slope != 0 is the most useful thing
// I've ever learned in a math class
float unCharlieKirk = Mth.sqrt(wallScroll.blockSize * wallScroll.blockSize + 60);
float scale = 1f / 300f * unCharlieKirk;
ps.scale(scale, scale, 0.01f);
var last = ps.last();
var mat = last.pose();
var norm = last.normal();
var outer = 0xff_d2c8c8;
var inner = 0xc8_322b33;
var verts = bufSource.getBuffer(RenderType.entityCutout(WHITE));
theCoolerDrawLineSeq(mat, norm, light, verts, points, wallScroll.blockSize * 5f / 3f, outer);
ps.translate(0, 0, 0.01);
theCoolerDrawLineSeq(mat, norm, light, verts, points, wallScroll.blockSize * 2f / 3f, inner);
if (wallScroll.getShowsStrokeOrder()) {
ps.translate(0, 0, 0.01);
var spotFrac = 0.8f * wallScroll.blockSize;
theCoolerDrawSpot(mat, norm, light, verts, points.get(0), 2f / 3f * spotFrac,
0xff_5b7bd7);
}
ps.popPose();
}
ps.popPose();
super.render(wallScroll, yaw, partialTicks, ps, bufSource, packedLight);
}
@Override
public ResourceLocation getTextureLocation(EntityWallScroll wallScroll) {
if (wallScroll.isAncient) {
if (wallScroll.blockSize <= 1) {
return ANCIENT_BG_SMOL;
} else if (wallScroll.blockSize == 2) {
return ANCIENT_BG_MEDIUM;
} else {
return ANCIENT_BG_LARGE;
}
} else {
if (wallScroll.blockSize <= 1) {
return PRISTINE_BG_SMOL;
} else if (wallScroll.blockSize == 2) {
return PRISTINE_BG_MEDIUM;
} else {
return PRISTINE_BG_LARGE;
}
}
}
private static void vertex(Matrix4f mat, Matrix3f normal, int light, VertexConsumer verts, float x, float y,
float z, float u,
float v, float nx, float ny, float nz) {
verts.vertex(mat, x, y, z)
.color(0xffffffff)
.uv(u, v).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light)
.normal(normal, nx, ny, nz)
.endVertex();
}
private static void vertexCol(Matrix4f mat, Matrix3f normal, int light, VertexConsumer verts, int col, Vec2 pos) {
verts.vertex(mat, -pos.x, pos.y, 0)
.color(col)
.uv(0, 0).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light)
.normal(normal, 0, 0, 1)
.endVertex();
}
private static void theCoolerDrawLineSeq(Matrix4f mat, Matrix3f normalMat, int light, VertexConsumer verts,
List<Vec2> points, float width, int color
) {
if (points.size() <= 1) {
return;
}
// TODO: abstract some of this out with RenderLib to stop WET code
var joinAngles = new float[points.size()];
var joinOffsets = new float[points.size()];
for (int i = 2; i < points.size(); i++) {
var p0 = points.get(i - 2);
var p1 = points.get(i - 1);
var p2 = points.get(i);
var prev = p1.add(p0.negated());
var next = p2.add(p1.negated());
var angle = (float) Mth.atan2(
prev.x * next.y - prev.y * next.x,
prev.x * next.x + prev.y * next.y);
joinAngles[i - 1] = angle;
var clamp = Math.min(prev.length(), next.length()) / (width * 0.5f);
joinOffsets[i - 1] = Mth.clamp(Mth.sin(angle) / (1 + Mth.cos(angle)), -clamp, clamp);
}
for (var i = 0; i < points.size() - 1; i++) {
var p1 = points.get(i);
var p2 = points.get(i + 1);
var tangent = p2.add(p1.negated()).normalized().scale(width * 0.5f);
var normal = new Vec2(-tangent.y, tangent.x);
var jlow = joinOffsets[i];
var jhigh = joinOffsets[i + 1];
var p1Down = p1.add(tangent.scale(Math.max(0f, jlow))).add(normal);
var p1Up = p1.add(tangent.scale(Math.max(0f, -jlow))).add(normal.negated());
var p2Down = p2.add(tangent.scale(Math.max(0f, jhigh)).negated()).add(normal);
var p2Up = p2.add(tangent.scale(Math.max(0f, -jhigh)).negated()).add(normal.negated());
// Draw the chamfer hexagon as two trapezoids
// the points are in different orders to keep clockwise
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p2);
vertexCol(mat, normalMat, light, verts, color, p2Up);
vertexCol(mat, normalMat, light, verts, color, p1Up);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1Down);
vertexCol(mat, normalMat, light, verts, color, p2Down);
vertexCol(mat, normalMat, light, verts, color, p2);
if (i > 0) {
var sangle = joinAngles[i];
var angle = Math.abs(sangle);
var rnormal = normal.negated();
var joinSteps = Mth.ceil(angle * 180 / (RenderLib.CAP_THETA * Mth.PI));
if (joinSteps < 1) continue;
if (sangle < 0) {
var prevVert = new Vec2(p1.x - rnormal.x, p1.y - rnormal.y);
for (var j = 1; j <= joinSteps; j++) {
var fan = RenderLib.rotate(rnormal, -sangle * ((float) j / joinSteps));
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, fanShift);
vertexCol(mat, normalMat, light, verts, color, prevVert);
prevVert = fanShift;
}
} else {
var startFan = RenderLib.rotate(normal, -sangle);
var prevVert = new Vec2(p1.x - startFan.x, p1.y - startFan.y);
for (var j = joinSteps - 1; j >= 0; j--) {
var fan = RenderLib.rotate(normal, -sangle * ((float) j / joinSteps));
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, fanShift);
vertexCol(mat, normalMat, light, verts, color, prevVert);
prevVert = fanShift;
}
}
}
}
for (var pair : new Vec2[][]{
{points.get(0), points.get(1)},
{points.get(points.size() - 1), points.get(points.size() - 2)}
}) {
var point = pair[0];
var prev = pair[1];
var tangent = point.add(prev.negated()).normalized().scale(0.5f * width);
var normal = new Vec2(-tangent.y, tangent.x);
var joinSteps = Mth.ceil(180f / RenderLib.CAP_THETA);
for (int j = joinSteps; j > 0; j--) {
var fan0 = RenderLib.rotate(normal, -Mth.PI * ((float) j / joinSteps));
var fan1 = RenderLib.rotate(normal, -Mth.PI * ((float) (j - 1) / joinSteps));
vertexCol(mat, normalMat, light, verts, color, point);
vertexCol(mat, normalMat, light, verts, color, point);
vertexCol(mat, normalMat, light, verts, color, point.add(fan1));
vertexCol(mat, normalMat, light, verts, color, point.add(fan0));
}
}
}
private static void theCoolerDrawSpot(Matrix4f mat, Matrix3f normal, int light, VertexConsumer verts,
Vec2 point, float radius, int color) {
var fracOfCircle = 6;
for (int i = 0; i < fracOfCircle; i++) {
// We do need rects, irritatingly
// so we do fake triangles
vertexCol(mat, normal, light, verts, color, point);
vertexCol(mat, normal, light, verts, color, point);
for (int j = 0; j <= 1; j++) {
var theta = (i - j) / (float) fracOfCircle * Mth.TWO_PI;
var rx = Mth.cos(theta) * radius + point.x;
var ry = Mth.sin(theta) * radius + point.y;
vertexCol(mat, normal, light, verts, color, new Vec2(rx, ry));
}
}
}
}