HexCasting/Common/src/main/java/at/petrak/hexcasting/client/render/be/BlockEntityAkashicBookshelfRenderer.java

96 lines
3.7 KiB
Java

package at.petrak.hexcasting.client.render.be;
import at.petrak.hexcasting.api.casting.math.HexPattern;
import at.petrak.hexcasting.client.render.PatternTextureManager;
import at.petrak.hexcasting.client.render.RenderLib;
import at.petrak.hexcasting.common.blocks.akashic.BlockAkashicBookshelf;
import at.petrak.hexcasting.common.blocks.akashic.BlockEntityAkashicBookshelf;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.math.Quaternion;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.blockentity.BlockEntityRenderer;
import net.minecraft.client.renderer.blockentity.BlockEntityRendererProvider;
import net.minecraft.util.Mth;
import net.minecraft.world.phys.Vec2;
public class BlockEntityAkashicBookshelfRenderer implements BlockEntityRenderer<BlockEntityAkashicBookshelf> {
public BlockEntityAkashicBookshelfRenderer(BlockEntityRendererProvider.Context ctx) {
// NO-OP
}
@Override
public void render(BlockEntityAkashicBookshelf tile, float pPartialTick, PoseStack ps,
MultiBufferSource buffer, int light, int overlay) {
HexPattern pattern = tile.getPattern();
if (pattern == null) {
return;
}
var bs = tile.getBlockState();
if(PatternTextureManager.useTextures) {
PatternTextureManager.renderPatternForAkashicBookshelf(tile, pattern, ps, buffer, light, bs);
return;
}
//TODO: remove old rendering if not needed anymore for comparison
var oldShader = RenderSystem.getShader();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
RenderSystem.enableDepthTest();
ps.pushPose();
ps.translate(0.5, 0.5, 0.5);
var quarters = (-bs.getValue(BlockAkashicBookshelf.FACING).get2DDataValue()) % 4;
ps.mulPose(new Quaternion(Vector3f.YP, Mth.HALF_PI * quarters, false));
ps.mulPose(new Quaternion(Vector3f.ZP, Mth.PI, false));
// and now Z is out?
ps.translate(0, 0, 0.5);
ps.scale(1 / 16f, 1 / 16f, 1 / 16f);
ps.translate(0, 0, 0.01);
// yoink code from the pattern greeble
// Do two passes: one with a random size to find a good COM and one with the real calculation
var com1 = pattern.getCenter(1);
var lines1 = pattern.toLines(1, Vec2.ZERO);
var maxDx = -1f;
var maxDy = -1f;
for (var dot : lines1) {
var dx = Mth.abs(dot.x - com1.x);
if (dx > maxDx) {
maxDx = dx;
}
var dy = Mth.abs(dot.y - com1.y);
if (dy > maxDy) {
maxDy = dy;
}
}
var scale = Math.min(3.8f, Math.min(16 / 2.5f / maxDx, 16 / 2.5f / maxDy));
var com2 = pattern.getCenter(scale);
var lines2 = pattern.toLines(scale, com2.negated());
// For some reason it is mirrored left to right and i can't seem to posestack-fu it into shape
for (int j = 0; j < lines2.size(); j++) {
var v = lines2.get(j);
lines2.set(j, new Vec2(-v.x, v.y));
}
var stupidHash = tile.getBlockPos().hashCode();
var zappy = RenderLib.makeZappy(lines2, RenderLib.findDupIndices(pattern.positions()), 10, 0.5f, 0f, 0f, 0f,
1f, stupidHash);
int outer = 0xff_d2c8c8;
int inner = 0xc8_322b33;
RenderLib.drawLineSeq(ps.last().pose(), zappy, 1f, 0f, outer, outer);
RenderLib.drawLineSeq(ps.last().pose(), zappy, 0.4f, 0.01f, inner, inner);
ps.popPose();
RenderSystem.setShader(() -> oldShader);
}
}