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