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

107 lines
4.3 KiB
Java

package at.petrak.hexcasting.client.render.be;
import at.petrak.hexcasting.client.render.PatternTextureManager;
import at.petrak.hexcasting.client.render.RenderLib;
import at.petrak.hexcasting.common.blocks.circles.BlockEntitySlate;
import at.petrak.hexcasting.common.blocks.circles.BlockSlate;
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.level.block.state.properties.AttachFace;
import net.minecraft.world.phys.Vec2;
public class BlockEntitySlateRenderer implements BlockEntityRenderer<BlockEntitySlate> {
public BlockEntitySlateRenderer(BlockEntityRendererProvider.Context ctx) {
// NO-OP
}
@Override
public void render(BlockEntitySlate tile, float pPartialTick, PoseStack ps,
MultiBufferSource buffer, int light, int overlay) {
if (tile.pattern == null)
return;
var bs = tile.getBlockState();
if(PatternTextureManager.useTextures && !bs.getValue(BlockSlate.ENERGIZED)) {
PatternTextureManager.renderPatternForSlate(tile, tile.pattern, ps, buffer, light, bs);
return;
}
var oldShader = RenderSystem.getShader();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
RenderSystem.enableDepthTest();
ps.pushPose();
ps.translate(0.5, 0.5, 0.5);
var attchFace = bs.getValue(BlockSlate.ATTACH_FACE);
if (attchFace == AttachFace.WALL) {
var quarters = (-bs.getValue(BlockSlate.FACING).get2DDataValue()) % 4;
ps.mulPose(new Quaternion(Vector3f.YP, Mth.HALF_PI * quarters, false));
ps.mulPose(new Quaternion(Vector3f.ZP, Mth.PI, false));
} else {
var neg = attchFace == AttachFace.FLOOR ? -1 : 1;
ps.mulPose(new Quaternion(
Vector3f.XP,
neg * Mth.HALF_PI,
false));
var quarters = (bs.getValue(BlockSlate.FACING).get2DDataValue() + 2) % 4;
ps.mulPose(new Quaternion(Vector3f.ZP, neg * Mth.HALF_PI * quarters, false));
}
// and now Z is out?
ps.translate(0, 0, -0.5);
ps.scale(1 / 16f, 1 / 16f, 1 / 16f);
ps.translate(0, 0, 1.01);
// 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 = tile.pattern.getCenter(1);
var lines1 = tile.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 = tile.pattern.getCenter(scale);
var lines2 = tile.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 i = 0; i < lines2.size(); i++) {
var v = lines2.get(i);
lines2.set(i, new Vec2(-v.x, v.y));
}
var isLit = bs.getValue(BlockSlate.ENERGIZED);
var variance = isLit ? 2.5f : 0.5f;
var speed = isLit ? 0.1f : 0f;
var stupidHash = tile.getBlockPos().hashCode();
var zappy = RenderLib.makeZappy(lines2, RenderLib.findDupIndices(tile.pattern.positions()),
10, variance, speed, 0.2f, 0f, 1f, stupidHash);
int outer = isLit ? 0xff_64c8ff : 0xff_d2c8c8;
int inner = isLit ? RenderLib.screenCol(outer) : 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);
}
}