Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/cablebus/FacadeBuilder.java
Sebastian Hartte 55d66be929 Fixes #2448: Facades items and blocks now use the same algorithm to determine the block texture.
Facades will now use the correct side to determine the texture to use, and will fall back to general quads.
Fixed crafting of facades on the server by removing the check for model simplicity.
2016-10-09 21:59:56 +02:00

403 lines
12 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render.cablebus;
import java.util.Collection;
import java.util.Collections;
import java.util.EnumSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import javax.annotation.Nullable;
import javax.vecmath.Vector3f;
import com.google.common.base.Function;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.color.BlockColors;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.AxisAlignedBB;
import appeng.api.AEApi;
import appeng.api.util.AEAxisAlignedBB;
import appeng.core.AELog;
import appeng.core.AppEng;
/**
* Handles creating the quads for facades attached to cable busses.
*/
public class FacadeBuilder
{
static final ResourceLocation TEXTURE_FACADE = new ResourceLocation( AppEng.MOD_ID, "parts/cable_anchor" );
private final BlockColors blockColors = Minecraft.getMinecraft().getBlockColors();
private final VertexFormat format;
private final TextureAtlasSprite facadeTexture;
private final BlockRendererDispatcher blockRendererDispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
FacadeBuilder( VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
{
this.format = format;
this.facadeTexture = bakedTextureGetter.apply( TEXTURE_FACADE );
}
static Collection<ResourceLocation> getTextures()
{
return Collections.singletonList( TEXTURE_FACADE );
}
void addFacades( Map<EnumFacing, FacadeRenderState> facadesState, List<AxisAlignedBB> partBoxes, Set<EnumFacing> sidesWithParts, long rand, List<BakedQuad> quads )
{
boolean thinFacades = isUseThinFacades( partBoxes );
CubeBuilder builder = new CubeBuilder( format, quads );
facadesState.forEach( ( side, textureItem ) ->
{
AxisAlignedBB facadeBox = getFacadeBox( side, thinFacades );
AEAxisAlignedBB cutOutBox = getCutOutBox( facadeBox, partBoxes );
boolean renderStilt = !sidesWithParts.contains( side );
try
{
addFacade( facadesState, side, cutOutBox, thinFacades, renderStilt, rand, builder );
}
catch( Throwable t )
{
AELog.debug( t );
}
} );
}
public static TextureAtlasSprite getSprite( IBakedModel blockModel, IBlockState state, EnumFacing facing, long rand)
{
for( BakedQuad bakedQuad : blockModel.getQuads( state, facing, rand ) )
{
return bakedQuad.getSprite();
}
TextureAtlasSprite firstFound = null;
for( BakedQuad bakedQuad : blockModel.getQuads( state, null, rand ) )
{
if( firstFound == null )
{
firstFound = bakedQuad.getSprite();
}
if( bakedQuad.getFace() == facing )
{
return bakedQuad.getSprite();
}
}
return firstFound;
}
private void addFacade( Map<EnumFacing, FacadeRenderState> facades, EnumFacing side, AEAxisAlignedBB busBounds, boolean thinFacades, boolean renderStilt, long rand, CubeBuilder builder )
{
FacadeRenderState facadeState = facades.get( side );
IBlockState blockState = facadeState.getSourceBlock();
builder.setDrawFaces( EnumSet.allOf( EnumFacing.class ) );
// We only render the stilt if we don't intersect with any part directly, and if there's no part on our side
if( renderStilt && busBounds == null )
{
builder.setTexture( facadeTexture );
switch( side )
{
case DOWN:
builder.addCube( 7, 1, 7, 9, 6, 9 );
break;
case UP:
builder.addCube( 7, 10, 7, 9, 15, 9 );
break;
case NORTH:
builder.addCube( 7, 7, 1, 9, 9, 6 );
break;
case SOUTH:
builder.addCube( 7, 7, 10, 9, 9, 15 );
break;
case WEST:
builder.addCube( 1, 7, 7, 6, 9, 9 );
break;
case EAST:
builder.addCube( 10, 7, 7, 15, 9, 9 );
break;
}
}
final float thickness = thinFacades ? 1 : 2;
IBakedModel blockModel = blockRendererDispatcher.getModelForState( blockState );
if( AEApi.instance().partHelper().getCableRenderMode().transparentFacades )
{
// TODO rbw.setOpacity( 0.3f );
}
int color = 0xffffff;
try
{
blockColors.getColor( blockState );
}
catch( final Throwable ignored )
{
}
builder.setColorRGB( color );
// TODO: Cache this
for( EnumFacing facing : facadeState.getOpenFaces() )
{
TextureAtlasSprite sprite = getSprite( blockModel, blockState, facing, rand );
if( sprite != null )
{
builder.setTexture( facing, sprite );
}
else
{
builder.setTexture( facing, facadeTexture );
}
}
builder.setDrawFaces( facadeState.getOpenFaces() );
AxisAlignedBB primaryBox = getFacadeBox( side, thinFacades );
Vector3f min = new Vector3f(
(float) primaryBox.minX * 16,
(float) primaryBox.minY * 16,
(float) primaryBox.minZ * 16
);
Vector3f max = new Vector3f(
(float) primaryBox.maxX * 16,
(float) primaryBox.maxY * 16,
(float) primaryBox.maxZ * 16
);
if( busBounds == null )
{
// Adjust the facade for neighboring facades so that facade cubes dont overlap with each other
if( side == EnumFacing.NORTH || side == EnumFacing.SOUTH )
{
if( facades.containsKey( EnumFacing.UP ) )
{
max.y -= thickness;
}
if( facades.containsKey( EnumFacing.DOWN ) )
{
min.y += thickness;
}
}
else if( side == EnumFacing.EAST || side == EnumFacing.WEST )
{
if( facades.containsKey( EnumFacing.UP ) )
{
max.y -= thickness;
}
if( facades.containsKey( EnumFacing.DOWN ) )
{
min.y += thickness;
}
if( facades.containsKey( EnumFacing.SOUTH ) )
{
max.z -= thickness;
}
if( facades.containsKey( EnumFacing.NORTH ) )
{
min.z += thickness;
}
}
builder.addCube( min.x, min.y, min.z, max.x, max.y, max.z );
}
else
{
Vector3f busMin = new Vector3f( (float) busBounds.minX * 16, (float) busBounds.minY * 16, (float) busBounds.minZ * 16 );
Vector3f busMax = new Vector3f( (float) busBounds.maxX * 16, (float) busBounds.maxY * 16, (float) busBounds.maxZ * 16 );
if( side == EnumFacing.UP || side == EnumFacing.DOWN )
{
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, busMax.z, 16.0f, 16.0f, 16.0f );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, 0.0f, 16.0f, 16.0f, busMin.z );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, busMin.z, busMin.x, 16.0f, busMax.z );
this.renderSegmentBlockCurrentBounds( builder, min, max, busMax.x, 0.0f, busMin.z, 16.0f, 16.0f, busMax.z );
}
else if( side == EnumFacing.NORTH || side == EnumFacing.SOUTH )
{
if( facades.get( EnumFacing.UP ) != null )
{
max.y -= thickness;
}
if( facades.get( EnumFacing.DOWN ) != null )
{
min.y += thickness;
}
this.renderSegmentBlockCurrentBounds( builder, min, max, busMax.x, 0.0f, 0.0f, 16.0f, 16.0f, 16.0f );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, 0.0f, busMin.x, 16.0f, 16.0f );
this.renderSegmentBlockCurrentBounds( builder, min, max, busMin.x, 0.0f, 0.0f, busMax.x, busMin.y, 16.0f );
this.renderSegmentBlockCurrentBounds( builder, min, max, busMin.x, busMax.y, 0.0f, busMax.x, 16.0f, 16.0f );
}
else
{
if( facades.get( EnumFacing.UP ) != null )
{
max.y -= thickness;
}
if( facades.get( EnumFacing.DOWN ) != null )
{
min.y += thickness;
}
if( facades.get( EnumFacing.SOUTH ) != null )
{
max.z -= thickness;
}
if( facades.get( EnumFacing.NORTH ) != null )
{
min.z += thickness;
}
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, busMax.z, 16.0f, 16.0f, 16.0f );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, 0.0f, 16.0f, 16.0f, busMin.z );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, 0.0f, busMin.z, 16.0f, busMin.y, busMax.z );
this.renderSegmentBlockCurrentBounds( builder, min, max, 0.0f, busMax.y, busMin.z, 16.0f, 16.0f, busMax.z );
}
}
}
private void renderSegmentBlockCurrentBounds( CubeBuilder builder, Vector3f min, Vector3f max,
float minX, float minY, float minZ, float maxX, float maxY, float maxZ )
{
minX = Math.max( min.x, minX );
minY = Math.max( min.y, minY );
minZ = Math.max( min.z, minZ );
maxX = Math.min( max.x, maxX );
maxY = Math.min( max.y, maxY );
maxZ = Math.min( max.z, maxZ );
// don't draw it if its not at least a pixel wide...
if( maxX - minX >= 1.0 && maxY - minY >= 1.0 && maxZ - minZ >= 1.0 )
{
builder.addCube( minX, minY, minZ, maxX, maxY, maxZ );
}
}
/**
* Given the actual facade bounding box, and the bounding boxes of all parts, determine the biggest union of AABB that intersect with the
* facade's bounding box. This AABB will need to be "cut out" when the facade is rendered.
*/
@Nullable
private static AEAxisAlignedBB getCutOutBox( AxisAlignedBB facadeBox, List<AxisAlignedBB> partBoxes )
{
AEAxisAlignedBB b = null;
for( AxisAlignedBB bb : partBoxes )
{
if( bb.intersectsWith( facadeBox ) )
{
if( b == null )
{
b = AEAxisAlignedBB.fromBounds( bb );
}
else
{
b.maxX = Math.max( b.maxX, bb.maxX );
b.maxY = Math.max( b.maxY, bb.maxY );
b.maxZ = Math.max( b.maxZ, bb.maxZ );
b.minX = Math.min( b.minX, bb.minX );
b.minY = Math.min( b.minY, bb.minY );
b.minZ = Math.min( b.minZ, bb.minZ );
}
}
}
return b;
}
/**
* Determines if any of the part's bounding boxes intersects with the outside 2 voxel wide layer.
* If so, we should use thinner facades (1 voxel deep).
*/
private static boolean isUseThinFacades( List<AxisAlignedBB> partBoxes )
{
final double min = 2.0 / 16.0;
final double max = 14.0 / 16.0;
for( AxisAlignedBB bb : partBoxes )
{
int o = 0;
o += bb.maxX > max ? 1 : 0;
o += bb.maxY > max ? 1 : 0;
o += bb.maxZ > max ? 1 : 0;
o += bb.minX < min ? 1 : 0;
o += bb.minY < min ? 1 : 0;
o += bb.minZ < min ? 1 : 0;
if( o >= 2 )
{
return true;
}
}
return false;
}
private static AxisAlignedBB getFacadeBox( EnumFacing side, boolean thinFacades )
{
int thickness = thinFacades ? 1 : 2;
switch( side )
{
case DOWN:
return new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, ( thickness ) / 16.0, 1.0 );
case EAST:
return new AxisAlignedBB( ( 16.0 - thickness ) / 16.0, 0.0, 0.0, 1.0, 1.0, 1.0 );
case NORTH:
return new AxisAlignedBB( 0.0, 0.0, 0.0, 1.0, 1.0, ( thickness ) / 16.0 );
case SOUTH:
return new AxisAlignedBB( 0.0, 0.0, ( 16.0 - thickness ) / 16.0, 1.0, 1.0, 1.0 );
case UP:
return new AxisAlignedBB( 0.0, ( 16.0 - thickness ) / 16.0, 0.0, 1.0, 1.0, 1.0 );
case WEST:
return new AxisAlignedBB( 0.0, 0.0, 0.0, ( thickness ) / 16.0, 1.0, 1.0 );
default:
throw new IllegalArgumentException( "Unsupported face: " + side );
}
}
}