IndustrialWires/src/main/java/malte0811/industrialwires/client/RawQuad.java
2018-09-03 20:35:23 +02:00

136 lines
4.7 KiB
Java

/*
* This file is part of Industrial Wires.
* Copyright (C) 2016-2018 malte0811
* Industrial Wires is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
* Industrial Wires 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with Industrial Wires. If not, see <http://www.gnu.org/licenses/>.
*/
package malte0811.industrialwires.client;
import blusunrize.immersiveengineering.common.util.chickenbones.Matrix4;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.lwjgl.util.vector.Vector3f;
import javax.annotation.Nullable;
import java.util.Arrays;
import static org.lwjgl.util.vector.Vector3f.cross;
import static org.lwjgl.util.vector.Vector3f.sub;
@SideOnly(Side.CLIENT)
public class RawQuad {
public final Vector3f[] vertices = new Vector3f[4];
public final EnumFacing facing;
public final TextureAtlasSprite tex;
public final float[] colorA;
public final Vector3f normal;
public final float[][] uvs;
public int light;
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
Vector3f normal, float[] uvs) {
this(v0, v1, v2, v3, facing, tex, colorA, normal, uvs, -1);
}
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
Vector3f normal, float[] uvs, int light) {
this(v0, v1, v2, v3, facing, tex, colorA, normal, new float[][]{
{uvs[0], uvs[1]}, {uvs[0], uvs[3]},
{uvs[2], uvs[3]}, {uvs[2], uvs[1]}
}, light);
}
public RawQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f v3,
EnumFacing facing, TextureAtlasSprite tex, float[] colorA,
@Nullable Vector3f normal, float[][] uvs, int light) {
vertices[0] = v0;
vertices[1] = v1;
vertices[2] = v2;
vertices[3] = v3;
this.facing = facing;
this.tex = tex;
if (colorA.length == 3) {
this.colorA = Arrays.copyOf(colorA, 4);
this.colorA[3] = 1;
} else {
this.colorA = colorA;
}
if (normal != null) {
this.normal = normal;
} else {
this.normal = cross(sub(v1, v3, null), sub(v2, v0, null), null);
this.normal.normalise(this.normal);
}
this.uvs = uvs;
this.light = light;
}
public static RawQuad unbake(BakedQuad q) {
Vector3f[] vertices = new Vector3f[4];
float[] color = new float[4];
Vector3f normal = new Vector3f();
float[][] uvs = new float[4][2];
TextureAtlasSprite sprite = q.getSprite();
VertexFormat format = q.getFormat();
int pos = 0;
for (int v = 0; v < 4; v++) {
for (int e = 0; e < format.getElementCount(); e++) {
switch (format.getElement(e).getUsage()) {
case POSITION:
int x = q.getVertexData()[pos];
int y = q.getVertexData()[pos + 1];
int z = q.getVertexData()[pos + 2];
vertices[v] = new Vector3f(Float.intBitsToFloat(x),
Float.intBitsToFloat(y),
Float.intBitsToFloat(z));
break;
case COLOR:
for (int i = 0; i < 4; i++) {
color[i] = Float.intBitsToFloat(q.getVertexData()[pos + i]);
}
break;
case UV:
if (format.getElement(e).getType() == VertexFormatElement.EnumType.FLOAT) {
uvs[v][0] = sprite.getUnInterpolatedU(Float.intBitsToFloat(q.getVertexData()[pos]));
uvs[v][1] = sprite.getUnInterpolatedV(Float.intBitsToFloat(q.getVertexData()[pos + 1]));
}
break;
case NORMAL:
x = q.getVertexData()[pos];
y = q.getVertexData()[pos + 1];
z = q.getVertexData()[pos + 2];
normal.set(Float.intBitsToFloat(x),
Float.intBitsToFloat(y),
Float.intBitsToFloat(z));
break;
}
pos += format.getElement(e).getSize() / 4;
}
}
return new RawQuad(vertices[0], vertices[1], vertices[2], vertices[3],
q.getFace(), sprite, color, normal, uvs, -1);
}
public RawQuad apply(Matrix4 mat) {
Matrix4 matNormal = mat.copy().transpose();
matNormal.invert();
return new RawQuad(mat.apply(vertices[0]), mat.apply(vertices[1]), mat.apply(vertices[2]), mat.apply(vertices[3]),
facing, tex, colorA, matNormal.apply(normal), uvs, light);
}
}