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