/
RenderBlockAOBase.java
651 lines (569 loc) · 29.4 KB
/
RenderBlockAOBase.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
package mods.betterfoliage.client.render;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import mods.betterfoliage.BetterFoliage;
import mods.betterfoliage.client.integration.CLCIntegration;
import mods.betterfoliage.client.misc.Double3;
import mods.betterfoliage.client.util.RenderUtils;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.init.Blocks;
import net.minecraft.util.IIcon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.common.util.ForgeDirection;
import org.lwjgl.opengl.GL11;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
/** Block renderer base class. Stores calculated ambient occlusion light and color values when rendering
* block sides for later use.
* @author octarine-noise
*/
@SideOnly(Side.CLIENT)
public class RenderBlockAOBase extends RenderBlocks {
/** AO light and color values
* @author octarine-noise
*/
@SideOnly(Side.CLIENT)
public static class ShadingValues {
public int passCounter = 0;
public int brightness;
public float red;
public float green;
public float blue;
public void setGray(float value) {
red = value; green = value; blue = value;
}
public void setColor(int value) {
red = ((value >> 16) & 0xFF) / 256.0f;
green = ((value >> 8) & 0xFF) / 256.0f;
blue = (value & 0xFF) / 256.0f;
}
@Override
public String toString() {
return String.format("Br(%d, %d, %d), Col(%.2f, %.2f, %.2f)", (brightness >> 16) & 0xFF, (brightness >> 8) & 0xFF, (brightness & 0xFF), red, green, blue);
}
}
protected int drawPass = 0;
protected boolean skipFaces = false;
protected double[] uValues = new double[] {0.0, 16.0, 16.0, 0.0};
protected double[] vValues = new double[] {0.0, 0.0, 16.0, 16.0};
protected ForgeDirection[] faceDir1 = new ForgeDirection[] {ForgeDirection.WEST, ForgeDirection.WEST, ForgeDirection.WEST, ForgeDirection.EAST, ForgeDirection.SOUTH, ForgeDirection.NORTH};
protected ForgeDirection[] faceDir2 = new ForgeDirection[] {ForgeDirection.NORTH, ForgeDirection.SOUTH, ForgeDirection.UP, ForgeDirection.UP, ForgeDirection.UP, ForgeDirection.UP};
/** Random vector pool. Unit rotation vectors in the XZ plane, Y coord goes between [-1.0, 1.0].
* Filled at init time */
public Double3[] pRot = new Double3[64];
/** Pool of random double values. Filled at init time. */
public double[] pRand = new double[64];
/** Indicates AO should be disabled. */
public boolean noShading = false;
public ShadingValues aoXPYZPP = new ShadingValues();
public ShadingValues aoXPYZPN = new ShadingValues();
public ShadingValues aoXPYZNP = new ShadingValues();
public ShadingValues aoXPYZNN = new ShadingValues();
public ShadingValues aoXNYZPP = new ShadingValues();
public ShadingValues aoXNYZPN = new ShadingValues();
public ShadingValues aoXNYZNP = new ShadingValues();
public ShadingValues aoXNYZNN = new ShadingValues();
public ShadingValues aoYPXZPP = new ShadingValues();
public ShadingValues aoYPXZPN = new ShadingValues();
public ShadingValues aoYPXZNP = new ShadingValues();
public ShadingValues aoYPXZNN = new ShadingValues();
public ShadingValues aoYNXZPP = new ShadingValues();
public ShadingValues aoYNXZPN = new ShadingValues();
public ShadingValues aoYNXZNP = new ShadingValues();
public ShadingValues aoYNXZNN = new ShadingValues();
public ShadingValues aoZPXYPP = new ShadingValues();
public ShadingValues aoZPXYPN = new ShadingValues();
public ShadingValues aoZPXYNP = new ShadingValues();
public ShadingValues aoZPXYNN = new ShadingValues();
public ShadingValues aoZNXYPP = new ShadingValues();
public ShadingValues aoZNXYPN = new ShadingValues();
public ShadingValues aoZNXYNP = new ShadingValues();
public ShadingValues aoZNXYNN = new ShadingValues();
// temporary shading values for a single face
public ShadingValues faceAOPP, faceAOPN, faceAONN, faceAONP;
/** Quick lookup array to get AO values of a given block corner */
protected ShadingValues[][][] shadingLookup = new ShadingValues[6][6][6];
/** Initialize random values and lookup array */
public void init() {
List<Double3> perturbs = new ArrayList<Double3>(64);
for (int idx = 0; idx < 64; idx++) {
double angle = (double) idx * Math.PI * 2.0 / 64.0;
perturbs.add(new Double3(Math.cos(angle), Math.random() * 2.0 - 1.0, Math.sin(angle)));
pRand[idx] = Math.random();
}
Collections.shuffle(perturbs);
Iterator<Double3> iter = perturbs.iterator();
for (int idx = 0; idx < 64; idx++) pRot[idx] = iter.next();
putLookup(ForgeDirection.DOWN, ForgeDirection.SOUTH, ForgeDirection.EAST, aoYNXZPP);
putLookup(ForgeDirection.DOWN, ForgeDirection.SOUTH, ForgeDirection.WEST, aoYNXZNP);
putLookup(ForgeDirection.DOWN, ForgeDirection.NORTH, ForgeDirection.EAST, aoYNXZPN);
putLookup(ForgeDirection.DOWN, ForgeDirection.NORTH, ForgeDirection.WEST, aoYNXZNN);
putLookup(ForgeDirection.UP, ForgeDirection.SOUTH, ForgeDirection.EAST, aoYPXZPP);
putLookup(ForgeDirection.UP, ForgeDirection.SOUTH, ForgeDirection.WEST, aoYPXZNP);
putLookup(ForgeDirection.UP, ForgeDirection.NORTH, ForgeDirection.EAST, aoYPXZPN);
putLookup(ForgeDirection.UP, ForgeDirection.NORTH, ForgeDirection.WEST, aoYPXZNN);
putLookup(ForgeDirection.WEST, ForgeDirection.UP, ForgeDirection.NORTH, aoXNYZPN);
putLookup(ForgeDirection.WEST, ForgeDirection.UP, ForgeDirection.SOUTH, aoXNYZPP);
putLookup(ForgeDirection.WEST, ForgeDirection.DOWN, ForgeDirection.NORTH, aoXNYZNN);
putLookup(ForgeDirection.WEST, ForgeDirection.DOWN, ForgeDirection.SOUTH, aoXNYZNP);
putLookup(ForgeDirection.EAST, ForgeDirection.UP, ForgeDirection.NORTH, aoXPYZPN);
putLookup(ForgeDirection.EAST, ForgeDirection.UP, ForgeDirection.SOUTH, aoXPYZPP);
putLookup(ForgeDirection.EAST, ForgeDirection.DOWN, ForgeDirection.NORTH, aoXPYZNN);
putLookup(ForgeDirection.EAST, ForgeDirection.DOWN, ForgeDirection.SOUTH, aoXPYZNP);
putLookup(ForgeDirection.NORTH, ForgeDirection.UP, ForgeDirection.EAST, aoZNXYPP);
putLookup(ForgeDirection.NORTH, ForgeDirection.UP, ForgeDirection.WEST, aoZNXYNP);
putLookup(ForgeDirection.NORTH, ForgeDirection.DOWN, ForgeDirection.EAST, aoZNXYPN);
putLookup(ForgeDirection.NORTH, ForgeDirection.DOWN, ForgeDirection.WEST, aoZNXYNN);
putLookup(ForgeDirection.SOUTH, ForgeDirection.UP, ForgeDirection.EAST, aoZPXYPP);
putLookup(ForgeDirection.SOUTH, ForgeDirection.UP, ForgeDirection.WEST, aoZPXYNP);
putLookup(ForgeDirection.SOUTH, ForgeDirection.DOWN, ForgeDirection.EAST, aoZPXYPN);
putLookup(ForgeDirection.SOUTH, ForgeDirection.DOWN, ForgeDirection.WEST, aoZPXYNN);
}
protected void putLookup(ForgeDirection face, ForgeDirection dir1, ForgeDirection dir2, ShadingValues shading) {
shadingLookup[face.ordinal()][dir1.ordinal()][dir2.ordinal()] = shading;
shadingLookup[face.ordinal()][dir2.ordinal()][dir1.ordinal()] = shading;
}
protected ShadingValues getAoLookup(ForgeDirection face, ForgeDirection dir1, ForgeDirection dir2) {
return shadingLookup[face.ordinal()][dir1.ordinal()][dir2.ordinal()];
}
protected ShadingValues getAoLookupMax(ForgeDirection primary, ForgeDirection secondary, ForgeDirection tertiary) {
ShadingValues pri = shadingLookup[primary.ordinal()][secondary.ordinal()][tertiary.ordinal()];
ShadingValues sec = shadingLookup[secondary.ordinal()][primary.ordinal()][tertiary.ordinal()];
// ShadingValues ter = shadingLookup[tertiary.ordinal()][primary.ordinal()][secondary.ordinal()];
return pri.green > sec.green ? pri :sec;
// return pri.green > sec.green && pri.green > ter.green ? pri : (sec.green > ter.green ? sec : ter);
}
/** Get a semi-random value depending on block position.
* @param x block X coord
* @param y block Y coord
* @param z block Z coord
* @param seed additional seed
* @return semirandom value
*/
protected int getSemiRandomFromPos(double x, double y, double z, int seed) {
long lx = MathHelper.floor_double(x);
long ly = MathHelper.floor_double(y);
long lz = MathHelper.floor_double(z);
long value = (lx * lx + ly * ly + lz * lz + lx * ly + ly * lz + lz * lx + seed * seed) & 63;
value = (3 * lx * value + 5 * ly * value + 7 * lz * value + 11 * seed) & 63;
return (int) value;
}
public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
renderStandardBlockAsItem(renderer, block, metadata, 1.0f);
}
public boolean shouldRender3DInInventory(int modelId) {
return true;
}
public int getRenderId() {
return 0;
}
/** Render a block normally, and extract AO data
* @param pass extract data from rendering pass with this index
* @param world the World
* @param x x coord
* @param y y coord
* @param z z coord
* @param block the block
* @param modelId render ID of block
* @param renderer the renderer to use
* @return true if rendering block breaking overlay
*/
protected boolean renderWorldBlockBase(int pass, IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
// use original renderer for block breaking overlay
if (renderer.hasOverrideBlockTexture()) {
renderer.setRenderBoundsFromBlock(block);
renderer.renderStandardBlock(block, x, y, z);
return true;
}
// render block
noShading = block.getLightValue() != 0;
drawPass = 0;
setAOPassCounters(pass);
setRenderBoundsFromBlock(block);
ISimpleBlockRenderingHandler handler = RenderUtils.getRenderingHandler(block.getRenderType());
if (handler != null && block.getRenderType() != 0) {
handler.renderWorldBlock(world, x, y, z, block, block.getRenderType(), this);
} else {
renderStandardBlock(block, x, y, z);
}
return false;
}
protected void renderStandardBlockAsItem(RenderBlocks renderer, Block p_147800_1_, int p_147800_2_, float p_147800_3_) {
Tessellator tessellator = Tessellator.instance;
boolean flag = p_147800_1_ == Blocks.grass;
float f2;
float f3;
int k;
p_147800_1_.setBlockBoundsForItemRender();
renderer.setRenderBoundsFromBlock(p_147800_1_);
GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, -1.0F, 0.0F);
renderer.renderFaceYNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 0, p_147800_2_));
tessellator.draw();
if (flag && renderer.useInventoryTint)
{
k = p_147800_1_.getRenderColor(p_147800_2_);
f2 = (float)(k >> 16 & 255) / 255.0F;
f3 = (float)(k >> 8 & 255) / 255.0F;
float f4 = (float)(k & 255) / 255.0F;
GL11.glColor4f(f2 * p_147800_3_, f3 * p_147800_3_, f4 * p_147800_3_, 1.0F);
}
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 1.0F, 0.0F);
renderer.renderFaceYPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 1, p_147800_2_));
tessellator.draw();
if (flag && renderer.useInventoryTint)
{
GL11.glColor4f(p_147800_3_, p_147800_3_, p_147800_3_, 1.0F);
}
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, -1.0F);
renderer.renderFaceZNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 2, p_147800_2_));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 0.0F, 1.0F);
renderer.renderFaceZPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 3, p_147800_2_));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(-1.0F, 0.0F, 0.0F);
renderer.renderFaceXNeg(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 4, p_147800_2_));
tessellator.draw();
tessellator.startDrawingQuads();
tessellator.setNormal(1.0F, 0.0F, 0.0F);
renderer.renderFaceXPos(p_147800_1_, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(p_147800_1_, 5, p_147800_2_));
tessellator.draw();
GL11.glTranslatef(0.5F, 0.5F, 0.5F);
}
protected void setShadingForFace(ForgeDirection dir) {
if (dir == ForgeDirection.DOWN) {
// dir1 WEST, dir2 NORTH
faceAOPP = aoYNXZNN; faceAOPN = aoYNXZNP; faceAONN = aoYNXZPP; faceAONP = aoYNXZPN;
} else if (dir == ForgeDirection.UP) {
// dir1 WEST, dir2 SOUTH
faceAOPP = aoYPXZNP; faceAOPN = aoYPXZNN; faceAONN = aoYPXZPN; faceAONP = aoYPXZPP;
} else if (dir == ForgeDirection.NORTH) {
// dir1 WEST, dir2 UP
faceAOPP = aoZNXYNP; faceAOPN = aoZNXYNN; faceAONN = aoZNXYPN; faceAONP = aoZNXYPP;
} else if (dir == ForgeDirection.SOUTH) {
// dir1 EAST, dir2 UP
faceAOPP = aoZPXYPP; faceAOPN = aoZPXYPN; faceAONN = aoZPXYNN; faceAONP = aoZPXYNP;
} else if (dir == ForgeDirection.WEST) {
// dir1 SOUTH, dir2 UP
faceAOPP = aoXNYZPP; faceAOPN = aoXNYZNP; faceAONN = aoXNYZNN; faceAONP = aoXNYZPN;
} else if (dir == ForgeDirection.EAST) {
// dir1 NORTH, dir2 UP
faceAOPP = aoXPYZPN; faceAOPN = aoXPYZNN; faceAONN = aoXPYZNP; faceAONP = aoXPYZPP;
}
}
public void renderCrossedSideQuads(Double3 drawBase, ForgeDirection dir, double scale, double halfHeight, Double3 rendomVec, double offset, IIcon renderIcon, int uvRot, boolean noShading) {
Double3 facePP, faceNP, faceNormal, drawCenter;
if (dir == ForgeDirection.UP) {
// special case for block top, we'll be rendering a LOT of those
facePP = new Double3(-scale, 0.0, scale);
faceNP = new Double3(scale, 0.0, scale);
faceNormal = new Double3(0.0, halfHeight, 0.0);
drawCenter = drawBase.add(faceNormal);
if (rendomVec != null) {
drawCenter = drawBase.add(faceNormal).add(rendomVec.scaleAxes(-offset, 0.0, offset));
}
} else {
facePP = new Double3(faceDir1[dir.ordinal()]).add(new Double3(faceDir2[dir.ordinal()])).scale(scale);
faceNP = new Double3(faceDir1[dir.ordinal()]).inverse().add(new Double3(faceDir2[dir.ordinal()])).scale(scale);
faceNormal = new Double3(dir).scale(halfHeight);
drawCenter = drawBase.add(faceNormal);
if (rendomVec != null) {
drawCenter = drawCenter.add(new Double3(faceDir1[dir.ordinal()]).scale(rendomVec.x).scale(offset))
.add(new Double3(faceDir2[dir.ordinal()]).scale(rendomVec.z).scale(offset));
}
}
if (Minecraft.isAmbientOcclusionEnabled() && !noShading && !this.noShading) {
setShadingForFace(dir);
renderQuadWithShading(renderIcon, drawCenter, facePP, faceNormal, uvRot, faceAOPP, faceAONN, faceAONN, faceAOPP);
renderQuadWithShading(renderIcon, drawCenter, facePP.inverse(), faceNormal, uvRot, faceAONN, faceAOPP, faceAOPP, faceAONN);
renderQuadWithShading(renderIcon, drawCenter, faceNP, faceNormal, uvRot, faceAONP, faceAOPN, faceAOPN, faceAONP);
renderQuadWithShading(renderIcon, drawCenter, faceNP.inverse(), faceNormal, uvRot, faceAOPN, faceAONP, faceAONP, faceAOPN);
} else {
renderQuad(renderIcon, drawCenter, facePP, faceNormal, uvRot);
renderQuad(renderIcon, drawCenter, facePP.inverse(), faceNormal, uvRot);
renderQuad(renderIcon, drawCenter, faceNP, faceNormal, uvRot);
renderQuad(renderIcon, drawCenter, faceNP.inverse(), faceNormal, uvRot);
}
}
protected void renderCrossedBlockQuadsTranslate(ForgeDirection axisMain, Double3 blockCenter, double halfSize, Double3 offsetVec, IIcon crossLeafIcon, int uvRot) {
Double3 drawCenter = blockCenter;
if (offsetVec != null) drawCenter = drawCenter.add(offsetVec);
Double3 axis1 = new Double3(faceDir1[axisMain.ordinal()]);
Double3 axis2 = new Double3(faceDir2[axisMain.ordinal()]);
Double3 horz1 = axis1.add(axis2).scale(halfSize);
Double3 horz2 = axis1.sub(axis2).scale(halfSize);
Double3 vert1 = new Double3(axisMain).scale(halfSize * 1.41);
renderCrossedBlockQuadsInternal(axisMain, drawCenter, horz1, horz2, vert1, crossLeafIcon, uvRot);
}
protected void renderCrossedBlockQuadsSkew(ForgeDirection axisMain, Double3 blockCenter, double halfSize, Double3 offsetVec1, Double3 offsetVec2, IIcon crossLeafIcon, int uvRot) {
Double3 axis1 = new Double3(faceDir1[axisMain.ordinal()]);
Double3 axis2 = new Double3(faceDir2[axisMain.ordinal()]);
Double3 horz1 = axis1.add(axis2).scale(halfSize).add(axis1.scale(offsetVec1.x)).add(axis2.scale(offsetVec1.z)).add(new Double3(axisMain).scale(offsetVec1.y));
Double3 horz2 = axis1.sub(axis2).scale(halfSize).add(axis1.scale(offsetVec2.x)).add(axis2.scale(offsetVec2.z)).add(new Double3(axisMain).scale(offsetVec2.y));
Double3 vert1 = new Double3(axisMain).scale(halfSize * 1.41);
renderCrossedBlockQuadsInternal(axisMain, blockCenter, horz1, horz2, vert1, crossLeafIcon, uvRot);
}
private void renderCrossedBlockQuadsInternal(ForgeDirection axisMain, Double3 drawCenter, Double3 horz1, Double3 horz2, Double3 vert1, IIcon crossLeafIcon, int uvRot) {
if (Minecraft.isAmbientOcclusionEnabled() && !noShading) {
ForgeDirection axis1P = faceDir1[axisMain.ordinal()];
ForgeDirection axis2P = faceDir2[axisMain.ordinal()];
ForgeDirection axis1N = axis1P.getOpposite();
ForgeDirection axis2N = axis2P.getOpposite();
renderQuadWithShading(crossLeafIcon, drawCenter, horz1, vert1, uvRot,
getAoLookupMax(axisMain, axis2P, axis1P),
getAoLookupMax(axisMain, axis1N, axis2N),
getAoLookupMax(axisMain.getOpposite(), axis1N, axis2N),
getAoLookupMax(axisMain.getOpposite(), axis2P, axis1P));
renderQuadWithShading(crossLeafIcon, drawCenter, horz1.inverse(), vert1, uvRot,
getAoLookupMax(axisMain, axis2N, axis1N),
getAoLookupMax(axisMain, axis1P, axis2P),
getAoLookupMax(axisMain.getOpposite(), axis1P, axis2P),
getAoLookupMax(axisMain.getOpposite(), axis2N, axis1N));
renderQuadWithShading(crossLeafIcon, drawCenter, horz2, vert1, uvRot,
getAoLookupMax(axisMain, axis1P, axis2N),
getAoLookupMax(axisMain, axis2P, axis1N),
getAoLookupMax(axisMain.getOpposite(), axis2P, axis1N),
getAoLookupMax(axisMain.getOpposite(), axis1P, axis2N));
renderQuadWithShading(crossLeafIcon, drawCenter, horz2.inverse(), vert1, uvRot,
getAoLookupMax(axisMain, axis1N, axis2P),
getAoLookupMax(axisMain, axis2N, axis1P),
getAoLookupMax(axisMain.getOpposite(), axis2N, axis1P),
getAoLookupMax(axisMain.getOpposite(), axis1N, axis2P));
} else {
renderQuad(crossLeafIcon, drawCenter, horz1, vert1, uvRot);
renderQuad(crossLeafIcon, drawCenter, horz1.inverse(), vert1, uvRot);
renderQuad(crossLeafIcon, drawCenter, horz2, vert1, uvRot);
renderQuad(crossLeafIcon, drawCenter, horz2.inverse(), vert1, uvRot);
}
}
@Override
public void renderFaceZNeg(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceZNeg(block, x, y, z, icon);
saveShadingTopLeft(aoZNXYPP);
saveShadingTopRight(aoZNXYNP);
saveShadingBottomLeft(aoZNXYPN);
saveShadingBottomRight(aoZNXYNN);
}
@Override
public void renderFaceZPos(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceZPos(block, x, y, z, icon);
saveShadingTopLeft(aoZPXYNP);
saveShadingTopRight(aoZPXYPP);
saveShadingBottomLeft(aoZPXYNN);
saveShadingBottomRight(aoZPXYPN);
}
@Override
public void renderFaceXNeg(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceXNeg(block, x, y, z, icon);
saveShadingTopLeft(aoXNYZPN);
saveShadingTopRight(aoXNYZPP);
saveShadingBottomLeft(aoXNYZNN);
saveShadingBottomRight(aoXNYZNP);
}
@Override
public void renderFaceXPos(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceXPos(block, x, y, z, icon);
saveShadingTopLeft(aoXPYZPP);
saveShadingTopRight(aoXPYZPN);
saveShadingBottomLeft(aoXPYZNP);
saveShadingBottomRight(aoXPYZNN);
}
@Override
public void renderFaceYNeg(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceYNeg(block, x, y, z, icon);
saveShadingTopLeft(aoYNXZNP);
saveShadingTopRight(aoYNXZPP);
saveShadingBottomLeft(aoYNXZNN);
saveShadingBottomRight(aoYNXZPN);
}
@Override
public void renderFaceYPos(Block block, double x, double y, double z, IIcon icon) {
if (!skipFaces) super.renderFaceYPos(block, x, y, z, icon);
saveShadingTopLeft(aoYPXZPP);
saveShadingTopRight(aoYPXZNP);
saveShadingBottomLeft(aoYPXZPN);
saveShadingBottomRight(aoYPXZNN);
}
protected void saveShadingTopLeft(ShadingValues values) {
if (--values.passCounter < 0) return;
values.brightness = brightnessTopLeft;
values.red = colorRedTopLeft;
values.green = colorGreenTopLeft;
values.blue = colorBlueTopLeft;
}
protected void saveShadingTopRight(ShadingValues values) {
if (--values.passCounter < 0) return;
values.brightness = brightnessTopRight;
values.red = colorRedTopRight;
values.green = colorGreenTopRight;
values.blue = colorBlueTopRight;
}
protected void saveShadingBottomLeft(ShadingValues values) {
if (--values.passCounter < 0) return;
values.brightness = brightnessBottomLeft;
values.red = colorRedBottomLeft;
values.green = colorGreenBottomLeft;
values.blue = colorBlueBottomLeft;
}
protected void saveShadingBottomRight(ShadingValues values) {
if (--values.passCounter < 0) return;
values.brightness = brightnessBottomRight;
values.red = colorRedBottomRight;
values.green = colorGreenBottomRight;
values.blue = colorBlueBottomRight;
}
/** Set pass counter on all shading value objects.
* Used to collect AO values from a specific draw pass
* if the underlying renderer draws overlays
* @param value pass counter
*/
protected void setAOPassCounters(int value) {
aoXPYZPP.passCounter = value;
aoXPYZPN.passCounter = value;
aoXPYZNP.passCounter = value;
aoXPYZNN.passCounter = value;
aoXNYZPP.passCounter = value;
aoXNYZPN.passCounter = value;
aoXNYZNP.passCounter = value;
aoXNYZNN.passCounter = value;
aoYPXZPP.passCounter = value;
aoYPXZPN.passCounter = value;
aoYPXZNP.passCounter = value;
aoYPXZNN.passCounter = value;
aoYNXZPP.passCounter = value;
aoYNXZPN.passCounter = value;
aoYNXZNP.passCounter = value;
aoYNXZNN.passCounter = value;
aoZPXYPP.passCounter = value;
aoZPXYPN.passCounter = value;
aoZPXYNP.passCounter = value;
aoZPXYNN.passCounter = value;
aoZNXYPP.passCounter = value;
aoZNXYPN.passCounter = value;
aoZNXYNP.passCounter = value;
aoZNXYNN.passCounter = value;
}
/** Render textured quad
* @param icon texture to use
* @param center center of quad
* @param vec1 vector to the half-point of one of the sides
* @param vec2 vector to half-point of side next to vec1
* @param uvRot number of increments to rotate UV coordinates by
*/
protected void renderQuad(IIcon icon, Double3 center, Double3 vec1, Double3 vec2, int uvRot) {
Tessellator tessellator = Tessellator.instance;
tessellator.addVertexWithUV(center.x + vec1.x + vec2.x, center.y + vec1.y + vec2.y, center.z + vec1.z + vec2.z, icon.getInterpolatedU(uValues[uvRot & 3]), icon.getInterpolatedV(vValues[uvRot & 3]));
tessellator.addVertexWithUV(center.x - vec1.x + vec2.x, center.y - vec1.y + vec2.y, center.z - vec1.z + vec2.z, icon.getInterpolatedU(uValues[(uvRot + 1) & 3]), icon.getInterpolatedV(vValues[(uvRot + 1) & 3]));
tessellator.addVertexWithUV(center.x - vec1.x - vec2.x, center.y - vec1.y - vec2.y, center.z - vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 2) & 3]), icon.getInterpolatedV(vValues[(uvRot + 2) & 3]));
tessellator.addVertexWithUV(center.x + vec1.x - vec2.x, center.y + vec1.y - vec2.y, center.z + vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 3) & 3]), icon.getInterpolatedV(vValues[(uvRot + 3) & 3]));
}
/** Render textured quad using AO information
* @param icon texture to use
* @param center center of quad
* @param vec1 vector to the half-point of one of the sides
* @param vec2 vector to half-point of side next to vec1
* @param uvRot number of increments to rotate UV coordinates by
* @param aoPP AO values for vertex at (+vec1, +vec2)
* @param aoNP AO values for vertex at (-vec1, +vec2)
* @param aoNN AO values for vertex at (-vec1, -vec2)
* @param aoPN AO values for vertex at (+vec1, -vec2)
*/
protected void renderQuadWithShading(IIcon icon, Double3 center, Double3 vec1, Double3 vec2, int uvRot, ShadingValues aoPP, ShadingValues aoNP, ShadingValues aoNN, ShadingValues aoPN) {
Tessellator tessellator = Tessellator.instance;
tessellator.setBrightness(aoPP.brightness);
tessellator.setColorOpaque_F(aoPP.red, aoPP.green, aoPP.blue);
tessellator.addVertexWithUV(center.x + vec1.x + vec2.x, center.y + vec1.y + vec2.y, center.z + vec1.z + vec2.z, icon.getInterpolatedU(uValues[uvRot & 3]), icon.getInterpolatedV(vValues[uvRot & 3]));
tessellator.setBrightness(aoNP.brightness);
tessellator.setColorOpaque_F(aoNP.red, aoNP.green, aoNP.blue);
tessellator.addVertexWithUV(center.x - vec1.x + vec2.x, center.y - vec1.y + vec2.y, center.z - vec1.z + vec2.z, icon.getInterpolatedU(uValues[(uvRot + 1) & 3]), icon.getInterpolatedV(vValues[(uvRot + 1) & 3]));
tessellator.setBrightness(aoNN.brightness);
tessellator.setColorOpaque_F(aoNN.red, aoNN.green, aoNN.blue);
tessellator.addVertexWithUV(center.x - vec1.x - vec2.x, center.y - vec1.y - vec2.y, center.z - vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 2) & 3]), icon.getInterpolatedV(vValues[(uvRot + 2) & 3]));
tessellator.setBrightness(aoPN.brightness);
tessellator.setColorOpaque_F(aoPN.red, aoPN.green, aoPN.blue);
tessellator.addVertexWithUV(center.x + vec1.x - vec2.x, center.y + vec1.y - vec2.y, center.z + vec1.z - vec2.z, icon.getInterpolatedU(uValues[(uvRot + 3) & 3]), icon.getInterpolatedV(vValues[(uvRot + 3) & 3]));
}
protected void renderQuad(IIcon icon, Double3 vert1, Double3 vert2, Double3 vert3, Double3 vert4, double[] uValues, double[] vValues, ShadingValues shading1, ShadingValues shading2, ShadingValues shading3, ShadingValues shading4) {
Tessellator tessellator = Tessellator.instance;
if (shading1 != null) {
tessellator.setBrightness(shading1.brightness);
tessellator.setColorOpaque_F(shading1.red, shading1.green, shading1.blue);
}
tessellator.addVertexWithUV(vert1.x, vert1.y, vert1.z, icon.getInterpolatedU(uValues[0]), icon.getInterpolatedV(vValues[0]));
if (shading2 != null) {
tessellator.setBrightness(shading2.brightness);
tessellator.setColorOpaque_F(shading2.red, shading2.green, shading2.blue);
}
tessellator.addVertexWithUV(vert2.x, vert2.y, vert2.z, icon.getInterpolatedU(uValues[1]), icon.getInterpolatedV(vValues[1]));
if (shading3 != null) {
tessellator.setBrightness(shading3.brightness);
tessellator.setColorOpaque_F(shading3.red, shading3.green, shading3.blue);
}
tessellator.addVertexWithUV(vert3.x, vert3.y, vert3.z, icon.getInterpolatedU(uValues[2]), icon.getInterpolatedV(vValues[2]));
if (shading4 != null) {
tessellator.setBrightness(shading4.brightness);
tessellator.setColorOpaque_F(shading4.red, shading4.green, shading4.blue);
}
tessellator.addVertexWithUV(vert4.x, vert4.y, vert4.z, icon.getInterpolatedU(uValues[3]), icon.getInterpolatedV(vValues[3]));
}
protected int getBrightness(Block block, int x, int y, int z) {
return block.getMixedBrightnessForBlock(blockAccess, x, y, z);
}
/** Get the average shading values of the 4 AO data points of a face
* @param dir face direction
* @return average
*/
protected ShadingValues avgShadingForFace(ForgeDirection dir) {
setShadingForFace(dir);
return CLCIntegration.avgShading(CLCIntegration.avgShading(faceAONN, faceAONP), CLCIntegration.avgShading(faceAOPN, faceAOPP));
}
protected void setAOColors(int color) {
float red = ((color >> 16) & 0xFF) / 255.0f;
float green = ((color >> 8) & 0xFF) / 255.0f;
float blue = (color & 0xFF) / 255.0f;
colorRedTopLeft *= red;
colorRedTopRight *= red;
colorRedBottomLeft *= red;
colorRedBottomRight *= red;
colorGreenTopLeft *= green;
colorGreenTopRight *= green;
colorGreenBottomLeft *= green;
colorGreenBottomRight *= green;
colorBlueTopLeft *= blue;
colorBlueTopRight *= blue;
colorBlueBottomLeft *= blue;
colorBlueBottomRight *= blue;
}
@Override
public boolean renderStandardBlock(Block p_147784_1_, int p_147784_2_, int p_147784_3_, int p_147784_4_) {
drawPass++;
try {
return super.renderStandardBlock(p_147784_1_, p_147784_2_, p_147784_3_, p_147784_4_);
} catch (ArrayIndexOutOfBoundsException e) {
BetterFoliage.log.warn(String.format("ArrayIndexOutOfBounds when rendering block: %s, meta: %d"), p_147784_1_.getClass().getName(), blockAccess.getBlockMetadata(p_147784_2_, p_147784_3_, p_147784_4_));
return true;
}
}
protected int getCameraDistance(int x, int y, int z) {
EntityLivingBase camera = Minecraft.getMinecraft().renderViewEntity;
if (camera == null) return 0;
int result = Math.abs(x - MathHelper.floor_double(camera.posX));
result += Math.abs(y - MathHelper.floor_double(camera.posY));
result += Math.abs(z - MathHelper.floor_double(camera.posZ));
return result;
}
}