use of blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer in project ImmersiveEngineering by BluSunrize.
the class BotaniaHelper method init.
@Override
public void init() {
BlueprintCraftingRecipe.addRecipe("specialBullet", BulletHandler.getBulletStack("terrasteel"), new ItemStack(IEContent.itemBullet, 1, 0), Items.GUNPOWDER, "nuggetTerrasteel", "nuggetTerrasteel");
try {
Class c_BotaniaAPI = Class.forName("vazkii.botania.api.BotaniaAPI");
Method m_blacklistBlockFromMagnet = c_BotaniaAPI.getDeclaredMethod("blacklistBlockFromMagnet", Block.class, int.class);
m_blacklistBlockFromMagnet.invoke(null, IEContent.blockConveyor, 0);
} catch (Exception e) {
IELogger.error("[Botania] Failed to protect IE conveyors against Botania's magnets");
e.printStackTrace();
}
rariryRelic = EnumRarity.valueOf("RELIC");
if (rariryRelic != null) {
ShaderRegistry.rarityWeightMap.put(rariryRelic, 2);
makeShaderRelic("The Kindled");
makeShaderRelic("Dark Fire");
ShaderRegistryEntry entry = ItemShader.addShader("Terra", 1, rariryRelic, 0xff3e2d14, 0xff2b1108, 0xff41bd1a, 0xff2e120a).setInfo(null, "Botania", "terra");
entry.getCase("immersiveengineering:revolver").addLayers(new ShaderLayer(new ResourceLocation("botania:blocks/livingwood5"), 0xffffffff).setTextureBounds(17 / 128d, 24 / 128d, 33 / 128d, 40 / 128d));
entry.getCase("immersiveengineering:drill").addLayers(new ShaderLayer(new ResourceLocation("botania:blocks/alfheimPortalInside"), 0xffffffff).setTextureBounds(14 / 64d, 10 / 64d, 26 / 64d, 22 / 64d));
entry.getCase("immersiveengineering:railgun").addLayers(new ShaderLayer(new ResourceLocation("botania:blocks/storage1"), 0xff9e83eb).setTextureBounds(55 / 64d, 42 / 64d, 1, 58 / 64d).setCutoutBounds(.1875, 0, .75, 1));
}
if (FMLCommonHandler.instance().getEffectiveSide() == Side.CLIENT)
MinecraftForge.EVENT_BUS.register(this);
}
use of blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer in project ImmersiveEngineering by BluSunrize.
the class ShaderRegistry method registerShader_Railgun.
/**
* Method to register a default implementation of Railgun Shaders
* @param name name of the shader
* @param overlayType uses IE's existing overlays. To use custom ones, you'll need your own method.
* @param rarity Rarity of the shader item
* @param colour0 grip colour
* @param colour1 base colour
* @param colour2 design colour
* @param additionalTexture additional overlay texture. Null if not needed.
* @param colourAddtional colour for the additional texture, if present
* @return the registered ShaderCase
*/
public static ShaderCaseRailgun registerShader_Railgun(String name, String overlayType, EnumRarity rarity, int colour0, int colour1, int colour2, String additionalTexture, int colourAddtional) {
ArrayList<ShaderLayer> list = new ArrayList();
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:items/shaders/railgun_0"), colour0));
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:items/shaders/railgun_0"), colour1));
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:items/shaders/railgun_1_" + overlayType), colour2));
if (additionalTexture != null) {
ResourceLocation rl = new ResourceLocation("immersiveengineering:items/shaders/railgun_" + additionalTexture);
list.add(new ShaderLayer(rl, colourAddtional).setTextureBounds(defaultLayerBounds.get(rl)));
}
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:items/shaders/railgun_uncoloured"), 0xffffffff));
ShaderCaseRailgun shader = new ShaderCaseRailgun(list);
return registerShaderCase(name, shader, rarity);
}
use of blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer in project ImmersiveEngineering by BluSunrize.
the class ShaderRegistry method registerShader_Revolver.
/**
* Method to register a default implementation of Chemthrower Shaders<br>
* @param name name of the shader
* @param overlayType uses IE's existing overlays. To use custom ones, you'll need your own method.
* @param rarity Rarity of the shader item
* @param colour0 grip colour
* @param colour1 base colour
* @param colour2 design colour
* @param colourBlade colour of the bayonet blade
* @param additionalTexture additional overlay texture. Null if not needed.
* @param colourAddtional colour for the additional texture, if present
* @return the registered ShaderCase
*/
public static ShaderCaseRevolver registerShader_Revolver(String name, String overlayType, EnumRarity rarity, int colour0, int colour1, int colour2, int colourBlade, String additionalTexture, int colourAddtional) {
ArrayList<ShaderLayer> list = new ArrayList();
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_grip"), colour0));
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_0"), colour1));
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_0"), colourBlade));
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_1_" + overlayType), colour2));
if (additionalTexture != null) {
ResourceLocation rl = new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_" + additionalTexture);
list.add(new ShaderLayer(rl, colourAddtional).setTextureBounds(defaultLayerBounds.get(rl)));
}
list.add(new ShaderLayer(new ResourceLocation("immersiveengineering:revolvers/shaders/revolver_uncoloured"), 0xffffffff));
ShaderCaseRevolver shader = new ShaderCaseRevolver(list);
return registerShaderCase(name, shader, rarity);
}
use of blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer in project ImmersiveEngineering by BluSunrize.
the class ItemShader method getTextures.
@Override
public List<ResourceLocation> getTextures(ItemStack stack, String key) {
String name = getShaderName(stack);
if (ShaderRegistry.shaderRegistry.containsKey(name)) {
ShaderCase sCase = ShaderRegistry.shaderRegistry.get(name).getCase("immersiveengineering:item");
if (sCase != null) {
ShaderLayer[] layers = sCase.getLayers();
ArrayList<ResourceLocation> list = new ArrayList<>(layers.length);
for (ShaderLayer layer : layers) list.add(layer.getTexture());
return list;
}
}
// return Arrays.asList(new ResourceLocation("immersiveengineering:items/shader_0"));
return Arrays.asList(new ResourceLocation("immersiveengineering:items/shader_0"), new ResourceLocation("immersiveengineering:items/shader_1"), new ResourceLocation("immersiveengineering:items/shader_2"));
}
use of blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer in project ImmersiveEngineering by BluSunrize.
the class IESmartObjModel method buildQuads.
private ImmutableList<BakedQuad> buildQuads() {
List<BakedQuad> quads = Lists.newArrayList();
ItemStack shader = null;
ShaderCase sCase = null;
IOBJModelCallback callback = null;
Object callbackObject = null;
if (this.tempStack != null && tempStack.hasCapability(CapabilityShader.SHADER_CAPABILITY, null)) {
ShaderWrapper wrapper = tempStack.getCapability(CapabilityShader.SHADER_CAPABILITY, null);
shader = wrapper.getShaderItem();
if (shader != null && shader.getItem() instanceof IShaderItem)
sCase = ((IShaderItem) shader.getItem()).getShaderCase(shader, tempStack, wrapper.getShaderType());
} else if (this.tempState != null && this.tempState instanceof IExtendedBlockState && ((IExtendedBlockState) this.tempState).getUnlistedNames().contains(CapabilityShader.BLOCKSTATE_PROPERTY)) {
ShaderWrapper wrapper = ((IExtendedBlockState) this.tempState).getValue(CapabilityShader.BLOCKSTATE_PROPERTY);
shader = wrapper.getShaderItem();
if (shader != null && shader.getItem() instanceof IShaderItem)
sCase = ((IShaderItem) shader.getItem()).getShaderCase(shader, null, wrapper.getShaderType());
}
if (this.tempStack != null && tempStack.getItem() instanceof IOBJModelCallback) {
callback = (IOBJModelCallback) tempStack.getItem();
callbackObject = this.tempStack;
} else if (this.tempState != null && this.tempState instanceof IExtendedBlockState && ((IExtendedBlockState) this.tempState).getUnlistedNames().contains(IOBJModelCallback.PROPERTY)) {
callback = ((IExtendedBlockState) this.tempState).getValue(IOBJModelCallback.PROPERTY);
callbackObject = this.tempState;
}
int maxPasses = 1;
if (sCase != null)
maxPasses = sCase.getLayers().length;
for (int pass = 0; pass < maxPasses; pass++) {
ShaderLayer shaderLayer = sCase != null ? sCase.getLayers()[pass] : null;
for (Group g : getModel().getMatLib().getGroups().values()) {
if (callback != null)
if (!callback.shouldRenderGroup(callbackObject, g.getName()))
continue;
if (sCase != null)
if (!sCase.renderModelPartForPass(shader, tempStack, g.getName(), pass))
continue;
Set<Face> faces = Collections.synchronizedSet(new LinkedHashSet<Face>());
Optional<TRSRTransformation> transform = Optional.absent();
if (this.getState() instanceof OBJState) {
OBJState state = (OBJState) this.getState();
if (state.parent != null)
transform = state.parent.apply(Optional.absent());
if (callback != null)
transform = callback.applyTransformations(callbackObject, g.getName(), transform);
if (state.getGroupsWithVisibility(true).contains(g.getName()))
faces.addAll(g.applyTransform(transform));
} else {
transform = getState().apply(Optional.absent());
if (callback != null)
transform = callback.applyTransformations(callbackObject, g.getName(), transform);
faces.addAll(g.applyTransform(transform));
}
int argb = 0xffffffff;
if (sCase != null)
argb = sCase.getARGBColourModifier(shader, tempStack, g.getName(), pass);
else if (callback != null)
argb = callback.getRenderColour(callbackObject, g.getName());
float[] colour = { (argb >> 16 & 255) / 255f, (argb >> 8 & 255) / 255f, (argb & 255) / 255f, (argb >> 24 & 255) / 255f };
for (Face f : faces) {
tempSprite = null;
if (this.getModel().getMatLib().getMaterial(f.getMaterialName()).isWhite() && !"null".equals(f.getMaterialName())) {
for (Vertex v : f.getVertices()) if (!v.getMaterial().equals(this.getModel().getMatLib().getMaterial(v.getMaterial().getName())))
v.setMaterial(this.getModel().getMatLib().getMaterial(v.getMaterial().getName()));
tempSprite = ModelLoader.White.INSTANCE;
} else {
if (sCase != null) {
ResourceLocation rl = sCase.getReplacementSprite(shader, tempStack, g.getName(), pass);
if (rl != null)
tempSprite = ClientUtils.getSprite(rl);
}
if (tempSprite == null && callback != null)
tempSprite = callback.getTextureReplacement(callbackObject, f.getMaterialName());
if (tempSprite == null && tempState != null && texReplace != null) {
String s = texReplace.get(g.getName());
if (s != null)
tempSprite = Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(s);
}
if (tempSprite == null && !"null".equals(f.getMaterialName()))
tempSprite = Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(this.getModel().getMatLib().getMaterial(f.getMaterialName()).getTexture().getTextureLocation().toString());
}
if (tempSprite != null) {
UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(getFormat());
builder.setQuadOrientation(EnumFacing.getFacingFromVector(f.getNormal().x, f.getNormal().y, f.getNormal().z));
builder.setTexture(tempSprite);
builder.setQuadTint(pass);
Normal faceNormal = f.getNormal();
TextureCoordinate[] uvs = new TextureCoordinate[4];
boolean renderFace = true;
for (int i = 0; i < 4; i++) {
Vertex vertex = f.getVertices()[i];
//V-Flip is processed here already, rather than in the later method, since it's needed for easy UV comparissons on the Shader Layers
uvs[i] = vertex.hasTextureCoordinate() ? new TextureCoordinate(vertex.getTextureCoordinate().u, 1 - vertex.getTextureCoordinate().v, vertex.getTextureCoordinate().w) : TextureCoordinate.getDefaultUVs()[i];
if (shaderLayer != null) {
double[] texBounds = shaderLayer.getTextureBounds();
if (texBounds != null) {
if (//if any uvs are outside the layers bounds
texBounds[0] > uvs[i].u || uvs[i].u > texBounds[2] || texBounds[1] > uvs[i].v || uvs[i].v > texBounds[3]) {
renderFace = false;
break;
}
double dU = texBounds[2] - texBounds[0];
double dV = texBounds[3] - texBounds[1];
//Rescaling to the partial bounds that the texture represents
uvs[i].u = (float) ((uvs[i].u - texBounds[0]) / dU);
uvs[i].v = (float) ((uvs[i].v - texBounds[1]) / dV);
}
//Rescaling to the selective area of the texture that is used
double[] cutBounds = shaderLayer.getCutoutBounds();
if (cutBounds != null) {
double dU = cutBounds[2] - cutBounds[0];
double dV = cutBounds[3] - cutBounds[1];
uvs[i].u = (float) (cutBounds[0] + dU * uvs[i].u);
uvs[i].v = (float) (cutBounds[1] + dV * uvs[i].v);
}
}
}
if (renderFace) {
for (int i = 0; i < 4; i++) putVertexData(builder, f.getVertices()[i], faceNormal, uvs[i], tempSprite, colour);
quads.add(builder.build());
}
}
}
}
}
if (callback != null)
quads = callback.modifyQuads(callbackObject, quads);
return ImmutableList.copyOf(quads);
}
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