use of net.minecraft.client.renderer.block.model.BakedQuad in project BetterWithAddons by DaedalusGame.
the class RenderUtils method getQuadFaceMapFromState.
public static Map<EnumFacing, List<BakedQuad>> getQuadFaceMapFromState(IBlockState state) {
HashMap<EnumFacing, List<BakedQuad>> map = new HashMap<EnumFacing, List<BakedQuad>>();
IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getBlockModelShapes().getModelForState(state);
Random rng = new Random();
for (EnumFacing f : EnumFacing.values()) {
map.put(f, model.getQuads(state, f, rng.nextLong()));
}
map.put(null, model.getQuads(state, null, rng.nextLong()));
return map;
}
use of net.minecraft.client.renderer.block.model.BakedQuad in project ImmersiveEngineering by BluSunrize.
the class ClientUtils method convertConnectionFromBlockstate.
public static List<BakedQuad>[] convertConnectionFromBlockstate(IExtendedBlockState s, TextureAtlasSprite t) {
List<BakedQuad>[] ret = new List[2];
ret[0] = new ArrayList<>();
ret[1] = new ArrayList<>();
Set<Connection> conns = s.getValue(IEProperties.CONNECTIONS);
if (conns == null)
return ret;
Vector3f dir = new Vector3f();
Vector3f cross = new Vector3f();
Vector3f up = new Vector3f(0, 1, 0);
BlockPos pos = null;
for (Connection conn : conns) {
if (pos == null)
pos = conn.start;
Vec3d[] f = conn.catenaryVertices;
if (f == null || f.length < 1)
continue;
int color = conn.cableType.getColour(conn);
float[] rgb = { (color >> 16 & 255) / 255f, (color >> 8 & 255) / 255f, (color & 255) / 255f, (color >> 24 & 255) / 255f };
if (rgb[3] == 0)
rgb[3] = 1;
Vector3f start = new Vector3f(conn.start.getX(), conn.start.getY(), conn.start.getZ());
float radius = (float) (conn.cableType.getRenderDiameter() / 2);
List<Integer> crossings = new ArrayList<>();
for (int i = 1; i < f.length; i++) if (crossesChunkBoundary(f[i], f[i - 1]))
crossings.add(i);
int index = crossings.size() / 2;
boolean greater = conn.start.compareTo(conn.end) > 0;
if (crossings.size() % 2 == 0 && greater)
index--;
int max = (crossings.size() > 0 ? (crossings.get(index) + (greater ? 1 : 2)) : (greater ? f.length + 1 : 0));
for (int i = 1; i < max && i < f.length; i++) {
boolean fading = i == max - 1;
List<BakedQuad> curr = ret[fading ? 1 : 0];
int j = i - 1;
Vector3f here = new Vector3f((float) f[i].xCoord, (float) f[i].yCoord, (float) f[i].zCoord);
Vector3f.sub(here, start, here);
Vector3f there = new Vector3f((float) f[j].xCoord, (float) f[j].yCoord, (float) f[j].zCoord);
Vector3f.sub(there, start, there);
if (fading) {
Vector3f.add(here, fadingOffset, here);
Vector3f.add(there, fadingOffset, there);
}
boolean vertical = here.x == there.x && here.z == there.z;
if (!vertical) {
Vector3f.sub(here, there, dir);
Vector3f.cross(up, dir, cross);
cross.scale(radius / cross.length());
} else
cross.set(radius, 0, 0);
Vector3f[] vertices = { Vector3f.add(here, cross, null), Vector3f.sub(here, cross, null), Vector3f.sub(there, cross, null), Vector3f.add(there, cross, null) };
curr.add(createSmartLightingBakedQuad(DefaultVertexFormats.ITEM, vertices, EnumFacing.DOWN, t, rgb, false, fading ? alphaFirst2Fading : alphaNoFading, pos));
curr.add(createSmartLightingBakedQuad(DefaultVertexFormats.ITEM, vertices, EnumFacing.UP, t, rgb, true, fading ? alphaFirst2Fading : alphaNoFading, pos));
if (!vertical) {
Vector3f.cross(cross, dir, cross);
cross.scale(radius / cross.length());
} else
cross.set(0, 0, radius);
vertices = new Vector3f[] { Vector3f.add(here, cross, null), Vector3f.sub(here, cross, null), Vector3f.sub(there, cross, null), Vector3f.add(there, cross, null) };
curr.add(createSmartLightingBakedQuad(DefaultVertexFormats.ITEM, vertices, EnumFacing.WEST, t, rgb, false, fading ? alphaFirst2Fading : alphaNoFading, pos));
curr.add(createSmartLightingBakedQuad(DefaultVertexFormats.ITEM, vertices, EnumFacing.EAST, t, rgb, true, fading ? alphaFirst2Fading : alphaNoFading, pos));
}
}
return ret;
}
use of net.minecraft.client.renderer.block.model.BakedQuad in project ImmersiveEngineering by BluSunrize.
the class ClientUtils method getSideTexture.
public static ResourceLocation getSideTexture(@Nonnull ItemStack stack, EnumFacing side) {
IBakedModel model = mc().getRenderItem().getItemModelWithOverrides(stack, null, null);
List<BakedQuad> quads = model.getQuads(null, side, 0);
if (//no quads for the specified side D:
quads == null || quads.isEmpty())
quads = model.getQuads(null, null, 0);
if (//no quads at all D:
quads == null || quads.isEmpty())
return null;
return new ResourceLocation(quads.get(0).getSprite().getIconName());
}
use of net.minecraft.client.renderer.block.model.BakedQuad in project ImmersiveEngineering by BluSunrize.
the class ClientProxy method drawConveyorInGui.
@Override
public boolean drawConveyorInGui(String conveyor, EnumFacing facing) {
IConveyorBelt con = ConveyorHandler.getConveyor(new ResourceLocation(conveyor), null);
if (con != null) {
GlStateManager.pushMatrix();
Set<BakedQuad> quads = ModelConveyor.getBaseConveyor(facing, 1, new Matrix4(facing), ConveyorDirection.HORIZONTAL, ClientUtils.getSprite(con.getActiveTexture()), new boolean[] { true, true }, new boolean[] { true, true }, null, 0);
// GL11.glTranslatef(0, 0, 1);
ClientUtils.renderQuads(quads, 1, 1, 1, 1);
GlStateManager.popMatrix();
return true;
}
return false;
}
use of net.minecraft.client.renderer.block.model.BakedQuad 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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