ForgePatch/src/main/java/net/minecraftforge/client/model/ItemTextureQuadConverter.java

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package net.minecraftforge.client.model;
import com.google.common.collect.Lists;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad;
import net.minecraftforge.common.model.TRSRTransformation;
import javax.vecmath.Vector4f;
import java.util.List;
public final class ItemTextureQuadConverter
{
private ItemTextureQuadConverter()
{
// non-instantiable
}
/**
* Takes a texture and converts it into BakedQuads.
* The conversion is done by scanning the texture horizontally and vertically and creating "strips" of the texture.
* Strips that are of the same size and follow each other are converted into one bigger quad.
* </br>
* The resulting list of quads is the texture represented as a list of horizontal OR vertical quads,
* depending on which creates less quads. If the amount of quads is equal, horizontal is preferred.
*
* @param format
* @param template The input texture to convert
* @param sprite The texture whose UVs shall be used @return The generated quads.
*/
public static List<UnpackedBakedQuad> convertTexture(VertexFormat format, TRSRTransformation transform, TextureAtlasSprite template, TextureAtlasSprite sprite, float z, EnumFacing facing, int color)
{
List<UnpackedBakedQuad> horizontal = convertTextureHorizontal(format, transform, template, sprite, z, facing, color);
List<UnpackedBakedQuad> vertical = convertTextureVertical(format, transform, template, sprite, z, facing, color);
return horizontal.size() >= vertical.size() ? horizontal : vertical;
}
/**
* Scans a texture and converts it into a list of horizontal strips stacked on top of each other.
* The height of the strips is as big as possible.
*/
public static List<UnpackedBakedQuad> convertTextureHorizontal(VertexFormat format, TRSRTransformation transform, TextureAtlasSprite template, TextureAtlasSprite sprite, float z, EnumFacing facing, int color)
{
int w = template.getIconWidth();
int h = template.getIconHeight();
float wScale = 16f / (float)w;
float hScale = 16f / (float)h;
int[] data = template.getFrameTextureData(0)[0];
List<UnpackedBakedQuad> quads = Lists.newArrayList();
// the upper left x-position of the current quad
int start = -1;
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
// current pixel
int pixel = data[y * w + x];
// no current quad but found a new one
if (start < 0 && isVisible(pixel))
{
start = x;
}
// got a current quad, but it ends here
if (start >= 0 && !isVisible(pixel))
{
// we now check if the visibility of the next row matches the one fo the current row
// if they are, we can extend the quad downwards
int endY = y + 1;
boolean sameRow = true;
while (sameRow)
{
for (int i = 0; i < w; i++)
{
int px1 = data[y * w + i];
int px2 = data[endY * w + i];
if (isVisible(px1) != isVisible(px2))
{
sameRow = false;
break;
}
}
if (sameRow)
{
endY++;
}
}
// create the quad
quads.add(genQuad(format, transform,
(float)start * wScale,
(float)y * hScale,
(float)x * wScale,
(float)endY * hScale,
z, sprite, facing, color));
// update Y if all the rows match. no need to rescan
if (endY - y > 1)
{
y = endY - 1;
}
// clear current quad
start = -1;
}
}
}
return quads;
}
/**
* Scans a texture and converts it into a list of vertical strips stacked next to each other from left to right.
* The width of the strips is as big as possible.
*/
public static List<UnpackedBakedQuad> convertTextureVertical(VertexFormat format, TRSRTransformation transform, TextureAtlasSprite template, TextureAtlasSprite sprite, float z, EnumFacing facing, int color)
{
int w = template.getIconWidth();
int h = template.getIconHeight();
float wScale = 16f / (float)w;
float hScale = 16f / (float)h;
int[] data = template.getFrameTextureData(0)[0];
List<UnpackedBakedQuad> quads = Lists.newArrayList();
// the upper left y-position of the current quad
int start = -1;
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++)
{
// current pixel
int pixel = data[y * w + x];
// no current quad but found a new one
if (start < 0 && isVisible(pixel))
{
start = y;
}
// got a current quad, but it ends here
if (start >= 0 && !isVisible(pixel))
{
// we now check if the visibility of the next column matches the one fo the current row
// if they are, we can extend the quad downwards
int endX = x + 1;
boolean sameColumn = true;
while (sameColumn)
{
for (int i = 0; i < h; i++)
{
int px1 = data[i * w + x];
int px2 = data[i * w + endX];
if (isVisible(px1) != isVisible(px2))
{
sameColumn = false;
break;
}
}
if (sameColumn)
{
endX++;
}
}
// create the quad
quads.add(genQuad(format, transform,
(float)x * wScale,
(float)start * hScale,
(float)endX * wScale,
(float)y * hScale,
z, sprite, facing, color));
// update X if all the columns match. no need to rescan
if (endX - x > 1)
{
x = endX - 1;
}
// clear current quad
start = -1;
}
}
}
return quads;
}
// true if alpha != 0
private static boolean isVisible(int color)
{
return (color >> 24 & 255) > 0;
}
/**
* Generates a Front/Back quad for an itemmodel. Therefore only supports facing NORTH and SOUTH.
* Coordinates are [0,16] to match the usual coordinates used in TextureAtlasSprites
*/
public static UnpackedBakedQuad genQuad(VertexFormat format, TRSRTransformation transform, float x1, float y1, float x2, float y2, float z, TextureAtlasSprite sprite, EnumFacing facing, int color)
{
float u1 = sprite.getInterpolatedU(x1);
float v1 = sprite.getInterpolatedV(y1);
float u2 = sprite.getInterpolatedU(x2);
float v2 = sprite.getInterpolatedV(y2);
x1 /= 16f;
y1 /= 16f;
x2 /= 16f;
y2 /= 16f;
float tmp = y1;
y1 = 1f - y2;
y2 = 1f - tmp;
return putQuad(format, transform, facing, sprite, color, x1, y1, x2, y2, z, u1, v1, u2, v2);
}
private static UnpackedBakedQuad putQuad(VertexFormat format, TRSRTransformation transform, EnumFacing side, TextureAtlasSprite sprite, int color,
float x1, float y1, float x2, float y2, float z,
float u1, float v1, float u2, float v2)
{
side = side.getOpposite();
UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(format);
builder.setQuadTint(-1);
builder.setQuadOrientation(side);
builder.setTexture(sprite);
if (side == EnumFacing.NORTH)
{
putVertex(builder, format, transform, side, x1, y1, z, u1, v2, color);
putVertex(builder, format, transform, side, x2, y1, z, u2, v2, color);
putVertex(builder, format, transform, side, x2, y2, z, u2, v1, color);
putVertex(builder, format, transform, side, x1, y2, z, u1, v1, color);
} else
{
putVertex(builder, format, transform, side, x1, y1, z, u1, v2, color);
putVertex(builder, format, transform, side, x1, y2, z, u1, v1, color);
putVertex(builder, format, transform, side, x2, y2, z, u2, v1, color);
putVertex(builder, format, transform, side, x2, y1, z, u2, v2, color);
}
return builder.build();
}
private static void putVertex(UnpackedBakedQuad.Builder builder, VertexFormat format, TRSRTransformation transform, EnumFacing side,
float x, float y, float z, float u, float v, int color)
{
Vector4f vec = new Vector4f();
for (int e = 0; e < format.getElementCount(); e++)
{
switch (format.getElement(e).getUsage())
{
case POSITION:
if (transform == TRSRTransformation.identity())
{
builder.put(e, x, y, z, 1);
}
// only apply the transform if it's not identity
else
{
vec.x = x;
vec.y = y;
vec.z = z;
vec.w = 1;
transform.getMatrix().transform(vec);
builder.put(e, vec.x, vec.y, vec.z, vec.w);
}
break;
case COLOR:
float r = ((color >> 16) & 0xFF) / 255f; // red
float g = ((color >> 8) & 0xFF) / 255f; // green
float b = ((color >> 0) & 0xFF) / 255f; // blue
float a = ((color >> 24) & 0xFF) / 255f; // alpha
builder.put(e, r, g, b, a);
break;
case UV:
if (format.getElement(e).getIndex() == 0)
{
builder.put(e, u, v, 0f, 1f);
break;
}
case NORMAL:
builder.put(e, (float) side.getFrontOffsetX(), (float) side.getFrontOffsetY(), (float) side.getFrontOffsetZ(), 0f);
break;
default:
builder.put(e);
break;
}
}
}
}