Remove emissive items hook, add small utility for bakedquad lighting

This commit is contained in:
tterrag 2020-01-20 21:49:08 -05:00
parent 1936eb1f36
commit 380366e25f
5 changed files with 25 additions and 186 deletions

View file

@ -9,18 +9,7 @@
for(Item item : Registry.field_212630_s) {
if (!field_195411_c.contains(item)) {
@@ -70,6 +70,10 @@
}
private void func_229114_a_(IBakedModel p_229114_1_, ItemStack p_229114_2_, int p_229114_3_, int p_229114_4_, MatrixStack p_229114_5_, IVertexBuilder p_229114_6_) {
+ if (false && net.minecraftforge.common.ForgeConfig.CLIENT.allowEmissiveItems.get()) { //TODO: Find way to re-introduce emissive items.
+ net.minecraftforge.client.ForgeHooksClient.renderLitItem(this, p_229114_5_, p_229114_6_, p_229114_1_, p_229114_2_);
+ return;
+ }
Random random = new Random();
long i = 42L;
@@ -91,7 +95,7 @@
@@ -91,7 +91,7 @@
p_229111_8_ = this.field_175059_m.func_178083_a().func_174953_a(new ModelResourceLocation("minecraft:trident#inventory"));
}
@ -29,7 +18,7 @@
p_229111_4_.func_227861_a_(-0.5D, -0.5D, -0.5D);
if (!p_229111_8_.func_188618_c() && (p_229111_1_.func_77973_b() != Items.field_203184_eO || flag1)) {
RenderType rendertype = RenderTypeLookup.func_228389_a_(p_229111_1_);
@@ -105,7 +109,7 @@
@@ -105,7 +105,7 @@
IVertexBuilder ivertexbuilder = func_229113_a_(p_229111_5_, rendertype1, true, p_229111_1_.func_77962_s());
this.func_229114_a_(p_229111_8_, p_229111_1_, p_229111_6_, p_229111_7_, p_229111_4_, ivertexbuilder);
} else {
@ -38,7 +27,7 @@
}
p_229111_4_.func_227865_b_();
@@ -129,7 +133,7 @@
@@ -129,7 +129,7 @@
float f = (float)(i >> 16 & 255) / 255.0F;
float f1 = (float)(i >> 8 & 255) / 255.0F;
float f2 = (float)(i & 255) / 255.0F;
@ -47,7 +36,7 @@
}
}
@@ -216,6 +220,7 @@
@@ -216,6 +216,7 @@
crashreportcategory.func_189529_a("Item Type", () -> {
return String.valueOf((Object)p_184391_2_.func_77973_b());
});
@ -55,7 +44,7 @@
crashreportcategory.func_189529_a("Item Damage", () -> {
return String.valueOf(p_184391_2_.func_77952_i());
});
@@ -247,18 +252,16 @@
@@ -247,18 +248,16 @@
irendertypebuffer$impl.func_228461_a_();
}
@ -78,7 +67,7 @@
this.func_181565_a(bufferbuilder, p_180453_3_ + 2, p_180453_4_ + 13, 13, 2, 0, 0, 0, 255);
this.func_181565_a(bufferbuilder, p_180453_3_ + 2, p_180453_4_ + 13, i, 1, j >> 16 & 255, j >> 8 & 255, j & 255, 255);
RenderSystem.enableBlend();
@@ -296,4 +299,9 @@
@@ -296,4 +295,9 @@
public void func_195410_a(IResourceManager p_195410_1_) {
this.field_175059_m.func_178085_b();
}

View file

@ -557,166 +557,6 @@ public class ForgeHooksClient
return new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, loc);
}
private static class LightGatheringTransformer extends QuadGatheringTransformer {
private static final VertexFormat FORMAT = new VertexFormat(ImmutableList.of(DefaultVertexFormats.TEX_2F, DefaultVertexFormats.TEX_2S));
int blockLight, skyLight;
{ setVertexFormat(FORMAT); }
boolean hasLighting()
{
return dataLength[1] >= 2;
}
@Override
protected void processQuad()
{
// Reset light data
blockLight = 0;
skyLight = 0;
// Compute average light for all 4 vertices
for (int i = 0; i < 4; i++)
{
blockLight += (int) ((quadData[1][i][0] * 0xFFFF) / 0x20);
skyLight += (int) ((quadData[1][i][1] * 0xFFFF) / 0x20);
}
// Values must be multiplied by 16, divided by 4 for average => x4
blockLight *= 4;
skyLight *= 4;
}
// Dummy overrides
@Override
public void setQuadTint(int tint) {}
@Override
public void setQuadOrientation(Direction orientation) {}
@Override
public void setApplyDiffuseLighting(boolean diffuse) {}
@Override
public void setTexture(TextureAtlasSprite texture) {}
}
private static final LightGatheringTransformer lightGatherer = new LightGatheringTransformer();
// TODO: Fix: Vanilla now batches rendering items, so our hack of forcing the GL lighting state does not work.
public static void renderLitItem(ItemRenderer ri, MatrixStack mat, IVertexBuilder consumer, IBakedModel model, ItemStack stack)
{
List<BakedQuad> allquads = new ArrayList<>();
Random random = new Random();
long seed = 42L;
for (Direction enumfacing : Direction.values())
{
random.setSeed(seed);
allquads.addAll(model.getQuads(null, enumfacing, random, EmptyModelData.INSTANCE));
}
random.setSeed(seed);
allquads.addAll(model.getQuads(null, null, random, EmptyModelData.INSTANCE));
if (allquads.isEmpty()) return;
// Current list of consecutive quads with the same lighting
List<BakedQuad> segment = new ArrayList<>();
// Lighting of the current segment
int segmentBlockLight = 0;
int segmentSkyLight = 0;
// Diffuse lighting state
boolean segmentShading = true;
// State changed by the current segment
boolean segmentLightingDirty = false;
boolean segmentShadingDirty = false;
// If the current segment contains lighting data
boolean hasLighting = false;
for (int i = 0; i < allquads.size(); i++)
{
BakedQuad q = allquads.get(i);
// Lighting of the current quad
int bl = 0;
int sl = 0;
LightUtil.putBakedQuad(lightGatherer, q);
if (lightGatherer.hasLighting())
{
bl = lightGatherer.blockLight;
sl = lightGatherer.skyLight;
}
boolean shade = q.shouldApplyDiffuseLighting();
boolean lightingDirty = segmentBlockLight != bl || segmentSkyLight != sl;
boolean shadeDirty = shade != segmentShading;
// If lighting or color data has changed, draw the segment and flush it
if (lightingDirty || shadeDirty)
{
if (i > 0) // Make sure this isn't the first quad being processed
drawSegment(ri, mat, consumer, stack, segment, segmentBlockLight, segmentSkyLight, segmentShading, segmentLightingDirty && (hasLighting || segment.size() < i), segmentShadingDirty);
segmentBlockLight = bl;
segmentSkyLight = sl;
segmentShading = shade;
segmentLightingDirty = lightingDirty;
segmentShadingDirty = shadeDirty;
hasLighting = segmentBlockLight > 0 || segmentSkyLight > 0 || !segmentShading;
}
segment.add(q);
}
drawSegment(ri, mat, consumer, stack, segment, segmentBlockLight, segmentSkyLight, segmentShading, segmentLightingDirty && (hasLighting || segment.size() < allquads.size()), segmentShadingDirty);
// Clean up render state if necessary
if (hasLighting)
{
RenderSystem.glMultiTexCoord2f(GL13.GL_TEXTURE1, GlStateManager.lastBrightnessX, GlStateManager.lastBrightnessY);
RenderSystem.enableLighting();
}
}
private static void drawSegment(ItemRenderer ir, MatrixStack mat, IVertexBuilder cons, ItemStack stack, List<BakedQuad> segment, int bl, int sl, boolean shade, boolean updateLighting, boolean updateShading)
{
float lastBl = GlStateManager.lastBrightnessX;
float lastSl = GlStateManager.lastBrightnessY;
if (updateShading)
{
if (shade)
{
// (Re-)enable lighting for normal look with shading
RenderSystem.enableLighting();
}
else
{
// Disable lighting to simulate a lack of diffuse lighting
RenderSystem.disableLighting();
}
}
if (updateLighting)
{
// Force lightmap coords to simulate synthetic lighting
RenderSystem.glMultiTexCoord2f(GL13.GL_TEXTURE1, Math.max(bl, lastBl), Math.max(sl, lastSl));
}
// TODO can we just use this light value ??
ir.func_229112_a_(mat, cons, segment, stack, (bl << 16) | sl, OverlayTexture.field_229196_a_);
// Preserve this as it represents the "world" lighting
GlStateManager.lastBrightnessX = lastBl;
GlStateManager.lastBrightnessY = lastSl;
segment.clear();
}
/**
* internal, relies on fixed format of FaceBakery
*/

View file

@ -30,6 +30,8 @@ import net.minecraft.client.renderer.Vector4f;
import net.minecraft.client.renderer.model.BakedQuad;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.math.Vec3i;
import net.minecraftforge.client.model.pipeline.LightUtil;
import org.lwjgl.system.MemoryStack;
import java.nio.ByteBuffer;
@ -108,8 +110,9 @@ public interface IForgeVertexBuilder
default int applyBakedLighting(int lightmapCoord, ByteBuffer data) {
int bl = LightTexture.func_228450_a_(lightmapCoord);
int sl = LightTexture.func_228454_b_(lightmapCoord);
int blBaked = Short.toUnsignedInt(data.getShort(24)) >> 4;
int slBaked = Short.toUnsignedInt(data.getShort(26)) >> 4;
int offset = LightUtil.getLightOffset(0) * 4; // int offset for vertex 0 * 4 bytes per int
int blBaked = Short.toUnsignedInt(data.getShort(offset)) >> 4;
int slBaked = Short.toUnsignedInt(data.getShort(offset + 2)) >> 4;
bl = Math.max(bl, blBaked);
sl = Math.max(sl, slBaked);
return LightTexture.func_228451_a_(bl, sl);

View file

@ -248,6 +248,20 @@ public class LightUtil
}
}
public static int getLightOffset(int v)
{
return (v * 8) + 6;
}
public static void setLightData(BakedQuad q, int light)
{
int[] data = q.getVertexData();
for (int i = 0; i < 4; i++)
{
data[getLightOffset(i)] = light;
}
}
private static final class ItemPipeline
{
final VertexBufferConsumer bufferConsumer;

View file

@ -133,8 +133,6 @@ public class ForgeConfig
public final BooleanValue showLoadWarnings;
public final BooleanValue allowEmissiveItems;
Client(ForgeConfigSpec.Builder builder) {
builder.comment("Client only settings, mostly things related to rendering")
.push("client");
@ -176,11 +174,6 @@ public class ForgeConfig
.translation("forge.configgui.showloadwarnings")
.define("showLoadWarnings", true);
allowEmissiveItems = builder
.comment("Allow item rendering to detect emissive quads and draw them properly. This allows glowing blocks to look the same in item form, but incurs a very slight performance hit.")
.translation("forge.configgui.allowEmissiveItems")
.define("allowEmissiveItems", true);
builder.pop();
}
}