Support diffuse lighting flag in item rendering

This commit is contained in:
tterrag 2019-01-04 13:48:36 -05:00
parent 817546e4c8
commit d02da21a7a
1 changed files with 31 additions and 13 deletions

View File

@ -629,9 +629,12 @@ public class ForgeHooksClient
int segmentSkyLight = -1;
// Coloring of the current segment
int segmentColorMultiplier = color;
// Diffuse lighting state
boolean segmentShading = true;
// State changed by the current segment
boolean segmentLightingDirty = false;
boolean segmentColorDirty = false;
boolean segmentShadingDirty = false;
// If the current segment contains lighting data
boolean hasLighting = false;
@ -676,28 +679,33 @@ public class ForgeHooksClient
prevTintIndex = -1;
}
boolean shade = q.shouldApplyDiffuseLighting();
boolean lightingDirty = segmentBlockLight != bl || segmentSkyLight != sl;
boolean colorDirty = hasLighting && segmentColorMultiplier != colorMultiplier;
boolean shadeDirty = shade != segmentShading;
// If lighting or color data has changed, draw the segment and flush it
if (lightingDirty || colorDirty)
if (lightingDirty || colorDirty || shadeDirty)
{
if (i > 0) // Make sure this isn't the first quad being processed
{
drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentLightingDirty && (hasLighting || segment.size() < i), segmentColorDirty);
drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentShading, segmentLightingDirty && (hasLighting || segment.size() < i), segmentColorDirty, segmentShadingDirty);
}
segmentBlockLight = bl;
segmentSkyLight = sl;
segmentColorMultiplier = colorMultiplier;
segmentShading = shade;
segmentLightingDirty = lightingDirty;
segmentColorDirty = colorDirty;
segmentShadingDirty = shadeDirty;
hasLighting = segmentBlockLight > 0 || segmentSkyLight > 0;
}
segment.add(q);
}
drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentLightingDirty && (hasLighting || segment.size() < allquads.size()), segmentColorDirty);
drawSegment(ri, color, stack, segment, segmentBlockLight, segmentSkyLight, segmentColorMultiplier, segmentShading, segmentLightingDirty && (hasLighting || segment.size() < allquads.size()), segmentColorDirty, segmentShadingDirty);
// Clean up render state if necessary
if (hasLighting)
@ -707,7 +715,7 @@ public class ForgeHooksClient
}
}
private static void drawSegment(ItemRenderer ri, int baseColor, ItemStack stack, List<BakedQuad> segment, int bl, int sl, int tintColor, boolean updateLighting, boolean updateColor)
private static void drawSegment(ItemRenderer ri, int baseColor, ItemStack stack, List<BakedQuad> segment, int bl, int sl, int tintColor, boolean shade, boolean updateLighting, boolean updateColor, boolean updateShading)
{
BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer();
bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.ITEM);
@ -715,16 +723,26 @@ public class ForgeHooksClient
float lastBl = OpenGlHelper.lastBrightnessX;
float lastSl = OpenGlHelper.lastBrightnessY;
if (updateLighting || updateColor)
if (updateLighting || updateColor || updateShading)
{
float emissive = Math.max(bl, sl) / 240f;
float r = (tintColor >>> 16 & 0xff) / 255f;
float g = (tintColor >>> 8 & 0xff) / 255f;
float b = (tintColor & 0xff) / 255f;
GL11.glMaterialfv(GL11.GL_FRONT_AND_BACK, GL11.GL_EMISSION, RenderHelper.setColorBuffer(emissive * r, emissive * g, emissive * b, 1));
if (!shade)
{
// When diffuse lighting is off, set the emissive buffer to "disable" the GL lighting effects and emulate the block rendering
float emissive = Math.max(bl, sl) / 240f;
float r = (tintColor >>> 16 & 0xff) / 255f;
float g = (tintColor >>> 8 & 0xff) / 255f;
float b = (tintColor & 0xff) / 255f;
GL11.glMaterialfv(GL11.GL_FRONT_AND_BACK, GL11.GL_EMISSION, RenderHelper.setColorBuffer(emissive * r, emissive * g, emissive * b, 1));
}
else
{
// Otherwise leave it as-is (or reset it) so that normal lighting effects take hold
// Color will be set instead by downstream RenderItem#renderQuads
GL11.glMaterialfv(GL11.GL_FRONT_AND_BACK, GL11.GL_EMISSION, RenderHelper.setColorBuffer(0, 0, 0, 1));
}
if (updateLighting)
{
OpenGlHelper.glMultiTexCoord2f(OpenGlHelper.GL_TEXTURE1, Math.max(bl, lastBl), Math.max(sl, lastSl));