2022-04-10 10:39:55 +02:00

152 lines
4.3 KiB
Java

package com.hbm.render.util;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.IIcon;
import net.minecraft.util.Vec3;
import net.minecraftforge.client.model.obj.Face;
import net.minecraftforge.client.model.obj.GroupObject;
import net.minecraftforge.client.model.obj.TextureCoordinate;
import net.minecraftforge.client.model.obj.Vertex;
import net.minecraftforge.client.model.obj.WavefrontObject;
public class ObjUtil {
public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, boolean shadow) {
renderWithIcon(model, icon, tes, rot, 0, shadow);
}
public static void renderWithIcon(WavefrontObject model, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) {
for(GroupObject go : model.groupObjects) {
for(Face f : go.faces) {
Vertex n = f.faceNormal;
Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z);
normal.rotateAroundZ(pitch);
normal.rotateAroundY(rot);
tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord);
if(shadow) {
float brightness = ((float)normal.yCoord + 0.7F) * 0.9F - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F;
if(brightness < 0.45F)
brightness = 0.45F;
tes.setColorOpaque_F(brightness, brightness, brightness);
}
for(int i = 0; i < f.vertices.length; i++) {
Vertex v = f.vertices[i];
Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z);
vec.rotateAroundZ(pitch);
vec.rotateAroundY(rot);
float x = (float) vec.xCoord;
float y = (float) vec.yCoord;
float z = (float) vec.zCoord;
TextureCoordinate t = f.textureCoordinates[i];
tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16));
// The shoddy way of rendering a tringulated model with a
// quad tessellator
if(i % 3 == 2)
tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16), icon.getInterpolatedV(t.v * 16));
}
}
}
}
public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, boolean shadow) {
renderPartWithIcon(model, name, icon, tes, rot, 0, shadow);
}
public static void renderPartWithIcon(WavefrontObject model, String name, IIcon icon, Tessellator tes, float rot, float pitch, boolean shadow) {
GroupObject go = null;
for(GroupObject obj : model.groupObjects) {
if(obj.name.equals(name))
go = obj;
}
if(go == null)
return;
for(Face f : go.faces) {
Vertex n = f.faceNormal;
Vec3 normal = Vec3.createVectorHelper(n.x, n.y, n.z);
normal.rotateAroundZ(pitch);
normal.rotateAroundY(rot);
tes.setNormal((float)normal.xCoord, (float)normal.yCoord, (float)normal.zCoord);
if(shadow || hasColor) {
float brightness = 1.0F;
if(shadow) {
brightness = ((float)normal.yCoord + 0.7F) * 0.9F - (float)Math.abs(normal.xCoord) * 0.1F + (float)Math.abs(normal.zCoord) * 0.1F;
if(brightness < 0.45F)
brightness = 0.45F;
}
if(hasColor) {
tes.setColorOpaque((int)(red * brightness), (int)(green * brightness), (int)(blue * brightness));
} else {
tes.setColorOpaque_F(brightness, brightness, brightness);
}
}
for(int i = 0; i < f.vertices.length; i++) {
Vertex v = f.vertices[i];
Vec3 vec = Vec3.createVectorHelper(v.x, v.y, v.z);
vec.rotateAroundZ(pitch);
vec.rotateAroundY(rot);
float x = (float) vec.xCoord;
float y = (float) vec.yCoord;
float z = (float) vec.zCoord;
TextureCoordinate t = f.textureCoordinates[i];
tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D));
// The shoddy way of rendering a tringulated model with a quad
// tessellator
if(i % 3 == 2)
tes.addVertexWithUV(x, y, z, icon.getInterpolatedU(t.u * 16D), icon.getInterpolatedV(t.v * 16D));
}
}
}
private static int red;
private static int green;
private static int blue;
private static boolean hasColor = false;
public static void setColor(int color) {
red = (color & 0xff0000) >> 16;
green = (color & 0x00ff00) >> 8;
blue = color & 0x0000ff;
hasColor = true;
}
public static void setColor(int r, int g, int b) {
red = r;
green = g;
blue = b;
hasColor = true;
}
public static void clearColor() {
hasColor = false;
}
}