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more brr...
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1 changed files with 29 additions and 33 deletions
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@ -11,11 +11,7 @@
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package de.ellpeck.actuallyadditions.mod.util;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.DefaultVertexFormat;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.Tesselator;
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import com.mojang.blaze3d.vertex.VertexConsumer;
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import com.mojang.blaze3d.vertex.VertexFormat;
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import com.mojang.blaze3d.vertex.*;
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import com.mojang.math.Axis;
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import de.ellpeck.actuallyadditions.mod.ActuallyAdditions;
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import de.ellpeck.actuallyadditions.mod.blocks.render.RenderTypes;
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@ -293,8 +289,8 @@ public final class AssetUtil {
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for (int i = 1; i < 4; i++) {
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float width = beamWidth * (i / 4.0f);
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//top
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builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap);//.endVertex(); //TODO ?!
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builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);//.endVertex();
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builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap);
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builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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//bottom
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@ -363,7 +359,7 @@ public final class AssetUtil {
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Matrix4f matrix = matrixStack.last().pose();
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RenderSystem.setShader(GameRenderer::getPositionColorLightmapShader);
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Tesselator.getInstance().begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_COLOR_LIGHTMAP);
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var bufferbuilder = Tesselator.getInstance().begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_COLOR_LIGHTMAP);
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TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(TextureAtlas.LOCATION_BLOCKS).apply(FORGE_WHITE);
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float minU = sprite.getU0();
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@ -375,28 +371,29 @@ public final class AssetUtil {
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for (int i = 1; i < 4; i++) {
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float width = beamWidth * (i / 4.0f);
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//top
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builder.vertex(matrix, -width, width, 0.0f).color(r, g, b, a).uv(minU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, width, -length).color(r, g, b, a).uv(maxU, minV).uv2(lightmap).endVertex();
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builder.vertex(matrix, -width, width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap);
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builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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//bottom
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builder.vertex(matrix, -width, -width, 0.0f).color(r, g, b, a).uv(minU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, -width, -width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, -width, -length).color(r, g, b, a).uv(maxU, minV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, -width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap);
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builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap);
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builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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//left
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builder.vertex(matrix, -width, width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, -width, -width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, -width, -width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.vertex(matrix, -width, width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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//right
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builder.vertex(matrix, width, width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, -width, 0.0f).color(r, g, b, a).uv(maxU, maxV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, -width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.vertex(matrix, width, width, -length).color(r, g, b, a).uv(minU, minV).uv2(lightmap).endVertex();
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builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap);
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builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap);
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}
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matrixStack.popPose();
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Tesselator.getInstance().end();
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BufferUploader.drawWithShader(bufferbuilder.buildOrThrow());
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}
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@ -456,14 +453,13 @@ public final class AssetUtil {
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f /= f3;
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f1 /= f3;
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f2 /= f3;
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consumer.vertex(posestack$pose.pose(), (float) (minX + x), (float) (minY + y), (float) (minZ + z))
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.color(red, green, blue, alpha)
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.normal(posestack$pose.normal(), f, f1, f2)
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.endVertex();
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consumer.vertex(posestack$pose.pose(), (float) (maxX + x), (float) (maxY + y), (float) (maxZ + z))
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.color(red, green, blue, alpha)
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.normal(posestack$pose.normal(), f, f1, f2)
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.endVertex();
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consumer.addVertex(posestack$pose.pose(), (float) (minX + x), (float) (minY + y), (float) (minZ + z))
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.setColor(red, green, blue, alpha)
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.setNormal(posestack$pose, f, f1, f2);
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consumer.addVertex(posestack$pose, (float) (maxX + x), (float) (maxY + y), (float) (maxZ + z))
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.setColor(red, green, blue, alpha)
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.setNormal(posestack$pose, f, f1, f2) //TODO is this correct?
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;
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}
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);
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}
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