Fix quad order when rendering turtles upside down

- Reverse quads in our model transformer and when rendering as a block
   entity.
 - Correctly recompute normals when the quads have been inverted.

Closes #1283
This commit is contained in:
Jonathan Coates 2023-06-18 19:30:25 +01:00
parent 36b9f4ec55
commit 953372b1b7
No known key found for this signature in database
GPG Key ID: B9E431FF07C98D06
4 changed files with 172 additions and 81 deletions

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@ -0,0 +1,98 @@
// SPDX-FileCopyrightText: 2023 The CC: Tweaked Developers
//
// SPDX-License-Identifier: MPL-2.0
package dan200.computercraft.client.model.turtle;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.VertexFormat;
import com.mojang.blaze3d.vertex.VertexFormatElement;
import com.mojang.math.Transformation;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.resources.model.BakedModel;
import net.minecraft.core.Direction;
import org.joml.Matrix4f;
import org.joml.Vector4f;
import javax.annotation.Nullable;
import java.util.ArrayList;
import java.util.List;
/**
* Applies a {@link Transformation} (or rather a {@link Matrix4f}) to a list of {@link BakedQuad}s.
* <p>
* This does a little bit of magic compared with other system (i.e. Forge's {@code QuadTransformers}), as it needs to
* handle flipping models upside down.
* <p>
* This is typically used with a {@link BakedModel} subclass - see the loader-specific projects.
*/
public final class ModelTransformer {
public static final int[] ORDER = new int[]{ 3, 2, 1, 0 };
public static final int STRIDE = DefaultVertexFormat.BLOCK.getIntegerSize();
private static final int POS_OFFSET = findOffset(DefaultVertexFormat.BLOCK, DefaultVertexFormat.ELEMENT_POSITION);
private final Matrix4f transformation;
private final boolean invert;
private @Nullable TransformedQuads cache;
public ModelTransformer(Transformation transformation) {
this.transformation = transformation.getMatrix();
invert = transformation.getMatrix().determinant() < 0;
}
public List<BakedQuad> transform(List<BakedQuad> quads) {
if (quads.isEmpty()) return List.of();
// We do some basic caching here to avoid recomputing every frame. Most turtle models don't have culled faces,
// so it's not worth being smarter here.
var cache = this.cache;
if (cache != null && quads.equals(cache.original())) return cache.transformed();
List<BakedQuad> transformed = new ArrayList<>(quads.size());
for (var quad : quads) transformed.add(transformQuad(quad));
this.cache = new TransformedQuads(quads, transformed);
return transformed;
}
private BakedQuad transformQuad(BakedQuad quad) {
var inputData = quad.getVertices();
var outputData = new int[inputData.length];
for (var i = 0; i < 4; i++) {
var inStart = STRIDE * i;
// Reverse the order of the quads if we're inverting
var outStart = STRIDE * (invert ? ORDER[i] : i);
System.arraycopy(inputData, inStart, outputData, outStart, STRIDE);
// Apply the matrix to our position
var inPosStart = inStart + POS_OFFSET;
var outPosStart = outStart + POS_OFFSET;
var x = Float.intBitsToFloat(inputData[inPosStart]);
var y = Float.intBitsToFloat(inputData[inPosStart + 1]);
var z = Float.intBitsToFloat(inputData[inPosStart + 2]);
// Transform the position
var pos = new Vector4f(x, y, z, 1);
transformation.transformProject(pos);
outputData[outPosStart] = Float.floatToRawIntBits(pos.x());
outputData[outPosStart + 1] = Float.floatToRawIntBits(pos.y());
outputData[outPosStart + 2] = Float.floatToRawIntBits(pos.z());
}
var direction = Direction.rotate(transformation, quad.getDirection());
return new BakedQuad(outputData, quad.getTintIndex(), direction, quad.getSprite(), quad.isShade());
}
private record TransformedQuads(List<BakedQuad> original, List<BakedQuad> transformed) {
}
private static int findOffset(VertexFormat format, VertexFormatElement element) {
var offset = 0;
for (var other : format.getElements()) {
if (other == element) return offset / Integer.BYTES;
offset += element.getByteSize();
}
throw new IllegalArgumentException("Cannot find " + element + " in " + format);
}
}

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@ -10,6 +10,7 @@
import com.mojang.math.Transformation;
import dan200.computercraft.api.ComputerCraftAPI;
import dan200.computercraft.api.turtle.TurtleSide;
import dan200.computercraft.client.model.turtle.ModelTransformer;
import dan200.computercraft.client.platform.ClientPlatformHelper;
import dan200.computercraft.client.turtle.TurtleUpgradeModellers;
import dan200.computercraft.shared.computer.core.ComputerFamily;
@ -30,6 +31,7 @@
import net.minecraft.util.RandomSource;
import net.minecraft.world.phys.BlockHitResult;
import net.minecraft.world.phys.HitResult;
import org.joml.Vector4f;
import javax.annotation.Nullable;
import java.util.List;
@ -146,16 +148,30 @@ private void renderModel(PoseStack transform, VertexConsumer renderer, int light
renderModel(transform, renderer, lightmapCoord, overlayLight, ClientPlatformHelper.get().getModel(modelManager, modelLocation), tints);
}
/**
* Render a block model.
*
* @param transform The current matrix stack.
* @param renderer The buffer to write to.
* @param lightmapCoord The current lightmap coordinate.
* @param overlayLight The overlay light.
* @param model The model to render.
* @param tints Tints for the quads, as an array of RGB values.
* @see net.minecraft.client.renderer.block.ModelBlockRenderer#renderModel
*/
private void renderModel(PoseStack transform, VertexConsumer renderer, int lightmapCoord, int overlayLight, BakedModel model, @Nullable int[] tints) {
random.setSeed(0);
renderQuads(transform, renderer, lightmapCoord, overlayLight, model.getQuads(null, null, random), tints);
for (var facing : DirectionUtil.FACINGS) {
random.setSeed(42);
renderQuads(transform, renderer, lightmapCoord, overlayLight, model.getQuads(null, facing, random), tints);
}
random.setSeed(42);
renderQuads(transform, renderer, lightmapCoord, overlayLight, model.getQuads(null, null, random), tints);
}
private static void renderQuads(PoseStack transform, VertexConsumer buffer, int lightmapCoord, int overlayLight, List<BakedQuad> quads, @Nullable int[] tints) {
var matrix = transform.last();
var inverted = matrix.pose().determinant() < 0;
for (var bakedquad : quads) {
var tint = -1;
@ -167,7 +183,50 @@ private static void renderQuads(PoseStack transform, VertexConsumer buffer, int
var r = (float) (tint >> 16 & 255) / 255.0F;
var g = (float) (tint >> 8 & 255) / 255.0F;
var b = (float) (tint & 255) / 255.0F;
buffer.putBulkData(matrix, bakedquad, r, g, b, lightmapCoord, overlayLight);
if (inverted) {
putBulkQuadInvert(buffer, matrix, bakedquad, r, g, b, lightmapCoord, overlayLight);
} else {
buffer.putBulkData(matrix, bakedquad, r, g, b, lightmapCoord, overlayLight);
}
}
}
/**
* A version of {@link VertexConsumer#putBulkData(PoseStack.Pose, BakedQuad, float, float, float, int, int)} for
* when the matrix is inverted.
*
* @param buffer The buffer to draw to.
* @param pose The current matrix stack.
* @param quad The quad to draw.
* @param red The red tint of this quad.
* @param green The green tint of this quad.
* @param blue The blue tint of this quad.
* @param lightmapCoord The lightmap coordinate
* @param overlayLight The overlay light.
*/
private static void putBulkQuadInvert(VertexConsumer buffer, PoseStack.Pose pose, BakedQuad quad, float red, float green, float blue, int lightmapCoord, int overlayLight) {
var matrix = pose.pose();
// It's a little dubious to transform using this matrix rather than the normal matrix. This mirrors the logic in
// Direction.rotate (so not out of nowhere!), but is a little suspicious.
var dirNormal = quad.getDirection().getNormal();
var normal = matrix.transform(new Vector4f(dirNormal.getX(), dirNormal.getY(), dirNormal.getZ(), 0.0f)).normalize();
var vertices = quad.getVertices();
for (var vertex : ModelTransformer.ORDER) {
var i = vertex * ModelTransformer.STRIDE;
var x = Float.intBitsToFloat(vertices[i]);
var y = Float.intBitsToFloat(vertices[i + 1]);
var z = Float.intBitsToFloat(vertices[i + 2]);
var transformed = matrix.transform(new Vector4f(x, y, z, 1));
var u = Float.intBitsToFloat(vertices[i + 4]);
var v = Float.intBitsToFloat(vertices[i + 5]);
buffer.vertex(
transformed.x(), transformed.y(), transformed.z(),
red, green, blue, 1.0F, u, v, overlayLight, lightmapCoord,
normal.x(), normal.y(), normal.z()
);
}
}

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@ -4,84 +4,32 @@
package dan200.computercraft.client.model;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.VertexFormat;
import com.mojang.blaze3d.vertex.VertexFormatElement;
import com.mojang.math.Transformation;
import dan200.computercraft.client.model.turtle.ModelTransformer;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.resources.model.BakedModel;
import net.minecraft.core.Direction;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.block.state.BlockState;
import org.joml.Matrix4f;
import org.joml.Vector4f;
import javax.annotation.Nullable;
import java.util.ArrayList;
import java.util.List;
/**
* A {@link BakedModel} which applies a transformation matrix to its underlying quads.
*
* @see ModelTransformer
*/
public class TransformedBakedModel extends CustomBakedModel {
private static final int STRIDE = DefaultVertexFormat.BLOCK.getIntegerSize();
private static final int POS_OFFSET = findOffset(DefaultVertexFormat.BLOCK, DefaultVertexFormat.ELEMENT_POSITION);
private final Matrix4f transformation;
private @Nullable TransformedQuads cache;
private final ModelTransformer transformation;
public TransformedBakedModel(BakedModel model, Transformation transformation) {
super(model);
this.transformation = transformation.getMatrix();
this.transformation = new ModelTransformer(transformation);
}
@Override
public List<BakedQuad> getQuads(@Nullable BlockState blockState, @Nullable Direction face, RandomSource rand) {
var cache = this.cache;
var quads = wrapped.getQuads(blockState, face, rand);
if (quads.isEmpty()) return List.of();
// We do some basic caching here to avoid recomputing every frame. Most turtle models don't have culled faces,
// so it's not worth being smarter here.
if (cache != null && quads.equals(cache.original())) return cache.transformed();
List<BakedQuad> transformed = new ArrayList<>(quads.size());
for (var quad : quads) transformed.add(transformQuad(quad));
this.cache = new TransformedQuads(quads, transformed);
return transformed;
}
private BakedQuad transformQuad(BakedQuad quad) {
var vertexData = quad.getVertices().clone();
for (var i = 0; i < 4; i++) {
// Apply the matrix to our position
var start = STRIDE * i + POS_OFFSET;
var x = Float.intBitsToFloat(vertexData[start]);
var y = Float.intBitsToFloat(vertexData[start + 1]);
var z = Float.intBitsToFloat(vertexData[start + 2]);
// Transform the position
var pos = new Vector4f(x, y, z, 1);
transformation.transformProject(pos);
vertexData[start] = Float.floatToRawIntBits(pos.x());
vertexData[start + 1] = Float.floatToRawIntBits(pos.y());
vertexData[start + 2] = Float.floatToRawIntBits(pos.z());
}
return new BakedQuad(vertexData, quad.getTintIndex(), quad.getDirection(), quad.getSprite(), quad.isShade());
}
private record TransformedQuads(List<BakedQuad> original, List<BakedQuad> transformed) {
}
private static int findOffset(VertexFormat format, VertexFormatElement element) {
var offset = 0;
for (var other : format.getElements()) {
if (other == element) return offset / Integer.BYTES;
offset += element.getByteSize();
}
throw new IllegalArgumentException("Cannot find " + element + " in " + format);
return transformation.transform(wrapped.getQuads(blockState, face, rand));
}
}

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@ -5,6 +5,7 @@
package dan200.computercraft.client.model;
import com.mojang.math.Transformation;
import dan200.computercraft.client.model.turtle.ModelTransformer;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.resources.model.BakedModel;
@ -12,7 +13,6 @@
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraftforge.client.model.BakedModelWrapper;
import net.minecraftforge.client.model.QuadTransformers;
import net.minecraftforge.client.model.data.ModelData;
import javax.annotation.Nullable;
@ -20,16 +20,15 @@
/**
* A {@link BakedModel} which applies a transformation matrix to its underlying quads.
*
* @see ModelTransformer
*/
public class TransformedBakedModel extends BakedModelWrapper<BakedModel> {
private final Transformation transformation;
private final boolean invert;
private @Nullable TransformedQuads cache;
private final ModelTransformer transformation;
public TransformedBakedModel(BakedModel model, Transformation transformation) {
super(model);
this.transformation = transformation;
invert = transformation.getNormalMatrix().determinant() < 0;
this.transformation = new ModelTransformer(transformation);
}
@Override
@ -39,19 +38,6 @@ public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction
@Override
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, RandomSource rand, ModelData extraData, @Nullable RenderType renderType) {
var cache = this.cache;
var quads = originalModel.getQuads(state, side, rand, extraData, renderType);
if (quads.isEmpty()) return List.of();
// We do some basic caching here to avoid recomputing every frame. Most turtle models don't have culled faces,
// so it's not worth being smarter here.
if (cache != null && quads.equals(cache.original())) return cache.transformed();
var transformed = QuadTransformers.applying(transformation).process(quads);
this.cache = new TransformedQuads(quads, transformed);
return transformed;
}
private record TransformedQuads(List<BakedQuad> original, List<BakedQuad> transformed) {
return transformation.transform(originalModel.getQuads(state, side, rand, extraData, renderType));
}
}