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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-12-12 19:20:29 +00:00

Improve vertex transformation system

This migrates TurtleMultiModel's current vertex transformation system
into something more powerful and "correct". Namely, it has the following
improvements:

 - Handles all position formats (float, byte, etc...)
 - Correctly translates normals of quads
 - Reorders faces if the winding order is reversed
This commit is contained in:
SquidDev 2017-11-21 00:18:03 +00:00
parent 19e4c03d3a
commit ce7923d248
2 changed files with 286 additions and 99 deletions

View File

@ -0,0 +1,264 @@
package dan200.computercraft.client.render;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.client.model.pipeline.IVertexConsumer;
import net.minecraftforge.client.model.pipeline.LightUtil;
import net.minecraftforge.client.model.pipeline.VertexTransformer;
import net.minecraftforge.common.model.TRSRTransformation;
import javax.annotation.Nonnull;
import javax.vecmath.Matrix4f;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;
import java.util.List;
/**
* Transforms vertices of a model, remaining aware of winding order, and rearranging
* vertices if needed.
*/
public final class ModelTransformer
{
private static final Matrix4f identity;
static
{
identity = new Matrix4f();
identity.setIdentity();
}
private ModelTransformer()
{
}
public static void transformQuadsTo( List<BakedQuad> output, List<BakedQuad> input, Matrix4f transform )
{
if( transform == null || transform.equals( identity ) )
{
output.addAll( input );
}
else
{
Matrix4f normalMatrix = new Matrix4f( transform );
normalMatrix.invert();
normalMatrix.transpose();
for( BakedQuad quad : input ) output.add( doTransformQuad( quad, transform, normalMatrix ) );
}
}
public static BakedQuad transformQuad( BakedQuad input, Matrix4f transform )
{
if( transform == null || transform.equals( identity ) ) return input;
Matrix4f normalMatrix = new Matrix4f( transform );
normalMatrix.invert();
normalMatrix.transpose();
return doTransformQuad( input, transform, normalMatrix );
}
private static BakedQuad doTransformQuad( BakedQuad input, Matrix4f positionMatrix, Matrix4f normalMatrix )
{
BakedQuadBuilder builder = new BakedQuadBuilder( input.getFormat() );
NormalAwareTransformer transformer = new NormalAwareTransformer( builder, positionMatrix, normalMatrix );
input.pipe( transformer );
if( transformer.areNormalsInverted() )
{
builder.swap( 1, 3 );
transformer.areNormalsInverted();
}
return builder.build();
}
/**
* A vertex transformer that tracks whether the normals have been inverted and so the vertices
* should be reordered so backface culling works as expected.
*/
private static class NormalAwareTransformer extends VertexTransformer
{
private final Matrix4f positionMatrix;
private final Matrix4f normalMatrix;
private int vertexIndex = 0, elementIndex = 0;
private final Point3f[] before = new Point3f[ 4 ];
private final Point3f[] after = new Point3f[ 4 ];
public NormalAwareTransformer( IVertexConsumer parent, Matrix4f positionMatrix, Matrix4f normalMatrix )
{
super( parent );
this.positionMatrix = positionMatrix;
this.normalMatrix = normalMatrix;
}
@Override
public void setQuadOrientation( EnumFacing orientation )
{
super.setQuadOrientation( orientation == null ? orientation : TRSRTransformation.rotate( positionMatrix, orientation ) );
}
@Override
public void put( int element, @Nonnull float... data )
{
switch( getVertexFormat().getElement( element ).getUsage() )
{
case POSITION:
{
Point3f vec = new Point3f( data );
Point3f newVec = new Point3f();
positionMatrix.transform( vec, newVec );
float[] newData = new float[ 4 ];
newVec.get( newData );
super.put( element, newData );
before[ vertexIndex ] = vec;
after[ vertexIndex ] = newVec;
break;
}
case NORMAL:
{
Vector3f vec = new Vector3f( data );
normalMatrix.transform( vec );
float[] newData = new float[ 4 ];
vec.get( newData );
super.put( element, newData );
break;
}
default:
super.put( element, data );
break;
}
elementIndex++;
if( elementIndex == getVertexFormat().getElementCount() )
{
vertexIndex++;
elementIndex = 0;
}
}
public boolean areNormalsInverted()
{
Vector3f temp1 = new Vector3f(), temp2 = new Vector3f();
Vector3f crossBefore = new Vector3f(), crossAfter = new Vector3f();
// Determine what cross product we expect to have
temp1.sub( before[ 1 ], before[ 0 ] );
temp2.sub( before[ 1 ], before[ 2 ] );
crossBefore.cross( temp1, temp2 );
normalMatrix.transform( crossBefore );
// And determine what cross product we actually have
temp1.sub( after[ 1 ], after[ 0 ] );
temp2.sub( after[ 1 ], after[ 2 ] );
crossAfter.cross( temp1, temp2 );
// If the angle between expected and actual cross product is greater than
// pi/2 radians then we will need to reorder our quads.
return Math.abs( crossBefore.angle( crossAfter ) ) >= Math.PI / 2;
}
}
/**
* A vertex consumer which is capable of building {@link BakedQuad}s.
*
* Equivalent to {@link net.minecraftforge.client.model.pipeline.UnpackedBakedQuad.Builder} but more memory
* efficient.
*
* This also provides the ability to swap vertices through {@link #swap(int, int)} to allow reordering.
*/
private static class BakedQuadBuilder implements IVertexConsumer
{
private final VertexFormat format;
private final int[] vertexData;
private int vertexIndex = 0, elementIndex = 0;
private EnumFacing orientation;
private int quadTint;
private boolean diffuse;
private TextureAtlasSprite texture;
private BakedQuadBuilder( VertexFormat format )
{
this.format = format;
this.vertexData = new int[ format.getNextOffset() ];
}
@Nonnull
@Override
public VertexFormat getVertexFormat()
{
return format;
}
@Override
public void setQuadTint( int tint )
{
this.quadTint = tint;
}
@Override
public void setQuadOrientation( @Nonnull EnumFacing orientation )
{
this.orientation = orientation;
}
@Override
public void setApplyDiffuseLighting( boolean diffuse )
{
this.diffuse = diffuse;
}
@Override
public void setTexture( @Nonnull TextureAtlasSprite texture )
{
this.texture = texture;
}
@Override
public void put( int element, @Nonnull float... data )
{
LightUtil.pack( data, vertexData, format, vertexIndex, element );
elementIndex++;
if( elementIndex == getVertexFormat().getElementCount() )
{
vertexIndex++;
elementIndex = 0;
}
}
public void swap( int a, int b )
{
int length = vertexData.length / 4;
for( int i = 0; i < length; i++ )
{
int temp = vertexData[ a * length + i ];
vertexData[ a * length + i ] = vertexData[ b * length + i ];
vertexData[ b * length + i ] = temp;
}
}
public BakedQuad build()
{
if( elementIndex != 0 || vertexIndex != 4 )
{
throw new IllegalStateException( "Got an unexpected number of elements/vertices" );
}
if( texture == null )
{
throw new IllegalStateException( "Texture has not been set" );
}
return new BakedQuad( vertexData, quadTint, orientation, texture, diffuse, format );
}
}
}

View File

@ -6,13 +6,10 @@ import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.block.model.ItemOverrideList;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.EnumFacing;
import javax.annotation.Nonnull;
import javax.vecmath.Matrix4f;
import javax.vecmath.Point3f;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
@ -48,29 +45,17 @@ public class TurtleMultiModel implements IBakedModel
{
if( side != null )
{
if( !m_faceQuads.containsKey( side ) )
{
ArrayList<BakedQuad> quads = new ArrayList<>();
if( m_overlayModel != null )
{
quads.addAll( m_overlayModel.getQuads( state, side, rand ) );
}
if( m_leftUpgradeModel != null )
{
quads.addAll( transformQuads( m_leftUpgradeModel.getQuads( state, side, rand ), m_leftUpgradeTransform ) );
}
if( m_rightUpgradeModel != null )
{
quads.addAll( transformQuads( m_rightUpgradeModel.getQuads( state, side, rand ), m_rightUpgradeTransform ) );
}
quads.trimToSize();
m_faceQuads.put( side, quads );
}
if( !m_faceQuads.containsKey( side ) ) m_faceQuads.put( side, buildQuads( state, side, rand ) );
return m_faceQuads.get( side );
}
else
{
if( m_generalQuads == null )
if( m_generalQuads == null ) m_generalQuads = buildQuads( state, side, rand );
return m_generalQuads;
}
}
private List<BakedQuad> buildQuads( IBlockState state, EnumFacing side, long rand )
{
ArrayList<BakedQuad> quads = new ArrayList<>();
quads.addAll( m_baseModel.getQuads( state, side, rand ) );
@ -80,17 +65,14 @@ public class TurtleMultiModel implements IBakedModel
}
if( m_leftUpgradeModel != null )
{
quads.addAll( transformQuads( m_leftUpgradeModel.getQuads( state, side, rand ), m_leftUpgradeTransform ) );
ModelTransformer.transformQuadsTo( quads, m_leftUpgradeModel.getQuads( state, side, rand ), m_leftUpgradeTransform );
}
if( m_rightUpgradeModel != null )
{
quads.addAll( transformQuads( m_rightUpgradeModel.getQuads( state, side, rand ), m_rightUpgradeTransform ) );
ModelTransformer.transformQuadsTo( quads, m_rightUpgradeModel.getQuads( state, side, rand ), m_rightUpgradeTransform );
}
quads.trimToSize();
m_generalQuads = quads;
}
return m_generalQuads;
}
return quads;
}
@Override
@ -132,63 +114,4 @@ public class TurtleMultiModel implements IBakedModel
{
return ItemOverrideList.NONE;
}
private List<BakedQuad> transformQuads( List<BakedQuad> input, Matrix4f transform )
{
if( transform == null || input.size() == 0 )
{
return input;
}
else
{
List<BakedQuad> output = new ArrayList<>( input.size() );
for( BakedQuad quad : input )
{
output.add( transformQuad( quad, transform ) );
}
return output;
}
}
private BakedQuad transformQuad( BakedQuad quad, Matrix4f transform )
{
int[] vertexData = quad.getVertexData().clone();
int offset = 0;
BakedQuad copy = new BakedQuad( vertexData, -1, quad.getFace(), quad.getSprite(), quad.shouldApplyDiffuseLighting(), quad.getFormat() );
VertexFormat format = copy.getFormat();
for( int i=0; i<format.getElementCount(); ++i ) // For each vertex element
{
VertexFormatElement element = format.getElement( i );
if( element.isPositionElement() &&
element.getType() == VertexFormatElement.EnumType.FLOAT &&
element.getElementCount() == 3 ) // When we find a position element
{
for( int j=0; j<4; ++j ) // For each corner of the quad
{
int start = offset + j * format.getNextOffset();
if( (start % 4) == 0 )
{
start = start / 4;
// Extract the position
Point3f pos = new Point3f(
Float.intBitsToFloat( vertexData[ start ] ),
Float.intBitsToFloat( vertexData[ start + 1 ] ),
Float.intBitsToFloat( vertexData[ start + 2 ] )
);
// Transform the position
transform.transform( pos );
// Insert the position
vertexData[ start ] = Float.floatToRawIntBits( pos.x );
vertexData[ start + 1 ] = Float.floatToRawIntBits( pos.y );
vertexData[ start + 2 ] = Float.floatToRawIntBits( pos.z );
}
}
}
offset += element.getSize();
}
return copy;
}
}