package codechicken.lib.render;
import codechicken.lib.lighting.LC;
import codechicken.lib.render.CCRenderState.VertexAttribute;
import codechicken.lib.vec.Cuboid6;
public class BlockRenderer
{
public static class BlockFace implements CCRenderState.IVertexSource
{
public Vertex5[] verts = new Vertex5[]{new Vertex5(), new Vertex5(), new Vertex5(), new Vertex5()};
public LC[] lightCoords = new LC[]{new LC(), new LC(), new LC(), new LC()};
public boolean lcComputed = false;
public int side;
@Override
public Vertex5[] getVertices() {
return verts;
}
@Override
public <T> T getAttributes(CCRenderState.VertexAttribute<T> attr) {
return attr == CCRenderState.lightCoordAttrib && lcComputed ? (T)lightCoords : null;
}
@Override
public boolean hasAttribute(CCRenderState.VertexAttribute<?> attr) {
return attr == CCRenderState.sideAttrib || attr == CCRenderState.lightCoordAttrib && lcComputed;
}
@Override
public void prepareVertex() {
CCRenderState.side = side;
}
public BlockFace computeLightCoords() {
if(!lcComputed) {
for (int i = 0; i < 4; i++)
lightCoords[i].compute(verts[i].vec, side);
lcComputed = true;
}
return this;
}
public BlockFace loadCuboidFace(Cuboid6 c, int side) {
double x1 = c.min.x;
double x2 = c.max.x;
double y1 = c.min.y;
double y2 = c.max.y;
double z1 = c.min.z;
double z2 = c.max.z;
double u1; double u2; double v1; double v2;
this.side = side;
lcComputed = false;
switch(side) {
case 0:
u1 = x1; v1 = z1;
u2 = x2; v2 = z2;
verts[0].set(x1, y1, z2, u1, v2, 0);
verts[1].set(x1, y1, z1, u1, v1, 0);
verts[2].set(x2, y1, z1, u2, v1, 0);
verts[3].set(x2, y1, z2, u2, v2, 0);
break;
case 1:
u1 = x1; v1 = z1;
u2 = x2; v2 = z2;
verts[0].set(x2, y2, z2, u2, v2, 1);
verts[1].set(x2, y2, z1, u2, v1, 1);
verts[2].set(x1, y2, z1, u1, v1, 1);
verts[3].set(x1, y2, z2, u1, v2, 1);
break;
case 2:
u1 = 1-x1; v1 = 1-y2;
u2 = 1-x2; v2 = 1-y1;
verts[0].set(x1, y1, z1, u1, v2, 2);
verts[1].set(x1, y2, z1, u1, v1, 2);
verts[2].set(x2, y2, z1, u2, v1, 2);
verts[3].set(x2, y1, z1, u2, v2, 2);
break;
case 3:
u1 = x1; v1 = 1-y2;
u2 = x2; v2 = 1-y1;
verts[0].set(x2, y1, z2, u2, v2, 3);
verts[1].set(x2, y2, z2, u2, v1, 3);
verts[2].set(x1, y2, z2, u1, v1, 3);
verts[3].set(x1, y1, z2, u1, v2, 3);
break;
case 4:
u1 = z1; v1 = 1-y2;
u2 = z2; v2 = 1-y1;
verts[0].set(x1, y1, z2, u2, v2, 4);
verts[1].set(x1, y2, z2, u2, v1, 4);
verts[2].set(x1, y2, z1, u1, v1, 4);
verts[3].set(x1, y1, z1, u1, v2, 4);
break;
case 5:
u1 = 1-z1; v1 = 1-y2;
u2 = 1-z2; v2 = 1-y1;
verts[0].set(x2, y1, z1, u1, v2, 5);
verts[1].set(x2, y2, z1, u1, v1, 5);
verts[2].set(x2, y2, z2, u2, v1, 5);
verts[3].set(x2, y1, z2, u2, v2, 5);
}
return this;
}
}
public static class FullBlock implements CCRenderState.IVertexSource
{
public Vertex5[] verts = CCModel.quadModel(24).generateBlock(0, Cuboid6.full).verts;
public LC[] lightCoords = new LC[24];
public FullBlock() {
for(int i = 0; i < 24; i++)
lightCoords[i] = new LC().compute(verts[i].vec, i/4);
}
@Override
public Vertex5[] getVertices() {
return verts;
}
@Override
public <T> T getAttributes(VertexAttribute<T> attr) {
return attr == CCRenderState.lightCoordAttrib ? (T) lightCoords : null;
}
@Override
public boolean hasAttribute(VertexAttribute<?> attr) {
return attr == CCRenderState.sideAttrib || attr == CCRenderState.lightCoordAttrib;
}
@Override
public void prepareVertex() {
CCRenderState.side = CCRenderState.vertexIndex>>2;
}
}
public static FullBlock fullBlock = new FullBlock();
private static BlockFace face = new BlockFace();
/**
* Renders faces of a cuboid with texture coordinates mapped to match a standard minecraft block
* @param bounds The bounding cuboid to render
* @param sideMask A mask of faces not to render
*/
public static void renderCuboid(Cuboid6 bounds, int sideMask) {
if(sideMask == 0x3F)
return;
CCRenderState.setModel(face);
for(int s = 0; s < 6; s++)
if((sideMask & 1<<s) == 0) {
face.loadCuboidFace(bounds, s);
CCRenderState.render();
}
}
}