fix cube faces rendering order (#22)

* fix cube faces rendering order

Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>

* spotless

Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>

* address review

Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>

---------

Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
This commit is contained in:
Glease authored and GitHub committed 2023-07-13 22:05:35 +02:00
1 parent 23312198a6
commit 8309567076
3 files changed
+193 -22

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@@ -46,7 +46,6 @@ public class ClientProxy extends CommonProxy {
*/
private static final List<HintGroup> allGroups = new ArrayList<>();
public static int HOLOGRAM_LIFETIME = 200;
/**
* Current batch of hints. Belongs to the same logical multiblock.
*/
@@ -335,26 +334,32 @@ public class ClientProxy extends CommonProxy {
double X = (x - eyeXint) + 0.25;
double Y = (y - eyeYint) + 0.25;
double Z = (z - eyeZint) + 0.25;
double worldX = x + 0.25;
double worldY = y + 0.25;
double worldZ = z + 0.25;
for (int i = 0; i < 6; i++) {
if (icons[i] == null) continue;
// this rendering code is independently written by glee8e on July 10th, 2023
// and is released as part of StructureLib under LGPL terms, just like everything else in this project
// cube is a very special model. its facings can be rendered correctly by viewer distance without using
// surface normals and view vector
// here we do a 2 pass render.
// first pass we draw obstructed faces (i.e. faces that are further away from player)
// second pass we draw unobstructed faces
for (int j = 0; j < 2; j++) {
boolean unobstructedPass = j == 1;
for (int i = 0; i < 6; i++) {
if (icons[i] == null) continue;
markTextureUsed(icons[i]);
markTextureUsed(icons[i]);
double u = icons[i].getMinU();
double U = icons[i].getMaxU();
double v = icons[i].getMinV();
double V = icons[i].getMaxV();
// cube is a very special model. its facings can be rendered correctly by viewer distance without using
// surface normals and view vector
// here we do a 2 pass render.
// first pass we draw obstructed faces (i.e. faces that are further away from player)
// second pass we draw unobstructed faces
for (int j = 0; j < 2; j++) {
double u = icons[i].getMinU();
double U = icons[i].getMaxU();
double v = icons[i].getMinV();
double V = icons[i].getMaxV();
switch (i) { // {DOWN, UP, NORTH, SOUTH, WEST, EAST}
case 0:
if ((Y >= eyeY) != (j == 1)) continue;
// all these ifs is in form if ((is face unobstructed) != (is in unobstructred pass))
if ((worldY >= eyeY) != unobstructedPass) continue;
tes.setNormal(0, -1, 0);
tes.addVertexWithUV(X, Y, Z + size, u, V);
tes.addVertexWithUV(X, Y, Z, u, v);
@@ -364,7 +369,7 @@ public class ClientProxy extends CommonProxy {
tes.addVertexWithUV(X, Y, Z + size, u, V);
break;
case 1:
if ((Y + size <= eyeY) != (j == 1)) continue;
if ((worldY + size <= eyeY) != unobstructedPass) continue;
tes.setNormal(0, 1, 0);
tes.addVertexWithUV(X, Y + size, Z, u, v);
tes.addVertexWithUV(X, Y + size, Z + size, u, V);
@@ -374,7 +379,7 @@ public class ClientProxy extends CommonProxy {
tes.addVertexWithUV(X, Y + size, Z, u, v);
break;
case 2:
if ((Z >= eyeZ) != (j == 1)) continue;
if ((worldZ >= eyeZ) != unobstructedPass) continue;
tes.setNormal(0, 0, -1);
tes.addVertexWithUV(X, Y, Z, U, V);
tes.addVertexWithUV(X, Y + size, Z, U, v);
@@ -384,7 +389,7 @@ public class ClientProxy extends CommonProxy {
tes.addVertexWithUV(X, Y, Z, U, V);
break;
case 3:
if ((Z <= eyeZ) != (j == 1)) continue;
if ((worldZ + size <= eyeZ) != unobstructedPass) continue;
tes.setNormal(0, 0, 1);
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
tes.addVertexWithUV(X + size, Y + size, Z + size, U, v);
@@ -394,7 +399,7 @@ public class ClientProxy extends CommonProxy {
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
break;
case 4:
if ((X >= eyeX) != (j == 1)) continue;
if ((worldX >= eyeX) != unobstructedPass) continue;
tes.setNormal(-1, 0, 0);
tes.addVertexWithUV(X, Y, Z + size, U, V);
tes.addVertexWithUV(X, Y + size, Z + size, U, v);
@@ -404,7 +409,7 @@ public class ClientProxy extends CommonProxy {
tes.addVertexWithUV(X, Y, Z + size, U, V);
break;
case 5:
if ((X + size <= eyeX) != (j == 1)) continue;
if ((worldX + size <= eyeX) != unobstructedPass) continue;
tes.setNormal(1, 0, 0);
tes.addVertexWithUV(X + size, Y, Z, U, V);
tes.addVertexWithUV(X + size, Y + size, Z, U, v);
@@ -550,7 +555,6 @@ public class ClientProxy extends CommonProxy {
tes.draw();
tes.startDrawing(GL11.GL_TRIANGLES);
}
// TODO verify if we need to add eyeHeight
hint.draw(tes, d0, d1, d2, i0, i1, i2);
}
p.endStartSection("Draw");