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Author SHA1 Message Date
Glease fa5e2ae4ca flush buffer to ensure vertexes in same trig being drawn in same batch (#19)
* flush buffer to ensure vertexes in same trig being drawn in same batch

* off by one
2023-03-08 12:23:32 +01:00
Glease a8a1547845 remove unnecessary shim code for IMultiblockInfoContainer
nobody implement these in practice, so we should be safe
2023-02-28 12:37:18 +08:00
Raven Szewczyk 113e05b7e6 Java11 javadoc generator (#18) 2023-02-28 01:30:57 +08:00
7 changed files with 67 additions and 103 deletions

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-47
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@@ -1,47 +0,0 @@
# Simple workflow for deploying static content to GitHub Pages
name: Deploy static content to Pages
on:
# Runs on pushes targeting the default branch
push:
branches: ["gh-pages"]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
jobs:
# Single deploy job since we're just deploying
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Pages
uses: actions/configure-pages@v2
- name: Generate Index
shell: bash
run: |
find . -name javadoc -type d -print > index.txt
echo feature/doc >> index.txt
- name: Upload artifact
uses: actions/upload-pages-artifact@v1
with:
# Upload entire repository
path: '.'
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
+7 -4
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@@ -20,13 +20,16 @@ jobs:
outputs:
result_hash: ${{ steps.deploy.outputs.hash }}
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
with:
fetch-depth: 0
- uses: actions/setup-java@v2
- uses: actions/setup-java@v3
with:
java-version: 8
java-version: |
8
11
17
distribution: 'temurin'
cache: gradle
@@ -51,7 +54,7 @@ jobs:
echo Nothing to deploy
exit 0
fi
find . -name javadoc -type d -print | sed 's#^\./\(.*\)/javadoc$#\1#' > index.txt
find . -name javadoc -type d -print | sed 's#^\./\(.*\)/javadoc$#\1#' | sort --version-sort --reverse > index.txt
git add index.txt
git config user.name "${GITHUB_ACTOR}"
git config user.email "${GITHUB_ACTOR}@users.noreply.github.com"
+7
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@@ -1,4 +1,10 @@
javadoc {
javadocTool = javaToolchains.javadocToolFor {
// Last version with frames, but it also has search
languageVersion = JavaLanguageVersion.of(11)
vendor = JvmVendorSpec.ADOPTIUM
}
inputs.file "src/main/javadoc/overview.html"
include "com/gtnewhorizon/structurelib/alignment/**"
@@ -14,6 +20,7 @@ javadoc {
overview "src/main/javadoc/overview.html"
links 'https://docs.oracle.com/javase/8/docs/api/'
links 'https://skmedix.github.io/ForgeJavaDocs/javadoc/forge/1.7.10-10.13.4.1614/'
addBooleanOption("-frames", true)
}
}
@@ -526,7 +526,8 @@ public class ClientProxy extends CommonProxy {
GL11.glTranslated(-d0 + i0, -d1 + i1, -d2 + i2);
Tessellator tes = Tessellator.instance;
tes.startDrawing(GL11.GL_TRIANGLES);
for (int i = 0, allHintsForRenderSize = allHintsForRender.size(); i < allHintsForRenderSize; i++) {
for (int i = 0, allHintsForRenderSize = allHintsForRender.size(), cubeDrawn = 0; i
< allHintsForRenderSize; i++, cubeDrawn++) {
HintParticleInfo hint = allHintsForRender.get(i);
if (!hint.isInFrustrum(frustrum)) continue;
if (renderThrough != hint.renderThrough) {
@@ -534,12 +535,21 @@ public class ClientProxy extends CommonProxy {
p.endStartSection("Draw");
tes.draw();
tes.startDrawing(GL11.GL_TRIANGLES);
cubeDrawn = 0;
p.endStartSection("Prepare");
}
if (hint.renderThrough) GL11.glDisable(GL11.GL_DEPTH_TEST);
else GL11.glEnable(GL11.GL_DEPTH_TEST);
renderThrough = hint.renderThrough;
}
// Minecraft Tessellator draw in batch of 4096. This plays nicely with quads, but for trigs
// it might occasionally end up with one half in first batch and the other half in later batch.
// so we manually flush the buffer here if that would happen.
// 6 faces per particle, 2 trig per face, 3 vertex per trig
if ((cubeDrawn + 1) >= 4096 / (6 * 2 * 3)) {
tes.draw();
tes.startDrawing(GL11.GL_TRIANGLES);
}
// TODO verify if we need to add eyeHeight
hint.draw(tes, d0, d1, d2, i0, i1, i2);
}
@@ -8,7 +8,9 @@ import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;
import com.gtnewhorizon.structurelib.alignment.enumerable.ExtendedFacing;
import com.gtnewhorizon.structurelib.structure.AutoPlaceEnvironment;
import com.gtnewhorizon.structurelib.structure.IItemSource;
import com.gtnewhorizon.structurelib.structure.ISurvivalBuildEnvironment;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@@ -41,24 +43,35 @@ public interface IMultiblockInfoContainer<T> {
/**
* Construct the structure using
* {@link com.gtnewhorizon.structurelib.structure.IStructureElement#survivalPlaceBlock(Object, World, int, int, int, ItemStack, IItemSource, EntityPlayerMP, java.util.function.Consumer)}
*
* {@link com.gtnewhorizon.structurelib.structure.IStructureElement#survivalPlaceBlock(Object, World, int, int, int, ItemStack, AutoPlaceEnvironment)}
*
* @return -1 if done, a helping pointer
*/
default int survivalConstruct(ItemStack stackSize, int elementBudge, IItemSource source,
EntityPlayerMP actorProfile, T tileEntity, ExtendedFacing aSide) {
return -1;
}
int survivalConstruct(ItemStack stackSize, int elementBudge, ISurvivalBuildEnvironment env, T tileEntity,
ExtendedFacing aSide);
@SideOnly(Side.CLIENT)
String[] getDescription(ItemStack stackSize);
/**
* Override this and return {@link #toConstructable(IMultiblockInfoContainer, Object, ExtendedFacing)} if
* {@link #survivalConstruct(ItemStack, int, IItemSource, EntityPlayerMP, Object, ExtendedFacing)} isn't a stub
*/
default IConstructable toConstructable(T tileEntity, ExtendedFacing aSide) {
return new IConstructable() {
default ISurvivalConstructable toConstructable(T tileEntity, ExtendedFacing aSide) {
return new ISurvivalConstructable() {
@Override
public int survivalConstruct(ItemStack stackSize, int elementBudget, ISurvivalBuildEnvironment env) {
return IMultiblockInfoContainer.this
.survivalConstruct(stackSize, elementBudget, env, tileEntity, aSide);
}
@Override
public int survivalConstruct(ItemStack stackSize, int elementBudget, IItemSource source,
EntityPlayerMP actor) {
return IMultiblockInfoContainer.this.survivalConstruct(
stackSize,
elementBudget,
ISurvivalBuildEnvironment.create(source, actor),
tileEntity,
aSide);
}
@Override
public void construct(ItemStack stackSize, boolean hintsOnly) {
@@ -71,26 +84,4 @@ public interface IMultiblockInfoContainer<T> {
}
};
}
static <T> ISurvivalConstructable toConstructable(IMultiblockInfoContainer<T> thiz, T tileEntity,
ExtendedFacing aSide) {
return new ISurvivalConstructable() {
@Override
public int survivalConstruct(ItemStack stackSize, int elementBudget, IItemSource source,
EntityPlayerMP actor) {
return thiz.survivalConstruct(stackSize, elementBudget, source, actor, tileEntity, aSide);
}
@Override
public void construct(ItemStack stackSize, boolean hintsOnly) {
thiz.construct(stackSize, hintsOnly, tileEntity, aSide);
}
@Override
public String[] getStructureDescription(ItemStack stackSize) {
return thiz.getDescription(stackSize);
}
};
}
}
@@ -42,54 +42,54 @@ import cpw.mods.fml.common.registry.GameRegistry;
/**
* A brief index of everything contained
* <h1>Control blocks</h1> A lot of these might seem to make more sense as a default function on
* <h2>Control blocks</h2> A lot of these might seem to make more sense as a default function on
* {@link IStructureElement}. However, in that case javac generic will often fail to infer the type for you, so we have
* to define them as static methods
* <h1>If block</h1> Provide if block, allowing downstream call only if user specified conditions are meet (i.e.
* <h2>If block</h2> Provide if block, allowing downstream call only if user specified conditions are meet (i.e.
* predicate returns true)
* <ul>
* <li>{@link #onlyIf(Predicate, IStructureElement)} and its overloads</li>
* </ul>
* <h1>Switch block</h1> Provide switch block, allowing to select a downstream element by using a key or index computed
* <h2>Switch block</h2> Provide switch block, allowing to select a downstream element by using a key or index computed
* from trigger item and/or context object.
* <ul>
* <li>{@link #partitionBy(Function, IStructureElement[])} and its overloads</li>
* </ul>
* <h1>Or Chain</h1> Provide a short-circuiting OR chain.
* <h2>Or Chain</h2> Provide a short-circuiting OR chain.
* <ul>
* <li>{@link #ofChain(IStructureElement[])} and its overloads</li>
* </ul>
* <h2>Side effect</h2> Provide callbacks on various occasion
* <h3>Side effect</h3> Provide callbacks on various occasion
* <ul>
* <li>{@link #onElementPass(Consumer, IStructureElement)}: Call an callback upon element check success</li>
* <li>{@link #onElementFail(Consumer, IStructureElement)}: Call an callback upon element check failure</li>
* </ul>
*
* <h1>Other Primitives</h1>
* <h2>Error statement</h2> Unconditionally return false.
* <h2>Other Primitives</h2>
* <h3>Error statement</h3> Unconditionally return false.
* <ul>
* <li>{@link #error()}</li>
* </ul>
* <h2>Context Object Change</h2> Switch the context object.
* <h3>Context Object Change</h3> Switch the context object.
* <ul>
* <li>{@link #withContext(IStructureElement)}: switch context to the extended context</li>
* </ul>
* <h2>Channel Change</h2> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section
* <h3>Channel Change</h3> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section
* on overview</a> for more information.
* <ul>
* <li>{@link #withChannel(String, IStructureElement)}: switch channel using
* {@link ChannelDataAccessor#withChannel(ItemStack, String)} when a trigger item is present.</li>
* </ul>
* <h2>Spawn hint particle</h2> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint
* <h3>Spawn hint particle</h3> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint
* provided by another structure element, or as a fallback to a structure element that is check only.
* <ul>
* <li>{@link #ofHint(int)}, {@link #ofHintDeferred(Supplier)} and its overloads</li>
* </ul>
*
* <h1>Actual Element</h1> These elements are elements that can actually do structure check, spawn hint and do auto
* <h2>Actual Element</h2> These elements are elements that can actually do structure check, spawn hint and do auto
* place. Elements listed in above 2 sections are not going to be helpful without elements like these. They also serve
* as a reference implementation for your own custom {@link IStructureElement} implementations.
* <h2>Simple Block Element</h2> These accept one or more different block types in one location.
* <h3>Simple Block Element</h3> These accept one or more different block types in one location.
* <ul>
* <li>{@link #ofBlock(Block, int, Block, int)}, {@link #ofBlocksFlat(Map, Block, int)},
* {@link #ofBlocksMap(Map, Block, int)} and their overloads: the most basic form</li>
@@ -98,7 +98,7 @@ import cpw.mods.fml.common.registry.GameRegistry;
* <li>{@link #isAir()}, {@link #notAir()}: They are supplied by default under the identifier {@code '-'} and
* {@code '+'} respectively, but are provided here regardless in case you want to use them as a fallback.</li>
* </ul>
* <h2>Complex Block Element</h2> In case your logic on determining which block is accepted is complex, use these.
* <h3>Complex Block Element</h3> In case your logic on determining which block is accepted is complex, use these.
* <ul>
* <li>{@link #ofBlockAdder(IBlockAdder, Block, int)}, {@link #ofBlockAdderHint(IBlockAdder, Block, int)} and their
* overloads: hands off actual adder logic to an {@link IBlockAdder} you supplied. Save you the boilerplate of querying
@@ -110,7 +110,7 @@ import cpw.mods.fml.common.registry.GameRegistry;
* Similar to block adder, but for tile entities.</li>
* </ul>
*
* <h1>Helper Methods</h1> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or
* <h2>Helper Methods</h2> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or
* implementation of these.
* <ul>
* <li>{@link #survivalPlaceBlock(Block, int, World, int, int, int, IItemSource, EntityPlayer, Consumer)} and its
@@ -595,7 +595,7 @@ public class StructureUtility {
* <b>Example:</b>
* <p>
* Assume you have 16 tier, each map to one block's 16 different meta. You will usually want something like this
*
*
* <pre>
* public class Tile extends TileEntity {
* private static final Block B = getTargetBlock();
+2 -2
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@@ -1,4 +1,4 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<!DOCTYPE html>
<HTML>
<HEAD>
<TITLE>API Overview</TITLE>
@@ -219,7 +219,7 @@ whereas all these structure elements are designed without considering channels w
<pre>
import com.gtnewhorizon.structurelib.structure.IStructureElement;
public class MyHatchElement&lt;T> implements IStructureElement&lt;T> {
public class MyHatchElement&lt;T&gt; implements IStructureElement&lt;T&gt; {
//...
{@literal @}Override
public PlaceResult survivalPlaceBlock(