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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>
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LICENSE.txt

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GNU LESSER GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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of this license document, but changing it is not allowed.
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This version of the GNU Lesser General Public License incorporates
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the terms and conditions of version 3 of the GNU General Public
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License, supplemented by the additional permissions listed below.
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README.md

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@@ -32,3 +32,5 @@ The project is developed using IDEA. Please manually configure the build to not
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Due to me adding in ItemStackMap, which was derived from code from CodeChicken's LGPL mod NEI. This mod is effectively considered
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licensed under LGPL in its entirety since commit ebef584b8c518f8202cfe0984fb28a6d23e52b3d or any squash commit containing it, e.g.
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609e50428ee4e293f65f67f554a70b9fcfae97c4.
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Note while the LICENSE.txt is added by a much later commit, all code on previous commits are covered by this as well.

src/main/java/com/gtnewhorizon/structurelib/ClientProxy.java

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

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