Remove internal phase comments and format code
Strip all Phase references, TODO/FUTURE roadmap notes, and internal planning comments from the codebase. Run Prettier for consistent formatting across all Java files.
This commit is contained in:
@@ -25,13 +25,17 @@ import org.joml.Vector4f;
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public final class GltfMeshRenderer extends RenderStateShard {
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private static final ResourceLocation WHITE_TEXTURE =
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ResourceLocation.fromNamespaceAndPath("tiedup", "models/obj/shared/white.png");
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ResourceLocation.fromNamespaceAndPath(
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"tiedup",
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"models/obj/shared/white.png"
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);
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/** Cached default RenderType (white texture). Created once, reused every frame. */
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private static RenderType cachedDefaultRenderType;
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/** Cache for texture-specific RenderTypes, keyed by ResourceLocation. */
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private static final Map<ResourceLocation, RenderType> RENDER_TYPE_CACHE = new ConcurrentHashMap<>();
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private static final Map<ResourceLocation, RenderType> RENDER_TYPE_CACHE =
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new ConcurrentHashMap<>();
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private GltfMeshRenderer() {
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super("tiedup_gltf_renderer", () -> {}, () -> {});
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@@ -61,15 +65,21 @@ public final class GltfMeshRenderer extends RenderStateShard {
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* @param texture the texture ResourceLocation
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* @return the cached or newly created RenderType
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*/
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private static RenderType getRenderTypeForTexture(ResourceLocation texture) {
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return RENDER_TYPE_CACHE.computeIfAbsent(texture,
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GltfMeshRenderer::createTriangleRenderType);
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private static RenderType getRenderTypeForTexture(
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ResourceLocation texture
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) {
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return RENDER_TYPE_CACHE.computeIfAbsent(
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texture,
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GltfMeshRenderer::createTriangleRenderType
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);
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}
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/**
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* Create a TRIANGLES-mode RenderType for glTF mesh rendering with the given texture.
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*/
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private static RenderType createTriangleRenderType(ResourceLocation texture) {
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private static RenderType createTriangleRenderType(
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ResourceLocation texture
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) {
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RenderType.CompositeState state = RenderType.CompositeState.builder()
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.setShaderState(RENDERTYPE_ENTITY_CUTOUT_NO_CULL_SHADER)
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.setTextureState(
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@@ -112,12 +122,22 @@ public final class GltfMeshRenderer extends RenderStateShard {
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* @param packedOverlay packed overlay value
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*/
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public static void renderSkinned(
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GltfData data, Matrix4f[] jointMatrices,
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PoseStack poseStack, MultiBufferSource buffer,
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int packedLight, int packedOverlay
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GltfData data,
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Matrix4f[] jointMatrices,
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PoseStack poseStack,
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MultiBufferSource buffer,
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int packedLight,
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int packedOverlay
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) {
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renderSkinnedInternal(data, jointMatrices, poseStack, buffer,
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packedLight, packedOverlay, getDefaultRenderType());
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renderSkinnedInternal(
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data,
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jointMatrices,
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poseStack,
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buffer,
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packedLight,
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packedOverlay,
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getDefaultRenderType()
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);
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}
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/**
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@@ -132,22 +152,35 @@ public final class GltfMeshRenderer extends RenderStateShard {
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* @param texture the texture to use for rendering
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*/
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public static void renderSkinned(
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GltfData data, Matrix4f[] jointMatrices,
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PoseStack poseStack, MultiBufferSource buffer,
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int packedLight, int packedOverlay,
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GltfData data,
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Matrix4f[] jointMatrices,
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PoseStack poseStack,
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MultiBufferSource buffer,
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int packedLight,
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int packedOverlay,
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ResourceLocation texture
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) {
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renderSkinnedInternal(data, jointMatrices, poseStack, buffer,
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packedLight, packedOverlay, getRenderTypeForTexture(texture));
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renderSkinnedInternal(
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data,
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jointMatrices,
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poseStack,
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buffer,
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packedLight,
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packedOverlay,
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getRenderTypeForTexture(texture)
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);
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}
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/**
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* Internal rendering implementation shared by both overloads.
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*/
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private static void renderSkinnedInternal(
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GltfData data, Matrix4f[] jointMatrices,
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PoseStack poseStack, MultiBufferSource buffer,
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int packedLight, int packedOverlay,
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GltfData data,
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Matrix4f[] jointMatrices,
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PoseStack poseStack,
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MultiBufferSource buffer,
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int packedLight,
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int packedOverlay,
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RenderType renderType
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) {
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Matrix4f pose = poseStack.last().pose();
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@@ -167,13 +200,22 @@ public final class GltfMeshRenderer extends RenderStateShard {
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for (int idx : indices) {
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// Skin this vertex
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GltfSkinningEngine.skinVertex(data, idx, jointMatrices, outPos, outNormal, tmpPos, tmpNorm);
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GltfSkinningEngine.skinVertex(
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data,
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idx,
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jointMatrices,
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outPos,
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outNormal,
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tmpPos,
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tmpNorm
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);
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// UV coordinates
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float u = texCoords[idx * 2];
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float v = texCoords[idx * 2 + 1];
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vc.vertex(pose, outPos[0], outPos[1], outPos[2])
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vc
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.vertex(pose, outPos[0], outPos[1], outPos[2])
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.color(255, 255, 255, 255)
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.uv(u, 1.0f - v)
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.overlayCoords(packedOverlay)
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@@ -205,9 +247,12 @@ public final class GltfMeshRenderer extends RenderStateShard {
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* @param tintColors channel name to RGB int (0xRRGGBB); empty map = white everywhere
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*/
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public static void renderSkinnedTinted(
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GltfData data, Matrix4f[] jointMatrices,
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PoseStack poseStack, MultiBufferSource buffer,
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int packedLight, int packedOverlay,
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GltfData data,
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Matrix4f[] jointMatrices,
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PoseStack poseStack,
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MultiBufferSource buffer,
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int packedLight,
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int packedOverlay,
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RenderType renderType,
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Map<String, Integer> tintColors
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) {
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@@ -226,7 +271,9 @@ public final class GltfMeshRenderer extends RenderStateShard {
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for (GltfData.Primitive prim : primitives) {
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// Determine color for this primitive
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int r = 255, g = 255, b = 255;
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int r = 255,
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g = 255,
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b = 255;
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if (prim.tintable() && prim.tintChannel() != null) {
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Integer colorInt = tintColors.get(prim.tintChannel());
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if (colorInt != null) {
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@@ -237,12 +284,21 @@ public final class GltfMeshRenderer extends RenderStateShard {
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}
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for (int idx : prim.indices()) {
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GltfSkinningEngine.skinVertex(data, idx, jointMatrices, outPos, outNormal, tmpPos, tmpNorm);
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GltfSkinningEngine.skinVertex(
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data,
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idx,
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jointMatrices,
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outPos,
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outNormal,
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tmpPos,
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tmpNorm
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);
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float u = texCoords[idx * 2];
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float v = texCoords[idx * 2 + 1];
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vc.vertex(pose, outPos[0], outPos[1], outPos[2])
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vc
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.vertex(pose, outPos[0], outPos[1], outPos[2])
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.color(r, g, b, 255)
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.uv(u, 1.0f - v)
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.overlayCoords(packedOverlay)
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