Optimised cloak texture size
@@ -29,12 +29,56 @@ import net.minecraft.util.Identifier;
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import net.minecraft.util.math.RotationAxis;
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import net.minecraft.util.math.Vec3d;
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/**
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* The cloak renderer
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* - **Efficient**: uses a image only consisting of the cloak texture, 16x8
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* whitespace.
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* - **Curving**: Curves when player velocity increases.
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* - **Wavey**: Makes the cloak feel like wind, when jump sprinting.
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*/
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public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderState, PlayerEntityModel> {
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private final EquipmentModelLoader equipmentModelLoader;
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private final BipedEntityModel<PlayerEntityRenderState> model;
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private static final int PARTS = 16;
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private float currentVelocity = 0.0f;
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private static final float TEX_W = 176f;
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private static final float TEX_H = 138f;
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private static final class PxRect {
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final int x, y, w, h;
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PxRect(int x, int y, int w, int h) {
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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}
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float u1() {
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return x / TEX_W;
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}
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float v1() {
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return y / TEX_H;
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}
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float u2() {
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return (x + w) / TEX_W;
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}
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float v2() {
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return (y + h) / TEX_H;
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}
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}
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private static final PxRect FRONT_RECT = new PxRect(8, 8, 80, 128);
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private static final PxRect BACK_RECT = new PxRect(96, 8, 80, 128);
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private static final PxRect LEFT_EDGE_RECT = new PxRect(0, 8, 8, 128);
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private static final PxRect RIGHT_EDGE_RECT = new PxRect(88, 8, 8, 128);
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private static final PxRect TOP_RECT = new PxRect(8, 0, 80, 8);
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private static final PxRect BOTTOM_RECT = new PxRect(88, 0, 80, 8);
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public CloakFeatureRenderer(FeatureRendererContext<PlayerEntityRenderState, PlayerEntityModel> context,
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LoadedEntityModels modelLoader,
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EquipmentModelLoader equipmentModelLoader) {
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@@ -63,114 +107,65 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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MatrixStack.Entry entry = matrixStack.peek();
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if (!flipWinding) {
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// Counter-clockwise winding (front face)
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// Vertex 1 (bottom-left)
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vertexConsumer
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.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255)
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.texture(u1, v2)
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.overlay(overlay)
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.light(light)
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// CCW
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 2 (bottom-right)
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vertexConsumer
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.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255)
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.texture(u2, v2)
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.overlay(overlay)
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.light(light)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 3 (top-right)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
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(float) topRight.z)
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.color(255, 255, 255, 255)
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.texture(u2, v1)
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.overlay(overlay)
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.light(light)
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.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 4 (top-left)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
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(float) topLeft.z)
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.color(255, 255, 255, 255)
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.texture(u1, v1)
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.overlay(overlay)
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.light(light)
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.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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} else {
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// Clockwise winding (back face) - reverse vertex order
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// Vertex 4 (top-left)
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// CW
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
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(float) topLeft.z)
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.color(255, 255, 255, 255)
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.texture(u1, v1)
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.overlay(overlay)
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.light(light)
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.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 3 (top-right)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
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(float) topRight.z)
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.color(255, 255, 255, 255)
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.texture(u2, v1)
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.overlay(overlay)
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.light(light)
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.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 2 (bottom-right)
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vertexConsumer
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.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255)
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.texture(u2, v2)
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.overlay(overlay)
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.light(light)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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// Vertex 1 (bottom-left)
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vertexConsumer
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.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255)
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.texture(u1, v2)
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.overlay(overlay)
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.light(light)
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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}
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}
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private float getCurve(int i, float curveMagnitude, PlayerEntityRenderState playerState) {
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float powCurve = (float) Math.pow((double) (PARTS - i) / PARTS, 2) * curveMagnitude;
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float waveFreq = 0.6f;
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float phase = (playerState.age + playerState.handSwingProgress) * 0.4f;
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// Sine wave independent of curveMagnitude
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float sineAmplitude = 0.02f; // fixed wiggle strength
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float sineAmplitude = 0.02f;
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float sineCurve = (float) Math.sin(i * waveFreq + phase) * sineAmplitude;
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// Blend between them
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float t = Math.min(1.0f, Math.max(0.0f, (curveMagnitude - 0.3f) / 0.2f));
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t = t * t * (3 - 2 * t); // smoothstep
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t = t * t * (3 - 2 * t);
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return (1.0f - t) * powCurve + t * (powCurve + sineCurve);
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}
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private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer,
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PlayerEntityRenderState playerState, int light, int overlay, float rotation,
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float curveMagnitude) {
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float capeWidth = 10.0f / 16.0f; // 10 pixels wide
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float capeHeight = 16.0f / 16.0f; // 16 pixels tall
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float capeDepth = 1.0f / 16.0f; // 1 pixel deep
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PlayerEntityRenderState playerState, int light, int overlay,
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float rotation, float curveMagnitude) {
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float capeWidth = 10.0f / 16.0f;
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float capeHeight = 16.0f / 16.0f;
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float capeDepth = 1.0f / 16.0f;
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float capePartHeight = capeHeight / PARTS;
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matrixStack.push();
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matrixStack.translate(0.0f, 1.25, 0.125f);
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matrixStack.translate(0, -capeHeight, 0);
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matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(rotation));
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matrixStack.translate(0, capeHeight, 0);
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@@ -181,98 +176,111 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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float z1 = 0.0f;
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float z2 = capeDepth;
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float frontU1 = 1.0f / 64.0f; // Start at pixel 1
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float frontU2 = 11.0f / 64.0f; // End at pixel 11 (10 pixels wide)
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float frontV1 = 1.0f / 32.0f; // Start at pixel 1
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float frontV2 = 17.0f / 32.0f; // End at pixel 17 (16 pixels tall)
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final float frontU1 = FRONT_RECT.u1();
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final float frontU2 = FRONT_RECT.u2();
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final float frontV1 = FRONT_RECT.v1();
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final float frontV2 = FRONT_RECT.v2();
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final float frontPartV = (frontV2 - frontV1) / PARTS;
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// Back face UV (inside of cape) - typically offset in cape texture
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float backU1 = 12.0f / 64.0f; // Back texture starts after front
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float backU2 = 22.0f / 64.0f; // 10 pixels wide
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float backV2 = 17.0f / 32.0f;
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final float backU1 = BACK_RECT.u1();
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final float backU2 = BACK_RECT.u2();
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final float backV1 = BACK_RECT.v1();
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final float backV2 = BACK_RECT.v2();
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final float backPartV = (backV2 - backV1) / PARTS;
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// Top face UV (edge along shoulders)
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float topU1 = 1.0f / 64.0f; // Start at pixel 1
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float topU2 = 11.0f / 64.0f; // End at pixel 11
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float topV1 = 0.0f / 32.0f; // Start at pixel 0
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float topV2 = 1.0f / 32.0f; // End at pixel 1
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final float leftU1 = LEFT_EDGE_RECT.u1();
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final float leftU2 = LEFT_EDGE_RECT.u2();
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final float leftV1 = LEFT_EDGE_RECT.v1();
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final float leftV2 = LEFT_EDGE_RECT.v2();
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final float leftPartV = (leftV2 - leftV1) / PARTS;
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// Bottom face UV (lower edge of cape)
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float bottomU1 = 11.0f / 64.0f; // Start at pixel 11
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float bottomU2 = 22.0f / 64.0f; // End at pixel 22
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float bottomV1 = 0.0f / 32.0f; // Start at pixel 0
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float bottomV2 = 1.0f / 32.0f; // End at pixel 1
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final float rightU1 = RIGHT_EDGE_RECT.u1();
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final float rightU2 = RIGHT_EDGE_RECT.u2();
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final float rightV1 = RIGHT_EDGE_RECT.v1();
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final float rightV2 = RIGHT_EDGE_RECT.v2();
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final float rightPartV = (rightV2 - rightV1) / PARTS;
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final float topU1 = TOP_RECT.u1();
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final float topU2 = TOP_RECT.u2();
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final float topV1 = TOP_RECT.v1();
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final float topV2 = TOP_RECT.v2();
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final float bottomU1 = BOTTOM_RECT.u1();
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final float bottomU2 = BOTTOM_RECT.u2();
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final float bottomV1 = BOTTOM_RECT.v1();
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final float bottomV2 = BOTTOM_RECT.v2();
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for (int i = 0; i < PARTS; i++) {
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float y3 = -(capePartHeight * i);
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float y4 = -(capePartHeight * (i + 1));
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||||
float totalVHeight = frontV2 - frontV1;
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float partVHeight = totalVHeight / PARTS;
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float curveOffsetTop = getCurve(i, curveMagnitude, playerState);
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float curveOffsetBottom = getCurve(i + 1, curveMagnitude, playerState);
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// FRONT FACE
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||||
this.renderCapeQuad(vertexConsumer, matrixStack,
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new Vec3d(x2, y4, z2 + curveOffsetBottom), new Vec3d(x1, y4, z2 +
|
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curveOffsetBottom),
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new Vec3d(x1, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z2 +
|
||||
curveOffsetTop),
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frontU1, frontV2 - (partVHeight * i), frontU2, frontV2 - (partVHeight * (i +
|
||||
1)),
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||||
// FRONT FACE (outside)
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||||
this.renderCapeQuad(
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||||
vertexConsumer, matrixStack,
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new Vec3d(x2, y4, z2 + curveOffsetBottom),
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new Vec3d(x1, y4, z2 + curveOffsetBottom),
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new Vec3d(x1, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z2 + curveOffsetTop),
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frontU1, frontV2 - (frontPartV * i),
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||||
frontU2, frontV2 - (frontPartV * (i + 1)),
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||||
light, overlay,
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||||
0.0f, 0.0f, 1.0f, false);
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||||
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||||
// BACK FACE
|
||||
this.renderCapeQuad(vertexConsumer, matrixStack,
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||||
// BACK FACE (inside)
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||||
this.renderCapeQuad(
|
||||
vertexConsumer, matrixStack,
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||||
new Vec3d(x1, y4, z1 + curveOffsetBottom),
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||||
new Vec3d(x2, y4, z1 + curveOffsetBottom),
|
||||
new Vec3d(x2, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z1 + curveOffsetTop),
|
||||
backU1, backV2 - (partVHeight * i), backU2, backV2 - (partVHeight * (i + 1)),
|
||||
backU1, backV2 - (backPartV * i),
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||||
backU2, backV2 - (backPartV * (i + 1)),
|
||||
light, overlay,
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||||
0.0f, 0.0f, 1.0f, false);
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||||
|
||||
// LEFT FACE
|
||||
this.renderCapeQuad(vertexConsumer, matrixStack,
|
||||
// LEFT FACE (thickness at x2)
|
||||
this.renderCapeQuad(
|
||||
vertexConsumer, matrixStack,
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||||
new Vec3d(x2, y4, z1 + curveOffsetBottom),
|
||||
new Vec3d(x2, y4, z2 + curveOffsetBottom),
|
||||
new Vec3d(x2, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z1 + curveOffsetTop),
|
||||
0.0f, frontV2 - (partVHeight * i), 1.0f / 64.0f,
|
||||
frontV2 - (partVHeight * (i + 1)),
|
||||
leftU1, leftV2 - (leftPartV * i),
|
||||
leftU2, leftV2 - (leftPartV * (i + 1)),
|
||||
light, overlay,
|
||||
1.0f, 0.0f, 0.0f, false);
|
||||
|
||||
// RIGHT FACE
|
||||
this.renderCapeQuad(vertexConsumer, matrixStack,
|
||||
// RIGHT FACE (thickness at x1)
|
||||
this.renderCapeQuad(
|
||||
vertexConsumer, matrixStack,
|
||||
new Vec3d(x1, y4, z2 + curveOffsetBottom),
|
||||
new Vec3d(x1, y4, z1 + curveOffsetBottom),
|
||||
new Vec3d(x1, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z2 + curveOffsetTop),
|
||||
frontU2, frontV2 - (partVHeight * i), frontU2 + 1.0f / 64.0f,
|
||||
frontV2 - (partVHeight * (i + 1)),
|
||||
rightU1, rightV2 - (rightPartV * i),
|
||||
rightU2, rightV2 - (rightPartV * (i + 1)),
|
||||
light, overlay,
|
||||
-1.0f, 0.0f, 0.0f, false);
|
||||
}
|
||||
|
||||
// TOP FACE
|
||||
// TOP FACE (shoulders edge) – use its dedicated strip
|
||||
matrixStack.push();
|
||||
matrixStack.translate(0.0f, y2 + capeDepth, 0.0f);
|
||||
matrixStack.multiply(net.minecraft.util.math.RotationAxis.POSITIVE_X.rotationDegrees(90.0f));
|
||||
matrixStack.translate(0.0f, -y2, 0.0f);
|
||||
this.renderCapeQuad(vertexConsumer, matrixStack,
|
||||
this.renderCapeQuad(
|
||||
vertexConsumer, matrixStack,
|
||||
new Vec3d(x2, y2 + capeDepth, z2), new Vec3d(x1, y2 + capeDepth, z2),
|
||||
new Vec3d(x1, y2, z2),
|
||||
new Vec3d(x2, y2, z2),
|
||||
new Vec3d(x1, y2, z2), new Vec3d(x2, y2, z2),
|
||||
topU1, topV1, topU2, topV2,
|
||||
light, overlay,
|
||||
0.0f, 1.0f, 0.0f, true);
|
||||
matrixStack.pop();
|
||||
|
||||
// BOTTOM FACE
|
||||
// BOTTOM FACE – use bottom strip
|
||||
float curveOffset = getCurve(0, curveMagnitude, playerState);
|
||||
|
||||
this.renderCapeQuad(vertexConsumer, matrixStack,
|
||||
new Vec3d(x2, 0.0f, z2 + curveOffset),
|
||||
new Vec3d(x1, 0.0f, z2 + curveOffset),
|
||||
this.renderCapeQuad(
|
||||
vertexConsumer, matrixStack,
|
||||
new Vec3d(x2, 0.0f, z2 + curveOffset), new Vec3d(x1, 0.0f, z2 + curveOffset),
|
||||
new Vec3d(x1, 0.0f, z1 + curveOffset), new Vec3d(x2, 0.0f, z1 + curveOffset),
|
||||
bottomU1, bottomV1, bottomU2, bottomV2,
|
||||
light, overlay,
|
||||
@@ -297,10 +305,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
|
||||
}
|
||||
|
||||
Identifier customCape = Cloaks.getCurrentCloakTexture(uuid);
|
||||
if (customCape == null
|
||||
|| this.hasCustomModelForLayer(
|
||||
playerEntityRenderState.equippedChestStack,
|
||||
LayerType.WINGS)) {
|
||||
if (customCape == null || this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
|
||||
LayerType.WINGS)) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -312,20 +318,17 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
|
||||
light = (skyLight << 20) | (blockLight << 4);
|
||||
|
||||
matrixStack.push();
|
||||
|
||||
VertexConsumer vertexConsumer = vertexConsumerProvider
|
||||
.getBuffer(RenderLayer.getEntityAlpha(customCape));
|
||||
|
||||
if (!playerEntityRenderState.isSwimming && SaturnClientConfig.bendyCloaks.value) {
|
||||
float targetVelocity = ((6.0F
|
||||
+ playerEntityRenderState.field_53537 / 2.0F
|
||||
float targetVelocity = ((6.0F + playerEntityRenderState.field_53537 / 2.0F
|
||||
+ playerEntityRenderState.field_53536) * 0.02f);
|
||||
targetVelocity = Math.max(0.0f, targetVelocity - 0.1f);
|
||||
|
||||
float accelerationRate = 0.02f;
|
||||
this.currentVelocity = this.currentVelocity
|
||||
+ (targetVelocity - this.currentVelocity)
|
||||
* accelerationRate;
|
||||
+ (targetVelocity - this.currentVelocity) * accelerationRate;
|
||||
|
||||
float rotation = this.currentVelocity * 72.0f;
|
||||
float curve = this.currentVelocity * 0.4f;
|
||||
@@ -337,15 +340,13 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
|
||||
}
|
||||
|
||||
matrixStack.translate(0.0f, -0.25f, 0.0f);
|
||||
if (this.hasCustomModelForLayer(
|
||||
playerEntityRenderState.equippedChestStack,
|
||||
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
|
||||
LayerType.HUMANOID)) {
|
||||
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
|
||||
}
|
||||
|
||||
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light,
|
||||
OverlayTexture.DEFAULT_UV,
|
||||
Math.min(rotation, 60.0f), Math.min(curve, 0.5f));
|
||||
OverlayTexture.DEFAULT_UV, Math.min(rotation, 60.0f), Math.min(curve, 0.5f));
|
||||
} else {
|
||||
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
|
||||
LayerType.HUMANOID)) {
|
||||
@@ -358,4 +359,4 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
|
||||
|
||||
matrixStack.pop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Before Width: | Height: | Size: 173 KiB After Width: | Height: | Size: 151 KiB |
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Before Width: | Height: | Size: 178 KiB After Width: | Height: | Size: 167 KiB |
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Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 33 KiB |
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Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 31 KiB |
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Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 135 KiB After Width: | Height: | Size: 120 KiB |
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 8.3 KiB |
|
Before Width: | Height: | Size: 195 KiB After Width: | Height: | Size: 140 KiB |
|
Before Width: | Height: | Size: 335 KiB After Width: | Height: | Size: 105 KiB |
|
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 2.3 KiB |
|
Before Width: | Height: | Size: 168 KiB |
|
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 8.9 KiB |
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Before Width: | Height: | Size: 60 KiB After Width: | Height: | Size: 18 KiB |