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Inline Patterns feature and pattern rendering refactor-ish #764

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merged 5 commits into from
Oct 25, 2024

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SamsTheNerd
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See #708 for details. This is (mostly) the same but cleaned up into fewer commits.

@@ -73,6 +94,7 @@ public Component display(Tag tag) {
return Component.translatable("hexcasting.spelldata.entity.whoknows");
}
var nameJson = ctag.getString("name");
// return Component.literal(nameJson);
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vestigial debug statement?

Comment on lines +182 to +183
Component.literal(bob.toString()).withStyle(ChatFormatting.WHITE))
.withStyle(ChatFormatting.GOLD);
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indent change?

Comment on lines +61 to +63
RenderType layer = RenderType.entityCutout(this.getTextureLocation(wallScroll));

var verts = bufSource.getBuffer(layer);
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why did layer get extracted into a variable here?

Comment on lines +128 to +134
var tangent = p2.add(p1.negated()).normalized().scale(width * 0.5f);
var normal = new Vec2(-tangent.y, tangent.x);

var jlow = joinOffsets[i];
var jhigh = joinOffsets[i + 1];

var p1Down = p1.add(tangent.scale(Math.max(0f, jlow))).add(normal);
var p1Up = p1.add(tangent.scale(Math.max(0f, -jlow))).add(normal.negated());
var p2Down = p2.add(tangent.scale(Math.max(0f, jhigh)).negated()).add(normal);
var p2Up = p2.add(tangent.scale(Math.max(0f, -jhigh)).negated()).add(normal.negated());

// Draw the chamfer hexagon as two trapezoids
// the points are in different orders to keep clockwise
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p2);
vertexCol(mat, normalMat, light, verts, color, p2Up);
vertexCol(mat, normalMat, light, verts, color, p1Up);

vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1Down);
vertexCol(mat, normalMat, light, verts, color, p2Down);
vertexCol(mat, normalMat, light, verts, color, p2);

if (i > 0) {
var sangle = joinAngles[i];
var angle = Math.abs(sangle);
var rnormal = normal.negated();
var joinSteps = Mth.ceil(angle * 180 / (RenderLib.CAP_THETA * Mth.PI));
if (joinSteps < 1) continue;

if (sangle < 0) {
var prevVert = new Vec2(p1.x - rnormal.x, p1.y - rnormal.y);
for (var j = 1; j <= joinSteps; j++) {
var fan = RenderLib.rotate(rnormal, -sangle * ((float) j / joinSteps));
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y);

vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, fanShift);
vertexCol(mat, normalMat, light, verts, color, prevVert);
prevVert = fanShift;
}
} else {
var startFan = RenderLib.rotate(normal, -sangle);
var prevVert = new Vec2(p1.x - startFan.x, p1.y - startFan.y);
for (var j = joinSteps - 1; j >= 0; j--) {
var fan = RenderLib.rotate(normal, -sangle * ((float) j / joinSteps));
var fanShift = new Vec2(p1.x - fan.x, p1.y - fan.y);

vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, p1);
vertexCol(mat, normalMat, light, verts, color, fanShift);
vertexCol(mat, normalMat, light, verts, color, prevVert);
prevVert = fanShift;
}
}
}
}

for (var pair : new Vec2[][]{
{points.get(0), points.get(1)},
{points.get(points.size() - 1), points.get(points.size() - 2)}
}) {
var point = pair[0];
var prev = pair[1];

var tangent = point.add(prev.negated()).normalized().scale(0.5f * width);
var normal = new Vec2(-tangent.y, tangent.x);
var joinSteps = Mth.ceil(180f / RenderLib.CAP_THETA);
for (int j = joinSteps; j > 0; j--) {
var fan0 = RenderLib.rotate(normal, -Mth.PI * ((float) j / joinSteps));
var fan1 = RenderLib.rotate(normal, -Mth.PI * ((float) (j - 1) / joinSteps));

vertexCol(mat, normalMat, light, verts, color, point);
vertexCol(mat, normalMat, light, verts, color, point);
vertexCol(mat, normalMat, light, verts, color, point.add(fan1));
vertexCol(mat, normalMat, light, verts, color, point.add(fan0));
}
}
}

private static void theCoolerDrawSpot(Matrix4f mat, Matrix3f normal, int light, VertexConsumer verts,
Vec2 point, float radius, int color) {
var fracOfCircle = 6;
for (int i = 0; i < fracOfCircle; i++) {
// We do need rects, irritatingly
// so we do fake triangles
vertexCol(mat, normal, light, verts, color, point);
vertexCol(mat, normal, light, verts, color, point);
for (int j = 0; j <= 1; j++) {
var theta = (i - j) / (float) fracOfCircle * Mth.TWO_PI;
var rx = Mth.cos(theta) * radius + point.x;
var ry = Mth.sin(theta) * radius + point.y;
vertexCol(mat, normal, light, verts, color, new Vec2(rx, ry));
}
}
.color(0xffffffff)
.uv(u, v).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light)
.normal(normal, nx, ny, nz)
.endVertex();
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indent changes(again)

Comment on lines +145 to +148
// TODO did we want to un-hardcode this for accessibility reasons ?
public static boolean shouldDoStrokeGradient(){
return Screen.hasControlDown();
}
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maybe switch this over to sprint bind?

Comment on lines +40 to +43
String escaped = regexMatch.group(1);
String dirString = regexMatch.group(2).toLowerCase().strip().replace("_", "");
String sizeModString = regexMatch.group(3);
String angleSigs = regexMatch.group(4);
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why have named capturing groups and then index em with numbers?

@gamma-delta
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Sure LGTM I guess

@gamma-delta gamma-delta merged commit 2f0509d into main Oct 25, 2024
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3 participants