improve meshed entity rendering

This commit is contained in:
Moritz Zwerger 2023-10-31 20:02:38 +01:00
parent 3fc486f592
commit 351267d8cb
No known key found for this signature in database
GPG Key ID: 5CAD791931B09AC4
12 changed files with 69 additions and 85 deletions

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@ -38,7 +38,6 @@ import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIVertexOptions
import de.bixilon.minosoft.gui.rendering.models.block.state.baked.cull.side.FaceProperties
import de.bixilon.minosoft.gui.rendering.models.block.state.baked.cull.side.SideProperties
import de.bixilon.minosoft.gui.rendering.models.block.state.render.BlockRender
import de.bixilon.minosoft.gui.rendering.models.block.state.render.EntityBlockRender
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureTransparencies
import de.bixilon.minosoft.gui.rendering.system.dummy.DummyRenderSystem
import de.bixilon.minosoft.gui.rendering.tint.TintManager
@ -376,12 +375,12 @@ class SolidSectionMesherTest {
}
val state = BlockState(block, 0)
state.model = object : TestModel(this, null) {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
assertEquals(light.size, 7)
for ((index, entry) in light.withIndex()) {
assertEquals(required[index], entry.toInt() and 0xFF)
}
return super.render(position, offset, mesh, random, state, neighbours, light, tints)
return super.render(position, offset, mesh, random, state, neighbours, light, tints, entity)
}
}
@ -394,12 +393,12 @@ class SolidSectionMesherTest {
}
val state = BlockState(block, 0)
state.model = object : TestModel(this, null) {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
assertEquals(neighbours.size, 6)
for ((index, entry) in neighbours.withIndex()) {
assertEquals(required[index], entry)
}
return super.render(position, offset, mesh, random, state, neighbours, light, tints)
return super.render(position, offset, mesh, random, state, neighbours, light, tints, entity)
}
}
@ -434,13 +433,9 @@ class SolidSectionMesherTest {
}
init {
this.model = object : EntityBlockRender {
this.model = object : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
Broken("This requires an entity")
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
entities.add(TestQueue.RenderedEntity(Vec3i(position), state, true)).let { if (!it) throw IllegalArgumentException("Twice!!!") }
return true
@ -463,7 +458,7 @@ class SolidSectionMesherTest {
return this.properties
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
queue.blocks.add(TestQueue.RenderedBlock(Vec3i(position), state, tints?.getOrNull(0))).let { if (!it) throw IllegalArgumentException("Twice!!!") }
return true
}

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@ -25,7 +25,7 @@ import de.bixilon.minosoft.gui.rendering.chunk.entities.renderer.storage.shulker
import de.bixilon.minosoft.gui.rendering.skeletal.baked.BakedSkeletalModel
import de.bixilon.minosoft.protocol.network.connection.play.PlayConnection
class ShulkerBoxBlockEntity(connection: PlayConnection) : StorageBlockEntity(connection), RenderedBlockEntity<ShulkerBoxRenderer {
class ShulkerBoxBlockEntity(connection: PlayConnection) : StorageBlockEntity(connection), RenderedBlockEntity<ShulkerBoxRenderer> {
override var renderer: ShulkerBoxRenderer? = null
override fun createRenderer(context: RenderContext, state: BlockState, position: Vec3i, light: Int): ShulkerBoxRenderer? {

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@ -40,14 +40,14 @@ import de.bixilon.minosoft.gui.rendering.gui.GUIRenderer
import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIVertexConsumer
import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIVertexOptions
import de.bixilon.minosoft.gui.rendering.models.block.element.ModelElement.Companion.BLOCK_SIZE
import de.bixilon.minosoft.gui.rendering.models.block.state.render.EntityBlockRender
import de.bixilon.minosoft.gui.rendering.models.block.state.render.BlockRender
import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.rotateAssign
import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.toVec3
import java.util.*
class SignBlockEntityRenderer(
val context: RenderContext,
) : EntityBlockRender {
) : BlockRender {
private fun BlockState.getRotation(): Float {
if (this !is PropertyBlockState) return 0.0f
@ -55,13 +55,8 @@ class SignBlockEntityRenderer(
return rotation * ROTATION_STEP
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
state.model?.render(position, offset, mesh, random, state, neighbours, light, tints) // render wood part
return true
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity): Boolean {
render(position, offset, mesh, random, state, neighbours, light, tints)
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
state.model?.render(position, offset, mesh, random, state, neighbours, light, tints, entity) // render wood part
if (entity !is SignBlockEntity) return true
renderText(state, entity, offset, mesh, light[SELF_LIGHT_INDEX].toInt())

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec2.Vec2i
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.kutil.cast.CastUtil.nullCast
import de.bixilon.kutil.cast.CastUtil.unsafeCast
import de.bixilon.kutil.observer.DataObserver.Companion.observe
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.direction.Directions.Companion.O_DOWN
@ -36,8 +37,8 @@ import de.bixilon.minosoft.data.world.chunk.neighbours.ChunkNeighbours
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.RenderContext
import de.bixilon.minosoft.gui.rendering.chunk.entities.BlockEntityRenderer
import de.bixilon.minosoft.gui.rendering.chunk.entities.renderer.RenderedBlockEntity
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
import de.bixilon.minosoft.gui.rendering.models.block.state.render.BlockRender
import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
import java.util.*
@ -61,7 +62,6 @@ class SolidSectionMesher(
val isLowestSection = sectionHeight == chunk.minSection
val isHighestSection = sectionHeight == chunk.maxSection
val blocks = section.blocks
val sectionLight = section.light
val entities: ArrayList<BlockEntityRenderer<*>> = ArrayList(section.blockEntities.count)
val position = BlockPosition()
@ -89,7 +89,12 @@ class SolidSectionMesher(
val state = blocks[index] ?: continue
if (state.block is FluidBlock) continue // fluids are rendered in a different renderer
light[SELF_LIGHT_INDEX] = sectionLight[index]
val model = state.model ?: state.block.model
val blockEntity = section.blockEntities[index]?.nullCast<RenderedBlockEntity<*>>()
if (model == null && blockEntity == null) continue
light[SELF_LIGHT_INDEX] = section.light[index]
position.z = offsetZ + z
floatOffset[2] = (position.z - cameraOffset.z).toFloat()
@ -98,34 +103,17 @@ class SolidSectionMesher(
light[SELF_LIGHT_INDEX] = (light[SELF_LIGHT_INDEX].toInt() or 0xF0).toByte()
}
val entity = section.blockEntities[index]?.getRenderer(context, state, position, light[SELF_LIGHT_INDEX].toInt())
val blockModel = state.block.model ?: state.model
val model = blockModel ?: entity.nullCast<BlockRender>() ?: continue
if (y == 0) {
if (fastBedrock && state === bedrock) {
neighbourBlocks[O_DOWN] = bedrock
} else {
neighbourBlocks[O_DOWN] = neighbours[O_DOWN]?.blocks?.let { it[x, ProtocolDefinition.SECTION_MAX_Y, z] }
light[O_DOWN] = (if (isLowestSection) chunk.light.bottom else neighbours[O_DOWN]?.light)?.get(ProtocolDefinition.SECTION_MAX_Y shl 8 or baseIndex) ?: 0x00
}
} else {
neighbourBlocks[O_DOWN] = blocks[(y - 1) shl 8 or baseIndex]
light[O_DOWN] = sectionLight[(y - 1) shl 8 or baseIndex]
}
if (y == ProtocolDefinition.SECTION_MAX_Y) {
neighbourBlocks[O_UP] = neighbours[O_UP]?.blocks?.let { it[x, 0, z] }
light[O_UP] = (if (isHighestSection) chunk.light.top else neighbours[O_UP]?.light)?.get((z shl 4) or x) ?: 0x00
} else {
neighbourBlocks[O_UP] = blocks[(y + 1) shl 8 or baseIndex]
light[O_UP] = sectionLight[(y + 1) shl 8 or baseIndex]
}
checkDown(state, fastBedrock, baseIndex, isLowestSection, neighbourBlocks, neighbours, x, y, z, light, section, chunk)
checkUp(isHighestSection, baseIndex, neighbourBlocks, neighbours, x, y, z, light, section, chunk)
checkNorth(neighbourBlocks, neighbours, x, y, z, light, position, neighbourChunks, section, chunk)
checkSouth(neighbourBlocks, neighbours, x, y, z, light, position, neighbourChunks, section, chunk)
checkWest(neighbourBlocks, neighbours, x, y, z, light, position, neighbourChunks, section, chunk)
checkEast(neighbourBlocks, neighbours, x, y, z, light, position, neighbourChunks, section, chunk)
// TODO: cull neighbours
if (position.y - 1 >= maxHeight) {
light[O_UP] = (light[O_UP].toInt() or 0xF0).toByte()
light[O_DOWN] = (light[O_DOWN].toInt() or 0xF0).toByte()
@ -143,11 +131,10 @@ class SolidSectionMesher(
val tints = tints.getBlockTint(state, chunk.getBiome(position.x and 0x0F, y, position.z and 0x0F), x, y, z)
var rendered = model.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints)
var rendered = false
model?.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints, blockEntity.unsafeCast())?.let { if (it) rendered = true }
if (entity is BlockRender) {
rendered = entity.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints) || rendered
}
blockEntity?.getRenderer(context, state, position, light[SELF_LIGHT_INDEX].toInt())?.let { rendered = true; entities += it }
if (offset != null) {
floatOffset[0] -= offset.x
@ -165,6 +152,30 @@ class SolidSectionMesher(
mesh.blockEntities = entities
}
private inline fun checkDown(state: BlockState, fastBedrock: Boolean, baseIndex: Int, lowest: Boolean, neighbourBlocks: Array<BlockState?>, neighbours: Array<ChunkSection?>, x: Int, y: Int, z: Int, light: ByteArray, section: ChunkSection, chunk: Chunk) {
if (y == 0) {
if (fastBedrock && state === bedrock) {
neighbourBlocks[O_DOWN] = bedrock
} else {
neighbourBlocks[O_DOWN] = neighbours[O_DOWN]?.blocks?.let { it[x, ProtocolDefinition.SECTION_MAX_Y, z] }
light[O_DOWN] = (if (lowest) chunk.light.bottom else neighbours[O_DOWN]?.light)?.get(ProtocolDefinition.SECTION_MAX_Y shl 8 or baseIndex) ?: 0x00
}
} else {
neighbourBlocks[O_DOWN] = section.blocks[(y - 1) shl 8 or baseIndex]
light[O_DOWN] = section.light[(y - 1) shl 8 or baseIndex]
}
}
fun checkUp(highest: Boolean, baseIndex: Int, neighbourBlocks: Array<BlockState?>, neighbours: Array<ChunkSection?>, x: Int, y: Int, z: Int, light: ByteArray, section: ChunkSection, chunk: Chunk) {
if (y == ProtocolDefinition.SECTION_MAX_Y) {
neighbourBlocks[O_UP] = neighbours[O_UP]?.blocks?.let { it[x, 0, z] }
light[O_UP] = (if (highest) chunk.light.top else neighbours[O_UP]?.light)?.get((z shl 4) or x) ?: 0x00
} else {
neighbourBlocks[O_UP] = section.blocks[(y + 1) shl 8 or baseIndex]
light[O_UP] = section.light[(y + 1) shl 8 or baseIndex]
}
}
private inline fun checkNorth(neighbourBlocks: Array<BlockState?>, neighbours: Array<ChunkSection?>, x: Int, y: Int, z: Int, light: ByteArray, position: Vec3i, neighbourChunks: Array<Chunk>, section: ChunkSection, chunk: Chunk) {
if (z == 0) {
setNeighbour(neighbourBlocks, x, y, ProtocolDefinition.SECTION_MAX_Z, light, position, neighbours[O_NORTH], neighbourChunks[ChunkNeighbours.NORTH], O_NORTH)

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.registries.blocks.types.Block
import de.bixilon.minosoft.data.world.positions.BlockPosition
@ -31,7 +32,7 @@ import de.bixilon.minosoft.gui.rendering.models.loader.legacy.ModelChooser
import java.util.*
class BlockModelPrototype(val model: DirectBlockModel) : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?) = prototype()
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?) = prototype()
override fun getParticleTexture(random: Random?, position: Vec3i) = prototype()
override fun getProperties(direction: Directions) = prototype()
override fun render(gui: GUIRenderer, offset: Vec2, consumer: GUIVertexConsumer, options: GUIVertexOptions?, size: Vec2, stack: ItemStack) = prototype()

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
@ -45,7 +46,7 @@ class BakedModel(
override fun getParticleTexture(random: Random?, position: Vec3i) = particle
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
var rendered = false
for ((directionIndex, faces) in faces.withIndex()) {

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
@ -35,11 +36,11 @@ class BuiltModel(
val dynamic: Array<BlockRender>,
) : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints)
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints, entity)
for (dynamic in this.dynamic) {
if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints)) {
if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints, entity)) {
rendered = true
}
}

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@ -15,6 +15,7 @@ package de.bixilon.minosoft.gui.rendering.models.block.state.render
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
@ -26,7 +27,7 @@ import java.util.*
interface BlockRender : ItemRender {
fun getParticleTexture(random: Random?, position: Vec3i): Texture? = null
fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean
fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean
fun getProperties(direction: Directions): SideProperties? = null
}

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@ -1,24 +0,0 @@
/*
* Minosoft
* Copyright (C) 2020-2023 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
package de.bixilon.minosoft.gui.rendering.models.block.state.render
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
import java.util.*
interface EntityBlockRender : BlockRender {
fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity): Boolean
}

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
@ -37,8 +38,8 @@ interface PickedBlockRender : BlockRender {
default?.render(gui, offset, consumer, options, size, stack)
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
return pick(state, neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints) ?: false
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
return pick(state, neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints, entity) ?: false
}
override fun getProperties(direction: Directions): SideProperties? {

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@ -18,6 +18,7 @@ import de.bixilon.kotlinglm.vec3.Vec3i
import de.bixilon.kutil.exception.Broken
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.data.world.positions.BlockPositionUtil.positionHash
@ -61,8 +62,8 @@ class WeightedBlockRender(
return getModel(random, position).getParticleTexture(random, position)
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints)
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints, entity)
}
override fun render(gui: GUIRenderer, offset: Vec2, consumer: GUIVertexConsumer, options: GUIVertexOptions?, size: Vec2, stack: ItemStack) {

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@ -15,6 +15,7 @@ package de.bixilon.minosoft.gui.rendering.models.block.state.render.property
import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.minosoft.data.container.stack.ItemStack
import de.bixilon.minosoft.data.entities.block.BlockEntity
import de.bixilon.minosoft.data.registries.blocks.state.BlockState
import de.bixilon.minosoft.data.world.positions.BlockPosition
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
@ -25,7 +26,7 @@ import de.bixilon.minosoft.gui.rendering.models.block.state.render.BlockRender
import java.util.*
interface PropertyOnlyBlockRender : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?) = false
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?) = false
override fun render(gui: GUIRenderer, offset: Vec2, consumer: GUIVertexConsumer, options: GUIVertexOptions?, size: Vec2, stack: ItemStack) = Unit
}