Revert to old layout for refactor
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.mixins;
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import net.runelite.api.Model;
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import net.runelite.api.mixins.Copy;
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import net.runelite.api.mixins.Inject;
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import net.runelite.api.mixins.Mixin;
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import net.runelite.api.mixins.Replace;
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import net.runelite.api.mixins.Shadow;
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import net.runelite.rs.api.RSClient;
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import net.runelite.rs.api.RSModel;
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import net.runelite.rs.api.RSModelData;
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@Mixin(RSModelData.class)
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public abstract class RSModelDataMixin implements RSModelData
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{
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@Shadow("clientInstance")
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private static RSClient client;
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@Inject
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private float[][] faceTextureUCoordinates;
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@Inject
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private float[][] faceTextureVCoordinates;
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@Copy("light")
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public abstract Model rs$light(int ambient, int contrast, int var3, int var4, int var5);
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@Replace("light")
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public Model rl$light(int ambient, int contrast, int var3, int var4, int var5)
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{
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client.getLogger().trace("Lighting model {}", this);
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Model model = rs$light(ambient, contrast, var3, var4, var5);
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if (model == null)
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{
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return null;
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}
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if (faceTextureUCoordinates == null)
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{
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computeTextureUVCoordinates();
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}
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RSModel rsModel = (RSModel) model;
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rsModel.setFaceTextureUCoordinates(faceTextureUCoordinates);
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rsModel.setFaceTextureVCoordinates(faceTextureVCoordinates);
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return model;
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}
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@Inject
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public void computeTextureUVCoordinates()
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{
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final short[] faceTextures = getFaceTextures();
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if (faceTextures == null)
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{
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return;
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}
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final int[] vertexPositionsX = getVertexX();
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final int[] vertexPositionsY = getVertexY();
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final int[] vertexPositionsZ = getVertexZ();
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final int[] trianglePointsX = getTrianglePointsX();
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final int[] trianglePointsY = getTrianglePointsY();
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final int[] trianglePointsZ = getTrianglePointsZ();
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final short[] texTriangleX = getTexTriangleX();
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final short[] texTriangleY = getTexTriangleY();
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final short[] texTriangleZ = getTexTriangleZ();
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final byte[] textureCoords = getTextureCoords();
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final byte[] textureRenderTypes = getTextureRenderTypes();
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int faceCount = getTriangleFaceCount();
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this.faceTextureUCoordinates = new float[faceCount][];
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this.faceTextureVCoordinates = new float[faceCount][];
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for (int i = 0; i < faceCount; i++)
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{
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int textureCoordinate;
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if (textureCoords == null)
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{
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textureCoordinate = -1;
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}
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else
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{
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textureCoordinate = textureCoords[i];
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}
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short textureIdx;
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textureIdx = faceTextures[i];
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if (textureIdx != -1)
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{
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float[] u = new float[3];
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float[] v = new float[3];
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if (textureCoordinate == -1)
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{
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u[0] = 0.0F;
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v[0] = 1.0F;
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u[1] = 1.0F;
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v[1] = 1.0F;
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u[2] = 0.0F;
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v[2] = 0.0F;
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}
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else
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{
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textureCoordinate &= 0xFF;
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byte textureRenderType = 0;
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if (textureRenderTypes != null)
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{
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textureRenderType = textureRenderTypes[textureCoordinate];
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}
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if (textureRenderType == 0)
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{
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int faceVertexIdx1 = trianglePointsX[i];
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int faceVertexIdx2 = trianglePointsY[i];
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int faceVertexIdx3 = trianglePointsZ[i];
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int triangleVertexIdx1 = texTriangleX[textureCoordinate];
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int triangleVertexIdx2 = texTriangleY[textureCoordinate];
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int triangleVertexIdx3 = texTriangleZ[textureCoordinate];
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float triangleX = (float) vertexPositionsX[triangleVertexIdx1];
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float triangleY = (float) vertexPositionsY[triangleVertexIdx1];
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float triangleZ = (float) vertexPositionsZ[triangleVertexIdx1];
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float f_882_ = (float) vertexPositionsX[triangleVertexIdx2] - triangleX;
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float f_883_ = (float) vertexPositionsY[triangleVertexIdx2] - triangleY;
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float f_884_ = (float) vertexPositionsZ[triangleVertexIdx2] - triangleZ;
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float f_885_ = (float) vertexPositionsX[triangleVertexIdx3] - triangleX;
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float f_886_ = (float) vertexPositionsY[triangleVertexIdx3] - triangleY;
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float f_887_ = (float) vertexPositionsZ[triangleVertexIdx3] - triangleZ;
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float f_888_ = (float) vertexPositionsX[faceVertexIdx1] - triangleX;
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float f_889_ = (float) vertexPositionsY[faceVertexIdx1] - triangleY;
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float f_890_ = (float) vertexPositionsZ[faceVertexIdx1] - triangleZ;
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float f_891_ = (float) vertexPositionsX[faceVertexIdx2] - triangleX;
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float f_892_ = (float) vertexPositionsY[faceVertexIdx2] - triangleY;
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float f_893_ = (float) vertexPositionsZ[faceVertexIdx2] - triangleZ;
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float f_894_ = (float) vertexPositionsX[faceVertexIdx3] - triangleX;
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float f_895_ = (float) vertexPositionsY[faceVertexIdx3] - triangleY;
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float f_896_ = (float) vertexPositionsZ[faceVertexIdx3] - triangleZ;
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float f_897_ = f_883_ * f_887_ - f_884_ * f_886_;
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float f_898_ = f_884_ * f_885_ - f_882_ * f_887_;
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float f_899_ = f_882_ * f_886_ - f_883_ * f_885_;
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float f_900_ = f_886_ * f_899_ - f_887_ * f_898_;
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float f_901_ = f_887_ * f_897_ - f_885_ * f_899_;
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float f_902_ = f_885_ * f_898_ - f_886_ * f_897_;
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float f_903_ = 1.0F / (f_900_ * f_882_ + f_901_ * f_883_ + f_902_ * f_884_);
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u[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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u[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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u[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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f_900_ = f_883_ * f_899_ - f_884_ * f_898_;
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f_901_ = f_884_ * f_897_ - f_882_ * f_899_;
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f_902_ = f_882_ * f_898_ - f_883_ * f_897_;
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f_903_ = 1.0F / (f_900_ * f_885_ + f_901_ * f_886_ + f_902_ * f_887_);
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v[0] = (f_900_ * f_888_ + f_901_ * f_889_ + f_902_ * f_890_) * f_903_;
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v[1] = (f_900_ * f_891_ + f_901_ * f_892_ + f_902_ * f_893_) * f_903_;
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v[2] = (f_900_ * f_894_ + f_901_ * f_895_ + f_902_ * f_896_) * f_903_;
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}
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}
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this.faceTextureUCoordinates[i] = u;
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this.faceTextureVCoordinates[i] = v;
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}
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}
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}
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}
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