package com.jozufozu.flywheel.backend; import java.util.function.Supplier; import com.mojang.blaze3d.matrix.MatrixStack; import com.simibubi.create.foundation.utility.AngleHelper; import com.simibubi.create.foundation.utility.MatrixStacker; import net.minecraft.util.Direction; import net.minecraft.util.math.vector.Matrix3f; import net.minecraft.util.math.vector.Matrix4f; public class RenderUtil { public static int nextPowerOf2(int a) { int h = Integer.highestOneBit(a); return (h == a) ? h : (h << 1); } public static boolean isPowerOf2(int n) { int b = n & (n - 1); return b == 0 && n != 0; } public static double lengthSqr(double x, double y, double z) { return x * x + y * y + z * z; } public static double length(double x, double y, double z) { return Math.sqrt(lengthSqr(x, y, z)); } public static float[] writeMatrixStack(MatrixStack stack) { return writeMatrixStack(stack.peek().getModel(), stack.peek().getNormal()); } // GPUs want matrices in column major order. public static float[] writeMatrixStack(Matrix4f model, Matrix3f normal) { return new float[]{ model.a00, model.a10, model.a20, model.a30, model.a01, model.a11, model.a21, model.a31, model.a02, model.a12, model.a22, model.a32, model.a03, model.a13, model.a23, model.a33, normal.a00, normal.a10, normal.a20, normal.a01, normal.a11, normal.a21, normal.a02, normal.a12, normal.a22, }; } public static float[] writeMatrix(Matrix4f model) { return new float[]{ model.a00, model.a10, model.a20, model.a30, model.a01, model.a11, model.a21, model.a31, model.a02, model.a12, model.a22, model.a32, model.a03, model.a13, model.a23, model.a33, }; } public static Supplier rotateToFace(Direction facing) { return () -> { MatrixStack stack = new MatrixStack(); MatrixStacker.of(stack) .centre() .rotateY(AngleHelper.horizontalAngle(facing)) .rotateX(AngleHelper.verticalAngle(facing)) .unCentre(); return stack; }; } }