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authorFalsePattern <me@falsepattern.com>2024-01-08 17:02:43 +0100
committermakamys <makamys@outlook.com>2024-01-08 22:49:40 +0100
commit091d817604149d958dcd3b2ea5c0846e95196024 (patch)
treec7c0a15006d1f885456fc1ea9b0bbf1589bcb4d4 /src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java
parentf763808849a028ff5115d1b3a3b2471ee2913bd9 (diff)
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Make the multi-implementation methods a bit nicer to work with
Diffstat (limited to 'src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java')
-rw-r--r--src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java109
1 files changed, 109 insertions, 0 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java
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+package makamys.neodymium.renderer.compat;
+
+import lombok.AccessLevel;
+import lombok.NoArgsConstructor;
+import makamys.neodymium.config.Config;
+import makamys.neodymium.renderer.ChunkMesh;
+import makamys.neodymium.renderer.MeshQuad;
+import makamys.neodymium.renderer.attribs.AttributeSet;
+import makamys.neodymium.util.BufferWriter;
+import org.lwjgl.opengl.GL11;
+
+import static makamys.neodymium.renderer.MeshQuad.DEFAULT_BRIGHTNESS;
+import static makamys.neodymium.renderer.MeshQuad.DEFAULT_COLOR;
+import static org.lwjgl.opengl.GL11.GL_FLOAT;
+import static org.lwjgl.opengl.GL11.GL_SHORT;
+import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
+import static org.lwjgl.opengl.GL11.GL_UNSIGNED_SHORT;
+
+@NoArgsConstructor(access = AccessLevel.PRIVATE)
+public class RenderUtilRPLE implements RenderUtil {
+ public static final RenderUtilRPLE INSTANCE = new RenderUtilRPLE();
+
+ @Override
+ public void readMeshQuad(MeshQuad meshQuad, int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) {
+ int vertices = drawMode == GL11.GL_TRIANGLES ? 3 : 4;
+ for(int vi = 0; vi < vertices; vi++) {
+ int i = offset + vi * tessellatorVertexSize;
+
+ meshQuad.xs[vi] = Float.intBitsToFloat(rawBuffer[i]) + offsetX;
+ meshQuad.ys[vi] = Float.intBitsToFloat(rawBuffer[i + 1]) + offsetY;
+ meshQuad.zs[vi] = Float.intBitsToFloat(rawBuffer[i + 2]) + offsetZ;
+
+ meshQuad.us[vi] = Float.intBitsToFloat(rawBuffer[i + 3]);
+ meshQuad.vs[vi] = Float.intBitsToFloat(rawBuffer[i + 4]);
+
+ meshQuad.cs[vi] = flags.hasColor ? rawBuffer[i + 5] : DEFAULT_COLOR;
+
+ // TODO normals?
+
+ if (flags.hasBrightness) {
+ meshQuad.bs[vi] = rawBuffer[i + 7];
+ meshQuad.bsG[vi] = rawBuffer[i + 8];
+ meshQuad.bsB[vi] = rawBuffer[i + 9];
+ } else {
+ meshQuad.bs[vi] = DEFAULT_BRIGHTNESS;
+ meshQuad.bsG[vi] = DEFAULT_BRIGHTNESS;
+ meshQuad.bsB[vi] = DEFAULT_BRIGHTNESS;
+ }
+ }
+
+ if(vertices == 3) {
+ // Quadrangulate!
+ meshQuad.xs[3] = meshQuad.xs[2];
+ meshQuad.ys[3] = meshQuad.ys[2];
+ meshQuad.zs[3] = meshQuad.zs[2];
+
+ meshQuad.us[3] = meshQuad.us[2];
+ meshQuad.vs[3] = meshQuad.vs[2];
+
+ meshQuad.cs[3] = meshQuad.cs[2];
+
+ meshQuad.bs[3] = meshQuad.bs[2];
+ meshQuad.bsG[3] = meshQuad.bsG[2];
+ meshQuad.bsB[3] = meshQuad.bsB[2];
+ }
+ }
+
+ @Override
+ public void writeMeshQuadToBuffer(MeshQuad meshQuad, BufferWriter out, int expectedStride) {
+ for(int vi = 0; vi < 4; vi++) {
+ out.writeFloat(meshQuad.xs[vi]);
+ out.writeFloat(meshQuad.ys[vi]);
+ out.writeFloat(meshQuad.zs[vi]);
+
+ float u = meshQuad.us[vi];
+ float v = meshQuad.vs[vi];
+
+ if(Config.shortUV) {
+ out.writeShort((short)(Math.round(u * 32768f)));
+ out.writeShort((short)(Math.round(v * 32768f)));
+ } else {
+ out.writeFloat(u);
+ out.writeFloat(v);
+ }
+
+ out.writeInt(meshQuad.cs[vi]);
+
+ out.writeInt(meshQuad.bs[vi]);
+ out.writeInt(meshQuad.bsG[vi]);
+ out.writeInt(meshQuad.bsB[vi]);
+
+ assert out.position() % expectedStride == 0;
+ }
+ }
+
+ @Override
+ public void initVertexAttributes(AttributeSet attributes) {
+ attributes.addAttribute("POS", 3, 4, GL_FLOAT);
+ if (Config.shortUV) {
+ attributes.addAttribute("TEXTURE", 2, 2, GL_UNSIGNED_SHORT);
+ } else {
+ attributes.addAttribute("TEXTURE", 2, 4, GL_FLOAT);
+ }
+ attributes.addAttribute("COLOR", 4, 1, GL_UNSIGNED_BYTE);
+ attributes.addAttribute("BRIGHTNESS_RED", 2, 2, GL_SHORT);
+ attributes.addAttribute("BRIGHTNESS_GREEN", 2, 2, GL_SHORT);
+ attributes.addAttribute("BRIGHTNESS_BLUE", 2, 2, GL_SHORT);
+ }
+}