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| author | FalsePattern <me@falsepattern.com> | 2024-01-08 17:02:43 +0100 |
|---|---|---|
| committer | makamys <makamys@outlook.com> | 2024-01-08 22:49:40 +0100 |
| commit | 091d817604149d958dcd3b2ea5c0846e95196024 (patch) | |
| tree | c7c0a15006d1f885456fc1ea9b0bbf1589bcb4d4 /src/main/java/makamys/neodymium/renderer/compat | |
| parent | f763808849a028ff5115d1b3a3b2471ee2913bd9 (diff) | |
| download | Neodymium-091d817604149d958dcd3b2ea5c0846e95196024.tar.gz Neodymium-091d817604149d958dcd3b2ea5c0846e95196024.tar.bz2 Neodymium-091d817604149d958dcd3b2ea5c0846e95196024.zip | |
Make the multi-implementation methods a bit nicer to work with
Diffstat (limited to 'src/main/java/makamys/neodymium/renderer/compat')
5 files changed, 505 insertions, 0 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtil.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtil.java new file mode 100644 index 0000000..70996eb --- /dev/null +++ b/src/main/java/makamys/neodymium/renderer/compat/RenderUtil.java @@ -0,0 +1,18 @@ +package makamys.neodymium.renderer.compat; + +import makamys.neodymium.renderer.ChunkMesh; +import makamys.neodymium.renderer.MeshQuad; +import makamys.neodymium.renderer.NeoRenderer; +import makamys.neodymium.renderer.attribs.AttributeSet; +import makamys.neodymium.util.BufferWriter; + +public interface RenderUtil { + void readMeshQuad(MeshQuad meshQuad, int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags); + + /** + * @implSpec These needs to be kept in sync with the attributes in {@link NeoRenderer#init()} + */ + void writeMeshQuadToBuffer(MeshQuad meshQuad, BufferWriter out, int expectedStride); + + void initVertexAttributes(AttributeSet attributes); +} diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java new file mode 100644 index 0000000..fb27fee --- /dev/null +++ b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilRPLE.java @@ -0,0 +1,109 @@ +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); + } +} diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaderRPLE.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaderRPLE.java new file mode 100644 index 0000000..731bfd6 --- /dev/null +++ b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaderRPLE.java @@ -0,0 +1,156 @@ +package makamys.neodymium.renderer.compat; + +import lombok.AccessLevel; +import lombok.NoArgsConstructor; +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_INT; + +@NoArgsConstructor(access = AccessLevel.PRIVATE) +public class RenderUtilShaderRPLE implements RenderUtil { + public static final RenderUtilShaderRPLE INSTANCE = new RenderUtilShaderRPLE(); + + @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; + + meshQuad.bs[vi] = flags.hasBrightness ? rawBuffer[i + 6] : DEFAULT_BRIGHTNESS; + + meshQuad.e1[vi] = rawBuffer[i + 7]; + meshQuad.e2[vi] = rawBuffer[i + 8]; + + meshQuad.xn[vi] = Float.intBitsToFloat(rawBuffer[i + 9]); + meshQuad.yn[vi] = Float.intBitsToFloat(rawBuffer[i + 10]); + meshQuad.zn[vi] = Float.intBitsToFloat(rawBuffer[i + 11]); + + meshQuad.xt[vi] = Float.intBitsToFloat(rawBuffer[i + 12]); + meshQuad.yt[vi] = Float.intBitsToFloat(rawBuffer[i + 13]); + meshQuad.zt[vi] = Float.intBitsToFloat(rawBuffer[i + 14]); + meshQuad.wt[vi] = Float.intBitsToFloat(rawBuffer[i + 15]); + + meshQuad.um[vi] = Float.intBitsToFloat(rawBuffer[i + 16]); + meshQuad.vm[vi] = Float.intBitsToFloat(rawBuffer[i + 17]); + + if (flags.hasBrightness) { + meshQuad.bsG[vi] = rawBuffer[i + 18]; + meshQuad.bsB[vi] = rawBuffer[i + 19]; + } else { + meshQuad.bsG[vi] = DEFAULT_BRIGHTNESS; + meshQuad.bsB[vi] = DEFAULT_BRIGHTNESS; + } + + meshQuad.ue[vi] = Float.intBitsToFloat(rawBuffer[i + 20]); + meshQuad.ve[vi] = Float.intBitsToFloat(rawBuffer[i + 21]); + } + + 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.e1[3] = meshQuad.e1[2]; + meshQuad.e2[3] = meshQuad.e2[2]; + + meshQuad.xn[3] = meshQuad.xn[2]; + meshQuad.yn[3] = meshQuad.yn[2]; + meshQuad.zn[3] = meshQuad.zn[2]; + + meshQuad.xt[3] = meshQuad.xt[2]; + meshQuad.yt[3] = meshQuad.yt[2]; + meshQuad.zt[3] = meshQuad.zt[2]; + meshQuad.wt[3] = meshQuad.wt[2]; + + meshQuad.um[3] = meshQuad.um[2]; + meshQuad.vm[3] = meshQuad.vm[2]; + + meshQuad.bsG[3] = meshQuad.bsG[2]; + meshQuad.bsB[3] = meshQuad.bsB[2]; + + meshQuad.ue[3] = meshQuad.ue[2]; + meshQuad.ve[3] = meshQuad.ve[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]); + + out.writeFloat(meshQuad.us[vi]); + out.writeFloat(meshQuad.vs[vi]); + + out.writeInt(meshQuad.cs[vi]); + + out.writeInt(meshQuad.bs[vi]); + + out.writeInt(meshQuad.e1[vi]); + out.writeInt(meshQuad.e2[vi]); + + out.writeFloat(meshQuad.xn[vi]); + out.writeFloat(meshQuad.yn[vi]); + out.writeFloat(meshQuad.zn[vi]); + + out.writeFloat(meshQuad.xt[vi]); + out.writeFloat(meshQuad.yt[vi]); + out.writeFloat(meshQuad.zt[vi]); + out.writeFloat(meshQuad.wt[vi]); + + out.writeFloat(meshQuad.um[vi]); + out.writeFloat(meshQuad.vm[vi]); + + out.writeInt(meshQuad.bsG[vi]); + out.writeInt(meshQuad.bsB[vi]); + + out.writeFloat(meshQuad.ue[vi]); + out.writeFloat(meshQuad.ve[vi]); + + assert out.position() % expectedStride == 0; + } + } + + @Override + public void initVertexAttributes(AttributeSet attributes) { + attributes.addAttribute("POS", 3, 4, GL_FLOAT); + 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("ENTITY_DATA_1", 1, 4, GL_UNSIGNED_INT); + attributes.addAttribute("ENTITY_DATA_2", 1, 4, GL_UNSIGNED_INT); + attributes.addAttribute("NORMAL", 3, 4, GL_FLOAT); + attributes.addAttribute("TANGENT", 4, 4, GL_FLOAT); + attributes.addAttribute("MIDTEXTURE", 2, 4, GL_FLOAT); + attributes.addAttribute("BRIGHTNESS_GREEN", 2, 2, GL_SHORT); + attributes.addAttribute("BRIGHTNESS_BLUE", 2, 2, GL_SHORT); + attributes.addAttribute("EDGE_TEX", 2, 4, GL_FLOAT); + } +} diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaders.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaders.java new file mode 100644 index 0000000..b621e2c --- /dev/null +++ b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilShaders.java @@ -0,0 +1,126 @@ +package makamys.neodymium.renderer.compat; + +import lombok.AccessLevel; +import lombok.NoArgsConstructor; +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_INT; + +@NoArgsConstructor(access = AccessLevel.PRIVATE) +public class RenderUtilShaders implements RenderUtil { + public static final RenderUtilShaders INSTANCE = new RenderUtilShaders(); + + @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; + + meshQuad.bs[vi] = flags.hasBrightness ? rawBuffer[i + 6] : DEFAULT_BRIGHTNESS; + meshQuad.e1[vi] = rawBuffer[i + 7]; + meshQuad.e2[vi] = rawBuffer[i + 8]; + meshQuad.xn[vi] = Float.intBitsToFloat(rawBuffer[i + 9]); + meshQuad.yn[vi] = Float.intBitsToFloat(rawBuffer[i + 10]); + meshQuad.zn[vi] = Float.intBitsToFloat(rawBuffer[i + 11]); + meshQuad.xt[vi] = Float.intBitsToFloat(rawBuffer[i + 12]); + meshQuad.yt[vi] = Float.intBitsToFloat(rawBuffer[i + 13]); + meshQuad.zt[vi] = Float.intBitsToFloat(rawBuffer[i + 14]); + meshQuad.wt[vi] = Float.intBitsToFloat(rawBuffer[i + 15]); + meshQuad.um[vi] = Float.intBitsToFloat(rawBuffer[i + 16]); + meshQuad.vm[vi] = Float.intBitsToFloat(rawBuffer[i + 17]); + } + + 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.e1[3] = meshQuad.e1[2]; + meshQuad.e2[3] = meshQuad.e2[2]; + + meshQuad.xn[3] = meshQuad.xn[2]; + meshQuad.yn[3] = meshQuad.yn[2]; + meshQuad.zn[3] = meshQuad.zn[2]; + + meshQuad.xt[3] = meshQuad.xt[2]; + meshQuad.yt[3] = meshQuad.yt[2]; + meshQuad.zt[3] = meshQuad.zt[2]; + meshQuad.wt[3] = meshQuad.wt[2]; + + meshQuad.um[3] = meshQuad.um[2]; + meshQuad.vm[3] = meshQuad.vm[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]); + + out.writeFloat(meshQuad.us[vi]); + out.writeFloat(meshQuad.vs[vi]); + + out.writeInt(meshQuad.cs[vi]); + + out.writeInt(meshQuad.bs[vi]); + + out.writeInt(meshQuad.e1[vi]); + out.writeInt(meshQuad.e2[vi]); + + out.writeFloat(meshQuad.xn[vi]); + out.writeFloat(meshQuad.yn[vi]); + out.writeFloat(meshQuad.zn[vi]); + + out.writeFloat(meshQuad.xt[vi]); + out.writeFloat(meshQuad.yt[vi]); + out.writeFloat(meshQuad.zt[vi]); + out.writeFloat(meshQuad.wt[vi]); + + out.writeFloat(meshQuad.um[vi]); + out.writeFloat(meshQuad.vm[vi]); + + assert out.position() % expectedStride == 0; + } + } + + @Override + public void initVertexAttributes(AttributeSet attributes) { + attributes.addAttribute("POS", 3, 4, GL_FLOAT); + attributes.addAttribute("TEXTURE", 2, 4, GL_FLOAT); + attributes.addAttribute("COLOR", 4, 1, GL_UNSIGNED_BYTE); + attributes.addAttribute("BRIGHTNESS", 2, 2, GL_SHORT); + attributes.addAttribute("ENTITY_DATA_1", 1, 4, GL_UNSIGNED_INT); + attributes.addAttribute("ENTITY_DATA_2", 1, 4, GL_UNSIGNED_INT); + attributes.addAttribute("NORMAL", 3, 4, GL_FLOAT); + attributes.addAttribute("TANGENT", 4, 4, GL_FLOAT); + attributes.addAttribute("MIDTEXTURE", 2, 4, GL_FLOAT); + } +} diff --git a/src/main/java/makamys/neodymium/renderer/compat/RenderUtilVanilla.java b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilVanilla.java new file mode 100644 index 0000000..46f5a2a --- /dev/null +++ b/src/main/java/makamys/neodymium/renderer/compat/RenderUtilVanilla.java @@ -0,0 +1,96 @@ +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 RenderUtilVanilla implements RenderUtil { + public static final RenderUtilVanilla INSTANCE = new RenderUtilVanilla(); + + @Override + public void readMeshQuad(MeshQuad meshQuad, int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) { + //No RPLE or Shaders + 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? + + meshQuad.bs[vi] = flags.hasBrightness ? rawBuffer[i + 7] : 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]; + } + } + + @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]); + + 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", 2, 2, GL_SHORT); + } +} |
