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authormakamys <makamys@outlook.com>2022-06-10 17:33:13 +0200
committermakamys <makamys@outlook.com>2022-06-10 19:21:01 +0200
commite1097c3f69077be93089d1ef91aa8cdebd00d43c (patch)
tree6611a505eb69a1904315b8c5c58ea811f849f5c9 /src/main/java
parentb152483006b8a61e02510de50eba4dc9dc85ab81 (diff)
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uuh...
Diffstat (limited to 'src/main/java')
-rw-r--r--src/main/java/makamys/neodymium/renderer/MeshQuad.java27
1 files changed, 14 insertions, 13 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/MeshQuad.java b/src/main/java/makamys/neodymium/renderer/MeshQuad.java
index bebdafd..7d3c50b 100644
--- a/src/main/java/makamys/neodymium/renderer/MeshQuad.java
+++ b/src/main/java/makamys/neodymium/renderer/MeshQuad.java
@@ -17,17 +17,17 @@ import net.minecraft.util.EnumFacing;
/*
* This is what a quad looks like.
*
- * 2--1
+ * 0--1
* | |
- * 3--0
+ * 3--2
*
* We can glue quads together, forming a "quad squadron", or "squadron" for short.
* In the fragment shader we need to know which quad of the squadron we are operating on.
* For this reason, we store the "squadron X" and "squadron Y" coordinates in the vertices.
* Their values at vertex 0: (0, 0)
- * Their values at vertex 1: (0, squadron height)
+ * Their values at vertex 1: (sqadron width, 0)
* Their values at vertex 2: (squadron width, squadron height)
- * Their values at vertex 3: (squadron width, 0)
+ * Their values at vertex 3: (0, squadron height)
*/
public class MeshQuad {
@@ -51,8 +51,8 @@ public class MeshQuad {
public int offset;
public ChunkMesh.Flags flags;
- // 0: quads glued together on edge 0-1 or 2-3 ("squadron row length")
- // 1: quads glued together on edge 1-2 or 3-0 ("squadron column length")
+ // 0: quads glued together on edge 1-2 or 3-0 ("squadron row length")
+ // 1: quads glued together on edge 0-1 or 2-3 ("squadron column length")
private int[] quadCountByDirection = {1, 1};
public static int[] totalMergeCountByPlane = new int[3];
@@ -109,7 +109,8 @@ public class MeshQuad {
public void writeToBuffer(BufferWriter out) throws IOException {
for(int vertexI = 0; vertexI < 6; vertexI++) {
- int vi = new int[]{0, 1, 2, 0, 2, 3}[vertexI];
+ int vi = new int[]{0, 1, 2, 2, 3, 0}[vertexI];
+ int tvi = vertexI % 3;
float x = xs[vi];
float y = ys[vi];
@@ -133,10 +134,10 @@ public class MeshQuad {
out.writeInt(c);
- out.writeByte(vi < 2 ? (byte)0 : (byte)quadCountByDirection[0]); // squadron x
- out.writeByte((vi == 0 || vi == 3) ? (byte)0 : (byte)quadCountByDirection[1]); // quad z
- out.writeByte(vi < 2 ? (byte)0 : 1); // which squadron corner x
- out.writeByte((vi == 0 || vi == 3) ? (byte)0 : 1); // which squadron corner z
+ out.writeByte(tvi == 2 ? (byte)0 : (byte)quadCountByDirection[0]); // squadron x
+ out.writeByte(tvi != 0 ? (byte)0 : (byte)quadCountByDirection[1]); // squadron z
+ out.writeByte(tvi == 2 ? (byte)0 : 1); // which corner x
+ out.writeByte(tvi != 0 ? (byte)0 : 1); // which corner z
assert out.position() % getStride() == 0;
@@ -199,10 +200,10 @@ public class MeshQuad {
}
}
- if((verticesTouching[0] && verticesTouching[1]) || (verticesTouching[2] && verticesTouching[3])) {
+ if((verticesTouching[1] && verticesTouching[2]) || (verticesTouching[3] && verticesTouching[0])) {
quadCountByDirection[0] += o.quadCountByDirection[0];
}
- if((verticesTouching[1] && verticesTouching[2]) || (verticesTouching[3] && verticesTouching[0])) {
+ if((verticesTouching[0] && verticesTouching[1]) || (verticesTouching[2] && verticesTouching[3])) {
quadCountByDirection[1] += o.quadCountByDirection[1];
}