diff options
Diffstat (limited to 'src')
9 files changed, 536 insertions, 458 deletions
diff --git a/src/main/java/makamys/neodymium/Neodymium.java b/src/main/java/makamys/neodymium/Neodymium.java index 3750ddd..320e46a 100644 --- a/src/main/java/makamys/neodymium/Neodymium.java +++ b/src/main/java/makamys/neodymium/Neodymium.java @@ -7,9 +7,12 @@ import static makamys.neodymium.Constants.VERSION; import java.util.ArrayList; import java.util.List; +import makamys.neodymium.renderer.compat.RenderUtil; +import makamys.neodymium.renderer.compat.RenderUtilRPLE; +import makamys.neodymium.renderer.compat.RenderUtilShaderRPLE; +import makamys.neodymium.renderer.compat.RenderUtilShaders; +import makamys.neodymium.renderer.compat.RenderUtilVanilla; import org.apache.commons.lang3.tuple.Pair; -import org.apache.logging.log4j.LogManager; -import org.apache.logging.log4j.Logger; import cpw.mods.fml.client.event.ConfigChangedEvent; import cpw.mods.fml.common.FMLCommonHandler; @@ -18,7 +21,6 @@ import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLConstructionEvent; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; -import cpw.mods.fml.common.event.FMLServerAboutToStartEvent; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.TickEvent; import cpw.mods.fml.common.network.FMLNetworkEvent.ClientConnectedToServerEvent; @@ -49,6 +51,8 @@ public class Neodymium private boolean renderDebugText = false; public static NeoRenderer renderer; + + public static RenderUtil util; private static World rendererWorld; @@ -97,6 +101,17 @@ public class Neodymium List<Warning> criticalWarns = warnsAndCriticalWarns.getRight(); if(criticalWarns.isEmpty()) { + boolean rple = Compat.isRPLEModPresent(); + boolean optiFineShaders = Compat.isOptiFineShadersEnabled(); + if (rple && optiFineShaders) { + util = RenderUtilShaderRPLE.INSTANCE; + } else if (optiFineShaders) { + util = RenderUtilShaders.INSTANCE; + } else if (rple) { + util = RenderUtilRPLE.INSTANCE; + } else { + util = RenderUtilVanilla.INSTANCE; + } renderer = new NeoRenderer(newWorld); renderer.hasIncompatibilities = !warns.isEmpty() || !criticalWarns.isEmpty(); } diff --git a/src/main/java/makamys/neodymium/renderer/ChunkMesh.java b/src/main/java/makamys/neodymium/renderer/ChunkMesh.java index 9d98bd3..9f1e8fc 100644 --- a/src/main/java/makamys/neodymium/renderer/ChunkMesh.java +++ b/src/main/java/makamys/neodymium/renderer/ChunkMesh.java @@ -197,7 +197,7 @@ public class ChunkMesh extends Mesh { if(subMeshStart[subMeshStartIdx] == -1) { subMeshStart[subMeshStartIdx] = i; } - quad.writeToBuffer(out, stride); + Neodymium.util.writeMeshQuadToBuffer(quad, out, stride); i++; } else if(sortByNormals){ break; @@ -301,12 +301,12 @@ public class ChunkMesh extends Mesh { public static void setCaptureTarget(ChunkMesh cm) { meshCaptureTarget = cm; } - + public static class Flags { - boolean hasTexture; - boolean hasBrightness; - boolean hasColor; - boolean hasNormals; + public boolean hasTexture; + public boolean hasBrightness; + public boolean hasColor; + public boolean hasNormals; public Flags(byte flags) { hasTexture = (flags & 1) != 0; diff --git a/src/main/java/makamys/neodymium/renderer/MeshQuad.java b/src/main/java/makamys/neodymium/renderer/MeshQuad.java index 2a9fe2d..cfae0b3 100644 --- a/src/main/java/makamys/neodymium/renderer/MeshQuad.java +++ b/src/main/java/makamys/neodymium/renderer/MeshQuad.java @@ -1,6 +1,7 @@ package makamys.neodymium.renderer; import makamys.neodymium.Compat; +import makamys.neodymium.Neodymium; import makamys.neodymium.config.Config; import makamys.neodymium.util.BufferWriter; import makamys.neodymium.util.Util; @@ -10,8 +11,8 @@ import org.lwjgl.util.vector.Vector3f; import java.util.Locale; public class MeshQuad { - private final static int DEFAULT_BRIGHTNESS = Util.createBrightness(15, 15); - private final static int DEFAULT_COLOR = 0xFFFFFFFF; + public final static int DEFAULT_BRIGHTNESS = Util.createBrightness(15, 15); + public final static int DEFAULT_COLOR = 0xFFFFFFFF; //region common @@ -68,250 +69,11 @@ public class MeshQuad { private static Vector3f vectorB = new Vector3f(); private static Vector3f vectorC = new Vector3f(); - - private void read(int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) { - boolean rple = Compat.isRPLEModPresent(); - boolean optiFineShaders = Compat.isOptiFineShadersEnabled(); - - if (rple && optiFineShaders) { - readRPLEAndShaders(rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); - } else if (optiFineShaders) { - readShaders(rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); - } else if (rple) { - readRPLE(rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); - } else { - readVanilla(rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); - } - } - - //region read implementations - - private void readRPLEAndShaders(int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) { - //RPLE and Shaders - int vertices = drawMode == GL11.GL_TRIANGLES ? 3 : 4; - for(int vi = 0; vi < vertices; vi++) { - int i = offset + vi * tessellatorVertexSize; - - xs[vi] = Float.intBitsToFloat(rawBuffer[i]) + offsetX; - ys[vi] = Float.intBitsToFloat(rawBuffer[i + 1]) + offsetY; - zs[vi] = Float.intBitsToFloat(rawBuffer[i + 2]) + offsetZ; - - us[vi] = Float.intBitsToFloat(rawBuffer[i + 3]); - vs[vi] = Float.intBitsToFloat(rawBuffer[i + 4]); - - cs[vi] = flags.hasColor ? rawBuffer[i + 5] : DEFAULT_COLOR; - - bs[vi] = flags.hasBrightness ? rawBuffer[i + 6] : DEFAULT_BRIGHTNESS; - - e1[vi] = rawBuffer[i + 7]; - e2[vi] = rawBuffer[i + 8]; - - xn[vi] = Float.intBitsToFloat(rawBuffer[i + 9]); - yn[vi] = Float.intBitsToFloat(rawBuffer[i + 10]); - zn[vi] = Float.intBitsToFloat(rawBuffer[i + 11]); - - xt[vi] = Float.intBitsToFloat(rawBuffer[i + 12]); - yt[vi] = Float.intBitsToFloat(rawBuffer[i + 13]); - zt[vi] = Float.intBitsToFloat(rawBuffer[i + 14]); - wt[vi] = Float.intBitsToFloat(rawBuffer[i + 15]); - - um[vi] = Float.intBitsToFloat(rawBuffer[i + 16]); - vm[vi] = Float.intBitsToFloat(rawBuffer[i + 17]); - - if (flags.hasBrightness) { - bsG[vi] = rawBuffer[i + 18]; - bsB[vi] = rawBuffer[i + 19]; - } else { - bsG[vi] = DEFAULT_BRIGHTNESS; - bsB[vi] = DEFAULT_BRIGHTNESS; - } - - ue[vi] = Float.intBitsToFloat(rawBuffer[i + 20]); - ve[vi] = Float.intBitsToFloat(rawBuffer[i + 21]); - } - - if(vertices == 3) { - // Quadrangulate! - xs[3] = xs[2]; - ys[3] = ys[2]; - zs[3] = zs[2]; - - us[3] = us[2]; - vs[3] = vs[2]; - - cs[3] = cs[2]; - - bs[3] = bs[2]; - - e1[3] = e1[2]; - e2[3] = e2[2]; - - xn[3] = xn[2]; - yn[3] = yn[2]; - zn[3] = zn[2]; - - xt[3] = xt[2]; - yt[3] = yt[2]; - zt[3] = zt[2]; - wt[3] = wt[2]; - - um[3] = um[2]; - vm[3] = vm[2]; - - bsG[3] = bsG[2]; - bsB[3] = bsB[2]; - - ue[3] = ue[2]; - ve[3] = ve[2]; - } - } - - private void readShaders(int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) { - //Only shaders - int vertices = drawMode == GL11.GL_TRIANGLES ? 3 : 4; - for (int vi = 0; vi < vertices; vi++) { - int i = offset + vi * tessellatorVertexSize; - - xs[vi] = Float.intBitsToFloat(rawBuffer[i]) + offsetX; - ys[vi] = Float.intBitsToFloat(rawBuffer[i + 1]) + offsetY; - zs[vi] = Float.intBitsToFloat(rawBuffer[i + 2]) + offsetZ; - - us[vi] = Float.intBitsToFloat(rawBuffer[i + 3]); - vs[vi] = Float.intBitsToFloat(rawBuffer[i + 4]); - - cs[vi] = flags.hasColor ? rawBuffer[i + 5] : DEFAULT_COLOR; - - bs[vi] = flags.hasBrightness ? rawBuffer[i + 6] : DEFAULT_BRIGHTNESS; - e1[vi] = rawBuffer[i + 7]; - e2[vi] = rawBuffer[i + 8]; - xn[vi] = Float.intBitsToFloat(rawBuffer[i + 9]); - yn[vi] = Float.intBitsToFloat(rawBuffer[i + 10]); - zn[vi] = Float.intBitsToFloat(rawBuffer[i + 11]); - xt[vi] = Float.intBitsToFloat(rawBuffer[i + 12]); - yt[vi] = Float.intBitsToFloat(rawBuffer[i + 13]); - zt[vi] = Float.intBitsToFloat(rawBuffer[i + 14]); - wt[vi] = Float.intBitsToFloat(rawBuffer[i + 15]); - um[vi] = Float.intBitsToFloat(rawBuffer[i + 16]); - vm[vi] = Float.intBitsToFloat(rawBuffer[i + 17]); - } - - if (vertices == 3) { - // Quadrangulate! - xs[3] = xs[2]; - ys[3] = ys[2]; - zs[3] = zs[2]; - - us[3] = us[2]; - vs[3] = vs[2]; - - cs[3] = cs[2]; - - bs[3] = bs[2]; - - e1[3] = e1[2]; - e2[3] = e2[2]; - - xn[3] = xn[2]; - yn[3] = yn[2]; - zn[3] = zn[2]; - - xt[3] = xt[2]; - yt[3] = yt[2]; - zt[3] = zt[2]; - wt[3] = wt[2]; - - um[3] = um[2]; - vm[3] = vm[2]; - } - } - - private void readRPLE(int[] rawBuffer, int tessellatorVertexSize, int offset, float offsetX, float offsetY, float offsetZ, int drawMode, ChunkMesh.Flags flags) { - //Only RPLE - int vertices = drawMode == GL11.GL_TRIANGLES ? 3 : 4; - for(int vi = 0; vi < vertices; vi++) { - int i = offset + vi * tessellatorVertexSize; - - xs[vi] = Float.intBitsToFloat(rawBuffer[i]) + offsetX; - ys[vi] = Float.intBitsToFloat(rawBuffer[i + 1]) + offsetY; - zs[vi] = Float.intBitsToFloat(rawBuffer[i + 2]) + offsetZ; - - us[vi] = Float.intBitsToFloat(rawBuffer[i + 3]); - vs[vi] = Float.intBitsToFloat(rawBuffer[i + 4]); - - cs[vi] = flags.hasColor ? rawBuffer[i + 5] : DEFAULT_COLOR; - - // TODO normals? - - if (flags.hasBrightness) { - bs[vi] = rawBuffer[i + 7]; - bsG[vi] = rawBuffer[i + 8]; - bsB[vi] = rawBuffer[i + 9]; - } else { - bs[vi] = DEFAULT_BRIGHTNESS; - bsG[vi] = DEFAULT_BRIGHTNESS; - bsB[vi] = DEFAULT_BRIGHTNESS; - } - } - - if(vertices == 3) { - // Quadrangulate! - xs[3] = xs[2]; - ys[3] = ys[2]; - zs[3] = zs[2]; - - us[3] = us[2]; - vs[3] = vs[2]; - - cs[3] = cs[2]; - - bs[3] = bs[2]; - bsG[3] = bsG[2]; - bsB[3] = bsB[2]; - } - } - - private void readVanilla(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; - - xs[vi] = Float.intBitsToFloat(rawBuffer[i]) + offsetX; - ys[vi] = Float.intBitsToFloat(rawBuffer[i + 1]) + offsetY; - zs[vi] = Float.intBitsToFloat(rawBuffer[i + 2]) + offsetZ; - - us[vi] = Float.intBitsToFloat(rawBuffer[i + 3]); - vs[vi] = Float.intBitsToFloat(rawBuffer[i + 4]); - - cs[vi] = flags.hasColor ? rawBuffer[i + 5] : DEFAULT_COLOR; - - // TODO normals? - - bs[vi] = flags.hasBrightness ? rawBuffer[i + 7] : DEFAULT_BRIGHTNESS; - } - - if(vertices == 3) { - // Quadrangulate! - xs[3] = xs[2]; - ys[3] = ys[2]; - zs[3] = zs[2]; - - us[3] = us[2]; - vs[3] = vs[2]; - - cs[3] = cs[2]; - - bs[3] = bs[2]; - } - } - - //endregion read implementations - public void setState(int[] rawBuffer, int tessellatorVertexSize, int offset, ChunkMesh.Flags flags, int drawMode, float offsetX, float offsetY, float offsetZ) { deleted = false; - read(rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); - + Neodymium.util.readMeshQuad(this, rawBuffer, tessellatorVertexSize, offset, offsetX, offsetY, offsetZ, drawMode, flags); + if(xs[0] == xs[1] && xs[1] == xs[2] && xs[2] == xs[3] && ys[0] == ys[1] && ys[1] == ys[2] && ys[2] == ys[3]) { // ignore empty quads (e.g. alpha pass of EnderIO item conduits) deleted = true; @@ -325,150 +87,6 @@ public class MeshQuad { normal = QuadNormal.fromVector(vectorC); } - /** - * @implSpec These needs to be kept in sync with the attributes in {@link NeoRenderer#init()} - */ - public void writeToBuffer(BufferWriter out, int expectedStride) { - boolean rple = Compat.isRPLEModPresent(); - boolean shaders = Compat.isOptiFineShadersEnabled(); - - if (rple && shaders) { - writeToBufferRPLEAndShaders(out, expectedStride); - } else if (shaders) { - writeToBufferShaders(out, expectedStride); - } else if (rple) { - writeToBufferRPLE(out, expectedStride); - } else { - writeToBufferVanilla(out, expectedStride); - } - } - - //region writeToBuffer implementations - - public void writeToBufferRPLEAndShaders(BufferWriter out, int expectedStride) { - for(int vi = 0; vi < 4; vi++) { - out.writeFloat(xs[vi]); - out.writeFloat(ys[vi]); - out.writeFloat(zs[vi]); - - out.writeFloat(us[vi]); - out.writeFloat(vs[vi]); - - out.writeInt(cs[vi]); - - out.writeInt(bs[vi]); - - out.writeInt(e1[vi]); - out.writeInt(e2[vi]); - - out.writeFloat(xn[vi]); - out.writeFloat(yn[vi]); - out.writeFloat(zn[vi]); - - out.writeFloat(xt[vi]); - out.writeFloat(yt[vi]); - out.writeFloat(zt[vi]); - out.writeFloat(wt[vi]); - - out.writeFloat(um[vi]); - out.writeFloat(vm[vi]); - - out.writeInt(bsG[vi]); - out.writeInt(bsB[vi]); - - out.writeFloat(ue[vi]); - out.writeFloat(ve[vi]); - - assert out.position() % expectedStride == 0; - } - } - - public void writeToBufferShaders(BufferWriter out, int expectedStride) { - for(int vi = 0; vi < 4; vi++) { - out.writeFloat(xs[vi]); - out.writeFloat(ys[vi]); - out.writeFloat(zs[vi]); - - out.writeFloat(us[vi]); - out.writeFloat(vs[vi]); - - out.writeInt( cs[vi]); - - out.writeInt(bs[vi]); - - out.writeInt(e1[vi]); - out.writeInt(e2[vi]); - - out.writeFloat(xn[vi]); - out.writeFloat(yn[vi]); - out.writeFloat(zn[vi]); - - out.writeFloat(xt[vi]); - out.writeFloat(yt[vi]); - out.writeFloat(zt[vi]); - out.writeFloat(wt[vi]); - - out.writeFloat(um[vi]); - out.writeFloat(vm[vi]); - - assert out.position() % expectedStride == 0; - } - } - - public void writeToBufferRPLE(BufferWriter out, int expectedStride) { - for(int vi = 0; vi < 4; vi++) { - out.writeFloat(xs[vi]); - out.writeFloat(ys[vi]); - out.writeFloat(zs[vi]); - - float u = us[vi]; - float v = 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(cs[vi]); - - out.writeInt(bs[vi]); - out.writeInt(bsG[vi]); - out.writeInt(bsB[vi]); - - assert out.position() % expectedStride == 0; - } - } - - public void writeToBufferVanilla(BufferWriter out, int expectedStride) { - for(int vi = 0; vi < 4; vi++) { - out.writeFloat(xs[vi]); - out.writeFloat(ys[vi]); - out.writeFloat(zs[vi]); - - float u = us[vi]; - float v = 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(cs[vi]); - - out.writeInt(bs[vi]); - - assert out.position() % expectedStride == 0; - } - } - - //endregion - @Override public String toString() { return String.format(Locale.ENGLISH, "%s[(%.1f, %.1f, %.1f), (%.1f, %.1f, %.1f), (%.1f, %.1f, %.1f), (%.1f, %.1f, %.1f)]", deleted ? "XXX " : "", xs[0], ys[0], zs[0], xs[1], ys[1], zs[1], xs[2], ys[2], zs[2], xs[3], ys[3], zs[3]); diff --git a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java index 79b6117..d6becc8 100644 --- a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java +++ b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java @@ -432,56 +432,6 @@ public class NeoRenderer { fogStartEnd.position(0); } - private void initAttributesRPLEAndShaders() { - 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); - } - - private void initAttributesShaders() { - 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); - } - - private void initAttributesRPLE() { - 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); - } - - private void initAttributesVanilla() { - 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); - } /** * @implSpec The attributes here need to be kept in sync with {@link MeshQuad#writeToBuffer(BufferWriter, int)} */ @@ -494,17 +444,7 @@ public class NeoRenderer { attributes = new AttributeSet(); - boolean rple = Compat.isRPLEModPresent(); - boolean optiFineShaders = Compat.isOptiFineShadersEnabled(); - if (rple && optiFineShaders) { - initAttributesRPLEAndShaders(); - } else if (optiFineShaders) { - initAttributesShaders(); - } else if (rple) { - initAttributesRPLE(); - } else { - initAttributesVanilla(); - } + Neodymium.util.initVertexAttributes(attributes); reloadShader(); @@ -515,7 +455,7 @@ public class NeoRenderer { glBindBuffer(GL_ARRAY_BUFFER, mem.VBO); - + boolean optiFineShaders = Compat.isOptiFineShadersEnabled(); if (optiFineShaders) { initOptiFineShadersVertexPointers(); } else { 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); + } +} |