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); } }