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package makamys.neodymium.renderer;
import java.io.IOException;
import java.util.Arrays;
import java.util.Comparator;
import java.util.Locale;
import makamys.neodymium.Neodymium;
import makamys.neodymium.Compat;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector3f;
import makamys.neodymium.config.Config;
import makamys.neodymium.util.BufferWriter;
import makamys.neodymium.util.Util;
public class MeshQuad {
private final static int DEFAULT_BRIGHTNESS = Util.createBrightness(15, 15);
private final static int DEFAULT_COLOR = 0xFFFFFFFF;
public float[] xs = new float[4];
public float[] ys = new float[4];
public float[] zs = new float[4];
public float[] us = new float[4];
public float[] vs = new float[4];
public int[] cs = new int[4];
// TODO normals?
public int[] bs = new int[4];
//RPLE compat. bs reused as RED
public int[] bsG = new int[4];
public int[] bsB = new int[4];
public boolean deleted;
public QuadNormal normal;
private static Vector3f vectorA = new Vector3f();
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) {
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 + 0]) + 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 (Compat.RPLE()) {
if (flags.hasBrightness) {
bsG[vi] = rawBuffer[i + 8];
bsB[vi] = rawBuffer[i + 9];
} else {
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];
bs[3] = bs[2];
if (Compat.RPLE()) {
bsG[3] = bsG[2];
bsB[3] = bsB[2];
}
cs[3] = cs[2];
}
}
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);
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;
return;
}
vectorA.set(xs[1] - xs[0], ys[1] - ys[0], zs[1] - zs[0]);
vectorB.set(xs[2] - xs[1], ys[2] - ys[1], zs[2] - zs[1]);
Vector3f.cross(vectorA, vectorB, vectorC);
normal = QuadNormal.fromVector(vectorC);
}
/**
* @implSpec This needs to be kept in sync with the attributes in {@link NeoRenderer#init()}
*/
public void writeToBuffer(BufferWriter out, int expectedStride) throws IOException {
for(int vi = 0; vi < 4; vi++) {
float x = xs[vi];
float y = ys[vi];
float z = zs[vi];
out.writeFloat(x);
out.writeFloat(y);
out.writeFloat(z);
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(bs[vi]);
if (Compat.RPLE()) {
out.writeInt(bsG[vi]);
out.writeInt(bsB[vi]);
}
int c = cs[vi];
out.writeInt(c);
assert out.position() % expectedStride == 0;
//System.out.println("[" + vertexI + "] x: " + x + ", y: " + y + " z: " + z + ", u: " + u + ", v: " + v + ", b: " + b + ", c: " + c);
}
}
@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]);
}
public static boolean isValid(MeshQuad q) {
return q != null && !q.deleted;
}
}
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