1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
|
package makamys.neodymium.renderer;
import java.io.IOException;
import java.util.Arrays;
import java.util.Comparator;
import java.util.Locale;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector3f;
import makamys.neodymium.config.Config;
import makamys.neodymium.util.BufferWriter;
/*
* This is what a quad looks like.
*
* 0--1
* | |
* 3--2
*
* We can glue quads together, forming a megaquad.
* In the fragment shader we need to know which quad of the megaquad we are operating on.
* For this reason, we store the "megaquad X" and "megaquad Y" coordinates in the vertices.
* Their values at vertex 0: (0, 0)
* Their values at vertex 1: (megaquad width, 0)
* Their values at vertex 2: (megaquad width, megaquad height)
* Their values at vertex 3: (0, megaquad height)
*/
public class MeshQuad {
public float[] xs = new float[4];
public float[] ys = new float[4];
public float[] zs = new float[4];
public float minX = Float.POSITIVE_INFINITY;
public float minY = Float.POSITIVE_INFINITY;
public float minZ = Float.POSITIVE_INFINITY;
public float maxX = Float.NEGATIVE_INFINITY;
public float maxY = Float.NEGATIVE_INFINITY;
public float maxZ = Float.NEGATIVE_INFINITY;
public float[] us = new float[4];
public float[] vs = new float[4];
public int[] bs = new int[4];
public int[] cs = new int[4];
// TODO normals?
public boolean deleted;
public boolean noMerge;
public QuadNormal normal;
public int offset;
public ChunkMesh.Flags flags;
// Is positive U direction parallel to edge 0-1?
public boolean uDirectionIs01;
public boolean isRectangle;
// 0: quads glued together on edge 1-2 or 3-0 ("megaquad row length")
// 1: quads glued together on edge 0-1 or 2-3 ("megaquad column length")
private int[] quadCountByDirection = {1, 1};
public static int[] totalMergeCountByPlane = new int[3];
// When we merge with another quad, we forget what we used to be like.
// Keep a reference to the quad we first merged with, and use it as a reminder.
public MeshQuad mergeReference;
private static Vector3f vectorA = new Vector3f();
private static Vector3f vectorB = new Vector3f();
private static Vector3f vectorC = new Vector3f();
private void read(int[] rawBuffer, int offset, float offsetX, float offsetY, float offsetZ, int drawMode) {
int vertices = drawMode == GL11.GL_TRIANGLES ? 3 : 4;
for(int vi = 0; vi < vertices; vi++) {
int i = offset + vi * 8;
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]);
bs[vi] = rawBuffer[i + 7];
cs[vi] = rawBuffer[i + 5];
i += 8;
}
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];
cs[3] = cs[2];
}
}
public void setState(int[] rawBuffer, int offset, ChunkMesh.Flags flags, int drawMode, float offsetX, float offsetY, float offsetZ) {
resetState();
read(rawBuffer, offset, offsetX, offsetY, offsetZ, drawMode);
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;
}
uDirectionIs01 = us[0] != us[1];
updateMinMaxXYZ();
updateIsRectangle();
if(!isRectangle) {
// merging non-rectangles (e.g. Carpenter's Blocks wedge) is buggy, don't do it
noMerge = true;
}
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);
}
private void resetState() {
Arrays.fill(xs, 0);
Arrays.fill(ys, 0);
Arrays.fill(zs, 0);
Arrays.fill(us, 0);
Arrays.fill(vs, 0);
Arrays.fill(bs, 0);
Arrays.fill(cs, 0);
minX = Float.POSITIVE_INFINITY;
minY = Float.POSITIVE_INFINITY;
minZ = Float.POSITIVE_INFINITY;
maxX = Float.NEGATIVE_INFINITY;
maxY = Float.NEGATIVE_INFINITY;
maxZ = Float.NEGATIVE_INFINITY;
deleted = noMerge = false;
normal = null;
offset = 0;
flags = null;
uDirectionIs01 = false;
Arrays.fill(quadCountByDirection, 1);
Arrays.fill(totalMergeCountByPlane, 0);
mergeReference = null;
}
public void writeToBuffer(BufferWriter out) throws IOException {
for(int vertexI = 0; vertexI < 4; vertexI++) {
int vi = vertexI;
int provokingI = 3;
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);
}
int b = bs[vi];
out.writeInt(b);
int c = cs[vi];
out.writeInt(c);
if(Config.simplifyChunkMeshes) {
if((quadCountByUVDirection(false) == 1 && quadCountByUVDirection(true) == 1)) {
// let the fragment shader know this is not a megaquad
out.writeByte((byte)255);
out.writeByte((byte)255);
out.writeByte((byte)255);
out.writeByte((byte)255);
} else {
out.writeByte(us[vi] == us[provokingI] ? 0 : (byte)quadCountByUVDirection(false));
out.writeByte(vs[vi] == vs[provokingI] ? 0 : (byte)quadCountByUVDirection(true));
out.writeByte(us[vi] == us[provokingI] ? (byte)0 : 1);
out.writeByte(vs[vi] == vs[provokingI] ? (byte)0 : 1);
}
}
assert out.position() % getStride() == 0;
//System.out.println("[" + vertexI + "] x: " + x + ", y: " + y + " z: " + z + ", u: " + u + ", v: " + v + ", b: " + b + ", c: " + c);
}
}
public int quadCountByUVDirection(boolean v) {
if(v) {
return quadCountByDirection[uDirectionIs01 ? 0 : 1];
} else {
return quadCountByDirection[uDirectionIs01 ? 1 : 0];
}
}
public static int getStride() {
return
3 * 4 // XYZ (float)
+ 2 * (Config.shortUV ? 2 : 4) // UV (float)
+ 4 // B (int)
+ 4 // C (int)
+ (Config.simplifyChunkMeshes ? 4 : 0) // megaquad XY (byte)
;
}
private boolean isTranslatedCopyOf(MeshQuad o, boolean checkValid) {
if((!isValid(this) && checkValid) || !isValid(o) || normal != o.normal) return false;
if(mergeReference != null) {
return mergeReference.isTranslatedCopyOf(o, false);
}
for(int i = 1; i < 4; i++) {
double relX = xs[i] - xs[0];
double relY = ys[i] - ys[0];
double relZ = zs[i] - zs[0];
if(o.xs[i] != o.xs[0] + relX || o.ys[i] != o.ys[0] + relY || o.zs[i] != o.zs[0] + relZ) {
return false;
}
}
for(int i = 0; i < 4; i++) {
if(us[i] != o.us[i] || vs[i] != o.vs[i] || bs[i] != o.bs[i] || cs[i] != o.cs[i]) {
return false;
}
}
return true;
}
public void tryToMerge(MeshQuad o) {
if(noMerge || o.noMerge) return;
if(isTranslatedCopyOf(o, true)) {
int numVerticesTouching = 0;
boolean[] verticesTouching = new boolean[4];
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
if(xs[i] == o.xs[j] && ys[i] == o.ys[j] && zs[i] == o.zs[j]) {
verticesTouching[i] = true;
numVerticesTouching++;
}
}
}
if(numVerticesTouching == 2) {
for(int i = 0; i < 4; i++) {
if(verticesTouching[i]) {
copyVertexFrom(o, i, i);
}
}
if((verticesTouching[0] && verticesTouching[1]) || (verticesTouching[2] && verticesTouching[3])) {
quadCountByDirection[0] += o.quadCountByDirection[0];
}
if((verticesTouching[1] && verticesTouching[2]) || (verticesTouching[3] && verticesTouching[0])) {
quadCountByDirection[1] += o.quadCountByDirection[1];
}
totalMergeCountByPlane[getPlane().ordinal() - 1]++;
mergeReference = o;
o.deleted = true;
}
}
}
private void copyVertexFrom(MeshQuad o, int src, int dest) {
xs[dest] = o.xs[src];
ys[dest] = o.ys[src];
zs[dest] = o.zs[src];
us[dest] = o.us[src];
vs[dest] = o.vs[src];
bs[dest] = o.bs[src];
cs[dest] = o.cs[src];
updateMinMaxXYZ(); // TODO isn't doing this a waste? I should get rid of the min/maxXYZ variables entirely.
}
private void updateMinMaxXYZ() {
for(int i = 0; i < 4; i++) {
minX = Math.min(minX, xs[i]);
minY = Math.min(minY, ys[i]);
minZ = Math.min(minZ, zs[i]);
maxX = Math.max(maxX, xs[i]);
maxY = Math.max(maxY, ys[i]);
maxZ = Math.max(maxZ, zs[i]);
}
}
private void updateIsRectangle() {
isRectangle =
vertexExists(minX, minY, minZ) &&
vertexExists(minX, minY, maxZ) &&
vertexExists(minX, maxY, minZ) &&
vertexExists(minX, maxY, maxZ) &&
vertexExists(maxX, minY, minZ) &&
vertexExists(maxX, minY, maxZ) &&
vertexExists(maxX, maxY, minZ) &&
vertexExists(maxX, maxY, maxZ);
}
private boolean vertexExists(float x, float y, float z) {
for(int i = 0; i < 4; i++) {
if(xs[i] == x && ys[i] == y && zs[i] == z) {
return true;
}
}
return false;
}
// maybe minXYZ and maxXYZ should be arrays instead
public double getMin(int coord) {
return coord == 0 ? minX : coord == 1 ? minY : coord == 2 ? minZ : -1;
}
public double getMax(int coord) {
return coord == 0 ? maxX : coord == 1 ? maxY : coord == 2 ? maxZ : -1;
}
public boolean onSamePlaneAs(MeshQuad o) {
return isValid(this) && isValid(o) && getPlane() == o.getPlane() &&
((getPlane() == Plane.XY && minZ == o.minZ) ||
(getPlane() == Plane.XZ && minY == o.minY) ||
(getPlane() == Plane.YZ && minX == o.minX));
}
public Plane getPlane() {
return Plane.fromNormal(normal);
}
public static boolean isValid(MeshQuad q) {
return q != null && !q.deleted;
}
public boolean isClockwiseXZ() {
return (xs[1] - xs[0]) * (zs[2] - zs[0]) - (xs[2] - xs[0]) * (zs[1] - zs[0]) < 0;
}
@Override
public String toString() {
return String.format(Locale.ENGLISH, "%s(%.1f, %.1f, %.1f -- %.1f, %.1f, %.1f)", deleted ? "XXX " : "", minX, minY, minZ, maxX, maxY, maxZ);
//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 class QuadPlaneComparator implements Comparator<MeshQuad> {
public static final QuadPlaneComparator[] quadPlaneComparators = new QuadPlaneComparator[]{
new QuadPlaneComparator(2, 1, 0), // PLANE_XY -> ZYX
new QuadPlaneComparator(1, 2, 0), // PLANE_XZ -> YZX
new QuadPlaneComparator(0, 2, 1) // PLANE_YZ -> XZY
};
private int c0, c1, c2;
public QuadPlaneComparator(int firstCoordToCompare, int secondCoordToCompare, int thirdCoordToCompare) {
this.c0 = firstCoordToCompare;
this.c1 = secondCoordToCompare;
this.c2 = thirdCoordToCompare;
}
@Override
public int compare(MeshQuad a, MeshQuad b) {
if(a.getMin(c0) < b.getMin(c0)) {
return -1;
} else if(a.getMin(c0) > b.getMin(c0)) {
return 1;
} else {
if(a.getMin(c1) < b.getMin(c1)) {
return -1;
} else if(a.getMin(c1) > b.getMin(c1)) {
return 1;
} else {
if(a.getMin(c2) < b.getMin(c2)) {
return -1;
} else if(a.getMin(c2) > b.getMin(c2)) {
return 1;
} else {
return (int)Math.signum(a.offset - b.offset);
}
}
}
}
}
public static enum Plane {
NONE,
XY,
XZ,
YZ;
public static Plane fromNormal(QuadNormal normal) {
switch(normal) {
case POSITIVE_X:
case NEGATIVE_X:
return YZ;
case POSITIVE_Y:
case NEGATIVE_Y:
return XZ;
case POSITIVE_Z:
case NEGATIVE_Z:
return XY;
default:
return NONE;
}
}
}
public boolean isPosEqual(MeshQuad b) {
return Arrays.equals(xs, b.xs) && Arrays.equals(ys, b.ys) && Arrays.equals(zs, b.zs);
}
}
|