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
|
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);
}
}
|