mirror of
https://github.com/MightyPirates/OpenComputers.git
synced 2025-09-17 03:05:30 -04:00
Refactored the hologram renderer a bit (split phases into separate functions - init [create common buffer], validate [check if dirty, rebuild as needed] and publish [do the actual rendering]).
Also caching the buffer used for the color data and indexes to avoid spamming the GC with instances of those (can't hurt, right?)
This commit is contained in:
parent
234b33f474
commit
2b709eee3c
@ -13,16 +13,28 @@ import org.lwjgl.opengl.{GL15, GL11}
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import scala.util.Random
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import org.lwjgl.BufferUtils
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import li.cil.oc.Settings
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import java.nio.IntBuffer
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object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] with RemovalListener[TileEntity, Int] with ITickHandler {
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val random = new Random()
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object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, IntBuffer)] with RemovalListener[TileEntity, (Int, IntBuffer)] with ITickHandler {
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private val random = new Random()
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/** We cache the VBOs for the projectors we render for performance. */
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val cache = com.google.common.cache.CacheBuilder.newBuilder().
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private val cache = com.google.common.cache.CacheBuilder.newBuilder().
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expireAfterAccess(10, TimeUnit.SECONDS).
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removalListener(this).
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asInstanceOf[CacheBuilder[Hologram, Int]].
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build[Hologram, Int]()
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asInstanceOf[CacheBuilder[Hologram, (Int, IntBuffer)]].
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build[Hologram, (Int, IntBuffer)]()
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/**
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* Common for all holograms. Holds the vertex positions, texture
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* coordinates and normals information. Layout is: u v nx ny nz x y z
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*
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* WARNING: this optimization only works if all the holograms have the
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* same dimensions (in voxels). If we ever need holograms of different
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* sizes we could probably just fake that by making the outer layers
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* immutable (i.e. always empty).
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*/
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private var commonBuffer = 0
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/** Used to pass the current screen along to call(). */
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private var hologram: Hologram = null
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@ -33,11 +45,12 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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hologram = te.asInstanceOf[Hologram]
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if (!hologram.hasPower) return
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GL11.glPushClientAttrib(GL11.GL_ALL_CLIENT_ATTRIB_BITS)
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GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS)
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RenderState.makeItBlend()
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE)
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val playerDistSq = x*x + y*y + z*z
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val playerDistSq = x * x + y * y + z * z
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val maxDistSq = hologram.getMaxRenderDistanceSquared
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val fadeDistSq = hologram.getFadeStartDistanceSquared
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RenderState.setBlendAlpha(0.75f * (if (playerDistSq > fadeDistSq) math.max(0, 1 - ((playerDistSq - fadeDistSq) / (maxDistSq - fadeDistSq)).toFloat) else 1))
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@ -58,47 +71,50 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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// We do two passes here to avoid weird transparency effects: in the first
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// pass we find the front-most fragment, in the second we actually draw it.
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// TODO proper transparency shader? depth peeling e.g.
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// evg-zhabotinsky: I'd rather not do it. Anyway it won't work for multiple holograms.
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// Also I commented out the first pass to see what it will look like and I prefer it the way it is now.
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// When we don't do this the hologram will look different from different
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// angles (because some faces will shine through sometimes and sometimes
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// they won't), so a more... consistent look is desirable.
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val (glBuffer, dataBuffer) = cache.get(hologram, this)
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GL11.glColorMask(false, false, false, false)
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GL11.glDepthMask(true)
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val privateBuf = cache.get(hologram, this)
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compileOrDraw(privateBuf)
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draw(glBuffer, dataBuffer)
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GL11.glColorMask(true, true, true, true)
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GL11.glDepthFunc(GL11.GL_EQUAL)
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compileOrDraw(privateBuf)
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draw(glBuffer, dataBuffer)
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GL11.glPopMatrix()
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GL11.glPopAttrib()
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GL11.glPopClientAttrib()
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RenderState.checkError(getClass.getName + ".renderTileEntityAt: leaving")
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}
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val compileOrDraw = {
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// WARNING works only if all the holograms have the same dimensions (in voxels)
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var commonBuffer = 0 // Common for all holograms (a-la static variable)
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(privateBuf: Int) => {
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// Save current state (don't forget to restore)
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GL11.glPushClientAttrib(GL11.GL_ALL_CLIENT_ATTRIB_BITS)
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GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS)
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def draw(glBuffer: Int, dataBuffer: IntBuffer) {
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initialize()
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validate(glBuffer, dataBuffer)
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publish(glBuffer)
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}
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if (commonBuffer == 0) { // First run only
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commonBuffer = GL15.glGenBuffers()
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var tmpBuf = BufferUtils.createFloatBuffer(hologram.width * hologram.width * hologram.height * 24 * (2 + 3 + 3))
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def newVert = (x: Int, y: Int, z: Int, u: Int, v: Int, nx: Int, ny: Int, nz: Int) => {
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tmpBuf.put(u)
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tmpBuf.put(v)
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tmpBuf.put(nx)
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tmpBuf.put(ny)
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tmpBuf.put(nz)
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tmpBuf.put(x)
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tmpBuf.put(y)
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tmpBuf.put(z)
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}
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for (x <- 0 until hologram.width) {
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for (z <- 0 until hologram.width) {
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for (y <- 0 until hologram.height) {
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private def initialize() {
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// First run only, create structure information.
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if (commonBuffer == 0) {
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commonBuffer = GL15.glGenBuffers()
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val data = BufferUtils.createFloatBuffer(hologram.width * hologram.width * hologram.height * 24 * (2 + 3 + 3))
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def addVertex(x: Int, y: Int, z: Int, u: Int, v: Int, nx: Int, ny: Int, nz: Int) {
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data.put(u)
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data.put(v)
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data.put(nx)
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data.put(ny)
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data.put(nz)
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data.put(x)
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data.put(y)
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data.put(z)
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}
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for (x <- 0 until hologram.width) {
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for (z <- 0 until hologram.width) {
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for (y <- 0 until hologram.height) {
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/*
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0---1
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| N |
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@ -110,171 +126,159 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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*/
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// South
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newVert(x + 1, y + 1, z + 1, 0, 0, 0, 0, 1) // 5
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newVert(x + 0, y + 1, z + 1, 1, 0, 0, 0, 1) // 4
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newVert(x + 0, y + 0, z + 1, 1, 1, 0, 0, 1) // 7
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newVert(x + 1, y + 0, z + 1, 0, 1, 0, 0, 1) // 6
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// North
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newVert(x + 1, y + 0, z + 0, 0, 0, 0, 0, -1) // 3
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newVert(x + 0, y + 0, z + 0, 1, 0, 0, 0, -1) // 2
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newVert(x + 0, y + 1, z + 0, 1, 1, 0, 0, -1) // 1
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newVert(x + 1, y + 1, z + 0, 0, 1, 0, 0, -1) // 0
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// East
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newVert(x + 1, y + 1, z + 1, 1, 0, 1, 0, 0) // 5
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newVert(x + 1, y + 0, z + 1, 1, 1, 1, 0, 0) // 6
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newVert(x + 1, y + 0, z + 0, 0, 1, 1, 0, 0) // 3
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newVert(x + 1, y + 1, z + 0, 0, 0, 1, 0, 0) // 0
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// West
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newVert(x + 0, y + 0, z + 1, 1, 0, -1, 0, 0) // 7
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newVert(x + 0, y + 1, z + 1, 1, 1, -1, 0, 0) // 4
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newVert(x + 0, y + 1, z + 0, 0, 1, -1, 0, 0) // 1
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newVert(x + 0, y + 0, z + 0, 0, 0, -1, 0, 0) // 2
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// Up
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newVert(x + 1, y + 1, z + 0, 0, 0, 0, 1, 0) // 0
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newVert(x + 0, y + 1, z + 0, 1, 0, 0, 1, 0) // 1
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newVert(x + 0, y + 1, z + 1, 1, 1, 0, 1, 0) // 4
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newVert(x + 1, y + 1, z + 1, 0, 1, 0, 1, 0) // 5
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// Down
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newVert(x + 1, y + 0, z + 1, 0, 0, 0, -1, 0) // 6
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newVert(x + 0, y + 0, z + 1, 1, 0, 0, -1, 0) // 7
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newVert(x + 0, y + 0, z + 0, 1, 1, 0, -1, 0) // 2
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newVert(x + 1, y + 0, z + 0, 0, 1, 0, -1, 0) // 3
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}
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}
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}
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tmpBuf.rewind() // Important!
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, commonBuffer)
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tmpBuf, GL15.GL_STATIC_DRAW)
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}
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if (hologram.dirty) { // Refresh hologram
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def value(hx: Int, hy: Int, hz: Int) = if (hx >= 0 && hy >= 0 && hz >= 0 && hx < hologram.width && hy < hologram.height && hz < hologram.width) hologram.getColor(hx, hy, hz) else 0
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def isSolid(hx: Int, hy: Int, hz: Int) = value(hx, hy, hz) != 0
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var tmpBuf = BufferUtils.createIntBuffer(hologram.width * hologram.width * hologram.height * 24 * 2)
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// Copy color information, identify which quads to render and prepare data for glDrawElements
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hologram.visibleQuads = 0
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var c = 0
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tmpBuf.position(hologram.width * hologram.width * hologram.height * 24)
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for (hx <- 0 until hologram.width) {
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for (hz <- 0 until hologram.width) {
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for (hy <- 0 until hologram.height) {
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if (isSolid(hx, hy, hz)) {
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val v: Int = hologram.colors(value(hx, hy, hz) - 1)
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// South
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if (!isSolid(hx, hy, hz + 1)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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addVertex(x + 1, y + 1, z + 1, 0, 0, 0, 0, 1) // 5
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addVertex(x + 0, y + 1, z + 1, 1, 0, 0, 0, 1) // 4
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addVertex(x + 0, y + 0, z + 1, 1, 1, 0, 0, 1) // 7
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addVertex(x + 1, y + 0, z + 1, 0, 1, 0, 0, 1) // 6
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// North
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if (!isSolid(hx, hy, hz - 1)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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addVertex(x + 1, y + 0, z + 0, 0, 0, 0, 0, -1) // 3
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addVertex(x + 0, y + 0, z + 0, 1, 0, 0, 0, -1) // 2
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addVertex(x + 0, y + 1, z + 0, 1, 1, 0, 0, -1) // 1
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addVertex(x + 1, y + 1, z + 0, 0, 1, 0, 0, -1) // 0
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// East
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if (!isSolid(hx + 1, hy, hz)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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addVertex(x + 1, y + 1, z + 1, 1, 0, 1, 0, 0) // 5
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addVertex(x + 1, y + 0, z + 1, 1, 1, 1, 0, 0) // 6
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addVertex(x + 1, y + 0, z + 0, 0, 1, 1, 0, 0) // 3
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addVertex(x + 1, y + 1, z + 0, 0, 0, 1, 0, 0) // 0
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// West
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if (!isSolid(hx - 1, hy, hz)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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addVertex(x + 0, y + 0, z + 1, 1, 0, -1, 0, 0) // 7
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addVertex(x + 0, y + 1, z + 1, 1, 1, -1, 0, 0) // 4
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addVertex(x + 0, y + 1, z + 0, 0, 1, -1, 0, 0) // 1
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addVertex(x + 0, y + 0, z + 0, 0, 0, -1, 0, 0) // 2
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// Up
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if (!isSolid(hx, hy + 1, hz)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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addVertex(x + 1, y + 1, z + 0, 0, 0, 0, 1, 0) // 0
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addVertex(x + 0, y + 1, z + 0, 1, 0, 0, 1, 0) // 1
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addVertex(x + 0, y + 1, z + 1, 1, 1, 0, 1, 0) // 4
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addVertex(x + 1, y + 1, z + 1, 0, 1, 0, 1, 0) // 5
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// Down
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if (!isSolid(hx, hy - 1, hz)) {
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tmpBuf.put(c)
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tmpBuf.put(c + 1)
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tmpBuf.put(c + 2)
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tmpBuf.put(c + 3)
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tmpBuf.put(c, v)
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tmpBuf.put(c + 1, v)
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tmpBuf.put(c + 2, v)
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tmpBuf.put(c + 3, v)
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hologram.visibleQuads += 1
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}
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c += 4
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} else c += 24
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addVertex(x + 1, y + 0, z + 1, 0, 0, 0, -1, 0) // 6
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addVertex(x + 0, y + 0, z + 1, 1, 0, 0, -1, 0) // 7
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addVertex(x + 0, y + 0, z + 0, 1, 1, 0, -1, 0) // 2
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addVertex(x + 1, y + 0, z + 0, 0, 1, 0, -1, 0) // 3
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}
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}
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}
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tmpBuf.rewind() // Important!
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, privateBuf)
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, tmpBuf, GL15.GL_STATIC_DRAW)
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hologram.dirty = false
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}
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// Important! OpenGL will start reading from the current buffer position.
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data.rewind()
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GL11.glEnable(GL11.GL_NORMALIZE) // Normalize normals!!! (Yes, glScale scales them too!)
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GL11.glEnable(GL11.GL_CULL_FACE)
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GL11.glCullFace(GL11.GL_BACK) // Because fragment processing started to slow things down
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bindTexture(Textures.blockHologram)
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// This buffer never ever changes, so static is the way to go.
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, commonBuffer)
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY)
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GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY)
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GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY)
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GL11.glInterleavedArrays(GL11.GL_T2F_N3F_V3F, 0, 0)
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, privateBuf)
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GL11.glEnableClientState(GL11.GL_COLOR_ARRAY)
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GL11.glColorPointer(3, GL11.GL_UNSIGNED_BYTE, 4, 0)
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, privateBuf)
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GL11.glDrawElements(GL11.GL_QUADS, hologram.visibleQuads * 4, GL11.GL_UNSIGNED_INT, hologram.width * hologram.width * hologram.height * 24 * 4)
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// Restore original state
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GL11.glPopAttrib()
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GL11.glPopClientAttrib()
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, data, GL15.GL_STATIC_DRAW)
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}
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}
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private def validate(glBuffer: Int, dataBuffer: IntBuffer) {
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// Refresh indexes when the hologram's data changed.
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if (hologram.dirty) {
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def value(hx: Int, hy: Int, hz: Int) = if (hx >= 0 && hy >= 0 && hz >= 0 && hx < hologram.width && hy < hologram.height && hz < hologram.width) hologram.getColor(hx, hy, hz) else 0
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def isSolid(hx: Int, hy: Int, hz: Int) = value(hx, hy, hz) != 0
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def addFace(index: Int, color: Int) {
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dataBuffer.put(index)
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dataBuffer.put(index + 1)
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dataBuffer.put(index + 2)
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dataBuffer.put(index + 3)
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dataBuffer.put(index, color)
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dataBuffer.put(index + 1, color)
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dataBuffer.put(index + 2, color)
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dataBuffer.put(index + 3, color)
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hologram.visibleQuads += 1
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}
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// Copy color information, identify which quads to render and prepare data for glDrawElements
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hologram.visibleQuads = 0
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var index = 0
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dataBuffer.position(hologram.width * hologram.width * hologram.height * 6 * 4)
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for (hx <- 0 until hologram.width) {
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for (hz <- 0 until hologram.width) {
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for (hy <- 0 until hologram.height) {
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// Do we need to draw at least one face?
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if (isSolid(hx, hy, hz)) {
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// Yes, get the color of the voxel.
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val color = hologram.colors(value(hx, hy, hz) - 1)
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// South
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if (!isSolid(hx, hy, hz + 1)) {
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addFace(index, color)
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}
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index += 4
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// North
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if (!isSolid(hx, hy, hz - 1)) {
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addFace(index, color)
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}
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index += 4
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|
||||
// East
|
||||
if (!isSolid(hx + 1, hy, hz)) {
|
||||
addFace(index, color)
|
||||
}
|
||||
index += 4
|
||||
// West
|
||||
if (!isSolid(hx - 1, hy, hz)) {
|
||||
addFace(index, color)
|
||||
}
|
||||
index += 4
|
||||
|
||||
// Up
|
||||
if (!isSolid(hx, hy + 1, hz)) {
|
||||
addFace(index, color)
|
||||
}
|
||||
index += 4
|
||||
// Down
|
||||
if (!isSolid(hx, hy - 1, hz)) {
|
||||
addFace(index, color)
|
||||
}
|
||||
index += 4
|
||||
}
|
||||
else {
|
||||
// No, skip all associated indices.
|
||||
index += 6 * 4
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Important! OpenGL will start reading from the current buffer position.
|
||||
dataBuffer.rewind()
|
||||
|
||||
// This buffer can be updated quite frequently, so dynamic seems sensible.
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, glBuffer)
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_DYNAMIC_DRAW)
|
||||
|
||||
hologram.dirty = false
|
||||
}
|
||||
}
|
||||
|
||||
private def publish(glBuffer: Int) {
|
||||
bindTexture(Textures.blockHologram)
|
||||
|
||||
// Normalize normals (yes, glScale scales them too).
|
||||
GL11.glEnable(GL11.GL_NORMALIZE)
|
||||
// evg-zhabotinsky: Because fragment processing started to slow things down
|
||||
// TODO but holograms look terrible from the inside otherwise,
|
||||
// and I don't see a difference in FPS anyway? Maybe a
|
||||
// check for the camera position - if inside don't cull?
|
||||
// GL11.glEnable(GL11.GL_CULL_FACE)
|
||||
// GL11.glCullFace(GL11.GL_BACK)
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, commonBuffer)
|
||||
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY)
|
||||
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY)
|
||||
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY)
|
||||
GL11.glInterleavedArrays(GL11.GL_T2F_N3F_V3F, 0, 0)
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, glBuffer)
|
||||
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY)
|
||||
GL11.glColorPointer(3, GL11.GL_UNSIGNED_BYTE, 4, 0)
|
||||
|
||||
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, glBuffer)
|
||||
GL11.glDrawElements(GL11.GL_QUADS, hologram.visibleQuads * 4, GL11.GL_UNSIGNED_INT, hologram.width * hologram.width * hologram.height * 6 * 4 * 4)
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------- //
|
||||
@ -282,13 +286,19 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
|
||||
// ----------------------------------------------------------------------- //
|
||||
|
||||
def call = {
|
||||
val privateBuf = GL15.glGenBuffers()
|
||||
hologram.dirty = true // Force compilation.
|
||||
privateBuf
|
||||
val glBuffer = GL15.glGenBuffers()
|
||||
val dataBuffer = BufferUtils.createIntBuffer(hologram.width * hologram.width * hologram.height * 6 * 4 * 2)
|
||||
|
||||
// Force re-indexing.
|
||||
hologram.dirty = true
|
||||
|
||||
(glBuffer, dataBuffer)
|
||||
}
|
||||
|
||||
def onRemoval(e: RemovalNotification[TileEntity, Int]) {
|
||||
GL15.glDeleteBuffers(e.getValue)
|
||||
def onRemoval(e: RemovalNotification[TileEntity, (Int, IntBuffer)]) {
|
||||
val (glBuffer, dataBuffer) = e.getValue
|
||||
GL15.glDeleteBuffers(glBuffer)
|
||||
dataBuffer.clear()
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------- //
|
||||
|
@ -34,7 +34,8 @@ class Hologram(var tier: Int) extends traits.Environment with SidedEnvironment w
|
||||
// Whether we need to send an update packet/recompile our display list.
|
||||
var dirty = false
|
||||
|
||||
// Store it here for convenience
|
||||
// Store it here for convenience, this is the number of visible voxel faces
|
||||
// as determined in the last VBO index update. See HologramRenderer.
|
||||
var visibleQuads = 0
|
||||
|
||||
// Interval of dirty columns.
|
||||
|
Loading…
x
Reference in New Issue
Block a user