cleanup some Mesh code

This commit is contained in:
Moritz Zwerger 2023-12-15 17:27:28 +01:00
parent 5a816d1403
commit 206fcef5e1
No known key found for this signature in database
GPG Key ID: 5CAD791931B09AC4
9 changed files with 52 additions and 54 deletions

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@ -25,17 +25,11 @@ open class DummyGUIVertexConsumer : GUIVertexConsumer {
override val order: RenderOrder get() = MeshOrder.QUAD
var char = 0
override fun addCache(cache: GUIMeshCache) {
TODO("Not yet implemented")
}
override fun addCache(cache: GUIMeshCache) = Broken()
override fun ensureSize(size: Int) {
TODO("Not yet implemented")
}
override fun ensureSize(size: Int) = Broken()
override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) {
TODO("Not yet implemented")
}
override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) = Broken()
override fun addVertex(x: Float, y: Float, textureId: Float, u: Float, v: Float, tint: Int, options: GUIVertexOptions?) = Broken()
@ -43,7 +37,5 @@ open class DummyGUIVertexConsumer : GUIVertexConsumer {
addChar(start, end, this.char++)
}
open fun addChar(start: Vec2, end: Vec2, index: Int) {
TODO("Abstract")
}
open fun addChar(start: Vec2, end: Vec2, index: Int): Unit = Broken()
}

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@ -15,6 +15,7 @@ package de.bixilon.minosoft.gui.rendering.models.baked
import de.bixilon.kutil.collections.primitive.floats.HeapArrayFloatList
import de.bixilon.kutil.reflection.ReflectionUtil.forceSet
import de.bixilon.kutil.reflection.ReflectionUtil.getFieldOrNull
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMesh
import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
import de.bixilon.minosoft.gui.rendering.models.block.state.baked.BakedFace
@ -39,10 +40,10 @@ class BakedFaceTest {
private fun singleMesh(): ChunkMesh {
val mesh = OBJENESIS.newInstance(ChunkMesh::class.java)
mesh::quadType.forceSet(PrimitiveTypes.QUAD)
mesh::primitive.forceSet(PrimitiveTypes.QUAD)
mesh::order.forceSet(MeshOrder.QUAD)
mesh.data = HeapArrayFloatList(1000)
mesh::class.java.getFieldOrNull("_data")!!.forceSet(mesh, HeapArrayFloatList(1000))
mesh::initialCacheSize.forceSet(1000)

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@ -117,7 +117,7 @@ class WorldBorderRenderer(
val mesh = this.borderMesh ?: return
update()
if (mesh.state == Mesh.MeshStates.PREPARING) {
if (mesh.state == Mesh.MeshStates.WAITING) {
mesh.load()
}
mesh.draw()

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@ -21,7 +21,7 @@ import de.bixilon.minosoft.gui.rendering.system.base.texture.shader.ShaderTextur
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
import de.bixilon.minosoft.gui.rendering.util.mesh.MeshStruct
class ChunkMesh(context: RenderContext, initialCacheSize: Int, onDemand: Boolean = false) : Mesh(context, ChunkMeshStruct, initialCacheSize = initialCacheSize, onDemand = onDemand), BlockVertexConsumer, Comparable<ChunkMesh> {
class ChunkMesh(context: RenderContext, initialCacheSize: Int) : Mesh(context, ChunkMeshStruct, initialCacheSize = initialCacheSize), BlockVertexConsumer, Comparable<ChunkMesh> {
var distance: Float = 0.0f // Used for sorting
override val order = context.system.quadOrder

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@ -33,8 +33,8 @@ class ChunkMeshes(
) : BlockVertexConsumer {
val center: Vec3 = Vec3(Vec3i.of(chunkPosition, sectionHeight, Vec3i(8, 8, 8)))
var opaqueMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 100000)
var translucentMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 10000, onDemand = true)
var textMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 5000 else 50000, onDemand = true)
var translucentMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 10000)
var textMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 5000 else 50000)
var blockEntities: ArrayList<BlockEntityRenderer<*>>? = null
// used for frustum culling
@ -42,9 +42,9 @@ class ChunkMeshes(
val maxPosition = Vec3i(0)
fun finish() {
this.opaqueMesh?.finish()
this.translucentMesh?.finish()
this.textMesh?.finish()
this.opaqueMesh?.preload()
this.translucentMesh?.preload()
this.textMesh?.preload()
}
@Synchronized

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@ -91,7 +91,7 @@ open class GUIMeshElement<T : Element>(
if (this._mesh != null) throw MemoryLeakException("Mesh to unload is already set!")
this._mesh = this.mesh
this.mesh = GUIMesh(context, guiRenderer.halfSize, mesh.data)
this.mesh.finish()
this.mesh.preload()
}
fun prepare() = Unit
@ -112,7 +112,7 @@ open class GUIMeshElement<T : Element>(
}
this._mesh = null
if (this.mesh.state == Mesh.MeshStates.FINISHED) {
if (this.mesh.state == Mesh.MeshStates.PRELOADED) {
mesh.load()
}
}

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@ -27,10 +27,12 @@ class GUIMesh(
context: RenderContext,
val halfSize: Vec2,
data: AbstractFloatList,
) : Mesh(context, GUIMeshStruct, initialCacheSize = 40000, clearOnLoad = false, data = data), GUIVertexConsumer {
) : Mesh(context, GUIMeshStruct, initialCacheSize = 40000, data = data), GUIVertexConsumer {
private val whiteTexture = context.textures.whiteTexture
override val order = context.system.quadOrder
override fun clear() = Unit
override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) {
addVertex(data, halfSize, x, y, texture ?: whiteTexture.texture, u, v, tint, options)

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@ -25,7 +25,9 @@ import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.Texture
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
import de.bixilon.minosoft.gui.rendering.util.mesh.MeshStruct
class ParticleMesh(context: RenderContext, data: AbstractFloatList) : Mesh(context, ParticleMeshStruct, PrimitiveTypes.POINT, -1, clearOnLoad = false, data = data) {
class ParticleMesh(context: RenderContext, data: AbstractFloatList) : Mesh(context, ParticleMeshStruct, PrimitiveTypes.POINT, -1, data = data) {
override fun clear() = Unit
fun addVertex(position: Vec3d, scale: Float, texture: Texture, tintColor: RGBColor, uvMin: FloatArray? = null, uvMax: FloatArray? = null, light: Int) {
val minTransformedUV = if (uvMin == null) {

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@ -28,68 +28,66 @@ import de.bixilon.minosoft.util.collections.floats.FloatListUtil
abstract class Mesh(
val context: RenderContext,
private val struct: MeshStruct,
val quadType: PrimitiveTypes = context.system.quadType,
val primitive: PrimitiveTypes = context.system.quadType,
var initialCacheSize: Int = 10000,
val clearOnLoad: Boolean = true,
data: AbstractFloatList? = null,
val onDemand: Boolean = false,
) : AbstractVertexConsumer {
override val order = context.system.legacyQuadOrder
private var _data: AbstractFloatList? = data ?: if (onDemand) null else FloatListUtil.direct(initialCacheSize)
var data: AbstractFloatList
private var _data = data
val data: AbstractFloatList
get() {
if (_data == null && onDemand) {
if (_data == null) {
_data = FloatListUtil.direct(initialCacheSize)
}
return _data.unsafeCast()
}
set(value) {
_data = value
}
protected lateinit var buffer: FloatVertexBuffer
var vertices: Int = -1
protected set
var state = MeshStates.PREPARING
var state = MeshStates.WAITING
protected set
fun finish() {
if (state != MeshStates.PREPARING) throw IllegalStateException("Mesh is not preparing: $state")
fun preload() {
if (state != MeshStates.WAITING) throw InvalidMeshState(state)
val data = this.data
buffer = context.system.createVertexBuffer(struct, data, quadType)
state = MeshStates.FINISHED
buffer = context.system.createVertexBuffer(struct, data, primitive)
state = MeshStates.PRELOADED
}
fun load() {
if (state == MeshStates.PREPARING) {
finish()
if (state == MeshStates.WAITING) {
preload()
}
if (state != MeshStates.FINISHED) throw IllegalStateException("Mesh is not finished: $state")
if (state != MeshStates.PRELOADED) throw InvalidMeshState(state)
buffer.init()
if (clearOnLoad) {
val data = data
if (data is DirectArrayFloatList) {
data.unload()
}
_data = null
}
clear()
vertices = buffer.vertices
state = MeshStates.LOADED
}
protected open fun clear() {
val data = data
if (data is DirectArrayFloatList) {
data.unload()
}
_data = null
}
fun draw() {
check(state == MeshStates.LOADED) { "Can not draw $state mesh!" }
if (state != MeshStates.LOADED) throw InvalidMeshState(state)
buffer.draw()
}
fun unload() {
when (state) {
MeshStates.LOADED -> buffer.unload()
MeshStates.PREPARING, MeshStates.FINISHED -> _data?.nullCast<DirectArrayFloatList>()?.unload()
else -> throw IllegalStateException("Mesh is already unloaded")
MeshStates.WAITING, MeshStates.PRELOADED -> _data?.nullCast<DirectArrayFloatList>()?.unload()
MeshStates.UNLOADED -> throw InvalidMeshState(state)
}
state = MeshStates.UNLOADED
}
@ -140,9 +138,12 @@ abstract class Mesh(
}
enum class MeshStates {
PREPARING,
FINISHED,
WAITING,
PRELOADED,
LOADED,
UNLOADED,
;
}
class InvalidMeshState(state: MeshStates) : Exception("Invalid mesh state: $state")
}