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https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-12 08:58:02 -04:00
cleanup some Mesh code
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5a816d1403
commit
206fcef5e1
@ -25,17 +25,11 @@ open class DummyGUIVertexConsumer : GUIVertexConsumer {
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override val order: RenderOrder get() = MeshOrder.QUAD
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var char = 0
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override fun addCache(cache: GUIMeshCache) {
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TODO("Not yet implemented")
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}
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override fun addCache(cache: GUIMeshCache) = Broken()
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override fun ensureSize(size: Int) {
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TODO("Not yet implemented")
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}
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override fun ensureSize(size: Int) = Broken()
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override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) {
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TODO("Not yet implemented")
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}
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override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) = Broken()
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override fun addVertex(x: Float, y: Float, textureId: Float, u: Float, v: Float, tint: Int, options: GUIVertexOptions?) = Broken()
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@ -43,7 +37,5 @@ open class DummyGUIVertexConsumer : GUIVertexConsumer {
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addChar(start, end, this.char++)
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}
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open fun addChar(start: Vec2, end: Vec2, index: Int) {
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TODO("Abstract")
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}
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open fun addChar(start: Vec2, end: Vec2, index: Int): Unit = Broken()
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}
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@ -15,6 +15,7 @@ package de.bixilon.minosoft.gui.rendering.models.baked
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import de.bixilon.kutil.collections.primitive.floats.HeapArrayFloatList
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import de.bixilon.kutil.reflection.ReflectionUtil.forceSet
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import de.bixilon.kutil.reflection.ReflectionUtil.getFieldOrNull
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import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMesh
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import de.bixilon.minosoft.gui.rendering.chunk.mesh.ChunkMeshes
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import de.bixilon.minosoft.gui.rendering.models.block.state.baked.BakedFace
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@ -39,10 +40,10 @@ class BakedFaceTest {
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private fun singleMesh(): ChunkMesh {
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val mesh = OBJENESIS.newInstance(ChunkMesh::class.java)
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mesh::quadType.forceSet(PrimitiveTypes.QUAD)
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mesh::primitive.forceSet(PrimitiveTypes.QUAD)
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mesh::order.forceSet(MeshOrder.QUAD)
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mesh.data = HeapArrayFloatList(1000)
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mesh::class.java.getFieldOrNull("_data")!!.forceSet(mesh, HeapArrayFloatList(1000))
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mesh::initialCacheSize.forceSet(1000)
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@ -117,7 +117,7 @@ class WorldBorderRenderer(
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val mesh = this.borderMesh ?: return
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update()
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if (mesh.state == Mesh.MeshStates.PREPARING) {
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if (mesh.state == Mesh.MeshStates.WAITING) {
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mesh.load()
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}
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mesh.draw()
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@ -21,7 +21,7 @@ import de.bixilon.minosoft.gui.rendering.system.base.texture.shader.ShaderTextur
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import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
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import de.bixilon.minosoft.gui.rendering.util.mesh.MeshStruct
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class ChunkMesh(context: RenderContext, initialCacheSize: Int, onDemand: Boolean = false) : Mesh(context, ChunkMeshStruct, initialCacheSize = initialCacheSize, onDemand = onDemand), BlockVertexConsumer, Comparable<ChunkMesh> {
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class ChunkMesh(context: RenderContext, initialCacheSize: Int) : Mesh(context, ChunkMeshStruct, initialCacheSize = initialCacheSize), BlockVertexConsumer, Comparable<ChunkMesh> {
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var distance: Float = 0.0f // Used for sorting
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override val order = context.system.quadOrder
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@ -33,8 +33,8 @@ class ChunkMeshes(
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) : BlockVertexConsumer {
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val center: Vec3 = Vec3(Vec3i.of(chunkPosition, sectionHeight, Vec3i(8, 8, 8)))
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var opaqueMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 100000)
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var translucentMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 10000, onDemand = true)
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var textMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 5000 else 50000, onDemand = true)
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var translucentMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 3000 else 10000)
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var textMesh: ChunkMesh? = ChunkMesh(context, if (smallMesh) 5000 else 50000)
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var blockEntities: ArrayList<BlockEntityRenderer<*>>? = null
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// used for frustum culling
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@ -42,9 +42,9 @@ class ChunkMeshes(
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val maxPosition = Vec3i(0)
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fun finish() {
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this.opaqueMesh?.finish()
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this.translucentMesh?.finish()
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this.textMesh?.finish()
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this.opaqueMesh?.preload()
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this.translucentMesh?.preload()
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this.textMesh?.preload()
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}
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@Synchronized
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@ -91,7 +91,7 @@ open class GUIMeshElement<T : Element>(
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if (this._mesh != null) throw MemoryLeakException("Mesh to unload is already set!")
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this._mesh = this.mesh
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this.mesh = GUIMesh(context, guiRenderer.halfSize, mesh.data)
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this.mesh.finish()
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this.mesh.preload()
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}
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fun prepare() = Unit
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@ -112,7 +112,7 @@ open class GUIMeshElement<T : Element>(
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}
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this._mesh = null
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if (this.mesh.state == Mesh.MeshStates.FINISHED) {
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if (this.mesh.state == Mesh.MeshStates.PRELOADED) {
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mesh.load()
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}
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}
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@ -27,10 +27,12 @@ class GUIMesh(
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context: RenderContext,
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val halfSize: Vec2,
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data: AbstractFloatList,
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) : Mesh(context, GUIMeshStruct, initialCacheSize = 40000, clearOnLoad = false, data = data), GUIVertexConsumer {
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) : Mesh(context, GUIMeshStruct, initialCacheSize = 40000, data = data), GUIVertexConsumer {
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private val whiteTexture = context.textures.whiteTexture
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override val order = context.system.quadOrder
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override fun clear() = Unit
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override fun addVertex(x: Float, y: Float, texture: ShaderTexture?, u: Float, v: Float, tint: RGBColor, options: GUIVertexOptions?) {
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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
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import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
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import de.bixilon.minosoft.gui.rendering.util.mesh.MeshStruct
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class ParticleMesh(context: RenderContext, data: AbstractFloatList) : Mesh(context, ParticleMeshStruct, PrimitiveTypes.POINT, -1, clearOnLoad = false, data = data) {
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class ParticleMesh(context: RenderContext, data: AbstractFloatList) : Mesh(context, ParticleMeshStruct, PrimitiveTypes.POINT, -1, data = data) {
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override fun clear() = Unit
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fun addVertex(position: Vec3d, scale: Float, texture: Texture, tintColor: RGBColor, uvMin: FloatArray? = null, uvMax: FloatArray? = null, light: Int) {
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val minTransformedUV = if (uvMin == null) {
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@ -28,68 +28,66 @@ import de.bixilon.minosoft.util.collections.floats.FloatListUtil
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abstract class Mesh(
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val context: RenderContext,
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private val struct: MeshStruct,
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val quadType: PrimitiveTypes = context.system.quadType,
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val primitive: PrimitiveTypes = context.system.quadType,
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var initialCacheSize: Int = 10000,
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val clearOnLoad: Boolean = true,
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data: AbstractFloatList? = null,
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val onDemand: Boolean = false,
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) : AbstractVertexConsumer {
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override val order = context.system.legacyQuadOrder
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private var _data: AbstractFloatList? = data ?: if (onDemand) null else FloatListUtil.direct(initialCacheSize)
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var data: AbstractFloatList
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private var _data = data
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val data: AbstractFloatList
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get() {
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if (_data == null && onDemand) {
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if (_data == null) {
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_data = FloatListUtil.direct(initialCacheSize)
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}
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return _data.unsafeCast()
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}
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set(value) {
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_data = value
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}
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protected lateinit var buffer: FloatVertexBuffer
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var vertices: Int = -1
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protected set
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var state = MeshStates.PREPARING
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var state = MeshStates.WAITING
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protected set
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fun finish() {
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if (state != MeshStates.PREPARING) throw IllegalStateException("Mesh is not preparing: $state")
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fun preload() {
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if (state != MeshStates.WAITING) throw InvalidMeshState(state)
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val data = this.data
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buffer = context.system.createVertexBuffer(struct, data, quadType)
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state = MeshStates.FINISHED
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buffer = context.system.createVertexBuffer(struct, data, primitive)
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state = MeshStates.PRELOADED
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}
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fun load() {
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if (state == MeshStates.PREPARING) {
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finish()
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if (state == MeshStates.WAITING) {
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preload()
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}
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if (state != MeshStates.FINISHED) throw IllegalStateException("Mesh is not finished: $state")
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if (state != MeshStates.PRELOADED) throw InvalidMeshState(state)
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buffer.init()
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if (clearOnLoad) {
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val data = data
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if (data is DirectArrayFloatList) {
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data.unload()
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}
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_data = null
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}
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clear()
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vertices = buffer.vertices
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state = MeshStates.LOADED
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}
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protected open fun clear() {
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val data = data
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if (data is DirectArrayFloatList) {
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data.unload()
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}
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_data = null
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}
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fun draw() {
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check(state == MeshStates.LOADED) { "Can not draw $state mesh!" }
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if (state != MeshStates.LOADED) throw InvalidMeshState(state)
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buffer.draw()
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}
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fun unload() {
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when (state) {
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MeshStates.LOADED -> buffer.unload()
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MeshStates.PREPARING, MeshStates.FINISHED -> _data?.nullCast<DirectArrayFloatList>()?.unload()
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else -> throw IllegalStateException("Mesh is already unloaded")
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MeshStates.WAITING, MeshStates.PRELOADED -> _data?.nullCast<DirectArrayFloatList>()?.unload()
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MeshStates.UNLOADED -> throw InvalidMeshState(state)
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}
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state = MeshStates.UNLOADED
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}
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@ -140,9 +138,12 @@ abstract class Mesh(
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}
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enum class MeshStates {
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PREPARING,
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FINISHED,
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WAITING,
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PRELOADED,
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LOADED,
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UNLOADED,
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;
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}
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class InvalidMeshState(state: MeshStates) : Exception("Invalid mesh state: $state")
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}
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