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synced 2025-09-14 01:48:04 -04:00
Revert "Mesh: Force use FragmentedArrayFloatList"
This reverts commit 0a06695d
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04edd74988
commit
30414c756e
@ -33,7 +33,7 @@ import de.bixilon.minosoft.gui.rendering.system.window.KeyChangeTypes
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import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
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import de.bixilon.minosoft.gui.rendering.util.vec.vec2.Vec2Util.EMPTY
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import de.bixilon.minosoft.util.Initializable
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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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import de.bixilon.minosoft.util.collections.floats.FloatListUtil
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open class GUIMeshElement<T : Element>(
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val element: T,
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@ -42,7 +42,7 @@ open class GUIMeshElement<T : Element>(
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override val context: RenderContext = guiRenderer.context
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private val clickCounter = MouseClickCounter()
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private var _mesh: GUIMesh? = null
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var mesh: GUIMesh = GUIMesh(context, guiRenderer.halfSize, FragmentedArrayFloatList(1000))
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var mesh: GUIMesh = GUIMesh(context, guiRenderer.halfSize, FloatListUtil.direct(1000))
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override val skipDraw: Boolean
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get() = if (element is BaseDrawable) element.skipDraw else false
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protected var lastRevision = 0L
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@ -28,7 +28,7 @@ import de.bixilon.minosoft.gui.rendering.gui.hud.elements.HUDBuilder
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import de.bixilon.minosoft.gui.rendering.gui.hud.elements.other.debug.DebugHUDElement
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import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIMesh
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import de.bixilon.minosoft.gui.rendering.system.base.BlendingFunctions
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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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import de.bixilon.minosoft.util.collections.floats.BufferedArrayFloatList
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class CrosshairHUDElement(guiRenderer: GUIRenderer) : CustomHUDElement(guiRenderer) {
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private val profile = guiRenderer.connection.profiles.gui
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@ -91,7 +91,7 @@ class CrosshairHUDElement(guiRenderer: GUIRenderer) : CustomHUDElement(guiRender
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mesh?.unload()
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this.mesh = null
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val mesh = GUIMesh(context, guiRenderer.halfSize, FragmentedArrayFloatList(42))
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val mesh = GUIMesh(context, guiRenderer.halfSize, BufferedArrayFloatList(42))
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val start = (guiRenderer.scaledSize - CROSSHAIR_SIZE) / 2
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mesh.addQuad(start, start + CROSSHAIR_SIZE, crosshairAtlasElement, crosshairProfile.color, null)
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@ -22,12 +22,11 @@ import de.bixilon.minosoft.gui.rendering.system.base.texture.shader.ShaderIdenti
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import de.bixilon.minosoft.gui.rendering.system.base.texture.shader.ShaderTexture
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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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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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class GUIMesh(
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context: RenderContext,
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val halfSize: Vec2,
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data: FragmentedArrayFloatList,
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data: AbstractFloatList,
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) : Mesh(context, GUIMeshStruct, initialCacheSize = 40000, clearOnLoad = false, 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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@ -16,6 +16,7 @@ package de.bixilon.minosoft.gui.rendering.particle
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import de.bixilon.kotlinglm.vec2.Vec2
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import de.bixilon.kotlinglm.vec3.Vec3
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import de.bixilon.kotlinglm.vec3.Vec3d
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import de.bixilon.kutil.collections.primitive.floats.AbstractFloatList
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import de.bixilon.minosoft.data.text.formatting.color.RGBColor
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import de.bixilon.minosoft.gui.rendering.RenderContext
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import de.bixilon.minosoft.gui.rendering.system.base.MeshUtil.buffer
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@ -23,9 +24,8 @@ import de.bixilon.minosoft.gui.rendering.system.base.buffer.vertex.PrimitiveType
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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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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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class ParticleMesh(context: RenderContext, data: FragmentedArrayFloatList) : 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, clearOnLoad = false, data = data) {
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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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@ -39,7 +39,7 @@ import de.bixilon.minosoft.protocol.network.connection.play.PlayConnectionStates
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import de.bixilon.minosoft.protocol.network.connection.play.PlayConnectionStates.Companion.disconnected
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import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
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import de.bixilon.minosoft.util.chunk.ChunkUtil.isInViewDistance
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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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import de.bixilon.minosoft.util.collections.floats.BufferedArrayFloatList
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class ParticleRenderer(
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@ -53,8 +53,8 @@ class ParticleRenderer(
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private val translucentShader = renderSystem.createShader(minosoft("particle")) { ParticleShader(it, false) }
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// There is no opaque mesh because it is simply not needed (every particle has transparency)
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private var transparentMesh = ParticleMesh(context, FragmentedArrayFloatList(MAXIMUM_AMOUNT * ParticleMesh.ParticleMeshStruct.FLOATS_PER_VERTEX))
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private var translucentMesh = ParticleMesh(context, FragmentedArrayFloatList(MAXIMUM_AMOUNT * ParticleMesh.ParticleMeshStruct.FLOATS_PER_VERTEX))
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private var transparentMesh = ParticleMesh(context, BufferedArrayFloatList(MAXIMUM_AMOUNT * ParticleMesh.ParticleMeshStruct.FLOATS_PER_VERTEX))
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private var translucentMesh = ParticleMesh(context, BufferedArrayFloatList(MAXIMUM_AMOUNT * ParticleMesh.ParticleMeshStruct.FLOATS_PER_VERTEX))
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private val particlesLock = SimpleLock()
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private var particles: MutableList<Particle> = mutableListOf()
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@ -15,12 +15,15 @@ package de.bixilon.minosoft.gui.rendering.util.mesh
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import de.bixilon.kotlinglm.vec2.Vec2
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import de.bixilon.kotlinglm.vec3.Vec3
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import de.bixilon.kutil.cast.CastUtil.nullCast
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import de.bixilon.kutil.cast.CastUtil.unsafeCast
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import de.bixilon.kutil.collections.primitive.floats.AbstractFloatList
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import de.bixilon.minosoft.gui.rendering.RenderContext
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import de.bixilon.minosoft.gui.rendering.system.base.buffer.vertex.FloatVertexBuffer
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import de.bixilon.minosoft.gui.rendering.system.base.buffer.vertex.PrimitiveTypes
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import de.bixilon.minosoft.gui.rendering.util.vec.vec2.Vec2Util
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import de.bixilon.minosoft.util.collections.floats.DirectArrayFloatList
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import de.bixilon.minosoft.util.collections.floats.FragmentedArrayFloatList
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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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@ -28,15 +31,15 @@ abstract class Mesh(
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val quadType: 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: FragmentedArrayFloatList? = null,
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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: FragmentedArrayFloatList? = data ?: if (onDemand) null else FragmentedArrayFloatList(initialCacheSize)
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var data: FragmentedArrayFloatList
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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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get() {
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if (_data == null && onDemand) {
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_data = FragmentedArrayFloatList(initialCacheSize)
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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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@ -85,14 +88,14 @@ abstract class Mesh(
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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?.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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}
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state = MeshStates.UNLOADED
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}
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inline fun addXQuad(start: Vec2, x: Float, end: Vec2, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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inline fun addXQuad(start: Vec2, x: Float, end: Vec2, uvStart: Vec2 = Vec2Util.EMPTY, uvEnd: Vec2 = Vec2Util.ONE, vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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val positions = arrayOf(
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Vec3(x, start.x, start.y),
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Vec3(x, start.x, end.y),
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@ -102,7 +105,7 @@ abstract class Mesh(
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addQuad(positions, uvStart, uvEnd, vertexConsumer)
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}
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inline fun addYQuad(start: Vec2, y: Float, end: Vec2, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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inline fun addYQuad(start: Vec2, y: Float, end: Vec2, uvStart: Vec2 = Vec2Util.EMPTY, uvEnd: Vec2 = Vec2Util.ONE, vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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val positions = arrayOf(
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Vec3(start.x, y, end.y),
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Vec3(end.x, y, end.y),
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@ -112,7 +115,7 @@ abstract class Mesh(
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addQuad(positions, uvStart, uvEnd, vertexConsumer)
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}
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inline fun addZQuad(start: Vec2, z: Float, end: Vec2, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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inline fun addZQuad(start: Vec2, z: Float, end: Vec2, uvStart: Vec2 = Vec2Util.EMPTY, uvEnd: Vec2 = Vec2Util.ONE, vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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val positions = arrayOf(
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Vec3(start.x, start.y, z),
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Vec3(start.x, end.y, z),
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@ -122,7 +125,7 @@ abstract class Mesh(
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addQuad(positions, uvStart, uvEnd, vertexConsumer)
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}
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inline fun addQuad(positions: Array<Vec3>, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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inline fun addQuad(positions: Array<Vec3>, uvStart: Vec2 = Vec2Util.EMPTY, uvEnd: Vec2 = Vec2Util.ONE, vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
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val texturePositions = arrayOf(
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uvStart,
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Vec2(uvStart.x, uvEnd.y),
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@ -1,6 +1,6 @@
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/*
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* Minosoft
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* Copyright (C) 2020-2022 Moritz Zwerger
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* Copyright (C) 2020-2023 Moritz Zwerger
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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@ -19,6 +19,8 @@ import de.bixilon.kutil.math.interpolation.FloatInterpolation.interpolateSine
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import de.bixilon.kutil.primitive.FloatUtil.toFloat
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object Vec2Util {
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val EMPTY = Vec2.EMPTY
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val ONE = Vec2(1.0f)
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val Vec2.Companion.MIN: Vec2
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get() = Vec2(Float.MIN_VALUE, Float.MIN_VALUE)
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