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https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-13 09:26:11 -04:00
baked face: pre transform uv coordinates
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parent
f61a1a8e93
commit
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@ -61,7 +61,7 @@ class BakedFaceTest {
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val mesh = mesh()
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face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null, FloatArray(2))
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face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null)
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val texture = 0.buffer()
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val lightTint = 0xFFFFFF.buffer()
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@ -83,7 +83,7 @@ class BakedFaceTest {
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val mesh = mesh()
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face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null, FloatArray(2))
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face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null)
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val texture = 0.buffer()
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val lightTint = 0xFFFFFF.buffer()
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@ -58,7 +58,7 @@ class SignBlockEntityRenderer(
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return rotation * 22.5f
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}
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
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val block = this.blockState.block
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if (block is StandingSignBlock) {
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renderStandingText(offset, mesh, light[SELF_LIGHT_INDEX].toInt())
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@ -38,12 +38,13 @@ class SingleChunkMesh(context: RenderContext, initialCacheSize: Int, onDemand: B
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)
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}
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fun addVertex(x: Float, y: Float, z: Float, uv: FloatArray, texture: Texture, shaderTextureId: Float, lightTint: Float) {
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fun addVertex(x: Float, y: Float, z: Float, u: Float, v: Float, shaderTextureId: Float, lightTint: Float) {
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data.ensureSize(WorldMeshStruct.FLOATS_PER_VERTEX)
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val transformedUV = texture.renderData.transformUV(uv)
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data.add(x, y, z)
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data.add(transformedUV)
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data.add(shaderTextureId, lightTint)
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data.add(
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x, y, z,
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u, v,
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shaderTextureId, lightTint,
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)
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}
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override fun compareTo(other: SingleChunkMesh): Int {
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@ -65,7 +65,6 @@ class SolidSectionMesher(
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val entities: MutableList<BlockEntityRenderer<*>> = ArrayList()
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val position = BlockPosition()
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val temp = FloatArray(2)
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val neighbourBlocks: Array<BlockState?> = arrayOfNulls(Directions.SIZE)
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val light = ByteArray(Directions.SIZE + 1) // last index (6) for the current block
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@ -148,10 +147,10 @@ class SolidSectionMesher(
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val tints = tints.getAverageBlockTint(chunk, neighbourChunks, state, x, y, z)
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var rendered = model.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints, temp)
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var rendered = model.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints)
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if (entity is BlockRender) {
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rendered = entity.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints, temp) || rendered
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rendered = entity.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints) || rendered
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}
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if (offset != null) {
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@ -31,7 +31,7 @@ import de.bixilon.minosoft.gui.rendering.models.loader.legacy.ModelChooser
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import java.util.*
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class BlockModelPrototype(val model: DirectBlockModel) : BlockRender {
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray) = prototype()
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?) = prototype()
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override fun getParticleTexture(random: Random?, position: Vec3i) = prototype()
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override fun getProperties(direction: Directions) = prototype()
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override fun render(gui: GUIRenderer, offset: Vec2, consumer: GUIVertexConsumer, options: GUIVertexOptions?, size: Vec2, stack: ItemStack) = prototype()
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@ -168,6 +168,14 @@ data class SingleBlockStateApply(
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uv = uv.pushRight(2, getTextureRotation(direction, rotatedX))
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}
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val vec = Vec2(0, uv)
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for (ofs in 0 until 4) {
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vec.ofs = ofs * 2
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val transformed = texture.transformUV(vec)
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uv[ofs * 2 + 0] = transformed.x
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uv[ofs * 2 + 1] = transformed.y
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}
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val faceProperties = if (rotation == null && this@SingleBlockStateApply.rotation == null) positions.properties(rotatedXY, texture) else null
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val bakedFace = BakedFace(positions, uv, this.shade, face.tintIndex, texture, rotatedXY, faceProperties)
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@ -21,6 +21,7 @@ import de.bixilon.minosoft.gui.rendering.models.block.element.FaceVertexData
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import de.bixilon.minosoft.gui.rendering.models.block.state.baked.Shades.Companion.shade
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import de.bixilon.minosoft.gui.rendering.models.block.state.baked.cull.side.FaceProperties
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import de.bixilon.minosoft.gui.rendering.system.base.MeshUtil.buffer
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import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureStates
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import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureTransparencies
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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.tint.TintUtil
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@ -36,6 +37,10 @@ class BakedFace(
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) {
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private val lightIndex = cull?.ordinal ?: SELF_LIGHT_INDEX
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init {
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check(texture.state == TextureStates.LOADED)
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}
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constructor(positions: FaceVertexData, uv: FaceVertexData, shade: Boolean, tintIndex: Int, texture: Texture, direction: Directions, properties: FaceProperties?) : this(positions, uv, if (shade) direction.shade else Shades.NONE, tintIndex, if (properties == null) null else direction, texture, properties)
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@ -44,7 +49,7 @@ class BakedFace(
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return TintUtil.calculateTint(tint, shade)
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}
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fun render(offset: FloatArray, mesh: ChunkMesh, light: ByteArray, tints: IntArray?, temp: FloatArray) {
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fun render(offset: FloatArray, mesh: ChunkMesh, light: ByteArray, tints: IntArray?) {
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val tint = color(tints?.getOrNull(tintIndex) ?: 0)
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val lightTint = ((light[lightIndex].toInt() shl 24) or tint).buffer()
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val textureId = this.texture.shaderId.buffer()
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@ -52,20 +57,16 @@ class BakedFace(
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val mesh = mesh.mesh(texture)
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val uv = temp
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var index = 0
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val size = mesh.order.size
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while (index < size) {
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val vertexOffset = mesh.order[index] * 3
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val uvOffset = mesh.order[index + 1] * 2
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uv[0] = this.uv[uvOffset]
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uv[1] = this.uv[uvOffset + 1]
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mesh.addVertex(
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x = offset[0] + positions[vertexOffset], y = offset[1] + positions[vertexOffset + 1], z = offset[2] + positions[vertexOffset + 2],
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uv = uv,
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texture = this.texture,
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u = this.uv[uvOffset],
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v = this.uv[uvOffset + 1],
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shaderTextureId = textureId,
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lightTint = lightTint,
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)
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@ -45,7 +45,7 @@ class BakedModel(
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override fun getParticleTexture(random: Random?, position: Vec3i) = particle
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
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var rendered = false
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for ((directionIndex, faces) in faces.withIndex()) {
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@ -56,7 +56,7 @@ class BakedModel(
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if (FaceCulling.canCull(state, face.properties, direction, neighbour)) {
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continue
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}
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face.render(offset, mesh, light, tints, temp)
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face.render(offset, mesh, light, tints)
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rendered = true
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}
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@ -35,11 +35,11 @@ class BuiltModel(
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val dynamic: Array<BlockRender>,
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) : BlockRender {
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
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var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints, temp)
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
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var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints)
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for (dynamic in this.dynamic) {
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if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints, temp)) {
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if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints)) {
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rendered = true
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}
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}
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@ -26,7 +26,7 @@ import java.util.*
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interface BlockRender : ItemRender {
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fun getParticleTexture(random: Random?, position: Vec3i): Texture? = null
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fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean
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fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean
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fun getProperties(direction: Directions): SideProperties? = null
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}
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@ -37,8 +37,8 @@ interface PickedBlockRender : BlockRender {
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default?.render(gui, offset, consumer, options, size, stack)
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}
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
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return pick(neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints, temp) ?: false
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
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return pick(neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints) ?: false
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}
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override fun getProperties(direction: Directions): SideProperties? {
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@ -61,8 +61,8 @@ class WeightedBlockRender(
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return getModel(random, position).getParticleTexture(random, position)
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}
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
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return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints, temp)
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
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return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints)
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}
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override fun render(gui: GUIRenderer, offset: Vec2, consumer: GUIVertexConsumer, options: GUIVertexOptions?, size: Vec2, stack: ItemStack) {
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@ -99,6 +99,21 @@ class FragmentedArrayFloatList(
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invalidateOutput()
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}
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fun add(value1: Float, value2: Float, value3: Float, value4: Float, value5: Float, value6: Float, value7: Float) {
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var buffer = grow(7)
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buffer.put(value1); if (tryPush(buffer)) buffer = grow(6)
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buffer.put(value2); if (tryPush(buffer)) buffer = grow(5)
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buffer.put(value3); if (tryPush(buffer)) buffer = grow(4)
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buffer.put(value4); if (tryPush(buffer)) buffer = grow(3)
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buffer.put(value5); if (tryPush(buffer)) buffer = grow(2)
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buffer.put(value6); if (tryPush(buffer)) buffer = grow(1)
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buffer.put(value7)
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size += 7
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tryPush(buffer)
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invalidateOutput()
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}
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private fun tryPush(fragment: FloatBuffer): Boolean {
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if (fragment.position() != fragment.limit()) {
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return false
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