baked face: pre transform uv coordinates

This commit is contained in:
Moritz Zwerger 2023-10-11 20:43:48 +02:00
parent f61a1a8e93
commit e9bc701c58
No known key found for this signature in database
GPG Key ID: 5CAD791931B09AC4
13 changed files with 53 additions and 29 deletions

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@ -61,7 +61,7 @@ class BakedFaceTest {
val mesh = mesh()
face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null, FloatArray(2))
face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null)
val texture = 0.buffer()
val lightTint = 0xFFFFFF.buffer()
@ -83,7 +83,7 @@ class BakedFaceTest {
val mesh = mesh()
face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null, FloatArray(2))
face.render(floatArrayOf(0.0f, 0.0f, 0.0f), mesh, byteArrayOf(0, 0, 0, 0, 0, 0, 0), null)
val texture = 0.buffer()
val lightTint = 0xFFFFFF.buffer()

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@ -58,7 +58,7 @@ class SignBlockEntityRenderer(
return rotation * 22.5f
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
val block = this.blockState.block
if (block is StandingSignBlock) {
renderStandingText(offset, mesh, light[SELF_LIGHT_INDEX].toInt())

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@ -38,12 +38,13 @@ class SingleChunkMesh(context: RenderContext, initialCacheSize: Int, onDemand: B
)
}
fun addVertex(x: Float, y: Float, z: Float, uv: FloatArray, texture: Texture, shaderTextureId: Float, lightTint: Float) {
fun addVertex(x: Float, y: Float, z: Float, u: Float, v: Float, shaderTextureId: Float, lightTint: Float) {
data.ensureSize(WorldMeshStruct.FLOATS_PER_VERTEX)
val transformedUV = texture.renderData.transformUV(uv)
data.add(x, y, z)
data.add(transformedUV)
data.add(shaderTextureId, lightTint)
data.add(
x, y, z,
u, v,
shaderTextureId, lightTint,
)
}
override fun compareTo(other: SingleChunkMesh): Int {

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@ -65,7 +65,6 @@ class SolidSectionMesher(
val entities: MutableList<BlockEntityRenderer<*>> = ArrayList()
val position = BlockPosition()
val temp = FloatArray(2)
val neighbourBlocks: Array<BlockState?> = arrayOfNulls(Directions.SIZE)
val light = ByteArray(Directions.SIZE + 1) // last index (6) for the current block
@ -148,10 +147,10 @@ class SolidSectionMesher(
val tints = tints.getAverageBlockTint(chunk, neighbourChunks, state, x, y, z)
var rendered = model.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints, temp)
var rendered = model.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints)
if (entity is BlockRender) {
rendered = entity.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints, temp) || rendered
rendered = entity.render(position, floatOffset, mesh, random, state, neighbourBlocks, light, tints) || rendered
}
if (offset != null) {

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@ -31,7 +31,7 @@ import de.bixilon.minosoft.gui.rendering.models.loader.legacy.ModelChooser
import java.util.*
class BlockModelPrototype(val model: DirectBlockModel) : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray) = prototype()
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?) = prototype()
override fun getParticleTexture(random: Random?, position: Vec3i) = prototype()
override fun getProperties(direction: Directions) = prototype()
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(
uv = uv.pushRight(2, getTextureRotation(direction, rotatedX))
}
val vec = Vec2(0, uv)
for (ofs in 0 until 4) {
vec.ofs = ofs * 2
val transformed = texture.transformUV(vec)
uv[ofs * 2 + 0] = transformed.x
uv[ofs * 2 + 1] = transformed.y
}
val faceProperties = if (rotation == null && this@SingleBlockStateApply.rotation == null) positions.properties(rotatedXY, texture) else null
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
import de.bixilon.minosoft.gui.rendering.models.block.state.baked.Shades.Companion.shade
import de.bixilon.minosoft.gui.rendering.models.block.state.baked.cull.side.FaceProperties
import de.bixilon.minosoft.gui.rendering.system.base.MeshUtil.buffer
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureStates
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureTransparencies
import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.Texture
import de.bixilon.minosoft.gui.rendering.tint.TintUtil
@ -36,6 +37,10 @@ class BakedFace(
) {
private val lightIndex = cull?.ordinal ?: SELF_LIGHT_INDEX
init {
check(texture.state == TextureStates.LOADED)
}
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)
@ -44,7 +49,7 @@ class BakedFace(
return TintUtil.calculateTint(tint, shade)
}
fun render(offset: FloatArray, mesh: ChunkMesh, light: ByteArray, tints: IntArray?, temp: FloatArray) {
fun render(offset: FloatArray, mesh: ChunkMesh, light: ByteArray, tints: IntArray?) {
val tint = color(tints?.getOrNull(tintIndex) ?: 0)
val lightTint = ((light[lightIndex].toInt() shl 24) or tint).buffer()
val textureId = this.texture.shaderId.buffer()
@ -52,20 +57,16 @@ class BakedFace(
val mesh = mesh.mesh(texture)
val uv = temp
var index = 0
val size = mesh.order.size
while (index < size) {
val vertexOffset = mesh.order[index] * 3
val uvOffset = mesh.order[index + 1] * 2
uv[0] = this.uv[uvOffset]
uv[1] = this.uv[uvOffset + 1]
mesh.addVertex(
x = offset[0] + positions[vertexOffset], y = offset[1] + positions[vertexOffset + 1], z = offset[2] + positions[vertexOffset + 2],
uv = uv,
texture = this.texture,
u = this.uv[uvOffset],
v = this.uv[uvOffset + 1],
shaderTextureId = textureId,
lightTint = lightTint,
)

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@ -45,7 +45,7 @@ class BakedModel(
override fun getParticleTexture(random: Random?, position: Vec3i) = particle
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
var rendered = false
for ((directionIndex, faces) in faces.withIndex()) {
@ -56,7 +56,7 @@ class BakedModel(
if (FaceCulling.canCull(state, face.properties, direction, neighbour)) {
continue
}
face.render(offset, mesh, light, tints, temp)
face.render(offset, mesh, light, tints)
rendered = true
}

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@ -35,11 +35,11 @@ class BuiltModel(
val dynamic: Array<BlockRender>,
) : BlockRender {
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints, temp)
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
var rendered = model.render(position, offset, mesh, random, state, neighbours, light, tints)
for (dynamic in this.dynamic) {
if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints, temp)) {
if (dynamic.render(position, offset, mesh, random, state, neighbours, light, tints)) {
rendered = true
}
}

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@ -26,7 +26,7 @@ import java.util.*
interface BlockRender : ItemRender {
fun getParticleTexture(random: Random?, position: Vec3i): Texture? = null
fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean
fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean
fun getProperties(direction: Directions): SideProperties? = null
}

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@ -37,8 +37,8 @@ interface PickedBlockRender : BlockRender {
default?.render(gui, offset, consumer, options, size, stack)
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
return pick(neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints, temp) ?: false
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
return pick(neighbours)?.render(position, offset, mesh, random, state, neighbours, light, tints) ?: false
}
override fun getProperties(direction: Directions): SideProperties? {

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@ -61,8 +61,8 @@ class WeightedBlockRender(
return getModel(random, position).getParticleTexture(random, position)
}
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, temp: FloatArray): Boolean {
return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints, temp)
override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMesh, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?): Boolean {
return getModel(random, position).render(position, offset, mesh, random, state, neighbours, light, tints)
}
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(
invalidateOutput()
}
fun add(value1: Float, value2: Float, value3: Float, value4: Float, value5: Float, value6: Float, value7: Float) {
var buffer = grow(7)
buffer.put(value1); if (tryPush(buffer)) buffer = grow(6)
buffer.put(value2); if (tryPush(buffer)) buffer = grow(5)
buffer.put(value3); if (tryPush(buffer)) buffer = grow(4)
buffer.put(value4); if (tryPush(buffer)) buffer = grow(3)
buffer.put(value5); if (tryPush(buffer)) buffer = grow(2)
buffer.put(value6); if (tryPush(buffer)) buffer = grow(1)
buffer.put(value7)
size += 7
tryPush(buffer)
invalidateOutput()
}
private fun tryPush(fragment: FloatBuffer): Boolean {
if (fragment.position() != fragment.limit()) {
return false