forked from Kolyah35/minecraft-pe-0.6.1
sigh, another attempt at fixing normal shading for android
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@@ -8,7 +8,7 @@ Tesselator Tesselator::instance(sizeof(GLfloat) * MAX_FLOATS); // max size in by
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const int VertexSizeBytes = sizeof(VERTEX);
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Tesselator::Tesselator( int size )
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: size(size),
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: size(size),
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vertices(0),
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u(0), v(0),
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_color(0),
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@@ -20,7 +20,7 @@ Tesselator::Tesselator( int size )
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_noColor(false),
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mode(0),
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xo(0), yo(0), zo(0),
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_normal(0),
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_nx(0), _ny(0), _nz(0),
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_sx(1), _sy(1),
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tesselating(false),
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@@ -97,9 +97,9 @@ RenderChunk Tesselator::end( bool useMine, int bufferId )
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int access = GL_STATIC_DRAW;//(accessMode==ACCESS_DYNAMIC) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glBufferData2(GL_ARRAY_BUFFER, bytes, _varray, access); // GL_STREAM_DRAW
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totalSize += bytes;
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#ifndef USE_VBO
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// 0 1 2 3 4 5 6 7
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// x y z u v c
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@@ -112,7 +112,7 @@ RenderChunk Tesselator::end( bool useMine, int bufferId )
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glEnableClientState2(GL_COLOR_ARRAY);
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}
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if (hasNormal) {
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glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
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glNormalPointer(GL_FLOAT, VertexSizeBytes, (GLvoid*) (6 * 4));
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glEnableClientState2(GL_NORMAL_ARRAY);
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}
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glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, 0);
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@@ -279,7 +279,9 @@ void Tesselator::vertex( float x, float y, float z )
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dst.color = src.color;
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}
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if (hasNormal) {
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dst.normal = src.normal;
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dst.nx = src.nx;
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dst.ny = src.ny;
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dst.nz = src.nz;
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}
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dst.x = src.x;
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@@ -302,7 +304,9 @@ void Tesselator::vertex( float x, float y, float z )
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vertex.color = _color;
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}
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if (hasNormal) {
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vertex.normal = _normal;
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vertex.nx = _nx;
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vertex.ny = _ny;
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vertex.nz = _nz;
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}
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vertex.x = _sx * (x + xo);
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@@ -339,11 +343,15 @@ void Tesselator::normal( float x, float y, float z )
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if (!tesselating) printf("But..");
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hasNormal = true;
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char xx = (char) (x * 128);
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char yy = (char) (y * 127);
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char zz = (char) (z * 127);
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//char xx = (char) (x * 128);
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//char yy = (char) (y * 127);
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//char zz = (char) (z * 127);
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_normal = xx | (yy << 8) | (zz << 16);
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//_normal = xx | (yy << 8) | (zz << 16);
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// trying a new thing hopefully works
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this->_nx = x;
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this->_ny = y;
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this->_nz = z;
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}
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void Tesselator::offset( float xo, float yo, float zo ) {
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@@ -389,7 +397,7 @@ void Tesselator::draw()
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vboId = 0;
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int bufferId = vboIds[vboId];
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int access = GL_DYNAMIC_DRAW;//(accessMode==ACCESS_DYNAMIC) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
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glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
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glBufferData2(GL_ARRAY_BUFFER, bytes, _varray, access); // GL_STREAM_DRAW
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@@ -405,7 +413,7 @@ void Tesselator::draw()
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glEnableClientState2(GL_COLOR_ARRAY);
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}
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if (hasNormal) {
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glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
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glNormalPointer(GL_FLOAT, VertexSizeBytes, (GLvoid*) (6 * 4));
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glEnableClientState2(GL_NORMAL_ARRAY);
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}
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//glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, (GLvoid*)&_varray);
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