Files
minecraft-pe-0.6.1/src/client/renderer/Tesselator.cpp
Shredder aa9fa659df Extremely Big Update - fileshredder
(MAJOR)Added Java Beta/Normal Shading, toggleble in settings

Fixed and restored the unused Item Switching Animation, toggleble in tweaks too

Added Dynamic Texture for Lava

Added option to use Block Outline Selection which was unused normally

Added Split Touch Controls into Options

Mobs will now drop cooked variants of their meat if they died by fire

Fixed Untranslated Strings in Settings

(MAJOR) Ravines and Lava/Water pools have been fixed and renabled

Tweaked BasicTree to hopefully speed up generation a bit, might disable them temporarily if they keep being slow

You can now grow Fancy Oak Trees using saplings.
2026-04-11 14:45:47 +05:00

438 lines
9.5 KiB
C++
Executable File

#include "Tesselator.h"
#include <cstdio>
#include <cstring>
#include <algorithm>
Tesselator Tesselator::instance(sizeof(GLfloat) * MAX_FLOATS); // max size in bytes
const int VertexSizeBytes = sizeof(VERTEX);
Tesselator::Tesselator( int size )
: size(size),
vertices(0),
u(0), v(0),
_color(0),
hasColor(false),
hasTexture(false),
hasNormal(false),
p(0),
count(0),
_noColor(false),
mode(0),
xo(0), yo(0), zo(0),
_normal(0),
_sx(1), _sy(1),
tesselating(false),
vboId(-1),
vboCounts(128),
totalSize(0),
accessMode(ACCESS_STATIC),
maxVertices(size / sizeof(VERTEX)),
_voidBeginEnd(false)
{
vboIds = new GLuint[vboCounts];
_varray = new VERTEX[maxVertices];
char* a = (char*)&_varray[0];
char* b = (char*)&_varray[1];
LOGI("Vsize: %lu, %d\n", sizeof(VERTEX), (b-a));
}
Tesselator::~Tesselator()
{
delete[] vboIds;
delete[] _varray;
}
void Tesselator::init()
{
#ifndef STANDALONE_SERVER
glGenBuffers2(vboCounts, vboIds);
#endif
}
void Tesselator::clear()
{
accessMode = ACCESS_STATIC;
vertices = 0;
count = 0;
p = 0;
_voidBeginEnd = false;
}
int Tesselator::getVboCount() {
return vboCounts;
}
RenderChunk Tesselator::end( bool useMine, int bufferId )
{
#ifndef STANDALONE_SERVER
//if (!tesselating) throw /*new*/ IllegalStateException("Not tesselating!");
if (!tesselating)
LOGI("not tesselating!\n");
if (!tesselating || _voidBeginEnd) return RenderChunk();
tesselating = false;
const int o_vertices = vertices;
if (vertices > 0) {
if (p <= 0 || p > maxVertices) { clear(); return RenderChunk(); }
int bytes = p * sizeof(VERTEX);
if (bytes <= 0) return RenderChunk();
if (++vboId >= vboCounts)
vboId = 0;
#ifdef USE_VBO
// Using VBO, use default buffer id only if we don't send in any
if (!useMine) {
bufferId = vboIds[vboId];
}
#else
// Not using VBO - always use the next buffer object
bufferId = vboIds[vboId];
#endif
int access = GL_STATIC_DRAW;//(accessMode==ACCESS_DYNAMIC) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
glBufferData2(GL_ARRAY_BUFFER, bytes, _varray, access); // GL_STREAM_DRAW
totalSize += bytes;
#ifndef USE_VBO
// 0 1 2 3 4 5 6 7
// x y z u v c
if (hasTexture) {
glTexCoordPointer2(2, GL_FLOAT, VertexSizeBytes, (GLvoid*) (3 * 4));
glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
}
if (hasColor) {
glColorPointer2(4, GL_UNSIGNED_BYTE, VertexSizeBytes, (GLvoid*) (5 * 4));
glEnableClientState2(GL_COLOR_ARRAY);
}
if (hasNormal) {
glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
glEnableClientState2(GL_NORMAL_ARRAY);
}
glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, 0);
glEnableClientState2(GL_VERTEX_ARRAY);
if (mode == GL_QUADS) {
glDrawArrays2(GL_TRIANGLES, 0, vertices);
} else {
glDrawArrays2(mode, 0, vertices);
}
//printf("drawing %d tris, size %d (%d,%d,%d)\n", vertices, p, hasTexture, hasColor, hasNormal);
glDisableClientState2(GL_VERTEX_ARRAY);
if (hasTexture) glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
if (hasColor) glDisableClientState2(GL_COLOR_ARRAY);
if (hasNormal) glDisableClientState2(GL_NORMAL_ARRAY);
#endif /*!USE_VBO*/
}
clear();
RenderChunk out(bufferId, o_vertices);
//map.insert( std::make_pair(bufferId, out.id) );
return out;
#else
return RenderChunk();
#endif
}
void Tesselator::begin( int mode )
{
if (tesselating || _voidBeginEnd) {
if (tesselating && !_voidBeginEnd)
LOGI("already tesselating!\n");
return;
}
//if (tesselating) {
// throw /*new*/ IllegalStateException("Already tesselating!");
//}
tesselating = true;
clear();
this->mode = mode;
hasNormal = false;
hasColor = false;
hasTexture = false;
_noColor = false;
}
void Tesselator::begin()
{
begin(GL_QUADS);
}
void Tesselator::tex( float u, float v )
{
hasTexture = true;
this->u = u;
this->v = v;
}
int Tesselator::getColor() {
return _color;
}
void Tesselator::color( float r, float g, float b )
{
color((int) (r * 255), (int) (g * 255), (int) (b * 255));
}
void Tesselator::color( float r, float g, float b, float a )
{
color((int) (r * 255), (int) (g * 255), (int) (b * 255), (int) (a * 255));
}
void Tesselator::color( int r, int g, int b )
{
color(r, g, b, 255);
}
void Tesselator::color( int r, int g, int b, int a )
{
if (_noColor) return;
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;
if (a > 255) a = 255;
if (r < 0) r = 0;
if (g < 0) g = 0;
if (b < 0) b = 0;
if (a < 0) a = 0;
hasColor = true;
//if (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN) {
if (true) {
_color = (a << 24) | (b << 16) | (g << 8) | (r);
} else {
_color = (r << 24) | (g << 16) | (b << 8) | (a);
}
}
void Tesselator::color( char r, char g, char b )
{
color(r & 0xff, g & 0xff, b & 0xff);
}
void Tesselator::color( int c )
{
int r = ((c >> 16) & 255);
int g = ((c >> 8) & 255);
int b = ((c) & 255);
color(r, g, b);
}
//@note: doesn't care about endianess
void Tesselator::colorABGR( int c )
{
if (_noColor) return;
hasColor = true;
_color = c;
}
void Tesselator::color( int c, int alpha )
{
int r = ((c >> 16) & 255);
int g = ((c >> 8) & 255);
int b = ((c) & 255);
color(r, g, b, alpha);
}
void Tesselator::vertexUV( float x, float y, float z, float u, float v )
{
tex(u, v);
vertex(x, y, z);
}
void Tesselator::scale2d(float sx, float sy) {
_sx *= sx;
_sy *= sy;
}
void Tesselator::resetScale() {
_sx = _sy = 1;
}
void Tesselator::vertex( float x, float y, float z )
{
#ifndef STANDALONE_SERVER
count++;
if (mode == GL_QUADS && (count & 3) == 0) {
for (int i = 0; i < 2; i++) {
const int offs = 3 - i;
if (p - offs < 0 || p >= maxVertices) { clear(); return; }
VERTEX& src = _varray[p - offs];
VERTEX& dst = _varray[p];
if (hasTexture) {
dst.u = src.u;
dst.v = src.v;
}
if (hasColor) {
dst.color = src.color;
}
if (hasNormal) {
dst.normal = src.normal;
}
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
++vertices;
++p;
}
}
if (p < 0 || p >= maxVertices) { clear(); return; }
VERTEX& vertex = _varray[p];
if (hasTexture) {
vertex.u = u;
vertex.v = v;
}
if (hasColor) {
vertex.color = _color;
}
if (hasNormal) {
vertex.normal = _normal;
}
vertex.x = _sx * (x + xo);
vertex.y = _sy * (y + yo);
vertex.z = z + zo;
++p;
++vertices;
if ((vertices & 3) == 0 && p >= maxVertices-1) {
for (int i = 0; i < 3; ++i)
printf("Overwriting the vertex buffer! This chunk/entity won't show up\n");
clear();
}
#endif
}
void Tesselator::noColor()
{
_noColor = true;
}
void Tesselator::setAccessMode(int mode)
{
accessMode = mode;
}
void Tesselator::normal( float x, float y, float z )
{
//static int _warn_t = 0;
//if ((++_warn_t & 32767) == 1)
// LOGI("WARNING: Can't use normals (Tesselator::normal)\n");
//return;
if (!tesselating) printf("But..");
hasNormal = true;
char xx = (char) (x * 128);
char yy = (char) (y * 127);
char zz = (char) (z * 127);
_normal = xx | (yy << 8) | (zz << 16);
}
void Tesselator::offset( float xo, float yo, float zo ) {
this->xo = xo;
this->yo = yo;
this->zo = zo;
}
void Tesselator::addOffset( float x, float y, float z ) {
xo += x;
yo += y;
zo += z;
}
void Tesselator::offset( const Vec3& v ) {
xo = v.x;
yo = v.y;
zo = v.z;
}
void Tesselator::addOffset( const Vec3& v ) {
xo += v.x;
yo += v.y;
zo += v.z;
}
void Tesselator::draw()
{
#ifndef STANDALONE_SERVER
if (!tesselating)
LOGI("not (draw) tesselating!\n");
if (!tesselating || _voidBeginEnd)
return;
tesselating = false;
if (vertices > 0) {
if (p <= 0 || p > maxVertices) { clear(); return; }
int bytes = p * sizeof(VERTEX);
if (bytes <= 0) { clear(); return; }
if (++vboId >= vboCounts)
vboId = 0;
int bufferId = vboIds[vboId];
int access = GL_DYNAMIC_DRAW;//(accessMode==ACCESS_DYNAMIC) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
glBindBuffer2(GL_ARRAY_BUFFER, bufferId);
glBufferData2(GL_ARRAY_BUFFER, bytes, _varray, access); // GL_STREAM_DRAW
if (hasTexture) {
glTexCoordPointer2(2, GL_FLOAT, VertexSizeBytes, (GLvoid*) (3 * 4));
//glTexCoordPointer2(2, GL_FLOAT, VertexSizeBytes, (GLvoid*) &_varray->u);
glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
}
if (hasColor) {
glColorPointer2(4, GL_UNSIGNED_BYTE, VertexSizeBytes, (GLvoid*) (5 * 4));
//glColorPointer2(4, GL_UNSIGNED_BYTE, VertexSizeBytes, (GLvoid*) &_varray->color);
glEnableClientState2(GL_COLOR_ARRAY);
}
if (hasNormal) {
glNormalPointer(GL_BYTE, VertexSizeBytes, (GLvoid*) (6 * 4));
glEnableClientState2(GL_NORMAL_ARRAY);
}
//glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, (GLvoid*)&_varray);
glVertexPointer2(3, GL_FLOAT, VertexSizeBytes, 0);
glEnableClientState2(GL_VERTEX_ARRAY);
if (mode == GL_QUADS) {
glDrawArrays2(GL_TRIANGLES, 0, vertices);
} else {
glDrawArrays2(mode, 0, vertices);
}
glDisableClientState2(GL_VERTEX_ARRAY);
if (hasTexture) glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
if (hasColor) glDisableClientState2(GL_COLOR_ARRAY);
if (hasNormal) glDisableClientState2(GL_NORMAL_ARRAY);
}
clear();
#endif
}
void Tesselator::voidBeginAndEndCalls(bool doVoid) {
_voidBeginEnd = doVoid;
}
void Tesselator::enableColor() {
_noColor = false;
}