Remove duplicate files
This commit is contained in:
@@ -1,346 +0,0 @@
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package com.backsun.lod.renderer;
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import java.awt.Color;
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import java.util.concurrent.Callable;
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import org.lwjgl.opengl.GL11;
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import com.backsun.lod.util.enums.FogDistance;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.math.AxisAlignedBB;
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/**
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*
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*
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* @author James Seibel
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* @version 02-13-2021
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*/
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public class BuildBufferThread implements Callable<NearFarBuffer>
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{
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public BufferBuilder nearBuffer;
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public BufferBuilder farBuffer;
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public FogDistance distanceMode;
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public AxisAlignedBB[][] lods;
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public Color[][] colors;
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private int start = 0;
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private int end = -1;
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private int vertexCount = 0;
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private VertexFormat vertexFormat = null;
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private int vertexFormatIndex = 0;
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private VertexFormatElement vertexFormatElement = null;
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BuildBufferThread()
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{
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vertexCount = 0;
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vertexFormat = DefaultVertexFormats.POSITION_COLOR;
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vertexFormatIndex = 0;
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vertexFormatElement = vertexFormat.getElements().get(vertexFormatIndex);
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}
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BuildBufferThread(BufferBuilder newNearByteBuffer, BufferBuilder newFarByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, FogDistance newDistanceMode, int threadNumber, int totalThreads)
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{
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setNewData(newNearByteBuffer, newFarByteBuffer, distanceMode, newLods, newColors, threadNumber, totalThreads);
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vertexCount = 0;
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vertexFormat = DefaultVertexFormats.POSITION_COLOR;
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vertexFormatIndex = 0;
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vertexFormatElement = vertexFormat.getElements().get(vertexFormatIndex);
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}
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public void setNewData(BufferBuilder newNearByteBuffer, BufferBuilder newFarByteBuffer, FogDistance newDistanceMode, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
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{
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vertexCount = 0;
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vertexFormatIndex = 0;
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nearBuffer = newNearByteBuffer;
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farBuffer = newFarByteBuffer;
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distanceMode = newDistanceMode;
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lods = newLods;
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colors = newColors;
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int numbChunksWide = lods.length;
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int rowsToRender = numbChunksWide / totalThreads;
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start = threadNumber * rowsToRender;
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end = (threadNumber + 1) * rowsToRender;
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}
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@Override
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public NearFarBuffer call()
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{
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nearBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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farBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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int numbChunksWide = lods.length;
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BufferBuilder currentBuffer;
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AxisAlignedBB bb;
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int red;
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int green;
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int blue;
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int alpha;
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if (distanceMode == FogDistance.NEAR)
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{
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currentBuffer = nearBuffer;
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}
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else // if (distanceMode == FogDistance.FAR)
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{
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currentBuffer = farBuffer;
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}
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// x axis
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for (int i = start; i < end; i++)
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{
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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if (lods[i][j] == null || colors[i][j] == null)
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continue;
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bb = lods[i][j];
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// get the color of this LOD object
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red = colors[i][j].getRed();
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green = colors[i][j].getGreen();
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blue = colors[i][j].getBlue();
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alpha = colors[i][j].getAlpha();
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// choose which buffer to add these LODs too
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if (distanceMode == FogDistance.NEAR_AND_FAR)
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{
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if (RenderUtil.isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
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currentBuffer = nearBuffer;
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else
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currentBuffer = farBuffer;
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}
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if (bb.minY != bb.maxY)
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{
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// top (facing up)
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
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// bottom (facing down)
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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// south (facing -Z)
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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// north (facing +Z)
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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// west (facing -X)
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
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// east (facing +X)
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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}
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else
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{
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// render this LOD as one block thick
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// top (facing up)
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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// bottom (facing down)
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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// south (facing -Z)
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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// north (facing +Z)
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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// west (facing -X)
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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// east (facing +X)
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
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addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
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}
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} // z axis
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} // x axis
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return new NearFarBuffer(nearBuffer, farBuffer);
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}
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private void addPosAndColor(BufferBuilder buffer, double x, double y, double z, int red, int green, int blue, int alpha)
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{
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buffer.pos(x, y, z).color(red, green, blue, alpha).endVertex();
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// addPos(buffer, x, y, z);
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// addColor(buffer, red, green, blue, alpha);
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// endVertex();
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}
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/*
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private void addPos(ByteBuffer byteBuffer, double x, double y, double z)
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{
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int i = this.vertexCount * this.vertexFormat.getOffset(this.vertexFormatIndex+1) + this.vertexFormat.getOffset(this.vertexFormatIndex);
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switch (this.vertexFormatElement.getType())
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{
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case FLOAT: // This is the one currently used
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byteBuffer.putFloat(i, (float)(x));
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byteBuffer.putFloat(i + 4, (float)(y));
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byteBuffer.putFloat(i + 8, (float)(z));
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break;
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case UINT:
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case INT:
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byteBuffer.putInt(i, Float.floatToRawIntBits((float)(x)));
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byteBuffer.putInt(i + 4, Float.floatToRawIntBits((float)(y)));
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byteBuffer.putInt(i + 8, Float.floatToRawIntBits((float)(z)));
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break;
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case USHORT:
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case SHORT:
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byteBuffer.putShort(i, (short)((int)(x)));
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byteBuffer.putShort(i + 2, (short)((int)(y)));
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byteBuffer.putShort(i + 4, (short)((int)(z)));
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break;
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case UBYTE:
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case BYTE:
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byteBuffer.put(i, (byte)((int)(x)));
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byteBuffer.put(i + 1, (byte)((int)(y)));
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byteBuffer.put(i + 2, (byte)((int)(z)));
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}
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nextVertexFormatIndex();
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}
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private void addColor(ByteBuffer byteBuffer, int red, int green, int blue, int alpha)
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{
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int i = this.vertexCount * this.vertexFormat.getOffset(this.vertexFormatIndex+1) + this.vertexFormat.getOffset(this.vertexFormatIndex);
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switch (this.vertexFormatElement.getType())
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{
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case FLOAT:
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byteBuffer.putFloat(i, red / 255.0F);
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byteBuffer.putFloat(i + 4, green / 255.0F);
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byteBuffer.putFloat(i + 8, blue / 255.0F);
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byteBuffer.putFloat(i + 12, alpha / 255.0F);
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break;
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case UINT:
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case INT:
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byteBuffer.putFloat(i, red);
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byteBuffer.putFloat(i + 4, green);
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byteBuffer.putFloat(i + 8, blue);
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byteBuffer.putFloat(i + 12, alpha);
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break;
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case USHORT:
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case SHORT:
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byteBuffer.putShort(i, (short)red);
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byteBuffer.putShort(i + 2, (short)green);
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byteBuffer.putShort(i + 4, (short)blue);
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byteBuffer.putShort(i + 6, (short)alpha);
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break;
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case UBYTE:
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case BYTE:
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if (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN)
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{
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// this is the one used currently
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byteBuffer.put(i, (byte)red);
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byteBuffer.put(i + 1, (byte)green);
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byteBuffer.put(i + 2, (byte)blue);
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byteBuffer.put(i + 3, (byte)alpha);
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}
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else
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{
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byteBuffer.put(i, (byte)alpha);
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byteBuffer.put(i + 1, (byte)blue);
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byteBuffer.put(i + 2, (byte)green);
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byteBuffer.put(i + 3, (byte)red);
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}
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}
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nextVertexFormatIndex();
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}
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private void nextVertexFormatIndex()
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{
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++this.vertexFormatIndex;
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this.vertexFormatIndex %= this.vertexFormat.getSize();
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this.vertexFormatElement = this.vertexFormat.getElements().get(this.vertexFormatIndex);
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if (this.vertexFormatElement.getUsage() == VertexFormatElement.Usage.PADDING)
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{
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this.nextVertexFormatIndex();
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}
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}
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private void endVertex()
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{
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// ++this.vertexCount;
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// growBuffer(this.vertexFormat.getNextOffset());
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if (this.vertexFormatIndex != 0) {
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throw new IllegalStateException("Not filled all elements of the vertex");
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} else {
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++this.vertexCount;
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this.growBuffer(vertexFormat.getSize());
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}
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}
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private void growBuffer(int p_181670_1_)
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{
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//if (MathHelper.roundUp(p_181670_1_, 4) / 4 > this.rawIntBuffer.remaining() || this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > this.byteBuffer.capacity())
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if (this.vertexCount * this.vertexFormat.getOffset(this.vertexFormatIndex+1) + p_181670_1_ > nearBuffer.capacity())
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{
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int i = nearBuffer.capacity();
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int j = i + MathHelper.roundUp(p_181670_1_, 2097152);
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// int k = this.rawIntBuffer.position();
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ByteBuffer directBytebuffer = GLAllocation.createDirectByteBuffer(j);
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nearBuffer.position(0);
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directBytebuffer.put(nearBuffer);
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directBytebuffer.rewind();
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nearBuffer = directBytebuffer;
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// this.rawFloatBuffer = buffer.asFloatBuffer().asReadOnlyBuffer();
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// this.rawIntBuffer = buffer.asIntBuffer();
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// this.rawIntBuffer.position(k);
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// this.rawShortBuffer = buffer.asShortBuffer();
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// this.rawShortBuffer.position(k << 1);
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}
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}
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*/
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}
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@@ -1,25 +0,0 @@
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package com.backsun.lod.renderer;
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import net.minecraft.client.renderer.BufferBuilder;
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/**
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* This object is just a replacement for an array
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* to make things easier to understand in the LodRenderer
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* and BuildBufferThread.
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*
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* @author James Seibel
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* @version 02-13-2021
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*/
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public class NearFarBuffer
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{
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public BufferBuilder nearBuffer;
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public BufferBuilder farBuffer;
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NearFarBuffer(BufferBuilder newNearBuffer, BufferBuilder newFarBuffer)
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{
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nearBuffer = newNearBuffer;
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farBuffer = newFarBuffer;
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}
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}
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Reference in New Issue
Block a user