mirror of
https://github.com/4jcraft/4jcraft.git
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597 lines
20 KiB
C++
597 lines
20 KiB
C++
#include "../Platform/stdafx.h"
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#include "Tesselator.h"
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#include "../../Minecraft.World/IO/Streams/FloatBuffer.h"
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#include "../../Minecraft.World/IO/Streams/IntBuffer.h"
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#include "../../Minecraft.World/IO/Streams/ByteBuffer.h"
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bool Tesselator::TRIANGLE_MODE = false;
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bool Tesselator::USE_VBO = false;
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/* Things to check we are intialising in the constructor...
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double u, v;
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int col;
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int mode;
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double xo, yo, zo;
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int normal;
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*/
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thread_local Tesselator* Tesselator::m_tlsInstance = nullptr;
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Tesselator* Tesselator::getInstance() { return m_tlsInstance; }
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void Tesselator::CreateNewThreadStorage(int bytes) {
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Tesselator::m_tlsInstance = new Tesselator(bytes / 4);
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}
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// she tessalate my vertices till i render
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Tesselator::Tesselator(int size) {
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// 4J - this block of things moved to constructor from general
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// initialisations round Java class
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vertices = 0;
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hasColor = false;
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hasTexture = false;
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hasTexture2 = false;
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hasNormal = false;
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p = 0;
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count = 0;
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_noColor = false;
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tesselating = false;
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vboMode = false;
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vboId = 0;
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vboCounts = 10;
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// 4J - adding these things to constructor just to be sure that they are
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// initialised with something
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u = v = 0;
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col = 0;
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mode = 0;
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xo = yo = zo = 0;
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xoo = yoo = zoo = 0; // 4J added
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_normal = 0;
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useCompactFormat360 = false; // 4J added
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mipmapEnable = true; // 4J added
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useProjectedTexturePixelShader = false; // 4J added
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this->size = size;
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_array = new intArray(size);
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vboMode =
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USE_VBO; // 4J removed - &&
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// GLContext.getCapabilities().GL_ARB_vertex_buffer_object;
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if (vboMode) {
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vboIds = MemoryTracker::createIntBuffer(vboCounts);
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ARBVertexBufferObject::glGenBuffersARB(vboIds);
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}
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}
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Tesselator* Tesselator::getUniqueInstance(int size) {
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return new Tesselator(size);
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}
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void Tesselator::end() {
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// if (!tesselating) throw new IllegalStateException("Not tesselating!");
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// // 4J - removed
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tesselating = false;
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if (vertices > 0) {
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// 4J - a lot of stuff taken out here for fiddling round with enable
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// client states etc. that don't matter for our renderer
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if (!hasColor) {
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// 4J - TEMP put in fixed vertex colors if we don't have any, until
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// we have a shader that can cope without them Use 0x00000000 (not
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// 0xffffffff) so DrawVertices skips glColor for these vertices,
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// letting any caller-set GL colour (e.g. sky colour) pass through
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// unmodified.
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unsigned int* pColData = (unsigned int*)_array->data;
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pColData += 5;
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for (int i = 0; i < vertices; i++) {
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*pColData = 0x00000000;
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pColData += 8;
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}
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}
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if (mode == GL_QUADS && TRIANGLE_MODE) {
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// glDrawArrays(GL_TRIANGLES, 0, vertices); // 4J - changed for xbox
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RenderManager.DrawVertices(
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C4JRender::PRIMITIVE_TYPE_TRIANGLE_LIST, vertices, _array->data,
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useCompactFormat360
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? C4JRender::VERTEX_TYPE_COMPRESSED
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: C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1,
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useProjectedTexturePixelShader
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? C4JRender::PIXEL_SHADER_TYPE_PROJECTION
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: C4JRender::PIXEL_SHADER_TYPE_STANDARD);
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} else {
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// glDrawArrays(mode, 0, vertices); // 4J - changed
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// for xbox
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// For compact vertices, the vertexCount has to be calculated from
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// the amount of data written, as we insert extra fake vertices to
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// encode supplementary data for more awkward quads that have non
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// axis aligned UVs (eg flowing lava/water)
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int vertexCount = vertices;
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if (useCompactFormat360) {
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RenderManager.DrawVertices(
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(C4JRender::ePrimitiveType)mode, vertexCount, _array->data,
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C4JRender::VERTEX_TYPE_COMPRESSED,
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C4JRender::PIXEL_SHADER_TYPE_STANDARD);
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} else {
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if (useProjectedTexturePixelShader) {
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RenderManager.DrawVertices(
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(C4JRender::ePrimitiveType)mode, vertexCount,
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_array->data,
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C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN,
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C4JRender::PIXEL_SHADER_TYPE_PROJECTION);
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} else {
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RenderManager.DrawVertices(
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(C4JRender::ePrimitiveType)mode, vertexCount,
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_array->data,
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C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1,
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C4JRender::PIXEL_SHADER_TYPE_STANDARD);
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}
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}
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}
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// 4jcraft: gldisableclientstate breaks gl compat, commenting those lead
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// to some weird glitches with input but.. somehow stopped one day so..
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// just keep an eye on these incase mouse locking stops working outta
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// nowhere (i blame opengl not me)
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//
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// glDisableClientState(GL_VERTEX_ARRAY); if (hasTexture)
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// glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (hasColor)
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// glDisableClientState(GL_COLOR_ARRAY); if (hasNormal)
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// glDisableClientState(GL_NORMAL_ARRAY);
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}
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clear();
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}
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void Tesselator::clear() {
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vertices = 0;
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p = 0;
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count = 0;
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}
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void Tesselator::begin() {
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begin(GL_QUADS);
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bounds.reset(); // 4J MGH - added
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}
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void Tesselator::useProjectedTexture(bool enable) {
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useProjectedTexturePixelShader = enable;
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}
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void Tesselator::useCompactVertices(bool enable) {
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useCompactFormat360 = enable;
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}
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bool Tesselator::getCompactVertices() { return useCompactFormat360; }
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bool Tesselator::setMipmapEnable(bool enable) {
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bool prev = mipmapEnable;
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mipmapEnable = enable;
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return prev;
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}
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void Tesselator::begin(int mode) {
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/* // 4J - removed
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if (tesselating) {
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throw new IllegalStateException("Already tesselating!");
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} */
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tesselating = true;
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clear();
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this->mode = mode;
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hasNormal = false;
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hasColor = false;
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hasTexture = false;
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hasTexture2 = false;
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_noColor = false;
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}
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void Tesselator::tex(float u, float v) {
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hasTexture = true;
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this->u = u;
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this->v = v;
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}
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void Tesselator::tex2(int tex2) {
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hasTexture2 = true;
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this->_tex2 = tex2;
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}
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void Tesselator::color(float r, float g, float b) {
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color((int)(r * 255), (int)(g * 255), (int)(b * 255));
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}
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void Tesselator::color(float r, float g, float b, float a) {
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color((int)(r * 255), (int)(g * 255), (int)(b * 255), (int)(a * 255));
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}
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void Tesselator::color(int r, int g, int b) { color(r, g, b, 255); }
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void Tesselator::color(int r, int g, int b, int a) {
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if (_noColor) return;
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if (r > 255) r = 255;
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if (g > 255) g = 255;
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if (b > 255) b = 255;
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if (a > 255) a = 255;
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if (r < 0) r = 0;
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if (g < 0) g = 0;
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if (b < 0) b = 0;
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if (a < 0) a = 0;
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hasColor = true;
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// 4J - removed little-endian option
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col = (r << 24) | (g << 16) | (b << 8) | (a);
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}
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void Tesselator::color(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
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color(r & 0xff, g & 0xff, b & 0xff);
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}
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void Tesselator::vertexUV(float x, float y, float z, float u, float v) {
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tex(u, v);
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vertex(x, y, z);
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}
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// Pack the 4 vertices of a quad up into a compact format. This is structured as
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// 8 bytes per vertex, arranged in blocks of 4 vertices per quad. Currently this
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// is (one letter per nyblle):
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//
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// cccc xxyy zzll rgbi (vertex 0)
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// umin xxyy zzll rgbi (vertex 1)
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// vmin xxyy zzll rgbi (vertex 2)
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// udvd xxyy zzll rgbi (vertex 3)
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//
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// where: cccc is a 15-bit (5 bits per x/y/z) origin position / offset
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// for the whole quad. Each
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// component is unsigned, and offset by 16
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// so has a range 0 to 31 actually representing -16 to 15
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// xx,yy,zz are 8-bit deltas from this origin to each vertex. These are
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// unsigned 1.7 fixed point, ie
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// representing a range of 0 to 1.9921875
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// rgb is 4:4:4 RGB
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// umin, vmin are 3:13 unsigned fixed point UVs reprenting the min u and
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// v required by the quad ud,vd are 8-bit unsigned fixed pont
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// UV deltas, which can be added to umin/vmin to get umax, vmax
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// and therefore define the 4 corners of
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// an axis aligned UV mapping
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// i is a code per vertex that indicates which of umin/umax
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// should be used for u, and which
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// of vmin/vmax should be used for v for
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// this vertex. The coding is: 0 - u =
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// umin, v = vmin 1 - u = umin, v
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// = vmax 2 - u = umax, v = vmin
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// 3 - u = umax, v = vmax 4 - not
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// axis aligned, use uv stored in the vertex data 4 on from this one ll
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// is an 8-bit (4 bit per u/v) index into the current lighting texture
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//
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// For quads that don't have axis aligned UVs (ie have a code for 4 in i as
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// described above) the 8 byte vertex is followed by a further 8 bytes which
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// have explicit UVs defined for each vertex:
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//
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// 0000 0000 uuuu vvvv (vertex 0)
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// 0000 0000 uuuu vvvv (vertex 1)
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// 0000 0000 uuuu vvvv (vertex 2)
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// 0000 0000 uuuu vvvv (vertex 3)
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//
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void Tesselator::packCompactQuad() {
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// Offset x/y/z by 16 so that we can deal with a -16 -> 16 range
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for (int i = 0; i < 4; i++) {
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m_ix[i] += 16 * 128;
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m_iy[i] += 16 * 128;
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m_iz[i] += 16 * 128;
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}
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// Find min x/y/z
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unsigned int minx = m_ix[0];
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unsigned int miny = m_iy[0];
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unsigned int minz = m_iz[0];
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for (int i = 1; i < 4; i++) {
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if (m_ix[i] < minx) minx = m_ix[i];
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if (m_iy[i] < miny) miny = m_iy[i];
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if (m_iz[i] < minz) minz = m_iz[i];
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}
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// Everything has been scaled by a factor of 128 to get it into an int, and
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// so the minimum now should be in the range of (0->32) * 128. Get the base
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// x/y/z that our quad will be referenced from now, which can be stored in 5
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// bits
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unsigned int basex = (minx >> 7);
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unsigned int basey = (miny >> 7);
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unsigned int basez = (minz >> 7);
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// If the min is 32, then this whole quad must be in that plane - make the
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// min 15 instead so we can still offset from that with our delta to get to
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// the exact edge
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if (basex == 32) basex = 31;
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if (basey == 32) basey = 31;
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if (basez == 32) basez = 31;
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// Now get deltas to each vertex - these have an 8-bit range so they can
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// span a full unit range from the base position
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for (int i = 0; i < 4; i++) {
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m_ix[i] -= basex << 7;
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m_iy[i] -= basey << 7;
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m_iz[i] -= basez << 7;
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}
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// Now write the data out
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unsigned int* data = (unsigned int*)&_array->data[p];
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for (int i = 0; i < 4; i++) {
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data[i * 2 + 0] = (m_ix[i] << 8) | (m_iy[i]);
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data[i * 2 + 1] = (m_iz[i] << 24) | (m_clr[i]);
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}
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data[0] |= (basex << 26) | (basey << 21) | (basez << 16);
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// Now process UVs. First find min & max U & V
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unsigned int minu = m_u[0];
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unsigned int minv = m_v[0];
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unsigned int maxu = m_u[0];
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unsigned int maxv = m_v[0];
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for (int i = 1; i < 4; i++) {
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if (m_u[i] < minu) minu = m_u[i];
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if (m_v[i] < minv) minv = m_v[i];
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if (m_u[i] > maxu) maxu = m_u[i];
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if (m_v[i] > maxv) maxv = m_v[i];
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}
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// In nearly all cases, all our UVs should be axis aligned for this quad. So
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// the only values they should have in each dimension should be the min/max.
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// We're going to store: (1) minu/maxu (16 bits each, only actuall needs to
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// store 14 bits to get a 0 to 2 range for each (2) du/dv ( ie maxu-minu,
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// maxv-minv) - 8 bits each, to store a range of 0 to 15.9375 texels. This
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// should be enough to map the full UV range of a single 16x16 region of the
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// terrain texture, since we always pull UVs in by 1/16th of their range at
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// the sides
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unsigned int du = maxu - minu;
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unsigned int dv = maxv - minv;
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if (du > 255) du = 255;
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if (dv > 255) dv = 255;
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// Check if this quad has UVs that can be referenced this way. This should
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// only happen for flowing water and lava, where the texture coordinates are
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// rotated for the top surface of the tile.
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bool axisAligned = true;
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for (int i = 0; i < 4; i++) {
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if (!(((m_u[i] == minu) || (m_u[i] == maxu)) &&
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((m_v[i] == minv) || (m_v[i] == maxv)))) {
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axisAligned = false;
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}
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}
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if (axisAligned) {
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// Now go through each vertex, and work out which of the min/max should
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// be used for each dimension, and store
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for (int i = 0; i < 4; i++) {
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unsigned int code = 0;
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if (m_u[i] == maxu) code |= 2;
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if (m_v[i] == maxv) code |= 1;
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data[i * 2 + 1] |= code;
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data[i * 2 + 1] |= m_t2[i] << 16;
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}
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// Finally, store the minu/minv/du/dv
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data[1 * 2 + 0] |= minu << 16;
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data[2 * 2 + 0] |= minv << 16;
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data[3 * 2 + 0] |= (du << 24 | dv << 16);
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p += 4 * 2;
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} else {
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// The UVs aren't axis aligned - store them in the next 4 vertices.
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// These will be indexed from our base vertices because we'll set a
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// special code (4) for the UVs. They won't be drawn as actual verts
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// when these extra vertices go through the vertex shader, because we'll
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// make sure that they get interpreted as a zero area quad and so
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// they'll be quickly eliminated from rendering post-tranform
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for (int i = 0; i < 4; i++) {
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data[i * 2 + 1] |= (4); // The special code to indicate they need
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// further data to be fetched
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data[i * 2 + 1] |= m_t2[i] << 16;
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data[8 + i * 2] =
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0; // This includes x/y coordinate of each vert as (0,0) so
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// they will be interpreted as a zero area quad
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data[9 + i * 2] = m_u[i] << 16 | m_v[i];
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}
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// Extra 8 bytes required
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p += 8 * 2;
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}
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}
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typedef unsigned short hfloat;
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extern hfloat convertFloatToHFloat(float f);
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extern float convertHFloatToFloat(hfloat hf);
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#if defined(__linux__)
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namespace {
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void packLinuxLightmapCoords(int tex2, std::int16_t& u, std::int16_t& v) {
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u = static_cast<std::int16_t>(tex2 & 0xffff);
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v = static_cast<std::int16_t>((tex2 >> 16) & 0xffff);
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// Linux 4jlibs consumes packed UV2 values by dividing them by 256 directly
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// for chunk and other non-scaleLight draws, so offset to texel centers
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// here.
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u += 8;
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v += 8;
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}
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void logLinuxPackedLightmapCoords(const char* path, int tex2, std::int16_t u,
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std::int16_t v) {
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static int logCount = 0;
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if (logCount >= 16) return;
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++logCount;
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app.DebugPrintf(
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"[linux-lightmap] %s raw=0x%08x packed=(%d,%d) sampled=(%.4f,%.4f)\n",
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path, tex2, (int)u, (int)v, u / 256.0f, v / 256.0f);
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}
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} // namespace
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#endif
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void Tesselator::vertex(float x, float y, float z) {
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bounds.addVert(x + xo, y + yo, z + zo); // 4J MGH - added
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count++;
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// Signal to pixel shader whether to use mipmapping or not, by putting u
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// into > 1 range if it is to be disabled
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float uu = mipmapEnable ? u : (u + 1.0f);
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// 4J - this format added for 360 to keep memory size of tesselated tiles
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// down - see comments in packCompactQuad() for exact format
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if (useCompactFormat360) {
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unsigned int ucol = (unsigned int)col;
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unsigned short packedcol = ((col & 0xf8000000) >> 16) |
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((col & 0x00fc0000) >> 13) |
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((col & 0x0000f800) >> 11);
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int ipackedcol = ((int)packedcol) & 0xffff; // 0 to 65535 range
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ipackedcol -= 32768; // -32768 to 32767 range
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ipackedcol &= 0xffff;
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std::int16_t* pShortData = (std::int16_t*)&_array->data[p];
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pShortData[0] = (((int)((x + xo) * 1024.0f)) & 0xffff);
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pShortData[1] = (((int)((y + yo) * 1024.0f)) & 0xffff);
|
|
pShortData[2] = (((int)((z + zo) * 1024.0f)) & 0xffff);
|
|
pShortData[3] = ipackedcol;
|
|
pShortData[4] = (((int)(uu * 8192.0f)) & 0xffff);
|
|
pShortData[5] = (((int)(v * 8192.0f)) & 0xffff);
|
|
std::int16_t u2 = static_cast<std::int16_t>(_tex2 & 0xffff);
|
|
std::int16_t v2 = static_cast<std::int16_t>((_tex2 >> 16) & 0xffff);
|
|
#if defined(__linux__)
|
|
packLinuxLightmapCoords(_tex2, u2, v2);
|
|
logLinuxPackedLightmapCoords("compact", _tex2, u2, v2);
|
|
#endif
|
|
pShortData[6] = u2;
|
|
pShortData[7] = v2;
|
|
|
|
p += 4;
|
|
|
|
vertices++;
|
|
|
|
if (vertices % 4 == 0 &&
|
|
((p >= size - 4 * 4) ||
|
|
((p / 4) >=
|
|
65532))) // Max 65535 verts in D3D, so 65532 is the last point at
|
|
// the end of a quad to catch it
|
|
|
|
{
|
|
end();
|
|
tesselating = true;
|
|
}
|
|
} else {
|
|
if (mode == GL_QUADS && TRIANGLE_MODE && count % 4 == 0) {
|
|
for (int i = 0; i < 2; i++) {
|
|
int offs = 8 * (3 - i);
|
|
if (hasTexture) {
|
|
_array->data[p + 3] = _array->data[p - offs + 3];
|
|
_array->data[p + 4] = _array->data[p - offs + 4];
|
|
}
|
|
if (hasColor) {
|
|
_array->data[p + 5] = _array->data[p - offs + 5];
|
|
}
|
|
|
|
_array->data[p + 0] = _array->data[p - offs + 0];
|
|
_array->data[p + 1] = _array->data[p - offs + 1];
|
|
_array->data[p + 2] = _array->data[p - offs + 2];
|
|
|
|
vertices++;
|
|
p += 8;
|
|
}
|
|
}
|
|
|
|
if (hasTexture) {
|
|
float* fdata = (float*)(_array->data + p + 3);
|
|
*fdata++ = uu;
|
|
*fdata++ = v;
|
|
}
|
|
if (hasColor) {
|
|
_array->data[p + 5] = col;
|
|
}
|
|
if (hasNormal) {
|
|
_array->data[p + 6] = _normal;
|
|
}
|
|
if (hasTexture2) {
|
|
// 4jcraft: we will be lighting the blocks right in here
|
|
#if defined(__linux__)
|
|
std::int16_t tex2U;
|
|
std::int16_t tex2V;
|
|
packLinuxLightmapCoords(_tex2, tex2U, tex2V);
|
|
logLinuxPackedLightmapCoords("standard", _tex2, tex2U, tex2V);
|
|
std::int16_t* pShortArray = (std::int16_t*)&_array->data[p + 7];
|
|
pShortArray[0] = tex2U;
|
|
pShortArray[1] = tex2V;
|
|
#else
|
|
_array->data[p + 7] = _tex2;
|
|
#endif
|
|
} else {
|
|
// -512 each for u/v will mean that the renderer will use global
|
|
// settings (set via RenderManager.StateSetVertexTextureUV) rather
|
|
// than these local ones
|
|
*(unsigned int*)(&_array->data[p + 7]) = 0xfe00fe00;
|
|
}
|
|
|
|
float* fdata = (float*)(_array->data + p);
|
|
*fdata++ = (x + xo);
|
|
*fdata++ = (y + yo);
|
|
*fdata++ = (z + zo);
|
|
p += 8;
|
|
|
|
vertices++;
|
|
if (vertices % 4 == 0 && p >= size - 8 * 4) {
|
|
end();
|
|
tesselating = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Tesselator::color(int c) {
|
|
int r = ((c >> 16) & 255);
|
|
int g = ((c >> 8) & 255);
|
|
int b = ((c) & 255);
|
|
color(r, g, b);
|
|
}
|
|
|
|
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::noColor() { _noColor = true; }
|
|
|
|
void Tesselator::normal(float x, float y, float z) {
|
|
hasNormal = true;
|
|
|
|
// 4jcraft copied the PSVITA branch, read comment above
|
|
std::int8_t xx = (std::int8_t)(x * 127);
|
|
std::int8_t yy = (std::int8_t)(y * 127);
|
|
std::int8_t zz = (std::int8_t)(z * 127);
|
|
_normal = (xx & 0xff) | ((yy & 0xff) << 8) | ((zz & 0xff) << 16);
|
|
}
|
|
|
|
void Tesselator::offset(float xo, float yo, float zo) {
|
|
this->xo = xo;
|
|
this->yo = yo;
|
|
this->zo = zo;
|
|
|
|
// 4J added
|
|
this->xoo = xo;
|
|
this->yoo = yo;
|
|
this->zoo = zo;
|
|
}
|
|
|
|
void Tesselator::addOffset(float x, float y, float z) {
|
|
xo += x;
|
|
yo += y;
|
|
zo += z;
|
|
}
|
|
|
|
bool Tesselator::hasMaxVertices() { return false; } |