Fixed even more rendering stuff
Even more rendering BS!
This commit is contained in:
parent
0deaced874
commit
be9e587a96
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@ -100,16 +100,15 @@ public final class ModelRenderer {
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var4.startDrawingQuads();
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TexturedQuad var10000 = var2.faces[var5];
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float var8 = var3;
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Tessellator var7 = var4;
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TexturedQuad var6 = var10000;
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Vec3D var9 = var6.vertexPositions[1].vector3D.subtract(var6.vertexPositions[0].vector3D).normalize();
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Vec3D var10 = var6.vertexPositions[1].vector3D.subtract(var6.vertexPositions[2].vector3D).normalize();
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var9 = (new Vec3D(var9.yCoord * var10.zCoord - var9.zCoord * var10.yCoord, var9.zCoord * var10.xCoord - var9.xCoord * var10.zCoord, var9.xCoord * var10.yCoord - var9.yCoord * var10.xCoord)).normalize();
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Tessellator.setNormal(-var9.xCoord, -var9.yCoord, -var9.zCoord);
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var4.setNormal(-var9.xCoord, -var9.yCoord, -var9.zCoord);
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for(int var11 = 0; var11 < 4; ++var11) {
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PositionTextureVertex var12 = var6.vertexPositions[var11];
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var7.addVertexWithUV(var12.vector3D.xCoord * var8, var12.vector3D.yCoord * var8, var12.vector3D.zCoord * var8, var12.texturePositionX, var12.texturePositionY);
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var4.addVertexWithUV(var12.vector3D.xCoord * var8, var12.vector3D.yCoord * var8, var12.vector3D.zCoord * var8, var12.texturePositionX, var12.texturePositionY);
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}
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var4.draw();
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@ -83,21 +83,21 @@ public final class ItemRenderer {
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GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(-(15.0F / 16.0F), -(1.0F / 16.0F), 0.0F);
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Tessellator.setNormal(0.0F, 0.0F, 1.0F);
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var11.setNormal(0.0F, 0.0F, 1.0F);
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var11.startDrawingQuads();
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var11.addVertexWithUV(0.0F, 0.0F, 0.0F, var1, var9);
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var11.addVertexWithUV(1.0F, 0.0F, 0.0F, var5, var9);
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var11.addVertexWithUV(1.0F, 1.0F, 0.0F, var5, var2);
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var11.addVertexWithUV(0.0F, 1.0F, 0.0F, var1, var2);
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var11.draw();
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Tessellator.setNormal(0.0F, 0.0F, -1.0F);
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var11.setNormal(0.0F, 0.0F, -1.0F);
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var11.startDrawingQuads();
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var11.addVertexWithUV(0.0F, 1.0F, -(1.0F / 16.0F), var1, var2);
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var11.addVertexWithUV(1.0F, 1.0F, -(1.0F / 16.0F), var5, var2);
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var11.addVertexWithUV(1.0F, 0.0F, -(1.0F / 16.0F), var5, var9);
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var11.addVertexWithUV(0.0F, 0.0F, -(1.0F / 16.0F), var1, var9);
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var11.draw();
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Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
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var11.setNormal(-1.0F, 0.0F, 0.0F);
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var11.startDrawingQuads();
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int var6;
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@ -114,7 +114,7 @@ public final class ItemRenderer {
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}
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var11.draw();
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Tessellator.setNormal(1.0F, 0.0F, 0.0F);
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var11.setNormal(1.0F, 0.0F, 0.0F);
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var11.startDrawingQuads();
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for(var6 = 0; var6 < 16; ++var6) {
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@ -128,7 +128,7 @@ public final class ItemRenderer {
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}
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var11.draw();
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Tessellator.setNormal(0.0F, 1.0F, 0.0F);
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var11.setNormal(0.0F, 1.0F, 0.0F);
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var11.startDrawingQuads();
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for(var6 = 0; var6 < 16; ++var6) {
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@ -142,7 +142,7 @@ public final class ItemRenderer {
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}
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var11.draw();
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Tessellator.setNormal(0.0F, -1.0F, 0.0F);
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var11.setNormal(0.0F, -1.0F, 0.0F);
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var11.startDrawingQuads();
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for(var6 = 0; var6 < 16; ++var6) {
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@ -761,44 +761,44 @@ public final class RenderBlocks {
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if(var3 == 0) {
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GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, -1.0F, 0.0F);
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var2.setNormal(0.0F, -1.0F, 0.0F);
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this.renderBlockBottom(var1, 0.0F, 0.0F, 0.0F, var1.getBlockTextureFromSide(0));
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var2.draw();
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, 1.0F, 0.0F);
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var2.setNormal(0.0F, 1.0F, 0.0F);
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this.renderBlockTop(var1, 0.0F, 0.0F, 0.0F, var1.getBlockTextureFromSide(1));
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var2.draw();
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, 0.0F, -1.0F);
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var2.setNormal(0.0F, 0.0F, -1.0F);
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this.renderBlockNorth(var1, 0, 0, 0, var1.getBlockTextureFromSide(2));
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var2.draw();
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, 0.0F, 1.0F);
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var2.setNormal(0.0F, 0.0F, 1.0F);
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this.renderBlockSouth(var1, 0, 0, 0, var1.getBlockTextureFromSide(3));
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var2.draw();
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var2.startDrawingQuads();
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Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
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var2.setNormal(-1.0F, 0.0F, 0.0F);
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this.renderBlockWest(var1, 0, 0, 0, var1.getBlockTextureFromSide(4));
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var2.draw();
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var2.startDrawingQuads();
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Tessellator.setNormal(1.0F, 0.0F, 0.0F);
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var2.setNormal(1.0F, 0.0F, 0.0F);
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this.renderBlockEast(var1, 0, 0, 0, var1.getBlockTextureFromSide(5));
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var2.draw();
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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} else if(var3 == 1) {
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, -1.0F, 0.0F);
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var2.setNormal(0.0F, -1.0F, 0.0F);
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this.renderBlockPlant(var1, -1, -0.5F, -0.5F, -0.5F);
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var2.draw();
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} else if(var3 == 6) {
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, -1.0F, 0.0F);
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var2.setNormal(0.0F, -1.0F, 0.0F);
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this.renderBlockCrops(var1, -1, -0.5F, -0.5F, -0.5F);
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var2.draw();
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} else {
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if(var3 == 2) {
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var2.startDrawingQuads();
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Tessellator.setNormal(0.0F, -1.0F, 0.0F);
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var2.setNormal(0.0F, -1.0F, 0.0F);
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this.renderBlockTorch(var1, -0.5F, -0.5F, -0.5F, 0.0F, 0.0F);
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var2.draw();
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}
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@ -1,223 +1,349 @@
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package net.minecraft.client.render;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.ARBVertexBufferObject;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.teavm.jso.typedarrays.ArrayBuffer;
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import org.teavm.jso.typedarrays.Float32Array;
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import org.teavm.jso.typedarrays.Int32Array;
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public final class Tessellator {
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private static boolean convertQuadsToTriangles = false;
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private static boolean tryVBO = false;
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private ByteBuffer byteBuffer = BufferUtils.createByteBuffer(8388608);
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private int[] rawBuffer = new int[2097152];
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public class Tessellator {
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/** The byte buffer used for GL allocation. */
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private Int32Array intBuffer;
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private Float32Array floatBuffer;
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/**
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* The number of vertices to be drawn in the next draw call. Reset to 0 between
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* draw calls.
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*/
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private int vertexCount = 0;
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/** The first coordinate to be used for the texture. */
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private float textureU;
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/** The second coordinate to be used for the texture. */
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private float textureV;
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/** The color (RGBA) value to be used for the following draw call. */
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private int color;
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/**
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* Whether the current draw object for this tessellator has color values.
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*/
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private boolean hasColor = false;
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/**
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* Whether the current draw object for this tessellator has texture coordinates.
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*/
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private boolean hasTexture = false;
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/**
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* Whether the current draw object for this tessellator has normal values.
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*/
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private boolean hasNormals = false;
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/** The index into the raw buffer to be used for the next data. */
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private int rawBufferIndex = 0;
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/**
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* The number of vertices manually added to the given draw call. This differs
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* from vertexCount because it adds extra vertices when converting quads to
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* triangles.
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*/
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private int addedVertices = 0;
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/** Disables all color information for the following draw call. */
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private boolean isColorDisabled = false;
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/** The draw mode currently being used by the tessellator. */
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private int drawMode;
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public static Tessellator instance = new Tessellator();
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/**
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* An offset to be applied along the x-axis for all vertices in this draw call.
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*/
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private double xOffset;
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/**
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* An offset to be applied along the y-axis for all vertices in this draw call.
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*/
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private double yOffset;
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/**
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* An offset to be applied along the z-axis for all vertices in this draw call.
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*/
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private double zOffset;
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/** The normal to be applied to the face being drawn. */
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private int normal;
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/** The static instance of the Tessellator. */
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public static final Tessellator instance = new Tessellator(285000);
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/** Whether this tessellator is currently in draw mode. */
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private boolean isDrawing = false;
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/** Whether we are currently using VBO or not. */
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private boolean useVBO = false;
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private IntBuffer vertexBuffers;
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private int vboIndex = 0;
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private int vboCount = 10;
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private Tessellator() {
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this.useVBO = false;
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if(this.useVBO) {
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this.vertexBuffers = BufferUtils.createIntBuffer(this.vboCount);
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ARBVertexBufferObject.glGenBuffersARB(this.vertexBuffers);
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}
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/** The size of the buffers used (in integers). */
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private int bufferSize;
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private Tessellator(int par1) {
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this.bufferSize = par1;
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ArrayBuffer a = ArrayBuffer.create(par1 * 4);
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this.intBuffer = Int32Array.create(a);
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this.floatBuffer = Float32Array.create(a);
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}
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public final void draw() {
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if(!this.isDrawing) {
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throw new IllegalStateException("Not tesselating!");
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/**
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* Draws the data set up in this tessellator and resets the state to prepare for
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* new drawing.
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*/
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public int draw() {
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if (!this.isDrawing) {
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return 0;
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} else {
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this.isDrawing = false;
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if(this.vertexCount > 0) {
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IntBuffer var1 = this.byteBuffer.asIntBuffer();
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FloatBuffer var2 = this.byteBuffer.asFloatBuffer();
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var1.clear();
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var1.put(this.rawBuffer, 0, this.rawBufferIndex);
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this.byteBuffer.position(0);
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this.byteBuffer.limit(this.rawBufferIndex << 2);
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if(this.useVBO) {
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this.vboIndex = (this.vboIndex + 1) % this.vboCount;
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ARBVertexBufferObject.glBindBufferARB(GL15.GL_ARRAY_BUFFER, this.vertexBuffers.get(this.vboIndex));
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ARBVertexBufferObject.glBufferDataARB(GL15.GL_ARRAY_BUFFER, this.byteBuffer, GL15.GL_STREAM_DRAW);
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if (this.vertexCount > 0) {
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if (this.hasTexture) {
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GL11.glEnableVertexAttrib(GL11.GL_TEXTURE_COORD_ARRAY);
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}
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if(this.hasTexture) {
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if(this.useVBO) {
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GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 32, 12L);
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} else {
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var2.position(3);
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GL11.glTexCoordPointer(2, 32, (FloatBuffer)var2);
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}
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GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
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if (this.hasColor) {
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GL11.glEnableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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if(this.hasColor) {
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if(this.useVBO) {
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GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 32, 20L);
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} else {
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this.byteBuffer.position(20);
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GL11.glColorPointer(4, true, 32, this.byteBuffer);
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}
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GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
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if (this.hasNormals) {
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GL11.glEnableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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GL11.glDrawArrays(this.drawMode, 0, this.vertexCount, Int32Array.create(intBuffer.getBuffer(), 0, this.vertexCount * 7));
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if (this.hasTexture) {
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GL11.glDisableVertexAttrib(GL11.GL_TEXTURE_COORD_ARRAY);
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}
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if(this.useVBO) {
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GL11.glVertexPointer(3, GL11.GL_FLOAT, 32, 0L);
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} else {
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var2.position(0);
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GL11.glVertexPointer(3, 32, (FloatBuffer)var2);
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if (this.hasColor) {
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GL11.glDisableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
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GL11.glDrawArrays(this.drawMode, GL11.GL_POINTS, this.vertexCount);
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GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
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if(this.hasTexture) {
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GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
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}
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if(this.hasColor) {
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GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
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if (this.hasNormals) {
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GL11.glDisableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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}
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int var1 = this.rawBufferIndex * 4;
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this.reset();
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return var1;
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}
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}
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/**
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* Clears the tessellator state in preparation for new drawing.
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*/
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private void reset() {
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this.vertexCount = 0;
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this.byteBuffer.clear();
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//this.byteBuffer.clear();
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this.rawBufferIndex = 0;
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this.addedVertices = 0;
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}
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public final void startDrawingQuads() {
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this.startDrawing(7);
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/**
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* Sets draw mode in the tessellator to draw quads.
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*/
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public void startDrawingQuads() {
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this.startDrawing(GL11.GL_QUADS);
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}
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public final void startDrawing(int var1) {
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if(this.isDrawing) {
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throw new IllegalStateException("Already tesselating!");
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} else {
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this.isDrawing = true;
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this.reset();
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this.drawMode = var1;
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this.hasColor = false;
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this.hasTexture = false;
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this.isColorDisabled = false;
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/**
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* Resets tessellator state and prepares for drawing (with the specified draw
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* mode).
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*/
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public void startDrawing(int par1) {
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if (this.isDrawing) {
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this.draw();
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}
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this.isDrawing = true;
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this.reset();
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this.drawMode = par1;
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this.hasNormals = false;
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this.hasColor = false;
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this.hasTexture = false;
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this.isColorDisabled = false;
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}
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public final void setColorOpaque_F(float var1, float var2, float var3) {
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this.setColorOpaque((int)(var1 * 255.0F), (int)(var2 * 255.0F), (int)(var3 * 255.0F));
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/**
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* Sets the texture coordinates.
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*/
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public void setTextureUV(double par1, double par3) {
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this.hasTexture = true;
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this.textureU = (float) par1;
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this.textureV = (float) par3;
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}
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public final void setColorRGBA_F(float var1, float var2, float var3, float var4) {
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this.setColorRGBA((int)(var1 * 255.0F), (int)(var2 * 255.0F), (int)(var3 * 255.0F), (int)(var4 * 255.0F));
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/**
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* Sets the RGB values as specified, converting from floats between 0 and 1 to
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* integers from 0-255.
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*/
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public void setColorOpaque_F(float par1, float par2, float par3) {
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this.setColorOpaque((int) (par1 * 255.0F), (int) (par2 * 255.0F), (int) (par3 * 255.0F));
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}
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private void setColorOpaque(int var1, int var2, int var3) {
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this.setColorRGBA(var1, var2, var3, 255);
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/**
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* Sets the RGBA values for the color, converting from floats between 0 and 1 to
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* integers from 0-255.
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*/
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public void setColorRGBA_F(float par1, float par2, float par3, float par4) {
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||||
this.setColorRGBA((int) (par1 * 255.0F), (int) (par2 * 255.0F), (int) (par3 * 255.0F), (int) (par4 * 255.0F));
|
||||
}
|
||||
|
||||
private void setColorRGBA(int var1, int var2, int var3, int var4) {
|
||||
if(!this.isColorDisabled) {
|
||||
if(var1 > 255) {
|
||||
var1 = 255;
|
||||
/**
|
||||
* Sets the RGB values as specified, and sets alpha to opaque.
|
||||
*/
|
||||
public void setColorOpaque(int par1, int par2, int par3) {
|
||||
this.setColorRGBA(par1, par2, par3, 255);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the RGBA values for the color. Also clamps them to 0-255.
|
||||
*/
|
||||
public void setColorRGBA(int par1, int par2, int par3, int par4) {
|
||||
if (!this.isColorDisabled) {
|
||||
if (par1 > 255) {
|
||||
par1 = 255;
|
||||
}
|
||||
|
||||
if(var2 > 255) {
|
||||
var2 = 255;
|
||||
if (par2 > 255) {
|
||||
par2 = 255;
|
||||
}
|
||||
|
||||
if(var3 > 255) {
|
||||
var3 = 255;
|
||||
if (par3 > 255) {
|
||||
par3 = 255;
|
||||
}
|
||||
|
||||
if(var4 > 255) {
|
||||
var4 = 255;
|
||||
if (par4 > 255) {
|
||||
par4 = 255;
|
||||
}
|
||||
|
||||
if(var1 < 0) {
|
||||
var1 = 0;
|
||||
if (par1 < 0) {
|
||||
par1 = 0;
|
||||
}
|
||||
|
||||
if(var2 < 0) {
|
||||
var2 = 0;
|
||||
if (par2 < 0) {
|
||||
par2 = 0;
|
||||
}
|
||||
|
||||
if(var3 < 0) {
|
||||
var3 = 0;
|
||||
if (par3 < 0) {
|
||||
par3 = 0;
|
||||
}
|
||||
|
||||
if(var4 < 0) {
|
||||
var4 = 0;
|
||||
if (par4 < 0) {
|
||||
par4 = 0;
|
||||
}
|
||||
|
||||
this.hasColor = true;
|
||||
this.color = var4 << 24 | var3 << 16 | var2 << 8 | var1;
|
||||
this.color = par4 << 24 | par3 << 16 | par2 << 8 | par1;
|
||||
}
|
||||
}
|
||||
|
||||
public final void addVertexWithUV(float var1, float var2, float var3, float var4, float var5) {
|
||||
this.hasTexture = true;
|
||||
this.textureU = var4;
|
||||
this.textureV = var5;
|
||||
this.addVertex(var1, var2, var3);
|
||||
/**
|
||||
* Adds a vertex specifying both x,y,z and the texture u,v for it.
|
||||
*/
|
||||
public void addVertexWithUV(double par1, double par3, double par5, double par7, double par9) {
|
||||
this.setTextureUV(par7, par9);
|
||||
this.addVertex(par1, par3, par5);
|
||||
}
|
||||
|
||||
public final void addVertex(float var1, float var2, float var3) {
|
||||
/**
|
||||
* Adds a vertex with the specified x,y,z to the current draw call. It will
|
||||
* trigger a draw() if the buffer gets full.
|
||||
*/
|
||||
public void addVertex(double par1, double par3, double par5) {
|
||||
if(this.addedVertices > 65534) return;
|
||||
++this.addedVertices;
|
||||
if(this.hasTexture) {
|
||||
this.rawBuffer[this.rawBufferIndex + 3] = Float.floatToRawIntBits(this.textureU);
|
||||
this.rawBuffer[this.rawBufferIndex + 4] = Float.floatToRawIntBits(this.textureV);
|
||||
}
|
||||
|
||||
if(this.hasColor) {
|
||||
this.rawBuffer[this.rawBufferIndex + 5] = this.color;
|
||||
}
|
||||
|
||||
this.rawBuffer[this.rawBufferIndex] = Float.floatToRawIntBits(var1);
|
||||
this.rawBuffer[this.rawBufferIndex + 1] = Float.floatToRawIntBits(var2);
|
||||
this.rawBuffer[this.rawBufferIndex + 2] = Float.floatToRawIntBits(var3);
|
||||
this.rawBufferIndex += 8;
|
||||
++this.vertexCount;
|
||||
if(this.vertexCount % 4 == 0 && this.rawBufferIndex >= 2097120) {
|
||||
this.draw();
|
||||
|
||||
int bufferIndex = this.rawBufferIndex;
|
||||
Int32Array intBuffer0 = intBuffer;
|
||||
Float32Array floatBuffer0 = floatBuffer;
|
||||
|
||||
floatBuffer0.set(bufferIndex + 0, (float) (par1 + this.xOffset));
|
||||
floatBuffer0.set(bufferIndex + 1, (float) (par3 + this.yOffset));
|
||||
floatBuffer0.set(bufferIndex + 2, (float) (par5 + this.zOffset));
|
||||
|
||||
if (this.hasTexture) {
|
||||
floatBuffer0.set(bufferIndex + 3, this.textureU);
|
||||
floatBuffer0.set(bufferIndex + 4, this.textureV);
|
||||
}
|
||||
|
||||
if (this.hasColor) {
|
||||
intBuffer0.set(bufferIndex + 5, this.color);
|
||||
}
|
||||
|
||||
if (this.hasNormals) {
|
||||
intBuffer0.set(bufferIndex + 6, this.normal);
|
||||
}
|
||||
|
||||
this.rawBufferIndex += 7;
|
||||
}
|
||||
|
||||
public final void setColorOpaque_I(int var1) {
|
||||
int var2 = var1 >> 16 & 255;
|
||||
int var3 = var1 >> 8 & 255;
|
||||
var1 &= 255;
|
||||
this.setColorOpaque(var2, var3, var1);
|
||||
/**
|
||||
* Sets the color to the given opaque value (stored as byte values packed in an
|
||||
* integer).
|
||||
*/
|
||||
public void setColorOpaque_I(int par1) {
|
||||
int var2 = par1 >> 16 & 255;
|
||||
int var3 = par1 >> 8 & 255;
|
||||
int var4 = par1 & 255;
|
||||
this.setColorOpaque(var2, var3, var4);
|
||||
}
|
||||
|
||||
public final void disableColor() {
|
||||
/**
|
||||
* Sets the color to the given color (packed as bytes in integer) and alpha
|
||||
* values.
|
||||
*/
|
||||
public void setColorRGBA_I(int par1, int par2) {
|
||||
int var3 = par1 >> 16 & 255;
|
||||
int var4 = par1 >> 8 & 255;
|
||||
int var5 = par1 & 255;
|
||||
this.setColorRGBA(var3, var4, var5, par2);
|
||||
}
|
||||
|
||||
/**
|
||||
* Disables colors for the current draw call.
|
||||
*/
|
||||
public void disableColor() {
|
||||
this.isColorDisabled = true;
|
||||
}
|
||||
|
||||
public static void setNormal(float var0, float var1, float var2) {
|
||||
GL11.glNormal3f(var0, var1, var2);
|
||||
/**
|
||||
* Sets the normal for the current draw call.
|
||||
*/
|
||||
public void setNormal(float par1, float par2, float par3) {
|
||||
this.hasNormals = true;
|
||||
float len = (float) Math.sqrt(par1 * par1 + par2 * par2 + par3 * par3);
|
||||
int var4 = (int)((par1 / len) * 125.0F) + 125;
|
||||
int var5 = (int)((par2 / len) * 125.0F) + 125;
|
||||
int var6 = (int)((par3 / len) * 125.0F) + 125;
|
||||
this.normal = var4 & 255 | (var5 & 255) << 8 | (var6 & 255) << 16;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the translation for all vertices in the current draw call.
|
||||
*/
|
||||
public void setTranslationD(double par1, double par3, double par5) {
|
||||
this.xOffset = par1;
|
||||
this.yOffset = par3;
|
||||
this.zOffset = par5;
|
||||
}
|
||||
|
||||
/**
|
||||
* Offsets the translation for all vertices in the current draw call.
|
||||
*/
|
||||
public void setTranslationF(float par1, float par2, float par3) {
|
||||
this.xOffset += (float) par1;
|
||||
this.yOffset += (float) par2;
|
||||
this.zOffset += (float) par3;
|
||||
}
|
||||
}
|
|
@ -39,32 +39,32 @@ public abstract class Render {
|
|||
Tessellator var1 = Tessellator.instance;
|
||||
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
|
||||
var1.startDrawingQuads();
|
||||
Tessellator.setNormal(0.0F, 0.0F, -1.0F);
|
||||
var1.setNormal(0.0F, 0.0F, -1.0F);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.minY, var0.minZ);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.minZ);
|
||||
Tessellator.setNormal(0.0F, 0.0F, 1.0F);
|
||||
var1.setNormal(0.0F, 0.0F, 1.0F);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.maxZ);
|
||||
var1.addVertex(var0.maxX, var0.minY, var0.maxZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.maxZ);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.maxZ);
|
||||
Tessellator.setNormal(0.0F, -1.0F, 0.0F);
|
||||
var1.setNormal(0.0F, -1.0F, 0.0F);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.minY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.minY, var0.maxZ);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.maxZ);
|
||||
Tessellator.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var1.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.maxZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.maxZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.minZ);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.minZ);
|
||||
Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
|
||||
var1.setNormal(-1.0F, 0.0F, 0.0F);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.maxZ);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.maxZ);
|
||||
var1.addVertex(var0.minX, var0.maxY, var0.minZ);
|
||||
var1.addVertex(var0.minX, var0.minY, var0.minZ);
|
||||
Tessellator.setNormal(1.0F, 0.0F, 0.0F);
|
||||
var1.setNormal(1.0F, 0.0F, 0.0F);
|
||||
var1.addVertex(var0.maxX, var0.minY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.minZ);
|
||||
var1.addVertex(var0.maxX, var0.maxY, var0.maxZ);
|
||||
|
|
|
@ -184,7 +184,7 @@ public final class RenderItem extends Render {
|
|||
|
||||
GL11.glRotatef(180.0F - var12.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
|
||||
var15.startDrawingQuads();
|
||||
Tessellator.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var15.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var15.addVertexWithUV(-0.5F, -0.25F, 0.0F, var4, var2);
|
||||
var15.addVertexWithUV(0.5F, -0.25F, 0.0F, var5, var2);
|
||||
var15.addVertexWithUV(0.5F, 12.0F / 16.0F, 0.0F, var5, var6);
|
||||
|
|
|
@ -65,32 +65,32 @@ public final class RenderPainting extends Render {
|
|||
var18 = (float)(var27 + var25 - (var10 + 1 << 4)) / 256.0F;
|
||||
Tessellator var29 = Tessellator.instance;
|
||||
var29.startDrawingQuads();
|
||||
Tessellator.setNormal(0.0F, 0.0F, -1.0F);
|
||||
var29.setNormal(0.0F, 0.0F, -1.0F);
|
||||
var29.addVertexWithUV(var11, var14, -0.5F, var16, var17);
|
||||
var29.addVertexWithUV(var12, var14, -0.5F, var15, var17);
|
||||
var29.addVertexWithUV(var12, var13, -0.5F, var15, var18);
|
||||
var29.addVertexWithUV(var11, var13, -0.5F, var16, var18);
|
||||
Tessellator.setNormal(0.0F, 0.0F, 1.0F);
|
||||
var29.setNormal(0.0F, 0.0F, 1.0F);
|
||||
var29.addVertexWithUV(var11, var13, 0.5F, 12.0F / 16.0F, 0.0F);
|
||||
var29.addVertexWithUV(var12, var13, 0.5F, 13.0F / 16.0F, 0.0F);
|
||||
var29.addVertexWithUV(var12, var14, 0.5F, 13.0F / 16.0F, 1.0F / 16.0F);
|
||||
var29.addVertexWithUV(var11, var14, 0.5F, 12.0F / 16.0F, 1.0F / 16.0F);
|
||||
Tessellator.setNormal(0.0F, -1.0F, 0.0F);
|
||||
var29.setNormal(0.0F, -1.0F, 0.0F);
|
||||
var29.addVertexWithUV(var11, var13, -0.5F, 12.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var12, var13, -0.5F, 13.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var12, var13, 0.5F, 13.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var11, var13, 0.5F, 12.0F / 16.0F, 0.001953125F);
|
||||
Tessellator.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var29.setNormal(0.0F, 1.0F, 0.0F);
|
||||
var29.addVertexWithUV(var11, var14, 0.5F, 12.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var12, var14, 0.5F, 13.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var12, var14, -0.5F, 13.0F / 16.0F, 0.001953125F);
|
||||
var29.addVertexWithUV(var11, var14, -0.5F, 12.0F / 16.0F, 0.001953125F);
|
||||
Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
|
||||
var29.setNormal(-1.0F, 0.0F, 0.0F);
|
||||
var29.addVertexWithUV(var11, var13, 0.5F, 385.0F / 512.0F, 0.0F);
|
||||
var29.addVertexWithUV(var11, var14, 0.5F, 385.0F / 512.0F, 1.0F / 16.0F);
|
||||
var29.addVertexWithUV(var11, var14, -0.5F, 385.0F / 512.0F, 1.0F / 16.0F);
|
||||
var29.addVertexWithUV(var11, var13, -0.5F, 385.0F / 512.0F, 0.0F);
|
||||
Tessellator.setNormal(1.0F, 0.0F, 0.0F);
|
||||
var29.setNormal(1.0F, 0.0F, 0.0F);
|
||||
var29.addVertexWithUV(var12, var13, -0.5F, 385.0F / 512.0F, 0.0F);
|
||||
var29.addVertexWithUV(var12, var14, -0.5F, 385.0F / 512.0F, 1.0F / 16.0F);
|
||||
var29.addVertexWithUV(var12, var14, 0.5F, 385.0F / 512.0F, 1.0F / 16.0F);
|
||||
|
|
Loading…
Reference in New Issue
Block a user