use of org.terasology.math.geom.Vector4f in project Terasology by MovingBlocks.
the class TessellatorHelper method addBlockMesh.
public static void addBlockMesh(Tessellator tessellator, Vector4f color, Vector2f[] texOffsets, Vector2f[] texSizes, float size, float light1, float light2, float posX, float posY, float posZ) {
final float sizeHalf = size / 2;
tessellator.resetParams();
tessellator.setColor(new Vector4f(light1 * color.x, light1 * color.y, light1 * color.z, color.w));
tessellator.setNormal(new Vector3f(0, 1, 0));
tessellator.addPoly(new Vector3f[] { new Vector3f(-sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ), new Vector3f(-sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[0].x, texOffsets[0].y), new Vector2f(texOffsets[0].x + texSizes[0].x, texOffsets[0].y), new Vector2f(texOffsets[0].x + texSizes[0].x, texOffsets[0].y + texSizes[0].y), new Vector2f(texOffsets[0].x, texOffsets[0].y + texSizes[0].y) });
tessellator.setNormal(new Vector3f(-1, 0, 0));
tessellator.addPoly(new Vector3f[] { new Vector3f(-sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ), new Vector3f(-sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ), new Vector3f(-sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ), new Vector3f(-sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[1].x, texOffsets[1].y + texSizes[1].y), new Vector2f(texOffsets[1].x + texSizes[1].x, texOffsets[1].y + texSizes[1].y), new Vector2f(texOffsets[1].x + texSizes[1].x, texOffsets[1].y), new Vector2f(texOffsets[1].x, texOffsets[1].y) });
tessellator.setNormal(new Vector3f(1, 0, 0));
tessellator.addPoly(new Vector3f[] { new Vector3f(sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ), new Vector3f(sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[2].x, texOffsets[2].y), new Vector2f(texOffsets[2].x + texSizes[2].x, texOffsets[2].y), new Vector2f(texOffsets[2].x + texSizes[2].x, texOffsets[2].y + texSizes[2].y), new Vector2f(texOffsets[2].x, texOffsets[2].y + texSizes[2].y) });
tessellator.setColor(new Vector4f(light2 * color.x, light2 * color.y, light2 * color.z, color.w));
tessellator.setNormal(new Vector3f(0, 0, -1));
tessellator.addPoly(new Vector3f[] { new Vector3f(-sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ), new Vector3f(sizeHalf + posX, sizeHalf + posY, -sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ), new Vector3f(-sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[3].x, texOffsets[3].y), new Vector2f(texOffsets[3].x + texSizes[3].x, texOffsets[3].y), new Vector2f(texOffsets[3].x + texSizes[3].x, texOffsets[3].y + texSizes[3].y), new Vector2f(texOffsets[3].x, texOffsets[3].y + texSizes[3].y) });
tessellator.setNormal(new Vector3f(0, 0, 1));
tessellator.addPoly(new Vector3f[] { new Vector3f(-sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ), new Vector3f(sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ), new Vector3f(-sizeHalf + posX, sizeHalf + posY, sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[4].x, texOffsets[4].y + texSizes[4].y), new Vector2f(texOffsets[4].x + texSizes[4].x, texOffsets[4].y + texSizes[4].y), new Vector2f(texOffsets[4].x + texSizes[4].x, texOffsets[4].y), new Vector2f(texOffsets[4].x, texOffsets[4].y) });
tessellator.setNormal(new Vector3f(0, -1, 0));
tessellator.addPoly(new Vector3f[] { new Vector3f(-sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, -sizeHalf + posZ), new Vector3f(sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ), new Vector3f(-sizeHalf + posX, -sizeHalf + posY, sizeHalf + posZ) }, new Vector2f[] { new Vector2f(texOffsets[5].x, texOffsets[5].y), new Vector2f(texOffsets[5].x + texSizes[5].x, texOffsets[5].y), new Vector2f(texOffsets[5].x + texSizes[5].x, texOffsets[5].y + texSizes[5].y), new Vector2f(texOffsets[5].x, texOffsets[5].y + texSizes[5].y) });
}
use of org.terasology.math.geom.Vector4f in project Terasology by MovingBlocks.
the class TessellatorHelper method addGUIQuadMesh.
public static void addGUIQuadMesh(Tessellator tessellator, Vector4f color, float sizeX, float sizeY) {
tessellator.resetParams();
tessellator.setColor(new Vector4f(color.x, color.y, color.z, color.w));
tessellator.setUseLighting(false);
tessellator.setUseNormals(false);
tessellator.addPoly(new Vector3f[] { new Vector3f(0, 0, 0), new Vector3f(sizeX, 0, 0), new Vector3f(sizeX, sizeY, 0), new Vector3f(0, sizeY, 0) }, new Vector2f[] { new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1) });
tessellator.setUseLighting(true);
tessellator.setUseNormals(true);
}
use of org.terasology.math.geom.Vector4f in project Terasology by MovingBlocks.
the class BlockSelectionRenderer method initialize.
private void initialize() {
Tessellator tessellator = new Tessellator();
TessellatorHelper.addBlockMesh(tessellator, new Vector4f(1, 1, 1, 1f), textureRegion.min(), textureRegion.size(), 1.001f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f);
overlayMesh = tessellator.generateMesh();
tessellator = new Tessellator();
TessellatorHelper.addBlockMesh(tessellator, new Vector4f(1, 1, 1, .2f), textureRegion.min(), textureRegion.size(), 1.001f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f);
overlayMesh2 = tessellator.generateMesh();
defaultTextured = Assets.getMaterial("engine:prog.defaultTextured").get();
}
use of org.terasology.math.geom.Vector4f in project Terasology by MovingBlocks.
the class IconMeshFactory method generateIconMeshData.
public static MeshData generateIconMeshData(TextureRegion tex, int alphaLimit, boolean withContour, Vector4f colorContour) {
ByteBuffer buffer = tex.getTexture().getData().getBuffers()[0];
Rect2i pixelRegion = tex.getPixelRegion();
int posX = pixelRegion.minX();
int posY = pixelRegion.minY();
int stride = tex.getTexture().getWidth() * 4;
float textureSize = Math.max(tex.getWidth(), tex.getHeight());
Tessellator tessellator = new Tessellator();
for (int y = 0; y < tex.getHeight(); y++) {
for (int x = 0; x < tex.getWidth(); x++) {
int r = buffer.get((posY + y) * stride + (posX + x) * 4) & 255;
int g = buffer.get((posY + y) * stride + (posX + x) * 4 + 1) & 255;
int b = buffer.get((posY + y) * stride + (posX + x) * 4 + 2) & 255;
int a = buffer.get((posY + y) * stride + (posX + x) * 4 + 3) & 255;
if (a > alphaLimit) {
Vector4f color = new Vector4f(r / 255f, g / 255f, b / 255f, a / 255f);
TessellatorHelper.addBlockMesh(tessellator, color, 2f / textureSize, 1.0f, 0.5f, 2f / textureSize * x - 1f, 2f / textureSize * (tex.getHeight() - y - 1) - 1f, 0f);
if (withContour) {
int newX = 0;
int newY = 0;
int newA = 0;
for (int i = 0; i < 4; i++) {
newA = alphaLimit + 1;
switch(i) {
case 0:
// check left
if (x > 0) {
newX = x - 1;
newY = y;
newA = buffer.get((posY + newY) * stride + (posX + newX) * 4 + 3) & 255;
}
break;
case 1:
// check top
if (y > 0) {
newX = x;
newY = y - 1;
newA = buffer.get((posY + newY) * stride + (posX + newX) * 4 + 3) & 255;
}
break;
case 2:
// check right
if (x < 16) {
newX = x + 1;
newY = y;
newA = buffer.get((posY + newY) * stride + (posX + newX) * 4 + 3) & 255;
}
break;
case 3:
// check bottom
if (y < 16) {
newX = x;
newY = y + 1;
newA = buffer.get((posY + newY) * stride + (posX + newX) * 4 + 3) & 255;
}
break;
default:
break;
}
if (newA < alphaLimit) {
Vector4f cColor = new Vector4f(colorContour.x / 255f, colorContour.y / 255f, colorContour.z / 255f, colorContour.w);
TessellatorHelper.addBlockMesh(tessellator, cColor, 0.125f, 1.0f, 0.5f, 2f * 0.0625f * newX - 0.5f, 0.125f * (15 - newY) - 1f, 0f);
}
}
}
}
}
}
return tessellator.generateMeshData();
}
use of org.terasology.math.geom.Vector4f in project Terasology by MovingBlocks.
the class BlockMeshGeneratorSingleShape method generateChunkMesh.
@Override
public void generateChunkMesh(ChunkView view, ChunkMesh chunkMesh, int x, int y, int z) {
Biome selfBiome = view.getBiome(x, y, z);
Block selfBlock = view.getBlock(x, y, z);
// TODO: Needs review - too much hardcoded special cases and corner cases resulting from this.
ChunkVertexFlag vertexFlag = ChunkVertexFlag.NORMAL;
if (selfBlock.isWater()) {
if (view.getBlock(x, y + 1, z).isWater()) {
vertexFlag = ChunkVertexFlag.WATER;
} else {
vertexFlag = ChunkVertexFlag.WATER_SURFACE;
}
} else if (selfBlock.isLava()) {
vertexFlag = ChunkVertexFlag.LAVA;
} else if (selfBlock.isWaving() && selfBlock.isDoubleSided()) {
vertexFlag = ChunkVertexFlag.WAVING;
} else if (selfBlock.isWaving()) {
vertexFlag = ChunkVertexFlag.WAVING_BLOCK;
}
// Gather adjacent blocks
Map<Side, Block> adjacentBlocks = Maps.newEnumMap(Side.class);
for (Side side : Side.values()) {
Vector3i offset = side.getVector3i();
Block blockToCheck = view.getBlock(x + offset.x, y + offset.y, z + offset.z);
adjacentBlocks.put(side, blockToCheck);
}
BlockAppearance blockAppearance = selfBlock.getAppearance(adjacentBlocks);
/*
* Determine the render process.
*/
ChunkMesh.RenderType renderType = ChunkMesh.RenderType.TRANSLUCENT;
if (!selfBlock.isTranslucent()) {
renderType = ChunkMesh.RenderType.OPAQUE;
}
// TODO: Review special case, or alternatively compare uris.
if (selfBlock.isWater() || selfBlock.isIce()) {
renderType = ChunkMesh.RenderType.WATER_AND_ICE;
}
if (selfBlock.isDoubleSided()) {
renderType = ChunkMesh.RenderType.BILLBOARD;
}
if (blockAppearance.getPart(BlockPart.CENTER) != null) {
Vector4f colorOffset = selfBlock.calcColorOffsetFor(BlockPart.CENTER, selfBiome);
blockAppearance.getPart(BlockPart.CENTER).appendTo(chunkMesh, x, y, z, colorOffset, renderType, vertexFlag);
}
boolean[] drawDir = new boolean[6];
for (Side side : Side.values()) {
drawDir[side.ordinal()] = blockAppearance.getPart(BlockPart.fromSide(side)) != null && isSideVisibleForBlockTypes(adjacentBlocks.get(side), selfBlock, side);
}
// If the selfBlock is lowered, some more faces may have to be drawn
if (selfBlock.isLiquid()) {
Block bottomBlock = adjacentBlocks.get(Side.BOTTOM);
// Draw horizontal sides if visible from below
for (Side side : Side.horizontalSides()) {
Vector3i offset = side.getVector3i();
Block adjacentBelow = view.getBlock(x + offset.x, y - 1, z + offset.z);
Block adjacent = adjacentBlocks.get(side);
boolean visible = (blockAppearance.getPart(BlockPart.fromSide(side)) != null && isSideVisibleForBlockTypes(adjacentBelow, selfBlock, side) && !isSideVisibleForBlockTypes(bottomBlock, adjacent, side.reverse()));
drawDir[side.ordinal()] |= visible;
}
// Draw the top if below a non-lowered selfBlock
// TODO: Don't need to render the top if each side and the selfBlock above each side are either liquid or opaque solids.
Block blockToCheck = adjacentBlocks.get(Side.TOP);
drawDir[Side.TOP.ordinal()] |= !blockToCheck.isLiquid();
if (bottomBlock.isLiquid() || bottomBlock.getMeshGenerator() == null) {
for (Side dir : Side.values()) {
if (drawDir[dir.ordinal()]) {
Vector4f colorOffset = selfBlock.calcColorOffsetFor(BlockPart.fromSide(dir), selfBiome);
selfBlock.getLoweredLiquidMesh(dir).appendTo(chunkMesh, x, y, z, colorOffset, renderType, vertexFlag);
}
}
return;
}
}
for (Side dir : Side.values()) {
if (drawDir[dir.ordinal()]) {
Vector4f colorOffset = selfBlock.calcColorOffsetFor(BlockPart.fromSide(dir), selfBiome);
// TODO: Needs review since the new per-vertex flags introduce a lot of special scenarios - probably a per-side setting?
if (selfBlock.isGrass() && dir != Side.TOP && dir != Side.BOTTOM) {
blockAppearance.getPart(BlockPart.fromSide(dir)).appendTo(chunkMesh, x, y, z, colorOffset, renderType, ChunkVertexFlag.COLOR_MASK);
} else {
if (blockAppearance.getPart(BlockPart.fromSide(dir)) == null) {
// TODO: This would catch something like water blocks attempting to render with a "fixed" trimmedLoweredCube shape
// That shape has its top trimmed down a bit to let water sit slightly lower than land, however, underwater this shouldn't show
// Normally we would configure that shape with CENTER instead of TOP, that way the trimmed part wouldn't occlude in a stack
// But with that handling you don't get water blocks occluding tops underwater... and there's no TOP to retrieve below -> NPE
logger.debug("Cannot render side '{}' for a block - no stored block appearance for it. renderType {}, vertexFlag {}", dir, renderType, vertexFlag);
} else {
blockAppearance.getPart(BlockPart.fromSide(dir)).appendTo(chunkMesh, x, y, z, colorOffset, renderType, vertexFlag);
}
}
}
}
}
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