Beispiel #1
0
  public int func_982_a() {
    if (!field_1488_w) {
      throw new IllegalStateException("Not tesselating!");
    }
    if (renderingChunk && subTessellators.length > 0) {
      boolean flag = false;
      for (int j = 0; j < subTessellators.length; j++) {
        int k = subTextures[j];
        if (k <= 0) {
          break;
        }
        Tessellator tessellator = subTessellators[j];
        if (tessellator.field_1488_w) {
          GL11.glBindTexture(3553, k);
          tessellator.func_982_a();
          flag = true;
        }
      }

      if (flag) {
        GL11.glBindTexture(3553, getTerrainTexture());
      }
    }
    field_1488_w = false;
    if (field_1505_h > 0) {
      field_1508_e.clear();
      field_1508_e.put(field_1506_g, 0, field_1498_o);
      field_1509_d.position(0);
      field_1509_d.limit(field_1498_o * 4);
      if (field_1487_x) {
        field_1485_z = (field_1485_z + 1) % field_1496_A;
        ARBVertexBufferObject.glBindBufferARB(34962, field_1486_y.get(field_1485_z));
        ARBVertexBufferObject.glBufferDataARB(34962, field_1509_d, 35040);
      }
      if (field_1500_m) {
        if (field_1487_x) {
          GL11.glTexCoordPointer(2, 5126, 32, 12L);
        } else {
          field_1507_f.position(3);
          GL11.glTexCoordPointer(2, 32, field_1507_f);
        }
        GL11.glEnableClientState(32888);
      }
      if (field_35838_p) {
        OpenGlHelper.func_40451_b(OpenGlHelper.field_40455_b);
        if (field_1487_x) {
          GL11.glTexCoordPointer(2, 5122, 32, 28L);
        } else {
          field_35836_g.position(14);
          GL11.glTexCoordPointer(2, 32, field_35836_g);
        }
        GL11.glEnableClientState(32888);
        OpenGlHelper.func_40451_b(OpenGlHelper.field_40457_a);
      }
      if (field_1501_l) {
        if (field_1487_x) {
          GL11.glColorPointer(4, 5121, 32, 20L);
        } else {
          field_1509_d.position(20);
          GL11.glColorPointer(4, true, 32, field_1509_d);
        }
        GL11.glEnableClientState(32886);
      }
      if (field_1499_n) {
        if (field_1487_x) {
          GL11.glNormalPointer(5121, 32, 24L);
        } else {
          field_1509_d.position(24);
          GL11.glNormalPointer(32, field_1509_d);
        }
        GL11.glEnableClientState(32885);
      }
      if (field_1487_x) {
        GL11.glVertexPointer(3, 5126, 32, 0L);
      } else {
        field_1507_f.position(0);
        GL11.glVertexPointer(3, 32, field_1507_f);
      }
      GL11.glEnableClientState(32884);
      if (field_1493_r == 7 && field_1511_b) {
        GL11.glDrawArrays(4, 0, field_1505_h);
      } else {
        GL11.glDrawArrays(field_1493_r, 0, field_1505_h);
      }
      GL11.glDisableClientState(32884);
      if (field_1500_m) {
        GL11.glDisableClientState(32888);
      }
      if (field_35838_p) {
        OpenGlHelper.func_40451_b(OpenGlHelper.field_40455_b);
        GL11.glDisableClientState(32888);
        OpenGlHelper.func_40451_b(OpenGlHelper.field_40457_a);
      }
      if (field_1501_l) {
        GL11.glDisableClientState(32886);
      }
      if (field_1499_n) {
        GL11.glDisableClientState(32885);
      }
    }
    int i = field_1498_o * 4;
    func_985_d();
    return i;
  }
  /** Draws the data set up in this tessellator and resets the state to prepare for new drawing. */
  public int draw() {
    if (!isDrawing) {
      throw new IllegalStateException("Not tesselating!");
    }

    isDrawing = false;

    if (vertexCount > 0) {
      intBuffer.clear();
      intBuffer.put(rawBuffer, 0, rawBufferIndex);
      byteBuffer.position(0);
      byteBuffer.limit(rawBufferIndex * 4);

      if (useVBO) {
        vboIndex = (vboIndex + 1) % vboCount;
        ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vertexBuffers.get(vboIndex));
        ARBVertexBufferObject.glBufferDataARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            byteBuffer,
            ARBVertexBufferObject.GL_STREAM_DRAW_ARB);
      }

      if (hasTexture) {
        if (useVBO) {
          GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 32, 12L);
        } else {
          floatBuffer.position(3);
          GL11.glTexCoordPointer(2, 32, floatBuffer);
        }

        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
      }

      if (hasBrightness) {
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);

        if (useVBO) {
          GL11.glTexCoordPointer(2, GL11.GL_SHORT, 32, 28L);
        } else {
          shortBuffer.position(14);
          GL11.glTexCoordPointer(2, 32, shortBuffer);
        }

        GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
      }

      if (hasColor) {
        if (useVBO) {
          GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 32, 20L);
        } else {
          byteBuffer.position(20);
          GL11.glColorPointer(4, true, 32, byteBuffer);
        }

        GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
      }

      if (hasNormals) {
        if (useVBO) {
          GL11.glNormalPointer(GL11.GL_UNSIGNED_BYTE, 32, 24L);
        } else {
          byteBuffer.position(24);
          GL11.glNormalPointer(32, byteBuffer);
        }

        GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
      }

      if (useVBO) {
        GL11.glVertexPointer(3, GL11.GL_FLOAT, 32, 0L);
      } else {
        floatBuffer.position(0);
        GL11.glVertexPointer(3, 32, floatBuffer);
      }

      GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

      if (drawMode == 7 && convertQuadsToTriangles) {
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount);
      } else {
        GL11.glDrawArrays(drawMode, 0, vertexCount);
      }

      GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

      if (hasTexture) {
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
      }

      if (hasBrightness) {
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
        GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
        OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
      }

      if (hasColor) {
        GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
      }

      if (hasNormals) {
        GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
      }
    }

    int i = rawBufferIndex * 4;
    reset();
    return i;
  }