WIP
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@@ -8,7 +8,7 @@ yarn_mappings=1.20.4+build.1
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loader_version=0.15.0
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# Mod Properties
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mod_version = 0.0.1-alpha
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mod_version = 0.0.2-alpha
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maven_group = me.cortex
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archives_base_name = zenith
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@@ -74,7 +74,7 @@ public class VoxelCore {
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System.out.println("Render tracker and generator initialized");
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//To get to chunk scale multiply the scale by 2, the scale is after how many chunks does the lods halve
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this.distanceTracker = new DistanceTracker(this.renderTracker, 5, 16);//20
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this.distanceTracker = new DistanceTracker(this.renderTracker, 5, 20);//16
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System.out.println("Distance tracker initialized");
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this.postProcessing = null;//new PostProcessing();
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@@ -39,10 +39,10 @@ public class QuadEncoder {
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int biome = (int) ((id>>47)&((1<<9)-1));
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int blockstate = (int) ((id>>20)&((1<<20)-1));
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int blockColour = this.getColour(id, -1, -1, -1);
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//int blockColour = this.getColour(id, -1, -1, -1);
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// if blockColour is -1 it means it doesnt have colour
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return -1;
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return ((id>>>27)<<26)|Integer.toUnsignedLong(encodePosition);
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}
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@@ -1,134 +0,0 @@
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package me.cortex.voxelmon.client.core.rendering.building;
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import it.unimi.dsi.fastutil.longs.LongArrayList;
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import me.cortex.voxelmon.common.util.MemoryBuffer;
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import me.cortex.voxelmon.client.core.util.Mesher2D;
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import me.cortex.voxelmon.common.world.WorldEngine;
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import me.cortex.voxelmon.common.world.WorldSection;
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import me.cortex.voxelmon.common.world.other.Mapper;
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import net.minecraft.util.math.Direction;
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import org.lwjgl.system.MemoryUtil;
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public class RenderDataFactory2 {
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private final Mesher2D[] meshers = new Mesher2D[6];
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private final LongArrayList outData = new LongArrayList(1000);
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private final WorldEngine world;
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private final long[] sectionCache = new long[32*32*32];
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private final long[][] connectedSectionCaches = new long[6][32*32*32];
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public RenderDataFactory2(WorldEngine world) {
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this.world = world;
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for (int i = 0; i < this.meshers.length; i++) {
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this.meshers[i] = new Mesher2D(5, 15);
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}
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}
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//TODO: MAKE a render cache that caches each WorldSection directional face generation, cause then can just pull that directly
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// instead of needing to regen the entire thing
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//section is already acquired and gets released by the parent
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//buildMask in the lower 6 bits contains the faces to build, the next 6 bits are whether the edge face builds against
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// its neigbor or not (0 if it does 1 if it doesnt (0 is default behavior))
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public BuiltSectionGeometry generateMesh2(WorldSection section, int buildMask) {
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//TODO: to speed it up more, check like section.isEmpty() and stuff like that, have masks for if a slice/layer is entirly air etc
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//TODO: instead of having it check its neighbors with the same lod level, compare against 1 level lower, this will prevent cracks and seams from
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// appearing between lods
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//if (section.definitelyEmpty()) {//Fast path if its known the entire chunk is empty
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// return new BuiltSectionGeometry(section.getKey(), null, null);
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//}
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section.copyDataTo(this.sectionCache);
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var data = this.sectionCache;
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long[][] localConnections = new long[6][];
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for (int y = 0; y < 32; y++) {
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for (int z = 0; z < 32; z++) {
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for (int x = 0; x < 32; x++) {
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var self = data[WorldSection.getIndex(x, y, z)];
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if (Mapper.isAir(self)) {
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continue;
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}
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//TODO: FInish
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// whats missing/is an issue is that having multiple meshers at once with an arbitary render direction doesnt really work
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// Need to majorly fix this, cause atm meshing is taking 90% of the render time
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{//Up (y+)
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var dir = Direction.UP.getId();
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if ((buildMask & (1 << dir)) != 0) {
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long up = Mapper.AIR;
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if (y < 31) {
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up = data[WorldSection.getIndex(x, y + 1, z)];
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} else if (((buildMask >> (6 + dir)) & 1) == 0) {//This is to check with the build flags if it should build with respect to the neighboring chunk section
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var connectedData = localConnections[dir];
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if (connectedData == null) {
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var connectedSection = this.world.acquire(section.lvl, section.x, section.y + 1, section.z);
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connectedData = localConnections[dir] = this.connectedSectionCaches[dir];
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connectedSection.copyDataTo(connectedData);
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connectedSection.release();
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}
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up = connectedData[WorldSection.getIndex(x, 0, z)];
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}
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if (Mapper.shouldRenderFace(dir, self, up)) {
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this.meshers[dir].put(x, z, (self&~(0xFFL<<56))|(up&(0xFFL<<56)));
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}
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}
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}
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/*
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long up = -1;
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if (y < 31) {
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up = data[WorldSection.getIndex(x, y + 1, z)];
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if (!Mapper.isTranslucent(up)) {
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continue;
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}
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}
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if (y == 31 && ((buildMask>>(6+dirId))&1) == 0) {
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//Load and copy the data into a local cache, TODO: optimize so its not doing billion of copies
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if (connectedData == null) {
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var connectedSection = this.world.acquire(section.lvl, section.x, section.y + 1, section.z);
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connectedSection.copyDataTo(this.connectedSectionCache);
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connectedData = this.connectedSectionCache;
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connectedSection.release();
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}
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up = connectedData[WorldSection.getIndex(x, 0, z)];
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if (!Mapper.isTranslucent(up)) {
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continue;
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}
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}
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this.mesher.put(x, z, (self&~(0xFFL<<56))|(up&(0xFFL<<56)));
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}
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}
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var count = this.mesher.process();
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var array = this.mesher.getArray();
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for (int i = 0; i < count; i++) {
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var quad = array[i];
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this.outData.add(QuadFormat.encode(null, this.mesher.getDataFromQuad(quad), 1, y, quad));
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*/
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}
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}
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}
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if (this.outData.isEmpty()) {
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return new BuiltSectionGeometry(section.getKey(), null, null);
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}
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var output = new MemoryBuffer(this.outData.size()*8L);
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for (int i = 0; i < this.outData.size(); i++) {
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MemoryUtil.memPutLong(output.address + i * 8L, this.outData.getLong(i));
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}
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this.outData.clear();
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return new BuiltSectionGeometry(section.getKey(), output, null);
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}
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}
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@@ -186,7 +186,7 @@ public class WorldImporter {
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);
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this.world.insertUpdate(csec);
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while (this.world.savingService.getTaskCount() > 1500) {
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while (this.world.savingService.getTaskCount() > 2000) {
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try {
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Thread.sleep(250);
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} catch (InterruptedException e) {
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@@ -48,7 +48,7 @@ public class SaveLoadSystem {
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raw.limit(raw.position());
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raw.rewind();
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ByteBuffer compressedData = MemoryUtil.memAlloc((int)ZSTD_COMPRESSBOUND(raw.remaining()));
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long compressedSize = ZSTD_compress(compressedData, raw, 15);
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long compressedSize = ZSTD_compress(compressedData, raw, 10);
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compressedData.limit((int) compressedSize);
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compressedData.rewind();
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MemoryUtil.memFree(raw);
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