Fully works
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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 = 0.0.2-alpha
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mod_version = 0.0.3-alpha
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maven_group = me.cortex
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archives_base_name = zenith
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@@ -65,7 +65,7 @@ public class VoxelCore {
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this.postProcessing = null;//new PostProcessing();
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this.world.getMapper().setCallbacks(a->{}, a->{});
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this.world.getMapper().setCallbacks(this.renderer::addBlockState, a->{});
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////Resave the db incase it failed a recovery
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@@ -244,6 +244,8 @@ public class ModelManager {
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faceModelData |= needsAlphaDiscard?1<<22:0;
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faceModelData |= (!faceCoversFullBlock)?1<<23:0;
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MemoryUtil.memPutInt(faceUploadPtr, faceModelData);
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}
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this.metadataCache[modelId] = metadata;
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@@ -7,6 +7,8 @@ import me.cortex.zenith.client.core.gl.GlBuffer;
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import me.cortex.zenith.client.core.model.ModelManager;
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import me.cortex.zenith.client.core.rendering.building.BuiltSection;
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import me.cortex.zenith.client.core.rendering.util.UploadStream;
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import me.cortex.zenith.common.world.other.Mapper;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.render.Camera;
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import net.minecraft.client.render.Frustum;
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@@ -15,6 +17,8 @@ import org.joml.FrustumIntersection;
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import org.lwjgl.system.MemoryUtil;
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import java.util.List;
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import java.util.Map;
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import java.util.concurrent.ConcurrentLinkedDeque;
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import static org.lwjgl.opengl.ARBMultiDrawIndirect.glMultiDrawElementsIndirect;
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import static org.lwjgl.opengl.GL30.*;
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@@ -43,6 +47,7 @@ public abstract class AbstractFarWorldRenderer {
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protected FrustumIntersection frustum;
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private final ConcurrentLinkedDeque<Mapper.StateEntry> blockStateUpdates = new ConcurrentLinkedDeque<>();
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public AbstractFarWorldRenderer(int geometrySize, int maxSections) {
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this.uniformBuffer = new GlBuffer(1024);
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this.lightDataBuffer = new GlBuffer(256*4);//256 of uint
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@@ -59,7 +64,6 @@ public abstract class AbstractFarWorldRenderer {
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this.sy = camera.getBlockPos().getY() >> 5;
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this.sz = camera.getBlockPos().getZ() >> 5;
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//TODO: move this to a render function that is only called
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// once per frame when using multi viewport mods
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//it shouldent matter if its called multiple times a frame however, as its synced with fences
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@@ -80,6 +84,12 @@ public abstract class AbstractFarWorldRenderer {
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//Upload any new geometry
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this.geometry.uploadResults();
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//Do any BlockChanges
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while (!this.blockStateUpdates.isEmpty()) {
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var update = this.blockStateUpdates.pop();
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this.models.addEntry(update.id, update.state);
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}
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}
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public abstract void renderFarAwayOpaque(MatrixStack stack, double cx, double cy, double cz);
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@@ -90,6 +100,10 @@ public abstract class AbstractFarWorldRenderer {
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this.geometry.enqueueResult(result);
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}
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public void addBlockState(Mapper.StateEntry entry) {
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this.blockStateUpdates.add(entry);
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}
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public void addDebugData(List<String> debug) {
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this.models.addDebugInfo(debug);
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}
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@@ -10,4 +10,8 @@ vec4 extractFaceSizes(uint faceData) {
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uint faceHasAlphaCuttout(uint faceData) {
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return (faceData>>22)&1;
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}
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uint faceHasAlphaCuttoutOverride(uint faceData) {
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return (faceData>>23)&1;
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}
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@@ -20,7 +20,8 @@ void main() {
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//Transform ipos with respect to the vertex corner
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ivec3 pos = (((ipos<<detail)-baseSectionPos)<<5);
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pos += aabbOffset;
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pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*size)*(1<<detail);
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pos -= (1<<detail);
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pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*(size+1))*(1<<detail);
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gl_Position = MVP * vec4(vec3(pos),1);
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@@ -1,6 +1,9 @@
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#version 460 core
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layout(binding = 0) uniform sampler2D blockModelAtlas;
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//TODO: need to fix when merged quads have discardAlpha set to false but they span multiple tiles
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// however they are not a full block
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layout(location = 0) in vec2 uv;
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layout(location = 1) in flat vec2 baseUV;
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layout(location = 2) in flat vec4 colourTinting;
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@@ -60,8 +60,9 @@ void main() {
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vec3 corner = innerPos * (1<<lodLevel) + lodCorner;
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vec2 faceOffset = getFaceSizeOffset(faceData, cornerIdx);
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vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
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ivec2 quadSize = extractSize(quad);
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vec2 respectiveQuadSize = vec2(quadSize * ivec2((cornerIdx>>1)&1, cornerIdx&1));
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vec2 size = (respectiveQuadSize + faceOffset) * (1<<lodLevel);
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vec3 offset = vec3(size, (float(face&1) + getDepthOffset(faceData, face)) * (1<<lodLevel));
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@@ -84,10 +85,13 @@ void main() {
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//TODO: make the face orientated by 2x3 so that division is not a integer div and modulo isnt needed
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// as these are very slow ops
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baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
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uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
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uv = respectiveQuadSize + faceOffset;//Add in the face offset for 0,0 uv
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discardAlpha = faceHasAlphaCuttout(faceData);
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//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
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discardAlpha |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
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//Compute lighting
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colourTinting = getLighting(extractLightId(quad));
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