Fully works

This commit is contained in:
mcrcortex
2024-01-29 21:31:24 +10:00
parent e33b8deb32
commit 23c8c9a072
8 changed files with 35 additions and 7 deletions

View File

@@ -8,7 +8,7 @@ yarn_mappings=1.20.4+build.1
loader_version=0.15.0
# Mod Properties
mod_version = 0.0.2-alpha
mod_version = 0.0.3-alpha
maven_group = me.cortex
archives_base_name = zenith

View File

@@ -65,7 +65,7 @@ public class VoxelCore {
this.postProcessing = null;//new PostProcessing();
this.world.getMapper().setCallbacks(a->{}, a->{});
this.world.getMapper().setCallbacks(this.renderer::addBlockState, a->{});
////Resave the db incase it failed a recovery

View File

@@ -244,6 +244,8 @@ public class ModelManager {
faceModelData |= needsAlphaDiscard?1<<22:0;
faceModelData |= (!faceCoversFullBlock)?1<<23:0;
MemoryUtil.memPutInt(faceUploadPtr, faceModelData);
}
this.metadataCache[modelId] = metadata;

View File

@@ -7,6 +7,8 @@ import me.cortex.zenith.client.core.gl.GlBuffer;
import me.cortex.zenith.client.core.model.ModelManager;
import me.cortex.zenith.client.core.rendering.building.BuiltSection;
import me.cortex.zenith.client.core.rendering.util.UploadStream;
import me.cortex.zenith.common.world.other.Mapper;
import net.minecraft.block.BlockState;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.Camera;
import net.minecraft.client.render.Frustum;
@@ -15,6 +17,8 @@ import org.joml.FrustumIntersection;
import org.lwjgl.system.MemoryUtil;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentLinkedDeque;
import static org.lwjgl.opengl.ARBMultiDrawIndirect.glMultiDrawElementsIndirect;
import static org.lwjgl.opengl.GL30.*;
@@ -43,6 +47,7 @@ public abstract class AbstractFarWorldRenderer {
protected FrustumIntersection frustum;
private final ConcurrentLinkedDeque<Mapper.StateEntry> blockStateUpdates = new ConcurrentLinkedDeque<>();
public AbstractFarWorldRenderer(int geometrySize, int maxSections) {
this.uniformBuffer = new GlBuffer(1024);
this.lightDataBuffer = new GlBuffer(256*4);//256 of uint
@@ -59,7 +64,6 @@ public abstract class AbstractFarWorldRenderer {
this.sy = camera.getBlockPos().getY() >> 5;
this.sz = camera.getBlockPos().getZ() >> 5;
//TODO: move this to a render function that is only called
// once per frame when using multi viewport mods
//it shouldent matter if its called multiple times a frame however, as its synced with fences
@@ -80,6 +84,12 @@ public abstract class AbstractFarWorldRenderer {
//Upload any new geometry
this.geometry.uploadResults();
//Do any BlockChanges
while (!this.blockStateUpdates.isEmpty()) {
var update = this.blockStateUpdates.pop();
this.models.addEntry(update.id, update.state);
}
}
public abstract void renderFarAwayOpaque(MatrixStack stack, double cx, double cy, double cz);
@@ -90,6 +100,10 @@ public abstract class AbstractFarWorldRenderer {
this.geometry.enqueueResult(result);
}
public void addBlockState(Mapper.StateEntry entry) {
this.blockStateUpdates.add(entry);
}
public void addDebugData(List<String> debug) {
this.models.addDebugInfo(debug);
}

View File

@@ -10,4 +10,8 @@ vec4 extractFaceSizes(uint faceData) {
uint faceHasAlphaCuttout(uint faceData) {
return (faceData>>22)&1;
}
uint faceHasAlphaCuttoutOverride(uint faceData) {
return (faceData>>23)&1;
}

View File

@@ -20,7 +20,8 @@ void main() {
//Transform ipos with respect to the vertex corner
ivec3 pos = (((ipos<<detail)-baseSectionPos)<<5);
pos += aabbOffset;
pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*size)*(1<<detail);
pos -= (1<<detail);
pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*(size+1))*(1<<detail);
gl_Position = MVP * vec4(vec3(pos),1);

View File

@@ -1,6 +1,9 @@
#version 460 core
layout(binding = 0) uniform sampler2D blockModelAtlas;
//TODO: need to fix when merged quads have discardAlpha set to false but they span multiple tiles
// however they are not a full block
layout(location = 0) in vec2 uv;
layout(location = 1) in flat vec2 baseUV;
layout(location = 2) in flat vec4 colourTinting;

View File

@@ -60,8 +60,9 @@ void main() {
vec3 corner = innerPos * (1<<lodLevel) + lodCorner;
vec2 faceOffset = getFaceSizeOffset(faceData, cornerIdx);
vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
ivec2 quadSize = extractSize(quad);
vec2 respectiveQuadSize = vec2(quadSize * ivec2((cornerIdx>>1)&1, cornerIdx&1));
vec2 size = (respectiveQuadSize + faceOffset) * (1<<lodLevel);
vec3 offset = vec3(size, (float(face&1) + getDepthOffset(faceData, face)) * (1<<lodLevel));
@@ -84,10 +85,13 @@ void main() {
//TODO: make the face orientated by 2x3 so that division is not a integer div and modulo isnt needed
// as these are very slow ops
baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
uv = respectiveQuadSize + faceOffset;//Add in the face offset for 0,0 uv
discardAlpha = faceHasAlphaCuttout(faceData);
//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
discardAlpha |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
//Compute lighting
colourTinting = getLighting(extractLightId(quad));