it work
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@@ -111,7 +111,7 @@ public class RenderDataFactory {
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long key = section.key;
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buff = new MemoryBuffer(bufferSize * 8L);
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long ptr = buff.address;
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MemoryUtil.memSet(ptr, -1, bufferSize * 8L);
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MemoryUtil.memSet(ptr, 0,bufferSize * 8L);
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int meshlet = 0;
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int innerQuadCount = 0;
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@@ -11,6 +11,6 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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public class MixinMinecraftClient {
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@Inject(method = "<init>", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/resource/PeriodicNotificationManager;<init>(Lnet/minecraft/util/Identifier;Lit/unimi/dsi/fastutil/objects/Object2BooleanFunction;)V", shift = At.Shift.AFTER))
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private void injectRenderDoc(RunArgs args, CallbackInfo ci) {
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//System.load("C:\\Program Files\\RenderDoc\\renderdoc.dll");
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System.load("C:\\Program Files\\RenderDoc\\renderdoc.dll");
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}
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}
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@@ -48,7 +48,7 @@ void main() {
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uint mli = atomicAdd(drawCmd.instanceCount, total);//meshletListIndex
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uint meshletPtr = extractMeshletStart(meta);
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uint meshletPtr = extractMeshletStart(meta) + (meta.cntA&0xFFFF);
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emitMeshlets(mli, meshletPtr, a, a);
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emitMeshlets(mli, meshletPtr, u, (meta.cntB &0xFFFF));
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@@ -1,5 +1,32 @@
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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 tinting;
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layout(location = 3) in flat vec4 addin;
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layout(location = 4) in flat uint flags;
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layout(location = 5) in flat vec4 conditionalTinting;
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//layout(location = 6) in flat vec4 solidColour;
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layout(location = 0) out vec4 outColour;
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void main() {
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outColour = vec4(1,0,0,1);
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vec2 uv = mod(uv, vec2(1.0))*(1.0/(vec2(3.0,2.0)*256.0));
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//vec4 colour = solidColour;
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vec4 colour = texture(blockModelAtlas, uv + baseUV, ((flags>>1)&1u)*-4.0);
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if ((flags&1u) == 1 && colour.a <= 0.25f) {
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discard;
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}
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//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
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if ((flags&(1u<<2)) != 0 && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
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colour *= conditionalTinting;
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}
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outColour = (colour * tinting) + addin;
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//outColour = vec4(uv + baseUV, 0, 1);
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}
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@@ -7,6 +7,7 @@
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#define MESHLET_SIZE (QUADS_PER_MESHLET+2)
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#import <voxy:lod/quad_format.glsl>
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#import <voxy:lod/gl46mesh/bindings.glsl>
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#import <voxy:lod/block_model.glsl>
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#define PosHeader Quad
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@@ -59,22 +60,138 @@ bool setupMeshlet() {
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return false;
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}
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layout(location = 0) out vec2 uv;
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layout(location = 1) out flat vec2 baseUV;
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layout(location = 2) out flat vec4 tinting;
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layout(location = 3) out flat vec4 addin;
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layout(location = 4) out flat uint flags;
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layout(location = 5) out flat vec4 conditionalTinting;
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vec4 uint2vec4RGBA(uint colour) {
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return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
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}
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vec4 getFaceSize(uint faceData) {
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float EPSILON = 0.001f;
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vec4 faceOffsetsSizes = extractFaceSizes(faceData);
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//Expand the quads by a very small amount
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faceOffsetsSizes.xz -= vec2(EPSILON);
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faceOffsetsSizes.yw += vec2(EPSILON);
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//Make the end relative to the start
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faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
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return faceOffsetsSizes;
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}
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//TODO: make branchless by using ternaries i think
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vec3 swizzelDataAxis(uint axis, vec3 data) {
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if (axis == 0) { //Up/down
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data = data.xzy;
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}
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//Not needed, here for readability
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//if (axis == 1) {//north/south
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// offset = offset.xyz;
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//}
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if (axis == 2) { //west/east
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data = data.zxy;
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}
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return data;
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}
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void main() {
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if (setupMeshlet()) {
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gl_Position = vec4(1.0f/0.0f);
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return;
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}
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if ((gl_VertexID>>2)!=0) {
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gl_Position = vec4(1.0f/0.0f);
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return;
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}
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uint detail = extractDetail(meshletPosition);
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uint lodLevel = extractDetail(meshletPosition);
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ivec3 sectionPos = extractPosition(meshletPosition);
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ivec3 pos = (((sectionPos<<detail)-baseSectionPos)<<5);
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pos += ivec3(gl_VertexID&1, 0, (gl_VertexID>>1)&1)*(1<<detail);
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gl_Position = MVP * vec4(vec3(pos),1);
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int cornerIdx = gl_VertexID&3;
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vec3 innerPos = extractPos(quad);
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uint face = extractFace(quad);
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uint modelId = extractStateId(quad);
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BlockModel model = modelData[modelId];
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uint faceData = model.faceData[face];
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bool isTranslucent = modelIsTranslucent(model);
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bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
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bool isShaded = hasAO;//TODO: make this a per face flag
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vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
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baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
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ivec2 quadSize = extractSize(quad);
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{ //Generate tinting and flag data
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flags = 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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flags |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
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flags |= uint(!modelHasMipmaps(model))<<1;
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//Compute lighting
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tinting = getLighting(extractLightId(quad));
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//Apply model colour tinting
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uint tintColour = model.colourTint;
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if (modelHasBiomeLUT(model)) {
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tintColour = colourData[tintColour + extractBiomeId(quad)];
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}
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conditionalTinting = vec4(0);
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if (tintColour != uint(-1)) {
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flags |= 1u<<2;
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conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
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}
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addin = vec4(0.0);
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if (!isTranslucent) {
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tinting.w = 0.0;
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//Encode the face, the lod level and
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uint encodedData = 0;
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encodedData |= face;
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encodedData |= (lodLevel<<3);
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encodedData |= uint(hasAO)<<6;
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addin.w = float(encodedData)/255.0;
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}
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//Apply face tint
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if (isShaded) {
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//TODO: make branchless, infact apply ahead of time to the texture itself in ModelManager since that is
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// per face
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if ((face>>1) == 1) {
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tinting.xyz *= 0.8f;
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} else if ((face>>1) == 2) {
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tinting.xyz *= 0.6f;
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} else if (face == 0){
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tinting.xyz *= 0.5f;
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}
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}
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}
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vec4 faceSize = getFaceSize(faceData);
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vec2 cQuadSize = (faceSize.yw + quadSize - 1) * vec2((cornerIdx>>1)&1, cornerIdx&1);
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uv = faceSize.xz + cQuadSize;
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vec3 cornerPos = extractPos(quad);
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float depthOffset = extractFaceIndentation(faceData);
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cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
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vec3 origin = vec3(((sectionPos<<lodLevel)-baseSectionPos)<<5);
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gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize,0)))*(1<<lodLevel)+origin, 1.0);
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}
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