Wip stuff
This commit is contained in:
@@ -25,7 +25,7 @@ public class VoxyConfig {
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//public int renderDistance = 128;
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public int serviceThreads = Math.max(Runtime.getRuntime().availableProcessors()/2, 1);
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public float subDivisionSize = 128;
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public int secondaryLruCacheSize = 4096;
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public int secondaryLruCacheSize = 1024;
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public String defaultSaveConfig;
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//public int renderQuality = 256;//Smaller is higher quality
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@@ -72,7 +72,7 @@ public class VoxyConfigScreenFactory implements ModMenuApi {
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.setDefaultValue((int) DEFAULT.subDivisionSize)
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.build());
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category.addEntry(entryBuilder.startIntSlider(Text.translatable("voxy.config.general.lruCacheSize"), config.secondaryLruCacheSize, 16, 1<<10)
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category.addEntry(entryBuilder.startIntSlider(Text.translatable("voxy.config.general.lruCacheSize"), config.secondaryLruCacheSize, 16, 1<<13)
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.setTooltip(Text.translatable("voxy.config.general.lruCacheSize.tooltip"))
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.setSaveConsumer(val ->{if (config.secondaryLruCacheSize != val) reload(); config.secondaryLruCacheSize = val;})
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.setDefaultValue(DEFAULT.secondaryLruCacheSize)
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@@ -155,6 +155,7 @@ public class ModelTextureBakery {
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//TODO: figure out why calling this makes minecraft render black
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//renderLayer.startDrawing();
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glClearColor(0,0,0,0);
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glClearDepth(1);
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glBindFramebuffer(GL_FRAMEBUFFER, this.framebuffer.id);
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@@ -184,18 +185,19 @@ public class ModelTextureBakery {
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilMask(0xFF);
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int texId = MinecraftClient.getInstance().getTextureManager().getTexture(Identifier.of("minecraft", "textures/atlas/blocks.png")).getGlId();
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final int TEXTURE_SIZE = this.width*this.height *4;//NOTE! assume here that both depth and colour are 4 bytes in size
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for (int i = 0; i < FACE_VIEWS.size(); i++) {
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int faceOffset = streamBaseOffset + TEXTURE_SIZE*i*2;
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captureViewToStream(state, model, entityModel, FACE_VIEWS.get(i), randomValue, i, renderFluid, texId, projection, streamBuffer, faceOffset);
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if (false) {
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int SIZE = 128;
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int x = (i % 3) * SIZE;
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int y = (i / 3) * SIZE;
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//glBlitNamedFramebuffer(this.framebuffer.id, oldFB, 0,0,16,16,x,y,x+SIZE,y+SIZE, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitNamedFramebuffer(this.framebuffer.id, oldFB, 0, 0, 16, 16, x, y, x + SIZE, y + SIZE, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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}
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renderLayer.endDrawing();
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@@ -26,8 +26,6 @@ public class RenderDataFactory4 {
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private final long[] sectionData = new long[32*32*32*2];
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private final int[] opaqueMasks = new int[32*32];
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private final int[] nonOpaqueMasks = new int[32*32];
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//TODO: emit directly to memory buffer instead of long arrays
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@@ -153,9 +151,7 @@ public class RenderDataFactory4 {
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private void prepareSectionData() {
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final var sectionData = this.sectionData;
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int opaque = 0;
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int notEmpty = 0;
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int neighborAcquireMsk = 0;
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for (int i = 0; i < 32*32*32;) {
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long block = sectionData[i + 32 * 32 * 32];//Get the block mapping
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@@ -167,7 +163,6 @@ public class RenderDataFactory4 {
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boolean isFullyOpaque = ModelQueries.isFullyOpaque(modelMetadata);
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opaque |= (isFullyOpaque ? 1:0) << (i & 31);
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notEmpty |= (modelId!=0 ? 1:0) << (i & 31);
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//TODO: here also do bitmask of what neighboring sections are needed to compute (may be getting rid of this in future)
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@@ -176,9 +171,7 @@ public class RenderDataFactory4 {
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if ((i & 31) == 0) {
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this.opaqueMasks[(i >> 5) - 1] = opaque;
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this.nonOpaqueMasks[(i >> 5) - 1] = notEmpty^opaque;
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opaque = 0;
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notEmpty = 0;
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}
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}
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}
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@@ -0,0 +1,725 @@
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package me.cortex.voxy.client.core.rendering.building;
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import me.cortex.voxy.client.core.gl.Capabilities;
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import me.cortex.voxy.client.core.model.ModelFactory;
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import me.cortex.voxy.client.core.model.ModelQueries;
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import me.cortex.voxy.client.core.util.Mesher2D;
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import me.cortex.voxy.client.core.util.ScanMesher2D;
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import me.cortex.voxy.common.util.MemoryBuffer;
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import me.cortex.voxy.common.util.UnsafeUtil;
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import me.cortex.voxy.common.world.WorldEngine;
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import me.cortex.voxy.common.world.WorldSection;
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import me.cortex.voxy.common.world.other.Mapper;
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import me.cortex.voxy.commonImpl.VoxyCommon;
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import org.lwjgl.system.MemoryUtil;
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import java.util.Arrays;
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public class RenderDataFactory5 {
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private static final boolean VERIFY_MESHING = VoxyCommon.isVerificationFlagOn("verifyMeshing");
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private final WorldEngine world;
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private final ModelFactory modelMan;
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//private final long[] sectionData = new long[32*32*32*2];
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private final long[] sectionData = new long[32*32*32*2];
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private final int[] opaqueMasks = new int[32*32];
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private final int[] nonOpaqueMasks = new int[32*32];
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//TODO: emit directly to memory buffer instead of long arrays
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//Each axis gets a max quad count of 2^16 (65536 quads) since that is the max the basic geometry manager can handle
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private final MemoryBuffer directionalQuadBuffer = new MemoryBuffer(6*(8*(1<<16)));
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private final long directionalQuadBufferPtr = this.directionalQuadBuffer.address;
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private final int[] directionalQuadCounters = new int[6];//Maybe change to short? (or long /w raw pointers)
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private int minX;
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private int minY;
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private int minZ;
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private int maxX;
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private int maxY;
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private int maxZ;
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private int quadCount = 0;
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//Wont work for double sided quads
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private final class Mesher extends ScanMesher2D {
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public int auxiliaryPosition = 0;
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public boolean doAuxiliaryFaceOffset = true;
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public int axis = 0;
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//Note x, z are in top right
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@Override
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protected void emitQuad(int x, int z, int length, int width, long data) {
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RenderDataFactory5.this.quadCount++;
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if (VERIFY_MESHING) {
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if (length<1||length>16) {
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throw new IllegalStateException("length out of bounds: " + length);
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}
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if (width<1||width>16) {
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throw new IllegalStateException("width out of bounds: " + width);
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}
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if (x<0||x>31) {
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throw new IllegalStateException("x out of bounds: " + x);
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}
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if (z<0||z>31) {
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throw new IllegalStateException("z out of bounds: " + z);
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}
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if (x-(length-1)<0 || z-(width-1)<0) {
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throw new IllegalStateException("dim out of bounds: " + (x-(length-1))+", " + (z-(width-1)));
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}
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}
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x -= length-1;
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z -= width-1;
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if (this.axis == 2) {
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//Need to swizzle the data if on x axis
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int tmp = x;
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x = z;
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z = tmp;
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tmp = length;
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length = width;
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width = tmp;
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}
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//Lower 26 bits can be auxiliary data since that is where quad position information goes;
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int auxData = (int) (data&((1<<26)-1));
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int faceSide = auxData&1;
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data &= ~(data&((1<<26)-1));
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final int axis = this.axis;
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int face = (axis<<1)|faceSide;
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int encodedPosition = face;
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//Shift up if is negative axis
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int auxPos = this.auxiliaryPosition;
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auxPos += this.doAuxiliaryFaceOffset?(1-faceSide):0;//Shift
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if (VERIFY_MESHING) {
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if (auxPos > 31) {
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throw new IllegalStateException("OOB face: " + auxPos + ", " + faceSide);
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}
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}
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encodedPosition |= ((width - 1) << 7) | ((length - 1) << 3);
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encodedPosition |= x << (axis==2?16:21);
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encodedPosition |= z << (axis==1?16:11);
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encodedPosition |= auxPos << (axis==0?16:(axis==1?11:21));
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long quad = data | encodedPosition;
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MemoryUtil.memPutLong(RenderDataFactory5.this.directionalQuadBufferPtr + (RenderDataFactory5.this.directionalQuadCounters[face]++)*8L + face*8L*(1<<16), quad);
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}
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}
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private final Mesher blockMesher = new Mesher();
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private final Mesher partiallyOpaqueMesher = new Mesher();
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public RenderDataFactory5(WorldEngine world, ModelFactory modelManager, boolean emitMeshlets) {
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this.world = world;
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this.modelMan = modelManager;
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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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//Ok so the idea for fluid rendering is to make it use a seperate mesher and use a different code path for it
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// since fluid states are explicitly overlays over the base block
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// can do funny stuff like double rendering
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private static final boolean USE_UINT64 = Capabilities.INSTANCE.INT64_t;
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public static final int QUADS_PER_MESHLET = 14;
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private static void writePos(long ptr, long pos) {
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if (USE_UINT64) {
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MemoryUtil.memPutLong(ptr, pos);
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} else {
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MemoryUtil.memPutInt(ptr, (int) (pos>>32));
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MemoryUtil.memPutInt(ptr + 4, (int)pos);
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}
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}
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private void prepareSectionData() {
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final var sectionData = this.sectionData;
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int opaque = 0;
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int notEmpty = 0;
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int neighborAcquireMsk = 0;
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for (int i = 0; i < 32*32*32;) {
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long block = sectionData[i + 32 * 32 * 32];//Get the block mapping
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int modelId = this.modelMan.getModelId(Mapper.getBlockId(block));
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long modelMetadata = this.modelMan.getModelMetadataFromClientId(modelId);
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sectionData[i * 2] = modelId | ((long) (Mapper.getLightId(block)) << 16) | (ModelQueries.isBiomeColoured(modelMetadata)?(((long) (Mapper.getBiomeId(block))) << 24):0);
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sectionData[i * 2 + 1] = modelMetadata;
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boolean isFullyOpaque = ModelQueries.isFullyOpaque(modelMetadata);
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opaque |= (isFullyOpaque ? 1:0) << (i & 31);
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notEmpty |= (modelId!=0 ? 1:0) << (i & 31);
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//TODO: here also do bitmask of what neighboring sections are needed to compute (may be getting rid of this in future)
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//Do increment here
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i++;
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if ((i & 31) == 0) {
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this.opaqueMasks[(i >> 5) - 1] = opaque;
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this.nonOpaqueMasks[(i >> 5) - 1] = notEmpty^opaque;
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opaque = 0;
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notEmpty = 0;
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}
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}
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}
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private void generateYZFaces() {
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for (int axis = 0; axis < 2; axis++) {
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this.blockMesher.axis = axis;
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for (int layer = 0; layer < 31; layer++) {
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this.blockMesher.auxiliaryPosition = layer;
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for (int other = 0; other < 32; other++) {//TODO: need to do the faces that border sections
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int pidx = axis==0 ?(layer*32+other):(other*32+layer);
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int skipAmount = axis==0?32:1;
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int current = this.opaqueMasks[pidx];
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int next = this.opaqueMasks[pidx + skipAmount];
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int msk = current ^ next;
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if (msk == 0) {
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this.blockMesher.skip(32);
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continue;
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}
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//TODO: For boarder sections, should NOT EMIT neighbors faces
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int faceForwardMsk = msk & current;
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int cIdx = -1;
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while (msk != 0) {
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int index = Integer.numberOfTrailingZeros(msk);//Is also the x-axis index
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int delta = index - cIdx - 1;
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cIdx = index; //index--;
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if (delta != 0) this.blockMesher.skip(delta);
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msk &= ~Integer.lowestOneBit(msk);
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int facingForward = ((faceForwardMsk >> index) & 1);
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{
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int idx = index + (pidx*32);
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//TODO: swap this out for something not getting the next entry
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long A = this.sectionData[idx * 2];
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long B = this.sectionData[(idx + skipAmount * 32) * 2];
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//Flip data with respect to facing direction
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long selfModel = facingForward == 1 ? A : B;
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long nextModel = facingForward == 1 ? B : A;
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//Example thing thats just wrong but as example
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this.blockMesher.putNext(((long) facingForward) |//Facing
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((selfModel & 0xFFFF) << 26) | //ModelId
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(((nextModel>>16)&0xFF) << 55) |//Lighting
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((selfModel&(0x1FFL<<24))<<(46-24))//biomeId
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);
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}
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}
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this.blockMesher.endRow();
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}
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this.blockMesher.finish();
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}
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if (true) {
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this.blockMesher.doAuxiliaryFaceOffset = false;
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//Hacky generate section side faces (without check neighbor section)
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for (int side = 0; side < 2; side++) {
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int layer = side == 0 ? 0 : 31;
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this.blockMesher.auxiliaryPosition = layer;
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for (int other = 0; other < 32; other++) {
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int pidx = axis == 0 ? (layer * 32 + other) : (other * 32 + layer);
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int msk = this.opaqueMasks[pidx];
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if (msk == 0) {
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this.blockMesher.skip(32);
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continue;
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}
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int cIdx = -1;
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while (msk != 0) {
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int index = Integer.numberOfTrailingZeros(msk);//Is also the x-axis index
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int delta = index - cIdx - 1;
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cIdx = index; //index--;
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if (delta != 0) this.blockMesher.skip(delta);
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msk &= ~Integer.lowestOneBit(msk);
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{
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int idx = index + (pidx * 32);
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//TODO: swap this out for something not getting the next entry
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long A = this.sectionData[idx * 2];
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//Example thing thats just wrong but as example
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this.blockMesher.putNext((long) (side == 0 ? 0L : 1L) |
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((A & 0xFFFFL) << 26) |
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(((0xFFL) & 0xFF) << 55) |
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((A&(0x1FFL<<24))<<(46-24))
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);
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}
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}
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this.blockMesher.endRow();
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}
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this.blockMesher.finish();
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}
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this.blockMesher.doAuxiliaryFaceOffset = true;
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}
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{//Non fully opaque geometry
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//Note: think is ok to just reuse.. blockMesher
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this.blockMesher.axis = axis;
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for (int layer = 0; layer < 32; layer++) {
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this.blockMesher.auxiliaryPosition = layer;
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for (int other = 0; other < 32; other++) {//TODO: need to do the faces that border sections
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int pidx = axis == 0 ? (layer * 32 + other) : (other * 32 + layer);
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int msk = this.nonOpaqueMasks[pidx];
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if (msk == 0) {
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this.blockMesher.skip(32);
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continue;
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}
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int cIdx = -1;
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while (msk != 0) {
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int index = Integer.numberOfTrailingZeros(msk);//Is also the x-axis index
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int delta = index - cIdx - 1;
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cIdx = index; //index--;
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if (delta != 0) this.blockMesher.skip(delta);
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msk &= ~Integer.lowestOneBit(msk);
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{
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int idx = index + (pidx * 32);
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//TODO: swap this out for something not getting the next entry
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long A = this.sectionData[idx * 2];
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//Example thing thats just wrong but as example
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this.blockMesher.putNext((long) (false ? 0L : 1L) |
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((A & 0xFFFFL) << 26) |
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(((0xFFL) & 0xFF) << 55) |
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((A&(0x1FFL<<24))<<(46-24))
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);
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}
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}
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this.blockMesher.endRow();
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}
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this.blockMesher.finish();
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}
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}
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}
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}
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private final Mesher[] xAxisMeshers = new Mesher[32];
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{
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for (int i = 0; i < 32; i++) {
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var mesher = new Mesher();
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mesher.auxiliaryPosition = i;
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mesher.axis = 2;//X axis
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this.xAxisMeshers[i] = mesher;
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}
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}
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private static final long X_I_MSK = 0x4210842108421L;
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private void generateXFaces() {
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for (int y = 0; y < 32; y++) {
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long sumA = 0;
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||||
long sumB = 0;
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||||
long sumC = 0;
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||||
int partialHasCount = -1;
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||||
int msk = 0;
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for (int z = 0; z < 32; z++) {
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int lMsk = this.opaqueMasks[y*32+z];
|
||||
msk = (lMsk^(lMsk>>>1));
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||||
msk &= -1>>>1;//Remove top bit as we dont actually know/have the data for that slice
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||||
//Always increment cause can do funny trick (i.e. -1 on skip amount)
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||||
sumA += X_I_MSK;
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sumB += X_I_MSK;
|
||||
sumC += X_I_MSK;
|
||||
|
||||
partialHasCount &= ~msk;
|
||||
|
||||
if (z == 30 && partialHasCount != 0) {//Hackfix for incremental count overflow issue
|
||||
int cmsk = partialHasCount;
|
||||
while (cmsk!=0) {
|
||||
int index = Integer.numberOfTrailingZeros(cmsk);
|
||||
cmsk &= ~Integer.lowestOneBit(cmsk);
|
||||
//TODO: fixme! check this is correct or if should be 30
|
||||
this.xAxisMeshers[index].skip(31);
|
||||
}
|
||||
//Clear the sum
|
||||
sumA &= ~(Long.expand(Integer.toUnsignedLong(partialHasCount), X_I_MSK)*0x1F);
|
||||
sumB &= ~(Long.expand(Integer.toUnsignedLong(partialHasCount)>>11, X_I_MSK)*0x1F);
|
||||
sumC &= ~(Long.expand(Integer.toUnsignedLong(partialHasCount)>>22, X_I_MSK)*0x1F);
|
||||
}
|
||||
|
||||
if (msk == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
/*
|
||||
{//Dont need this as can just increment everything then -1 in mask
|
||||
//Compute and increment skips for indexes
|
||||
long imsk = Integer.toUnsignedLong(~msk);// we only want to increment where there isnt a face
|
||||
sumA += Long.expand(imsk, X_I_MSK);
|
||||
sumB += Long.expand(imsk>>11, X_I_MSK);
|
||||
sumC += Long.expand(imsk>>22, X_I_MSK);
|
||||
}*/
|
||||
|
||||
int faceForwardMsk = msk&lMsk;
|
||||
int iter = msk;
|
||||
while (iter!=0) {
|
||||
int index = Integer.numberOfTrailingZeros(iter);
|
||||
iter &= ~Integer.lowestOneBit(iter);
|
||||
|
||||
var mesher = this.xAxisMeshers[index];
|
||||
|
||||
int skipCount;//Compute the skip count
|
||||
{//TODO: Branch-less
|
||||
//Compute skip and clear
|
||||
if (index<11) {
|
||||
skipCount = (int) (sumA>>(index*5));
|
||||
sumA &= ~(0x1FL<<(index*5));
|
||||
} else if (index<22) {
|
||||
skipCount = (int) (sumB>>((index-11)*5));
|
||||
sumB &= ~(0x1FL<<((index-11)*5));
|
||||
} else {
|
||||
skipCount = (int) (sumC>>((index-22)*5));
|
||||
sumC &= ~(0x1FL<<((index-22)*5));
|
||||
}
|
||||
skipCount &= 0x1F;
|
||||
skipCount--;
|
||||
}
|
||||
|
||||
if (skipCount != 0) {
|
||||
mesher.skip(skipCount);
|
||||
}
|
||||
|
||||
int facingForward = ((faceForwardMsk>>index)&1);
|
||||
{
|
||||
int idx = index + (z * 32) + (y * 32 * 32);
|
||||
//TODO: swap this out for something not getting the next entry
|
||||
long A = this.sectionData[idx * 2];
|
||||
long B = this.sectionData[(idx + 1) * 2];
|
||||
|
||||
//Flip data with respect to facing direction
|
||||
long selfModel = facingForward==1?A:B;
|
||||
long nextModel = facingForward==1?B:A;
|
||||
|
||||
//Example thing thats just wrong but as example
|
||||
mesher.putNext(((long) facingForward) |//Facing
|
||||
((selfModel & 0xFFFF) << 26) | //ModelId
|
||||
(((nextModel>>16)&0xFF) << 55) |//Lighting
|
||||
((selfModel&(0x1FFL<<24))<<(46-24))//biomeId
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Need to skip the remaining entries in the skip array
|
||||
{
|
||||
msk = ~msk;//Invert the mask as we only need to set stuff that isnt 0
|
||||
while (msk!=0) {
|
||||
int index = Integer.numberOfTrailingZeros(msk);
|
||||
msk &= ~Integer.lowestOneBit(msk);
|
||||
int skipCount;
|
||||
if (index < 11) {
|
||||
skipCount = (int) (sumA>>(index*5));
|
||||
} else if (index<22) {
|
||||
skipCount = (int) (sumB>>((index-11)*5));
|
||||
} else {
|
||||
skipCount = (int) (sumC>>((index-22)*5));
|
||||
}
|
||||
skipCount &= 0x1F;
|
||||
|
||||
if (skipCount != 0) {
|
||||
this.xAxisMeshers[index].skip(skipCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Generate the side faces, hackily, using 0 and 1 mesher
|
||||
if (true) {
|
||||
var ma = this.xAxisMeshers[0];
|
||||
var mb = this.xAxisMeshers[31];
|
||||
ma.finish();
|
||||
mb.finish();
|
||||
ma.doAuxiliaryFaceOffset = false;
|
||||
mb.doAuxiliaryFaceOffset = false;
|
||||
for (int y = 0; y < 32; y++) {
|
||||
int skipA = 0;
|
||||
int skipB = 0;
|
||||
for (int z = 0; z < 32; z++) {
|
||||
int i = y*32+z;
|
||||
int msk = this.opaqueMasks[i];
|
||||
if ((msk & 1) != 0) {
|
||||
ma.skip(skipA); skipA = 0;
|
||||
|
||||
long A = this.sectionData[(i<<5) * 2];
|
||||
|
||||
ma.putNext(0L | ((A&0xFFFF)<<26) | (((0xFFL)&0xFF)<<55)|((A&(0x1FFL<<24))<<(46-24)));
|
||||
} else {skipA++;}
|
||||
|
||||
if ((msk & (1<<31)) != 0) {
|
||||
mb.skip(skipB); skipB = 0;
|
||||
|
||||
long A = this.sectionData[(i*32+31) * 2];
|
||||
|
||||
mb.putNext(1L | ((A&0xFFFF)<<26) | (((0xFFL)&0xFF)<<55)|((A&(0x1FFL<<24))<<(46-24)));
|
||||
} else {skipB++;}
|
||||
}
|
||||
ma.skip(skipA);
|
||||
mb.skip(skipB);
|
||||
}
|
||||
ma.finish();
|
||||
mb.finish();
|
||||
ma.doAuxiliaryFaceOffset = true;
|
||||
mb.doAuxiliaryFaceOffset = true;
|
||||
}
|
||||
|
||||
for (var mesher : this.xAxisMeshers) {
|
||||
mesher.finish();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
private static long createQuad() {
|
||||
((long)clientModelId) | (((long) Mapper.getLightId(ModelQueries.faceUsesSelfLighting(metadata, face)?self:facingState))<<16) | ((((long) Mapper.getBiomeId(self))<<24) * (ModelQueries.isBiomeColoured(metadata)?1:0)) | otherFlags
|
||||
|
||||
|
||||
long data = Integer.toUnsignedLong(array[i*3+1]);
|
||||
data |= ((long) array[i*3+2])<<32;
|
||||
long encodedQuad = Integer.toUnsignedLong(QuadEncoder.encodePosition(face, otherAxis, quad)) | ((data&0xFFFF)<<26) | (((data>>16)&0xFF)<<55) | (((data>>24)&0x1FF)<<46);
|
||||
}*/
|
||||
|
||||
//section is already acquired and gets released by the parent
|
||||
public BuiltSection generateMesh(WorldSection section) {
|
||||
//Copy section data to end of array so that can mutate array while reading safely
|
||||
section.copyDataTo(this.sectionData, 32*32*32);
|
||||
|
||||
this.quadCount = 0;
|
||||
|
||||
this.minX = Integer.MAX_VALUE;
|
||||
this.minY = Integer.MAX_VALUE;
|
||||
this.minZ = Integer.MAX_VALUE;
|
||||
this.maxX = Integer.MIN_VALUE;
|
||||
this.maxY = Integer.MIN_VALUE;
|
||||
this.maxZ = Integer.MIN_VALUE;
|
||||
|
||||
Arrays.fill(this.directionalQuadCounters, (short) 0);
|
||||
|
||||
|
||||
this.world.acquire(section.lvl, section.x+1, section.y, section.z).release();
|
||||
this.world.acquire(section.lvl, section.x-1, section.y, section.z).release();
|
||||
|
||||
this.world.acquire(section.lvl, section.x, section.y+1, section.z).release();
|
||||
this.world.acquire(section.lvl, section.x, section.y-1, section.z).release();
|
||||
|
||||
this.world.acquire(section.lvl, section.x, section.y, section.z+1).release();
|
||||
this.world.acquire(section.lvl, section.x, section.y, section.z-1).release();
|
||||
|
||||
|
||||
|
||||
//Prepare everything
|
||||
this.prepareSectionData();
|
||||
|
||||
|
||||
this.generateYZFaces();
|
||||
this.generateXFaces();
|
||||
|
||||
|
||||
//TODO:NOTE! when doing face culling of translucent blocks,
|
||||
// if the connecting type of the translucent block is the same AND the face is full, discard it
|
||||
// this stops e.g. multiple layers of glass (and ocean) from having 3000 layers of quads etc
|
||||
|
||||
if (this.quadCount == 0) {
|
||||
return BuiltSection.emptyWithChildren(section.key, section.getNonEmptyChildren());
|
||||
}
|
||||
|
||||
//TODO: FIXME AND OPTIMIZE, get rid of the stupid quad collector bullshit
|
||||
|
||||
int[] offsets = new int[8];
|
||||
var buff = new MemoryBuffer(this.quadCount * 8L);
|
||||
long ptr = buff.address;
|
||||
int coff = 0;
|
||||
|
||||
for (int face = 0; face < 6; face++) {
|
||||
offsets[face + 2] = coff;
|
||||
int size = this.directionalQuadCounters[face];
|
||||
UnsafeUtil.memcpy(this.directionalQuadBufferPtr + (face*(8*(1<<16))), ptr + coff*8L, (size* 8L));
|
||||
coff += size;
|
||||
}
|
||||
|
||||
|
||||
int aabb = 0;
|
||||
aabb |= 0;
|
||||
aabb |= 0<<5;
|
||||
aabb |= 0<<10;
|
||||
aabb |= (31)<<15;
|
||||
aabb |= (31)<<20;
|
||||
aabb |= (31)<<25;
|
||||
|
||||
return new BuiltSection(section.key, section.getNonEmptyChildren(), aabb, buff, offsets);
|
||||
|
||||
/*
|
||||
buff = new MemoryBuffer(bufferSize * 8L);
|
||||
long ptr = buff.address;
|
||||
int coff = 0;
|
||||
|
||||
//Ordering is: translucent, double sided quads, directional quads
|
||||
offsets[0] = coff;
|
||||
int size = this.translucentQuadCollector.size();
|
||||
LongArrayList arrayList = this.translucentQuadCollector;
|
||||
for (int i = 0; i < size; i++) {
|
||||
long data = arrayList.getLong(i);
|
||||
MemoryUtil.memPutLong(ptr + ((coff++) * 8L), data);
|
||||
}
|
||||
|
||||
offsets[1] = coff;
|
||||
size = this.doubleSidedQuadCollector.size();
|
||||
arrayList = this.doubleSidedQuadCollector;
|
||||
for (int i = 0; i < size; i++) {
|
||||
long data = arrayList.getLong(i);
|
||||
MemoryUtil.memPutLong(ptr + ((coff++) * 8L), data);
|
||||
}
|
||||
|
||||
for (int face = 0; face < 6; face++) {
|
||||
offsets[face + 2] = coff;
|
||||
final LongArrayList faceArray = this.directionalQuadCollectors[face];
|
||||
size = faceArray.size();
|
||||
for (int i = 0; i < size; i++) {
|
||||
long data = faceArray.getLong(i);
|
||||
MemoryUtil.memPutLong(ptr + ((coff++) * 8L), data);
|
||||
}
|
||||
}
|
||||
|
||||
int aabb = 0;
|
||||
aabb |= this.minX;
|
||||
aabb |= this.minY<<5;
|
||||
aabb |= this.minZ<<10;
|
||||
aabb |= (this.maxX-this.minX)<<15;
|
||||
aabb |= (this.maxY-this.minY)<<20;
|
||||
aabb |= (this.maxZ-this.minZ)<<25;
|
||||
|
||||
return new BuiltSection(section.key, section.getNonEmptyChildren(), aabb, buff, offsets);
|
||||
*/
|
||||
}
|
||||
|
||||
public void free() {
|
||||
this.directionalQuadBuffer.free();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Returns true if a face was placed
|
||||
private boolean putFluidFaceIfCan(Mesher2D mesher, int face, int opposingFace, long self, long metadata, int selfClientModelId, int selfBlockId, long facingState, long facingMetadata, int facingClientModelId, int a, int b) {
|
||||
int selfFluidClientId = this.modelMan.getFluidClientStateId(selfClientModelId);
|
||||
long selfFluidMetadata = this.modelMan.getModelMetadataFromClientId(selfFluidClientId);
|
||||
|
||||
int facingFluidClientId = -1;
|
||||
if (ModelQueries.containsFluid(facingMetadata)) {
|
||||
facingFluidClientId = this.modelMan.getFluidClientStateId(facingClientModelId);
|
||||
}
|
||||
|
||||
//If both of the states are the same, then dont render the fluid face
|
||||
if (selfFluidClientId == facingFluidClientId) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (facingFluidClientId != -1) {
|
||||
//TODO: OPTIMIZE
|
||||
if (this.world.getMapper().getBlockStateFromBlockId(selfBlockId).getBlock() == this.world.getMapper().getBlockStateFromBlockId(Mapper.getBlockId(facingState)).getBlock()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (ModelQueries.faceOccludes(facingMetadata, opposingFace)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if the model has a fluid state but is not a liquid need to see if the solid state had a face rendered and that face is occluding, if so, dont render the fluid state face
|
||||
if ((!ModelQueries.isFluid(metadata)) && ModelQueries.faceOccludes(metadata, face)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//TODO:FIXME SOMEHOW THIS IS CRITICAL!!!!!!!!!!!!!!!!!!
|
||||
// so there is one more issue need to be fixed, if water is layered ontop of eachother, the side faces depend on the water state ontop
|
||||
// this has been hackfixed in the model texture bakery but a proper solution that doesnt explode the sides of the water textures needs to be done
|
||||
// the issue is that the fluid rendering depends on the up state aswell not just the face state which is really really painful to account for
|
||||
// e.g the sides of a full water is 8 high or something, not the full block height, this results in a gap between water layers
|
||||
|
||||
|
||||
|
||||
long otherFlags = 0;
|
||||
otherFlags |= ModelQueries.isTranslucent(selfFluidMetadata)?1L<<33:0;
|
||||
otherFlags |= ModelQueries.isDoubleSided(selfFluidMetadata)?1L<<34:0;
|
||||
mesher.put(a, b, ((long)selfFluidClientId) | (((long) Mapper.getLightId(ModelQueries.faceUsesSelfLighting(selfFluidMetadata, face)?self:facingState))<<16) | ((((long) Mapper.getBiomeId(self))<<24) * (ModelQueries.isBiomeColoured(selfFluidMetadata)?1:0)) | otherFlags);
|
||||
return true;
|
||||
}
|
||||
|
||||
//Returns true if a face was placed
|
||||
private boolean putFaceIfCan(Mesher2D mesher, int face, int opposingFace, long metadata, int clientModelId, int selfBiome, long facingModelId, long facingMetadata, int selfLight, int facingLight, int a, int b) {
|
||||
if (ModelQueries.cullsSame(metadata) && clientModelId == facingModelId) {
|
||||
//If we are facing a block, and we are both the same state, dont render that face
|
||||
return false;
|
||||
}
|
||||
|
||||
//If face can be occluded and is occluded from the facing block, then dont render the face
|
||||
if (ModelQueries.faceCanBeOccluded(metadata, face) && ModelQueries.faceOccludes(facingMetadata, opposingFace)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
long otherFlags = 0;
|
||||
otherFlags |= ModelQueries.isTranslucent(metadata)?1L<<33:0;
|
||||
otherFlags |= ModelQueries.isDoubleSided(metadata)?1L<<34:0;
|
||||
mesher.put(a, b, ((long)clientModelId) | (((long) Mapper.getLightId(ModelQueries.faceUsesSelfLighting(metadata, face)?selfLight:facingLight))<<16) | (ModelQueries.isBiomeColoured(metadata)?(((long) Mapper.getBiomeId(selfBiome))<<24):0) | otherFlags);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static int getMeshletHoldingCount(int quads, int quadsPerMeshlet, int meshletSize) {
|
||||
return ((quads+(quadsPerMeshlet-1))/quadsPerMeshlet)*meshletSize;
|
||||
}
|
||||
|
||||
public static int alignUp(int n, int alignment) {
|
||||
return (n + alignment - 1) & -alignment;
|
||||
}
|
||||
}
|
||||
@@ -127,7 +127,7 @@ public class NodeCleaner {
|
||||
pos |= Integer.toUnsignedLong(MemoryUtil.memGetInt(ptr + 8 * i + 4));
|
||||
if (pos == 0) {
|
||||
//TODO: investigate how or what this happens
|
||||
//continue;
|
||||
continue;
|
||||
}
|
||||
this.nodeManager.removeNodeGeometry(pos);
|
||||
//b.append(", ").append(WorldEngine.pprintPos(pos));//.append(((int)((pos>>32)&0xFFFFFFFFL)));//
|
||||
|
||||
@@ -737,7 +737,7 @@ public class NodeManager {
|
||||
if (!this.updateRouter.watch(pos, WorldEngine.UPDATE_TYPE_BLOCK_BIT)) {
|
||||
//FIXME: think this can occur accidently? when removing nodes or something creating leaf nodes
|
||||
// or other, the node might be wanted to be watched by gpu, but cpu already started watching it a few frames ago
|
||||
Logger.warn("Node: " + nodeId + " at pos: " + WorldEngine.pprintPos(pos) + " got update request, but geometry was already being watched");
|
||||
Logger.info("Node: " + nodeId + " at pos: " + WorldEngine.pprintPos(pos) + " got update request, but geometry was already being watched");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -826,6 +826,8 @@ public class NodeManager {
|
||||
//If the parent has null geometry we must first fill it before we can remove it
|
||||
|
||||
//Logger.error("TODO: THIS");
|
||||
|
||||
this.processRequest(pPos);//Assume we can do this, TODO: maybe dont?
|
||||
} else {
|
||||
//Else make the parent node a leaf node and remove all the children
|
||||
|
||||
|
||||
@@ -113,8 +113,9 @@ public class ActiveSectionTracker {
|
||||
synchronized (cache) {
|
||||
if (section.trySetFreed()) {
|
||||
var cached = cache.remove(section.key);
|
||||
if (cached.obj != section) {
|
||||
throw new IllegalStateException("Removed section not the same as the referenced section in the cache: cached: " + cached.obj.key + "got: " + section.key);
|
||||
var obj = cached.obj;
|
||||
if (obj != section) {
|
||||
throw new IllegalStateException("Removed section not the same as the referenced section in the cache: cached: " + obj + " got: " + section + " A: " + WorldSection.ATOMIC_STATE_HANDLE.get(obj) + " B: " +WorldSection.ATOMIC_STATE_HANDLE.get(section));
|
||||
}
|
||||
|
||||
//Add section to secondary cache while primary is locked
|
||||
|
||||
@@ -17,7 +17,7 @@ public final class WorldSection {
|
||||
public static final boolean VERIFY_WORLD_SECTION_EXECUTION = VoxyCommon.isVerificationFlagOn("verifyWorldSectionExecution");
|
||||
|
||||
|
||||
private static final VarHandle ATOMIC_STATE_HANDLE;
|
||||
static final VarHandle ATOMIC_STATE_HANDLE;
|
||||
private static final VarHandle NON_EMPTY_CHILD_HANDLE;
|
||||
private static final VarHandle NON_EMPTY_BLOCK_HANDLE;
|
||||
|
||||
|
||||
@@ -57,7 +57,7 @@ void main() {
|
||||
}
|
||||
UnpackedNode node;
|
||||
unpackNode(node, gl_GlobalInvocationID.x);
|
||||
if (isEmptyMesh(node) || (!hasMesh(node)) || (!hasChildren(node))) {
|
||||
if (isEmptyMesh(node) || (!hasMesh(node)) || (!hasChildren(node)) || all(equal(node.pos, ivec3(0)))) {
|
||||
return;
|
||||
}
|
||||
bubbleSort(0, gl_GlobalInvocationID.x, vis);
|
||||
|
||||
Reference in New Issue
Block a user