mirror of
https://github.com/4jcraft/4jcraft.git
synced 2026-04-28 04:53:39 +00:00
shit renderer
This commit is contained in:
parent
60ad8c291e
commit
ad50bf21d4
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@ -8,6 +8,7 @@
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#include <GLFW/glfw3.h>
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#include <cstdio>
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#include <cmath>
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#include <pthread.h>
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C4JRender RenderManager;
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@ -16,6 +17,24 @@ static int s_textureLevels = 1;
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static int s_windowWidth = 1920;
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static int s_windowHeight = 1080;
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// Thread-local storage for per-thread shared GL contexts.
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// The main thread uses s_window directly; worker threads get invisible
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// windows that share objects (textures, display lists) with s_window.
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static pthread_key_t s_glCtxKey;
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static pthread_once_t s_glCtxKeyOnce = PTHREAD_ONCE_INIT;
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static void makeGLCtxKey() { pthread_key_create(&s_glCtxKey, nullptr); }
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// Pre-created pool of shared contexts for worker threads
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static const int MAX_SHARED_CONTEXTS = 8;
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static GLFWwindow *s_sharedContexts[MAX_SHARED_CONTEXTS] = {};
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static int s_sharedContextCount = 0;
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static int s_nextSharedContext = 0;
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static pthread_mutex_t s_sharedCtxMutex = PTHREAD_MUTEX_INITIALIZER;
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// Track which thread is the main (rendering) thread
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static pthread_t s_mainThread;
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static bool s_mainThreadSet = false;
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void C4JRender::Initialise()
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{
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if (!glfwInit()) {
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@ -60,11 +79,67 @@ void C4JRender::Initialise()
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(const char*)::glGetString(GL_VERSION),
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(const char*)::glGetString(GL_RENDERER));
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fflush(stdout);
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// Tag this as the main rendering thread
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pthread_once(&s_glCtxKeyOnce, makeGLCtxKey);
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s_mainThread = pthread_self();
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s_mainThreadSet = true;
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pthread_setspecific(s_glCtxKey, s_window);
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// Pre-create shared GL contexts for worker threads (chunk builders etc.)
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// Must be done on the main thread because GLFW requires it.
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for (int i = 0; i < MAX_SHARED_CONTEXTS; i++) {
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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s_sharedContexts[i] = glfwCreateWindow(1, 1, "", nullptr, s_window);
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glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
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if (s_sharedContexts[i]) {
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s_sharedContextCount++;
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} else {
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fprintf(stderr, "[4J_Render] WARN: only created %d/%d shared contexts\n", i, MAX_SHARED_CONTEXTS);
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break;
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}
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}
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// Ensure main thread still has the context
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glfwMakeContextCurrent(s_window);
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fprintf(stderr, "[4J_Render] Created %d shared GL contexts for worker threads\n", s_sharedContextCount);
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fflush(stderr);
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}
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void C4JRender::InitialiseContext()
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{
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if (s_window) glfwMakeContextCurrent(s_window);
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if (!s_window) return;
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pthread_once(&s_glCtxKeyOnce, makeGLCtxKey);
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// Main thread reclaiming context (e.g. after startup thread finishes)
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if (s_mainThreadSet && pthread_equal(pthread_self(), s_mainThread)) {
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glfwMakeContextCurrent(s_window);
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pthread_setspecific(s_glCtxKey, s_window);
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return;
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}
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// Worker thread: check if it already has a shared context
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GLFWwindow *ctx = (GLFWwindow*)pthread_getspecific(s_glCtxKey);
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if (ctx) {
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glfwMakeContextCurrent(ctx);
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return;
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}
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// Grab a pre-created shared context from the pool
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pthread_mutex_lock(&s_sharedCtxMutex);
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GLFWwindow *shared = nullptr;
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if (s_nextSharedContext < s_sharedContextCount) {
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shared = s_sharedContexts[s_nextSharedContext++];
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}
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pthread_mutex_unlock(&s_sharedCtxMutex);
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if (!shared) {
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fprintf(stderr, "[4J_Render] ERROR: no shared GL contexts left for worker thread!\n");
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return;
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}
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glfwMakeContextCurrent(shared);
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pthread_setspecific(s_glCtxKey, shared);
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fprintf(stderr, "[4J_Render] Assigned shared GL context %p to worker thread\n", (void*)shared);
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fflush(stderr);
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}
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void C4JRender::StartFrame()
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@ -103,6 +178,7 @@ void C4JRender::SetClearColour(const float colourRGBA[4])
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bool C4JRender::IsWidescreen() { return true; }
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bool C4JRender::IsHiDef() { return true; }
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void C4JRender::GetFramebufferSize(int &width, int &height) { width = s_windowWidth; height = s_windowHeight; }
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void C4JRender::CaptureThumbnail(ImageFileBuffer *) {}
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void C4JRender::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
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void C4JRender::BeginConditionalSurvey(int) {}
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@ -174,23 +250,19 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
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{
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if (count <= 0 || !dataIn) return;
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static int _dbgDVCount = 0;
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_dbgDVCount++;
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if (_dbgDVCount <= 10 || (_dbgDVCount % 5000 == 0)) {
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GLenum err = ::glGetError();
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fprintf(stderr, "[RENDER] DrawVertices call=%d count=%d prim=%d vType=%d displayList=%d glErr=%d\n",
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_dbgDVCount, count, (int)PrimitiveType, (int)vType, isCompilingDisplayList(), err);
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fflush(stderr);
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}
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GLenum mode = mapPrimType((int)PrimitiveType);
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unsigned char *data = (unsigned char *)dataIn;
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// Vertex layout: 3 floats pos, 2 floats tex, 4 bytes color, 4 bytes normal, 4 bytes padding = 32 bytes
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const int stride = 32;
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// Color byte-order fix for little-endian (x86/x64):
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// Console code (Xbox 360 / PS3, big-endian) stores color as int col = (r<<24)|(g<<16)|(b<<8)|a
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// Big-endian memory: [r, g, b, a] — correct for glColor4ub(col[0], col[1], col[2], col[3])
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// Little-endian memory: [a, b, g, r] — bytes are reversed!
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// Fix: read bytes in reverse order col[3]=r, col[2]=g, col[1]=b, col[0]=a
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if (isCompilingDisplayList()) {
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// run.
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::glBegin(mode);
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for (int i = 0; i < count; i++) {
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unsigned char *v = data + i * stride;
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@ -200,13 +272,20 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
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signed char *nrm = (signed char *)(v + 24);
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::glNormal3f(nrm[0] / 127.0f, nrm[1] / 127.0f, nrm[2] / 127.0f);
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::glColor4ub(col[0], col[1], col[2], col[3]);
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::glColor4ub(col[3], col[2], col[1], col[0]); // LE fix: r,g,b,a from reversed bytes
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::glTexCoord2f(tex[0], tex[1]);
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::glVertex3f(pos[0], pos[1], pos[2]);
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}
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::glEnd();
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} else {
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// waiter ! fast vertex pls !
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// For vertex array path, swap color bytes in-place to RGBA order
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for (int i = 0; i < count; i++) {
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unsigned char *col = data + i * stride + 20;
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unsigned char tmp;
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tmp = col[0]; col[0] = col[3]; col[3] = tmp; // swap a<->r
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tmp = col[1]; col[1] = col[2]; col[2] = tmp; // swap b<->g
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}
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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::glEnableClientState(GL_COLOR_ARRAY);
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@ -218,6 +297,14 @@ void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count,
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::glNormalPointer(GL_BYTE, stride, data + 24);
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::glDrawArrays(mode, 0, count);
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// Swap back to preserve original data
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for (int i = 0; i < count; i++) {
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unsigned char *col = data + i * stride + 20;
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unsigned char tmp;
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tmp = col[0]; col[0] = col[3]; col[3] = tmp;
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tmp = col[1]; col[1] = col[2]; col[2] = tmp;
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}
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}
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}
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@ -254,13 +341,6 @@ void C4JRender::CBuffEnd()
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bool C4JRender::CBuffCall(int index, bool /*full*/)
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{
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if (index <= 0) return false;
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static int _dbgCBCount = 0;
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_dbgCBCount++;
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if (_dbgCBCount <= 5 || (_dbgCBCount % 5000 == 0)) {
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fprintf(stderr, "[RENDER] CBuffCall call=%d index=%d isList=%d\n",
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_dbgCBCount, index, ::glIsList(index));
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fflush(stderr);
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}
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if (::glIsList(index)) { ::glCallList(index); return true; }
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return false;
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}
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@ -70,6 +70,7 @@ public:
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void GetFramebufferSize(int &width, int &height);
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
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void BeginConditionalSurvey(int identifier);
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@ -10,6 +10,7 @@
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#include <signal.h>
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#include <execinfo.h>
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#include <unistd.h>
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#include <GLFW/glfw3.h>
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static void sigsegv_handler(int sig) {
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const char msg[] = "\n=== SIGNAL CAUGHT: ";
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write(STDERR_FILENO, msg, sizeof(msg)-1);
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@ -868,6 +869,71 @@ pDevice->SetSamplerState(0,SamplerStateModes[i],SamplerStateA[i]);
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RenderManager.Set_matrixDirty();
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#endif
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// DEBUG: Dump framebuffer to file once after game has been running a while
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{
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static int _fbDumpFrame = 0;
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_fbDumpFrame++;
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if (_fbDumpFrame == 2000 || _fbDumpFrame == 4000) {
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// Test: is GL context current? Force red clear before read.
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void* curCtx = glfwGetCurrentContext();
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fprintf(stderr, "[FBDUMP] frame=%d glfwGetCurrentContext()=%p\n", _fbDumpFrame, curCtx);
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fflush(stderr);
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// Read the ACTUAL rendered framebuffer first
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int fbW, fbH;
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RenderManager.GetFramebufferSize(fbW, fbH);
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int sz = fbW * fbH * 3;
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unsigned char *pixels = (unsigned char*)malloc(sz);
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if (pixels) {
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::glReadPixels(0, 0, fbW, fbH, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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GLenum err = glGetError();
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fprintf(stderr, "[FBDUMP] glReadPixels err=0x%x size=%dx%d\n", err, fbW, fbH);
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// Check bound framebuffer
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GLint boundFBO = -1;
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#ifndef GL_FRAMEBUFFER_BINDING
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#define GL_FRAMEBUFFER_BINDING 0x8CA6
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#endif
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFBO);
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GLint drawBuf = 0;
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glGetIntegerv(GL_DRAW_BUFFER, &drawBuf);
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GLint readBuf = 0;
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glGetIntegerv(GL_READ_BUFFER, &readBuf);
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fprintf(stderr, "[FBDUMP] FBO=%d drawBuf=0x%x readBuf=0x%x\n", boundFBO, drawBuf, readBuf);
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fflush(stderr);
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char fname[128];
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snprintf(fname, sizeof(fname), "/tmp/fb_dump_%d.ppm", _fbDumpFrame);
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FILE *fp = fopen(fname, "wb");
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if (fp) {
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fprintf(fp, "P6\n%d %d\n255\n", fbW, fbH);
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for (int y = fbH - 1; y >= 0; y--) {
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fwrite(pixels + y * fbW * 3, 1, fbW * 3, fp);
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}
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fclose(fp);
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fprintf(stderr, "[RENDER] Dumped framebuffer %dx%d to %s\n", fbW, fbH, fname);
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fflush(stderr);
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}
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// Now force a red clear and dump again to verify GL context works
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::glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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::glClear(GL_COLOR_BUFFER_BIT);
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::glFinish();
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::glReadPixels(0, 0, fbW, fbH, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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char fname2[128];
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snprintf(fname2, sizeof(fname2), "/tmp/fb_dump_%d_RED.ppm", _fbDumpFrame);
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FILE *fp2 = fopen(fname2, "wb");
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if (fp2) {
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fprintf(fp2, "P6\n%d %d\n255\n", fbW, fbH);
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for (int y = fbH - 1; y >= 0; y--) {
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fwrite(pixels + y * fbW * 3, 1, fbW * 3, fp2);
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}
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fclose(fp2);
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fprintf(stderr, "[RENDER] Dumped RED test %dx%d to %s\n", fbW, fbH, fname2);
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fflush(stderr);
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}
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free(pixels);
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}
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}
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}
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// Present the frame.
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RenderManager.Present();
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@ -995,13 +995,6 @@ int GameRenderer::getLightTexture(int iPad, Level *level)
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void GameRenderer::render(float a, bool bFirst)
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{
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static int _dbgRenderCount = 0;
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_dbgRenderCount++;
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if (_dbgRenderCount <= 5 || (_dbgRenderCount % 300 == 0)) {
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fprintf(stderr, "[RENDER] GameRenderer::render frame=%d level=%p screen=%p width=%d height=%d\n",
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_dbgRenderCount, (void*)mc->level, (void*)mc->screen, mc->width, mc->height);
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fflush(stderr);
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}
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if( _updateLightTexture && bFirst) updateLightTexture(a);
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if (Display::isActive())
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{
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@ -1087,6 +1080,7 @@ void GameRenderer::render(float a, bool bFirst)
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else
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{
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glViewport(0, 0, mc->width, mc->height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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@ -1261,17 +1255,6 @@ void GameRenderer::DisableUpdateThread()
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void GameRenderer::renderLevel(float a, __int64 until)
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{
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static int _dbgRLCount = 0;
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_dbgRLCount++;
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if (_dbgRLCount <= 3 || (_dbgRLCount % 300 == 0)) {
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fprintf(stderr, "[RENDER] renderLevel frame=%d player=%p levelRenderer=%p\n",
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_dbgRLCount, (void*)mc->player.get(), (void*)mc->levelRenderer);
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if (mc->player) {
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fprintf(stderr, "[RENDER] playerPos=(%.1f, %.1f, %.1f)\n",
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mc->player->x, mc->player->y, mc->player->z);
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}
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fflush(stderr);
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}
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// if (updateLightTexture) updateLightTexture(); // 4J - TODO - Java 1.0.1 has this line enabled, should check why - don't want to put it in now in case it breaks split-screen
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glEnable(GL_CULL_FACE);
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@ -1311,6 +1294,23 @@ void GameRenderer::renderLevel(float a, __int64 until)
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setupCamera(a, i);
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Camera::prepare(mc->player, mc->player->ThirdPersonView() == 2);
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// DEBUG: Log camera-relevant state
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static int _dbgCam = 0;
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_dbgCam++;
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if (_dbgCam <= 5 || (_dbgCam % 300 == 0)) {
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float mv[16]; ::glGetFloatv(GL_MODELVIEW_MATRIX, mv);
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float pj[16]; ::glGetFloatv(GL_PROJECTION_MATRIX, pj);
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float cc[4]; ::glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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int vp[4]; ::glGetIntegerv(GL_VIEWPORT, vp);
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fprintf(stderr, "[RENDER] CAM frame=%d viewport=(%d,%d,%d,%d) clearColor=(%.2f,%.2f,%.2f) renderDist=%.0f\n",
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_dbgCam, vp[0], vp[1], vp[2], vp[3], cc[0], cc[1], cc[2], renderDistance);
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fprintf(stderr, "[RENDER] MV[12..14]=(%f,%f,%f) PJ[0,5,10]=(%f,%f,%f)\n",
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mv[12], mv[13], mv[14], pj[0], pj[5], pj[10]);
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fprintf(stderr, "[RENDER] cameraEntity pos=(%.2f,%.2f,%.2f) heightOff=%.2f\n",
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mc->cameraTargetPlayer->x, mc->cameraTargetPlayer->y, mc->cameraTargetPlayer->z,
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mc->cameraTargetPlayer->heightOffset);
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fflush(stderr);
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}
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Frustum::getFrustum();
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if (mc->options->viewDistance < 2)
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@ -778,24 +778,34 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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bool first = true;
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int count = 0;
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int dbgNotVisible = 0, dbgNoIdx = 0, dbgEmpty = 0, dbgCalled = 0, dbgCallOk = 0;
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ClipChunk *pClipChunk = chunks[playerIndex].data;
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unsigned char emptyFlag = LevelRenderer::CHUNK_FLAG_EMPTY0 << layer;
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for( int i = 0; i < chunks[playerIndex].length; i++, pClipChunk++ )
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{
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if( !pClipChunk->visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
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if( pClipChunk->globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check
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if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
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if( !pClipChunk->visible ) { dbgNotVisible++; continue; }
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if( pClipChunk->globalIdx == -1 ) { dbgNoIdx++; continue; }
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if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) { dbgEmpty++; continue; }
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// List can be calculated directly from the chunk's global idex
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int list = pClipChunk->globalIdx * 2 + layer;
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list += chunkLists;
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dbgCalled++;
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if(RenderManager.CBuffCall(list, first))
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{
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first = false;
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dbgCallOk++;
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}
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count++;
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}
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static int _dbgRC = 0;
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_dbgRC++;
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if (_dbgRC <= 5 || (_dbgRC % 600 == 0)) {
|
||||
fprintf(stderr, "[RENDER] renderChunks frame=%d layer=%d total=%d notVis=%d noIdx=%d empty=%d called=%d callOk=%d xOff=%.1f yOff=%.1f zOff=%.1f chunkLists=%d\n",
|
||||
_dbgRC, layer, chunks[playerIndex].length, dbgNotVisible, dbgNoIdx, dbgEmpty, dbgCalled, dbgCallOk, xOff, yOff, zOff, chunkLists);
|
||||
fflush(stderr);
|
||||
}
|
||||
|
||||
#ifdef __PSVITA__
|
||||
// AP - alpha cut out is expensive on vita. Now we render all the alpha cut outs
|
||||
|
|
|
|||
1
Minecraft.World/Build/st3iWWKx
Normal file
1
Minecraft.World/Build/st3iWWKx
Normal file
|
|
@ -0,0 +1 @@
|
|||
!<arch>
|
||||
Loading…
Reference in a new issue