4jcraft/targets/minecraft/client/renderer/Chunk.cpp
2026-04-06 20:40:45 +02:00

1606 lines
64 KiB
C++

#include "Chunk.h"
#include <GL/gl.h>
#include <string.h>
#include <cmath>
#include <mutex>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
#include "LevelRenderer.h"
#include "TileRenderer.h"
#include "app/include/FrameProfiler.h"
#include "app/linux/LinuxGame.h"
#include "app/linux/Stubs/winapi_stubs.h"
#include "minecraft/SharedConstants.h"
#include "minecraft/client/renderer/GameRenderer.h"
#include "minecraft/client/renderer/Tesselator.h"
#include "minecraft/client/renderer/culling/Culler.h"
#include "minecraft/client/renderer/tileentity/TileEntityRenderDispatcher.h"
#include "minecraft/world/Icon.h"
#include "minecraft/world/entity/Entity.h"
#include "minecraft/world/level/Level.h"
#include "minecraft/world/level/LevelSource.h"
#include "minecraft/world/level/Region.h"
#include "minecraft/world/level/chunk/LevelChunk.h"
#include "minecraft/world/level/tile/LiquidTile.h"
#include "minecraft/world/level/tile/Tile.h"
#include "minecraft/world/level/tile/entity/TileEntity.h"
#include "minecraft/world/phys/AABB.h"
#include "platform/sdl2/Render.h"
int Chunk::updates = 0;
#if defined(_LARGE_WORLDS)
thread_local uint8_t* Chunk::m_tlsTileIds = nullptr;
void Chunk::CreateNewThreadStorage() {
m_tlsTileIds = new unsigned char[16 * 16 * Level::maxBuildHeight];
}
void Chunk::ReleaseThreadStorage() { delete m_tlsTileIds; }
uint8_t* Chunk::GetTileIdsStorage() { return m_tlsTileIds; }
#else
// 4J Stu - Don't want this when multi-threaded
Tesselator* Chunk::t = Tesselator::getInstance();
#endif
LevelRenderer* Chunk::levelRenderer;
void Chunk::reconcileRenderableTileEntities(
const std::vector<std::shared_ptr<TileEntity> >& renderableTileEntities) {
int key =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
auto it = globalRenderableTileEntities->find(key);
if (!renderableTileEntities.empty()) {
std::unordered_set<TileEntity*> currentRenderableTileEntitySet;
currentRenderableTileEntitySet.reserve(renderableTileEntities.size());
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
currentRenderableTileEntitySet.insert(
renderableTileEntities[i].get());
}
if (it != globalRenderableTileEntities->end()) {
LevelRenderer::RenderableTileEntityBucket& existingBucket =
it->second;
for (auto it2 = existingBucket.tiles.begin();
it2 != existingBucket.tiles.end(); it2++) {
TileEntity* tileEntity = (*it2).get();
if (currentRenderableTileEntitySet.find(tileEntity) ==
currentRenderableTileEntitySet.end()) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
levelRenderer->queueRenderableTileEntityForRemoval_Locked(
key, tileEntity);
} else {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
}
}
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
renderableTileEntities[i]->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
if (existingBucket.indexByTile.find(
renderableTileEntities[i].get()) ==
existingBucket.indexByTile.end()) {
levelRenderer->addRenderableTileEntity_Locked(
key, renderableTileEntities[i]);
}
}
} else {
for (size_t i = 0; i < renderableTileEntities.size(); i++) {
renderableTileEntities[i]->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageKeep);
levelRenderer->addRenderableTileEntity_Locked(
key, renderableTileEntities[i]);
}
}
} else if (it != globalRenderableTileEntities->end()) {
for (auto it2 = it->second.tiles.begin(); it2 != it->second.tiles.end();
it2++) {
(*it2)->setRenderRemoveStage(
TileEntity::e_RenderRemoveStageFlaggedAtChunk);
levelRenderer->queueRenderableTileEntityForRemoval_Locked(
key, (*it2).get());
}
}
}
// TODO - 4J see how input entity vector is set up and decide what way is best
// to pass this to the function
Chunk::Chunk(Level* level, LevelRenderer::rteMap& globalRenderableTileEntities,
std::mutex& globalRenderableTileEntities_cs, int x, int y, int z,
ClipChunk* clipChunk)
: globalRenderableTileEntities(&globalRenderableTileEntities),
globalRenderableTileEntities_cs(&globalRenderableTileEntities_cs) {
clipChunk->visible = false;
const double g = 6;
bb = AABB(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
id = 0;
this->level = level;
// this->globalRenderableTileEntities = globalRenderableTileEntities;
assigned = false;
this->clipChunk = clipChunk;
setPos(x, y, z);
}
void Chunk::setPos(int x, int y, int z) {
if (assigned && (x == this->x && y == this->y && z == this->z)) return;
reset();
this->x = x;
this->y = y;
this->z = z;
xm = x + XZSIZE / 2;
ym = y + SIZE / 2;
zm = z + XZSIZE / 2;
clipChunk->xm = xm;
clipChunk->ym = ym;
clipChunk->zm = zm;
clipChunk->globalIdx =
LevelRenderer::getGlobalIndexForChunk(x, y, z, level);
levelRenderer->setGlobalChunkConnectivity(clipChunk->globalIdx, ~0ULL);
// 4J - we're not using offsetted renderlists anymore, so just set the full
// position of this chunk into x/y/zRenderOffs where it will be used
// directly in the renderlist of this chunk
xRenderOffs = x;
yRenderOffs = y;
zRenderOffs = z;
xRender = 0;
yRender = 0;
zRender = 0;
float g = 6.0f;
clipChunk->aabb[0] = bb.x0 + x;
clipChunk->aabb[1] = bb.y0 + y;
clipChunk->aabb[2] = bb.z0 + z;
clipChunk->aabb[3] = bb.x1 + x;
clipChunk->aabb[4] = bb.y1 + y;
clipChunk->aabb[5] = bb.z1 + z;
assigned = true;
{
std::lock_guard<std::recursive_mutex> lock(
levelRenderer->m_csDirtyChunks);
unsigned char refCount =
levelRenderer->incGlobalChunkRefCount(x, y, z, level);
// printf("\t\t [inc] refcount %d at %d, %d, %d\n",refCount,x,y,z);
// int idx = levelRenderer->getGlobalIndexForChunk(x, y, z, level);
// If we're the first thing to be referencing this, mark it up as dirty
// to get rebuilt
if (refCount == 1) {
// printf("Setting %d %d %d dirty [%d]\n",x,y,z, idx);
// Chunks being made dirty in this way can be very numerous (eg the
// full visible area of the world at start up, or a whole edge of
// the world when moving). On account of this, don't want to stick
// them into our lock free queue that we would normally use for
// letting the render update thread know about this chunk. Instead,
// just set the flag to say this is dirty, and then pass a special
// value of 1 through to the lock free stack which lets that thread
// know that at least one chunk other than the ones in the stack
// itself have been made dirty.
levelRenderer->setGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_DIRTY);
}
}
}
void Chunk::translateToPos() {
glTranslatef((float)xRenderOffs, (float)yRenderOffs, (float)zRenderOffs);
}
Chunk::Chunk() {}
void Chunk::makeCopyForRebuild(Chunk* source) {
this->level = source->level;
this->x = source->x;
this->y = source->y;
this->z = source->z;
this->xRender = source->xRender;
this->yRender = source->yRender;
this->zRender = source->zRender;
this->xRenderOffs = source->xRenderOffs;
this->yRenderOffs = source->yRenderOffs;
this->zRenderOffs = source->zRenderOffs;
this->xm = source->xm;
this->ym = source->ym;
this->zm = source->zm;
this->bb = source->bb;
this->clipChunk = nullptr;
this->id = source->id;
this->globalRenderableTileEntities = source->globalRenderableTileEntities;
this->globalRenderableTileEntities_cs =
source->globalRenderableTileEntities_cs;
}
void Chunk::rebuild() {
// if (!dirty) return;
#if defined(_LARGE_WORLDS)
Tesselator* t = Tesselator::getInstance();
#else
Chunk::t = Tesselator::getInstance(); // 4J - added - static initialiser
// being set at the wrong time
#endif
updates++;
int x0 = x;
int y0 = y;
int z0 = z;
int x1 = x + XZSIZE;
int y1 = y + SIZE;
int z1 = z + XZSIZE;
LevelChunk::touchedSky = false;
// unordered_set<shared_ptr<TileEntity> >
// oldTileEntities(renderableTileEntities.begin(),renderableTileEntities.end());
//// 4J removed this & next line renderableTileEntities.clear();
std::vector<std::shared_ptr<TileEntity> >
renderableTileEntities; // 4J - added
int r = 1;
int lists = levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z,
level) *
2;
lists += levelRenderer->chunkLists;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 4J - optimisation begins.
// Get the data for the level chunk that this render chunk is it (level
// chunk is 16 x 16 x 128, render chunk is 16 x 16 x 16. We wouldn't have to
// actually get all of it if the data was ordered differently, but currently
// it is ordered by x then z then y so just getting a small range of y out
// of it would involve getting the whole thing into the cache anyway.
#if defined(_LARGE_WORLDS)
unsigned char* tileIds = GetTileIdsStorage();
#else
static unsigned char tileIds[16 * 16 * Level::maxBuildHeight];
#endif
std::vector<uint8_t> tileArray(16 * 16 * Level::maxBuildHeight);
level->getChunkAt(x, z)->getBlockData(tileArray);
memcpy(
tileIds, tileArray.data(),
16 * 16 * Level::maxBuildHeight); // 4J - TODO - now our data has been
// re-arranged, we could just extra
// the vertical slice of this chunk
// rather than the whole thing
LevelSource* region =
new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer* tileRenderer =
new TileRenderer(region, this->x, this->y, this->z, tileIds);
// AP - added a caching system for Chunk::rebuild to take advantage of
// Basically we're storing of copy of the tileIDs array inside the region so
// that calls to Region::getTile can grab data more quickly from this array
// rather than calling CompressedTileStorage. On the Vita the total thread
// time spent in Region::getTile went from 20% to 4%.
// We now go through the vertical section of this level chunk that we are
// interested in and try and establish (1) if it is completely empty (2) if
// any of the tiles can be quickly determined to not need rendering because
// they are in the middle of other tiles and
// so can't be seen. A large amount (> 60% in tests) of tiles that call
// tesselateInWorld in the unoptimised version of this function fall
// into this category. By far the largest category of these are tiles in
// solid regions of rock.
bool empty = true;
{
FRAME_PROFILE_SCOPE(ChunkPrepass);
for (int yy = y0; yy < y1; yy++) {
for (int zz = 0; zz < 16; zz++) {
for (int xx = 0; xx < 16; xx++) {
// 4J Stu - tile data is ordered in 128 blocks of full
// width, lower 128 then upper 128
int indexY = yy;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
unsigned char tileId =
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))];
if (tileId > 0) empty = false;
// Don't bother trying to work out neighbours for this tile
// if we are at the edge of the chunk - apart from the very
// bottom of the world where we shouldn't ever be able to
// see
if (yy == (Level::maxBuildHeight - 1)) continue;
if ((xx == 0) || (xx == 15)) continue;
if ((zz == 0) || (zz == 15)) continue;
// Establish whether this tile and its neighbours are all
// made of rock, dirt, unbreakable tiles, or have already
// been determined to meet this criteria themselves and have
// a tile of 255 set.
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx - 1) << 11) |
((zz + 0) << 7) | (indexY + 0))];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 1) << 11) |
((zz + 0) << 7) | (indexY + 0))];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) |
((zz - 1) << 7) | (indexY + 0))];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
tileId = tileIds[offset + (((xx + 0) << 11) |
((zz + 1) << 7) | (indexY + 0))];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
// Treat the bottom of the world differently - we shouldn't
// ever be able to look up at this, so consider tiles as
// invisible if they are surrounded on sides other than the
// bottom
if (yy > 0) {
int indexYMinusOne = yy - 1;
int yMinusOneOffset = 0;
if (indexYMinusOne >=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYMinusOne -=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yMinusOneOffset =
Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[yMinusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) |
indexYMinusOne)];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) ||
(tileId == 255)))
continue;
}
int indexYPlusOne = yy + 1;
int yPlusOneOffset = 0;
if (indexYPlusOne >=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[yPlusOneOffset + (((xx + 0) << 11) |
((zz + 0) << 7) |
indexYPlusOne)];
if (!((tileId == Tile::stone_Id) ||
(tileId == Tile::dirt_Id) ||
(tileId == Tile::unbreakable_Id) || (tileId == 255)))
continue;
// This tile is surrounded. Flag it as not requiring to be
// rendered by setting its id to 255.
tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
(indexY + 0))] = 0xff;
}
}
}
}
// Nothing at all to do for this chunk?
if (empty) {
// 4J - added - clear any renderer data associated with this
for (int currentLayer = 0; currentLayer < 2; currentLayer++) {
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_EMPTY0,
currentLayer);
RenderManager.CBuffClear(lists + currentLayer);
}
int globalIdx = levelRenderer->getGlobalIndexForChunk(this->x, this->y,
this->z, level);
levelRenderer->setGlobalChunkConnectivity(globalIdx, ~0ULL);
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_COMPILED);
delete region;
delete tileRenderer;
return;
}
// 4J - optimisation ends
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Binary Mesh Greedy implementation
// https://gedge.ca/blog/2014-08-17-greedy-voxel-meshing/
// https://github.com/cgerikj/binary-greedy-meshing/tree/master
// https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
// also https://github.com/whleucka/voxel/blob/main/src/chunk/chunk_mesh.cpp
// ^ real useful thanks
// also known as the "spongebob! why doesn't my AO work?"
int greedyEligibleCount = 0;
std::vector<uint8_t> greedyEligible(16 * 16 * 16, 0);
std::vector<uint8_t> greedyLiquidTop(16 * 16 * 16, 0);
#if defined(ENABLE_GREEDY_MESHING)
{
const double greedyEps = 1e-6;
auto greedyIndex = [](int lx, int ly, int lz) {
return (ly << 8) | (lz << 4) | lx;
};
for (int z = z0; z < z1; z++) {
for (int x = x0; x < x1; x++) {
for (int y = y0; y < y1; y++) {
int indexY = y;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
unsigned char tileId =
tileIds[offset +
(((x - x0) << 11) | ((z - z0) << 7) | indexY)];
if (tileId == 0 || tileId == 0xff) continue;
Tile* tile = Tile::tiles[tileId];
if (tile == nullptr) continue;
if (tile->getRenderLayer() != 0) continue;
if (tile->getRenderShape() != Tile::SHAPE_BLOCK) continue;
if (tile->isEntityTile()) continue;
if (!tile->isSolidRender()) continue;
if (Tile::transculent[tileId]) continue;
if (tileId == Tile::grass_Id) continue;
tile->updateShape(level, x, y, z, -1,
std::shared_ptr<TileEntity>());
double x0s = tile->getShapeX0();
double x1s = tile->getShapeX1();
double y0s = tile->getShapeY0();
double y1s = tile->getShapeY1();
double z0s = tile->getShapeZ0();
double z1s = tile->getShapeZ1();
if (std::fabs(x0s) > greedyEps ||
std::fabs(y0s) > greedyEps ||
std::fabs(z0s) > greedyEps ||
std::fabs(x1s - 1.0) > greedyEps ||
std::fabs(y1s - 1.0) > greedyEps ||
std::fabs(z1s - 1.0) > greedyEps)
continue;
bool ok = true;
for (int face = 0; face < 6; face++) {
if (tile->getTexture(level, x, y, z, face) == nullptr) {
ok = false;
break;
}
}
if (!ok) continue;
int lx = x - x0;
int ly = y - y0;
int lz = z - z0;
greedyEligible[greedyIndex(lx, ly, lz)] = 1;
greedyEligibleCount++;
}
}
}
}
tileRenderer->setWaterTopSkipMask(greedyLiquidTop.data());
#else
tileRenderer->setWaterTopSkipMask(nullptr);
#endif
Tesselator::Bounds bounds; // 4J MGH - added
{
// this was the old default clip bounds for the chunk, set in
// Chunk::setPos.
float g = 6.0f;
bounds.boundingBox[0] = -g;
bounds.boundingBox[1] = -g;
bounds.boundingBox[2] = -g;
bounds.boundingBox[3] = XZSIZE + g;
bounds.boundingBox[4] = SIZE + g;
bounds.boundingBox[5] = XZSIZE + g;
}
for (int currentLayer = 0; currentLayer < 2; currentLayer++) {
bool renderNextLayer = false;
bool rendered = false;
// second part of the greedy mesh implementation
bool listStarted = false;
bool normalTessActive = false;
bool greedyTessActive = false;
int greedyMergedQuads = 0;
int greedyTilesEmitted = 0;
int greedyLiquidMergedQuads = 0;
int greedyLiquidTilesEmitted = 0;
auto startListIfNeeded = [&]() {
if (listStarted) return;
listStarted = true;
glNewList(lists + currentLayer, GL_COMPILE);
glDepthMask(true);
};
auto beginNormal = [&]() {
if (normalTessActive) return;
startListIfNeeded();
t->useCompactVertices(true);
t->useTileUV(false);
t->begin();
t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z));
normalTessActive = true;
};
auto endNormal = [&]() {
if (!normalTessActive) return;
t->end();
bounds.addBounds(t->bounds);
t->offset(0, 0, 0);
normalTessActive = false;
};
auto beginGreedy = [&]() {
if (greedyTessActive) return;
startListIfNeeded();
t->useCompactVertices(false);
t->useTileUV(true);
t->begin();
t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z));
greedyTessActive = true;
};
auto endGreedy = [&]() {
if (!greedyTessActive) return;
t->end();
bounds.addBounds(t->bounds);
t->useTileUV(false);
t->offset(0, 0, 0);
greedyTessActive = false;
};
auto greedyIndex = [](int lx, int ly, int lz) {
return (ly << 8) | (lz << 4) | lx;
};
auto getTileIdLocal = [&](int lx, int ly, int lz) -> unsigned char {
int worldY = y0 + ly;
int indexY = worldY;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
return tileIds[offset +
(((lx + 0) << 11) | ((lz + 0) << 7) | indexY)];
};
// bread taste better than key
auto computeFaceKey = [&](Tile* tile, int wx, int wy, int wz, int face,
uint32_t& colorKey, int& lightKey) {
int col = tile->getColor(level, wx, wy, wz);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
// todo: this will DEF break anaglyph rendering
// do we still need it?????????
}
float shade = 1.0f;
switch (face) {
case 0:
shade = 0.5f;
break;
case 1:
shade = 1.0f;
break;
case 2:
case 3:
shade = 0.8f;
break;
case 4:
case 5:
shade = 0.6f;
break;
default:
break;
}
r *= shade;
g *= shade;
b *= shade;
if (SharedConstants::TEXTURE_LIGHTING) {
int nx = wx, ny = wy, nz = wz;
if (face == 0) ny--;
if (face == 1) ny++;
if (face == 2) nz--;
if (face == 3) nz++;
if (face == 4) nx--;
if (face == 5) nx++;
lightKey = tileRenderer->getLightColor(tile, level, nx, ny, nz);
} else {
int nx = wx, ny = wy, nz = wz;
if (face == 0) ny--;
if (face == 1) ny++;
if (face == 2) nz--;
if (face == 3) nz++;
if (face == 4) nx--;
if (face == 5) nx++;
float br = tile->getBrightness(level, nx, ny, nz);
r *= br;
g *= br;
b *= br;
lightKey = 0;
}
auto clampByte = [](float v) -> uint8_t {
int iv = (int)(v * 255.0f + 0.5f);
if (iv < 0) iv = 0;
if (iv > 255) iv = 255;
return (uint8_t)iv;
};
colorKey =
(clampByte(r) << 16) | (clampByte(g) << 8) | (clampByte(b));
};
auto shadeAt = [&](Tile* tile, int ax, int ay, int az) {
return tileRenderer->getShadeBrightness(tile, level, ax, ay, az);
};
auto aoCorner = [&](float s1, float s2, float s3) {
if (s1 < 1.0f && s2 < 1.0f) return 0.2f;
return (s1 + s2 + s3) / 3.0f;
};
auto computeFaceAO = [&](Tile* tile, int wx, int wy, int wz, int face,
float outAo[4]) {
switch (face) {
case 0: { // Down (y-1)
float sW = shadeAt(tile, wx - 1, wy - 1, wz);
float sE = shadeAt(tile, wx + 1, wy - 1, wz);
float sN = shadeAt(tile, wx, wy - 1, wz - 1);
float sS = shadeAt(tile, wx, wy - 1, wz + 1);
float sWN = shadeAt(tile, wx - 1, wy - 1, wz - 1);
float sWS = shadeAt(tile, wx - 1, wy - 1, wz + 1);
float sEN = shadeAt(tile, wx + 1, wy - 1, wz - 1);
float sES = shadeAt(tile, wx + 1, wy - 1, wz + 1);
outAo[0] = aoCorner(sW, sS, sWS);
outAo[1] = aoCorner(sW, sN, sWN);
outAo[2] = aoCorner(sE, sN, sEN);
outAo[3] = aoCorner(sE, sS, sES);
} break;
case 1: { // Up (y+1)
float sW = shadeAt(tile, wx - 1, wy + 1, wz);
float sE = shadeAt(tile, wx + 1, wy + 1, wz);
float sN = shadeAt(tile, wx, wy + 1, wz - 1);
float sS = shadeAt(tile, wx, wy + 1, wz + 1);
float sWN = shadeAt(tile, wx - 1, wy + 1, wz - 1);
float sWS = shadeAt(tile, wx - 1, wy + 1, wz + 1);
float sEN = shadeAt(tile, wx + 1, wy + 1, wz - 1);
float sES = shadeAt(tile, wx + 1, wy + 1, wz + 1);
outAo[0] = aoCorner(sE, sS, sES);
outAo[1] = aoCorner(sE, sN, sEN);
outAo[2] = aoCorner(sW, sN, sWN);
outAo[3] = aoCorner(sW, sS, sWS);
} break;
case 2: { // North (z-1)
float sW = shadeAt(tile, wx - 1, wy, wz - 1);
float sE = shadeAt(tile, wx + 1, wy, wz - 1);
float sU = shadeAt(tile, wx, wy + 1, wz - 1);
float sD = shadeAt(tile, wx, wy - 1, wz - 1);
float sWU = shadeAt(tile, wx - 1, wy + 1, wz - 1);
float sWD = shadeAt(tile, wx - 1, wy - 1, wz - 1);
float sEU = shadeAt(tile, wx + 1, wy + 1, wz - 1);
float sED = shadeAt(tile, wx + 1, wy - 1, wz - 1);
outAo[0] = aoCorner(sW, sU, sWU);
outAo[1] = aoCorner(sE, sU, sEU);
outAo[2] = aoCorner(sE, sD, sED);
outAo[3] = aoCorner(sW, sD, sWD);
} break;
case 3: { // South (z+1)
float sW = shadeAt(tile, wx - 1, wy, wz + 1);
float sE = shadeAt(tile, wx + 1, wy, wz + 1);
float sU = shadeAt(tile, wx, wy + 1, wz + 1);
float sD = shadeAt(tile, wx, wy - 1, wz + 1);
float sWU = shadeAt(tile, wx - 1, wy + 1, wz + 1);
float sWD = shadeAt(tile, wx - 1, wy - 1, wz + 1);
float sEU = shadeAt(tile, wx + 1, wy + 1, wz + 1);
float sED = shadeAt(tile, wx + 1, wy - 1, wz + 1);
outAo[0] = aoCorner(sW, sU, sWU);
outAo[1] = aoCorner(sW, sD, sWD);
outAo[2] = aoCorner(sE, sD, sED);
outAo[3] = aoCorner(sE, sU, sEU);
} break;
case 4: { // West (x-1)
float sN = shadeAt(tile, wx - 1, wy, wz - 1);
float sS = shadeAt(tile, wx - 1, wy, wz + 1);
float sU = shadeAt(tile, wx - 1, wy + 1, wz);
float sD = shadeAt(tile, wx - 1, wy - 1, wz);
float sNU = shadeAt(tile, wx - 1, wy + 1, wz - 1);
float sND = shadeAt(tile, wx - 1, wy - 1, wz - 1);
float sSU = shadeAt(tile, wx - 1, wy + 1, wz + 1);
float sSD = shadeAt(tile, wx - 1, wy - 1, wz + 1);
outAo[0] = aoCorner(sS, sU, sSU);
outAo[1] = aoCorner(sN, sU, sNU);
outAo[2] = aoCorner(sN, sD, sND);
outAo[3] = aoCorner(sS, sD, sSD);
} break;
case 5: { // East (x+1)
float sN = shadeAt(tile, wx + 1, wy, wz - 1);
float sS = shadeAt(tile, wx + 1, wy, wz + 1);
float sU = shadeAt(tile, wx + 1, wy + 1, wz);
float sD = shadeAt(tile, wx + 1, wy - 1, wz);
float sNU = shadeAt(tile, wx + 1, wy + 1, wz - 1);
float sND = shadeAt(tile, wx + 1, wy - 1, wz - 1);
float sSU = shadeAt(tile, wx + 1, wy + 1, wz + 1);
float sSD = shadeAt(tile, wx + 1, wy - 1, wz + 1);
outAo[0] = aoCorner(sS, sD, sSD);
outAo[1] = aoCorner(sN, sD, sND);
outAo[2] = aoCorner(sN, sU, sNU);
outAo[3] = aoCorner(sS, sU, sSU);
} break;
default:
outAo[0] = outAo[1] = outAo[2] = outAo[3] = 1.0f;
break;
}
};
struct GreedyFaceKey {
Tile* tile;
Icon* tex;
uint32_t colorKey;
uint32_t aoKey;
int lightKey;
bool mipmap;
bool operator==(const GreedyFaceKey& other) const {
return tile == other.tile && tex == other.tex &&
colorKey == other.colorKey && aoKey == other.aoKey &&
lightKey == other.lightKey && mipmap == other.mipmap;
}
};
auto greedyMeshFace = [&](int face) {
const int U = 16;
const int V = 16;
std::vector<uint8_t> valid(U * V, 0);
std::vector<GreedyFaceKey> keys(U * V);
bool faceRendered = false;
for (int slice = 0; slice < 16; slice++) {
memset(valid.data(), 0, valid.size());
for (int v = 0; v < V; v++) {
for (int u = 0; u < U; u++) {
int lx = 0, ly = 0, lz = 0;
switch (face) {
case 0:
case 1:
lx = u;
ly = slice;
lz = v;
break;
case 2:
case 3:
lx = u;
ly = v;
lz = slice;
break;
case 4:
case 5:
lx = slice;
ly = v;
lz = u;
break;
}
int idx = greedyIndex(lx, ly, lz);
if (greedyEligible[idx] == 0) continue;
int wx = x0 + lx;
int wy = y0 + ly;
int wz = z0 + lz;
unsigned char tileId = getTileIdLocal(lx, ly, lz);
if (tileId == 0 || tileId == 0xff) continue;
Tile* tile = Tile::tiles[tileId];
if (tile == nullptr) continue;
if (tile->getRenderLayer() != currentLayer) continue;
bool visible = false;
if (face == 0)
visible = tile->shouldRenderFace(level, wx, wy - 1,
wz, 0);
else if (face == 1)
visible = tile->shouldRenderFace(level, wx, wy + 1,
wz, 1);
else if (face == 2)
visible = tile->shouldRenderFace(level, wx, wy,
wz - 1, 2);
else if (face == 3)
visible = tile->shouldRenderFace(level, wx, wy,
wz + 1, 3);
else if (face == 4)
visible = tile->shouldRenderFace(level, wx - 1, wy,
wz, 4);
else if (face == 5)
visible = tile->shouldRenderFace(level, wx + 1, wy,
wz, 5);
if (!visible) continue;
Icon* tex = tile->getTexture(level, wx, wy, wz, face);
if (tex == nullptr) continue;
GreedyFaceKey key{};
key.tile = tile;
key.tex = tex;
key.mipmap = Tile::mipmapEnable[tileId];
uint32_t colorKey = 0;
int lightKey = 0;
computeFaceKey(tile, wx, wy, wz, face, colorKey,
lightKey);
key.colorKey = colorKey;
key.lightKey = lightKey;
float ao[4];
computeFaceAO(tile, wx, wy, wz, face, ao);
auto aoByte = [](float v) -> uint32_t {
int iv = (int)(v * 255.0f + 0.5f);
if (iv < 0) iv = 0;
if (iv > 255) iv = 255;
return (uint32_t)iv;
};
key.aoKey = (aoByte(ao[0]) << 24) |
(aoByte(ao[1]) << 16) |
(aoByte(ao[2]) << 8) | aoByte(ao[3]);
valid[u + v * U] = 1;
keys[u + v * U] = key;
}
}
for (int v = 0; v < V; v++) {
for (int u = 0; u < U; u++) {
int idx = u + v * U;
if (!valid[idx]) continue;
GreedyFaceKey key = keys[idx];
int w = 1;
while (u + w < U && valid[idx + w] &&
keys[idx + w] == key) {
w++;
}
int h = 1;
bool done = false;
while (v + h < V && !done) {
for (int k = 0; k < w; k++) {
int idx2 = (u + k) + (v + h) * U;
if (!valid[idx2] || !(keys[idx2] == key)) {
done = true;
break;
}
}
if (!done) h++;
}
for (int dv = 0; dv < h; dv++) {
for (int du = 0; du < w; du++) {
valid[(u + du) + (v + dv) * U] = 0;
}
}
greedyMergedQuads++;
greedyTilesEmitted += (w * h);
beginGreedy();
t->setMipmapEnable(key.mipmap);
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(key.lightKey);
}
float rr = ((key.colorKey >> 16) & 0xff) / 255.0f;
float gg = ((key.colorKey >> 8) & 0xff) / 255.0f;
float bb = (key.colorKey & 0xff) / 255.0f;
float ao1 = ((key.aoKey >> 24) & 0xff) / 255.0f;
float ao2 = ((key.aoKey >> 16) & 0xff) / 255.0f;
float ao3 = ((key.aoKey >> 8) & 0xff) / 255.0f;
float ao4 = (key.aoKey & 0xff) / 255.0f;
tileRenderer->setGreedyAO(
rr, gg, bb, ao1, ao2, ao3, ao4,
SharedConstants::TEXTURE_LIGHTING ? key.lightKey
: 0);
int baseX = 0, baseY = 0, baseZ = 0;
switch (face) {
case 0:
case 1:
baseX = x0 + u;
baseY = y0 + slice;
baseZ = z0 + v;
tileRenderer->setShape(
0.0f, 0.0f, 0.0f, (float)w, 1.0f, (float)h);
if (face == 0) {
t->normal(0.0f, -1.0f, 0.0f);
tileRenderer->renderFaceDown(
key.tile, baseX, baseY, baseZ, key.tex);
} else {
t->normal(0.0f, 1.0f, 0.0f);
tileRenderer->renderFaceUp(
key.tile, baseX, baseY, baseZ, key.tex);
}
break;
case 2:
case 3:
baseX = x0 + u;
baseY = y0 + v;
baseZ = z0 + slice;
tileRenderer->setShape(
0.0f, 0.0f, 0.0f, (float)w, (float)h, 1.0f);
if (face == 2) {
t->normal(0.0f, 0.0f, -1.0f);
tileRenderer->renderNorth(
key.tile, baseX, baseY, baseZ, key.tex);
} else {
t->normal(0.0f, 0.0f, 1.0f);
tileRenderer->renderSouth(
key.tile, baseX, baseY, baseZ, key.tex);
}
break;
case 4:
case 5:
baseX = x0 + slice;
baseY = y0 + v;
baseZ = z0 + u;
tileRenderer->setShape(0.0f, 0.0f, 0.0f, 1.0f,
(float)h, (float)w);
if (face == 4) {
t->normal(-1.0f, 0.0f, 0.0f);
tileRenderer->renderWest(
key.tile, baseX, baseY, baseZ, key.tex);
} else {
t->normal(1.0f, 0.0f, 0.0f);
tileRenderer->renderEast(
key.tile, baseX, baseY, baseZ, key.tex);
}
break;
}
// who the fuck at 4j named those functions.
tileRenderer->setApplyAmbienceOcclusion(false);
faceRendered = true;
}
}
}
return faceRendered;
};
struct LiquidTopKey {
Tile* tile;
Icon* tex;
uint32_t colorKey;
int lightKey;
bool mipmap;
int heightQ;
float height;
bool operator==(const LiquidTopKey& other) const {
return tile == other.tile && tex == other.tex &&
colorKey == other.colorKey &&
lightKey == other.lightKey && mipmap == other.mipmap &&
heightQ == other.heightQ;
}
};
// liquids & oceans are usually flat, so they can definitively benefit from having this optimization.
auto greedyMeshLiquidTop = [&]() {
const int U = 16;
const int V = 16;
bool faceRendered = false;
const float hEps = 1e-4f;
for (int ly = 0; ly < 16; ly++) {
std::vector<uint8_t> valid(U * V, 0);
std::vector<LiquidTopKey> keys(U * V);
for (int lz = 0; lz < V; lz++) {
for (int lx = 0; lx < U; lx++) {
unsigned char tileId = getTileIdLocal(lx, ly, lz);
if (tileId == 0 || tileId == 0xff) continue;
Tile* tile = Tile::tiles[tileId];
if (tile == nullptr) continue;
if (tile->getRenderShape() != Tile::SHAPE_WATER)
continue;
if (tile->getRenderLayer() != currentLayer) continue;
int wx = x0 + lx;
int wy = y0 + ly;
int wz = z0 + lz;
if (!tile->shouldRenderFace(level, wx, wy + 1, wz, 1))
continue;
if (LiquidTile::getSlopeAngle(level, wx, wy, wz,
tile->material) > -999)
continue;
float h0 = tileRenderer->getWaterHeightAt(
wx, wy, wz, tile->material);
float h1 = tileRenderer->getWaterHeightAt(
wx, wy, wz + 1, tile->material);
float h2 = tileRenderer->getWaterHeightAt(
wx + 1, wy, wz + 1, tile->material);
float h3 = tileRenderer->getWaterHeightAt(
wx + 1, wy, wz, tile->material);
float hmin = h0;
if (h1 < hmin) hmin = h1;
if (h2 < hmin) hmin = h2;
if (h3 < hmin) hmin = h3;
float hmax = h0;
if (h1 > hmax) hmax = h1;
if (h2 > hmax) hmax = h2;
if (h3 > hmax) hmax = h3;
if (hmax - hmin > hEps) continue;
float height = hmax - 0.001f;
if (height < 0.0f) height = hmax;
int heightQ = (int)(height * 4096.0f + 0.5f);
int data = level->getData(wx, wy, wz);
Icon* tex = tileRenderer->getTexture(tile, 1, data);
if (tex == nullptr) continue;
LiquidTopKey key{};
key.tile = tile;
key.tex = tex;
key.mipmap = Tile::mipmapEnable[tileId];
key.heightQ = heightQ;
key.height = height;
int col = tile->getColor(level, wx, wy, wz);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (GameRenderer::anaglyph3d) {
float cr = (r * 30 + g * 59 + b * 11) / 100;
float cg = (r * 30 + g * 70) / (100);
float cb = (r * 30 + b * 70) / (100);
r = cr;
g = cg;
b = cb;
}
if (SharedConstants::TEXTURE_LIGHTING) {
key.lightKey = tileRenderer->getLightColor(
tile, level, wx, wy, wz);
} else {
float br = tile->getBrightness(level, wx, wy, wz);
r *= br;
g *= br;
b *= br;
key.lightKey = 0;
}
auto clampByte = [](float v) -> uint8_t {
int iv = (int)(v * 255.0f + 0.5f);
if (iv < 0) iv = 0;
if (iv > 255) iv = 255;
return (uint8_t)iv;
};
key.colorKey = (clampByte(r) << 16) |
(clampByte(g) << 8) | (clampByte(b));
valid[lx + lz * U] = 1;
keys[lx + lz * U] = key;
}
}
for (int v = 0; v < V; v++) {
for (int u = 0; u < U; u++) {
int idx = u + v * U;
if (!valid[idx]) continue;
LiquidTopKey key = keys[idx];
int w = 1;
while (u + w < U && valid[idx + w] &&
keys[idx + w] == key) {
w++;
}
int h = 1;
bool done = false;
while (v + h < V && !done) {
for (int k = 0; k < w; k++) {
int idx2 = (u + k) + (v + h) * U;
if (!valid[idx2] || !(keys[idx2] == key)) {
done = true;
break;
}
}
if (!done) h++;
}
for (int dv = 0; dv < h; dv++) {
for (int du = 0; du < w; du++) {
valid[(u + du) + (v + dv) * U] = 0;
}
}
greedyLiquidMergedQuads++;
greedyLiquidTilesEmitted += (w * h);
beginGreedy();
tileRenderer->setApplyAmbienceOcclusion(false);
t->setMipmapEnable(key.mipmap);
if (SharedConstants::TEXTURE_LIGHTING) {
t->tex2(key.lightKey);
}
float rr = ((key.colorKey >> 16) & 0xff) / 255.0f;
float gg = ((key.colorKey >> 8) & 0xff) / 255.0f;
float bb = (key.colorKey & 0xff) / 255.0f;
t->color(rr, gg, bb);
int baseX = x0 + u;
int baseY = y0 + ly;
int baseZ = z0 + v;
tileRenderer->setShape(0.0f, 0.0f, 0.0f, (float)w,
key.height, (float)h);
t->normal(0.0f, 1.0f, 0.0f);
tileRenderer->renderFaceUp(key.tile, baseX, baseY,
baseZ, key.tex);
for (int dv = 0; dv < h; dv++) {
for (int du = 0; du < w; du++) {
int lx = u + du;
int lz = v + dv;
int maskIdx = (ly << 8) | (lz << 4) | lx;
greedyLiquidTop[maskIdx] = 1;
}
}
faceRendered = true;
}
}
}
return faceRendered;
};
#if defined(ENABLE_GREEDY_MESHING)
rendered |= greedyMeshLiquidTop();
if (currentLayer == 0) {
tileRenderer->setApplyAmbienceOcclusion(false);
rendered |= greedyMeshFace(0);
rendered |= greedyMeshFace(1);
rendered |= greedyMeshFace(2);
rendered |= greedyMeshFace(3);
rendered |= greedyMeshFace(4);
rendered |= greedyMeshFace(5);
}
endGreedy();
#endif
// 4J - changed loop order here to leave y as the innermost loop for
// better cache performance
for (int z = z0; z < z1; z++) {
for (int x = x0; x < x1; x++) {
for (int y = y0; y < y1; y++) {
// 4J Stu - tile data is ordered in 128 blocks of full
// width, lower 128 then upper 128
int indexY = y;
int offset = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
// 4J - get tile from those copied into our local array in
// earlier optimisation
unsigned char tileId =
tileIds[offset +
(((x - x0) << 11) | ((z - z0) << 7) | indexY)];
// If flagged as not visible, drop out straight away
if (tileId == 0xff) continue;
// int tileId =
// region->getTile(x,y,z);
if (tileId > 0) {
Tile* tile = Tile::tiles[tileId];
if (currentLayer == 0 && tile->isEntityTile()) {
std::shared_ptr<TileEntity> et =
region->getTileEntity(x, y, z);
if (TileEntityRenderDispatcher::instance
->hasRenderer(et)) {
renderableTileEntities.push_back(et);
}
}
int renderLayer = tile->getRenderLayer();
if (renderLayer != currentLayer) {
renderNextLayer = true;
} else if (renderLayer == currentLayer) {
#if defined(ENABLE_GREEDY_MESHING)
if (currentLayer == 0) {
int lx = x - x0;
int ly = y - y0;
int lz = z - z0;
if (greedyEligible[greedyIndex(lx, ly, lz)] !=
0) {
continue;
}
}
#endif
beginNormal();
rendered |=
tileRenderer->tesselateInWorld(tile, x, y, z);
}
}
}
}
}
#if defined(ENABLE_GREEDY_MESHING)
endGreedy();
#endif
endNormal();
if (listStarted) {
glEndList();
t->useCompactVertices(false); // 4J added
} else {
rendered = false;
}
if (rendered) {
levelRenderer->clearGlobalChunkFlag(
this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
} else {
// 4J - added - clear any renderer data associated with this unused
// list
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_EMPTY0,
currentLayer);
RenderManager.CBuffClear(lists + currentLayer);
}
if ((currentLayer == 0) && (!renderNextLayer)) {
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
LevelRenderer::CHUNK_FLAG_EMPTY1);
RenderManager.CBuffClear(lists + 1);
break;
}
}
// 4J MGH - added this to take the bound from the value calc'd in the
// tesselator
bb = {bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2],
bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]};
uint64_t conn = computeConnectivity(tileIds); // pass tileIds
int globalIdx =
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
levelRenderer->setGlobalChunkConnectivity(globalIdx, conn);
delete tileRenderer;
delete region;
// 4J - have rewritten the way that tile entities are stored globally to
// make it work more easily with split screen. Chunks are now stored
// globally in the levelrenderer, in a hashmap with a special key made up
// from the dimension and chunk position (using same index as is used for
// global flags)
{
std::lock_guard<std::mutex> lock(*globalRenderableTileEntities_cs);
reconcileRenderableTileEntities(renderableTileEntities);
}
// 4J - These removed items are now also removed from
// globalRenderableTileEntities
if (LevelChunk::touchedSky) {
levelRenderer->clearGlobalChunkFlag(
x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
} else {
levelRenderer->setGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
}
levelRenderer->setGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_COMPILED);
return;
}
float Chunk::distanceToSqr(std::shared_ptr<Entity> player) const {
float xd = (float)(player->x - xm);
float yd = (float)(player->y - ym);
float zd = (float)(player->z - zm);
return xd * xd + yd * yd + zd * zd;
}
float Chunk::squishedDistanceToSqr(std::shared_ptr<Entity> player) {
float xd = (float)(player->x - xm);
float yd = (float)(player->y - ym) * 2;
float zd = (float)(player->z - zm);
return xd * xd + yd * yd + zd * zd;
}
uint64_t Chunk::computeConnectivity(const uint8_t* tileIds) {
const int W = 16;
const int H = 16;
const int VOLUME = W * H * W;
auto idx = [&](int x, int y, int z) -> int {
return y * W * W + z * W + x;
};
auto isOpen = [&](int lx, int ly, int lz) -> bool {
int worldY = this->y + ly;
int offset = 0;
int indexY = worldY;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
uint8_t tileId = tileIds[offset + ((lx << 11) | (lz << 7) | indexY)];
if (tileId == 0) return true; // air
if (tileId == 0xFF) return false; // hidden tile (yeah)
Tile* t = Tile::tiles[tileId];
return (t == nullptr) || !t->isSolidRender();
};
uint8_t visited[6][512];
memset(visited, 0, sizeof(visited));
static const int FX[6] = {1, -1, 0, 0, 0, 0};
static const int FY[6] = {0, 0, 1, -1, 0, 0};
static const int FZ[6] = {0, 0, 0, 0, 1, -1};
struct Cell {
int8_t x, y, z;
};
static thread_local std::vector<Cell> queue;
uint64_t result = 0;
for (int entryFace = 0; entryFace < 6; entryFace++) {
uint8_t* vis = visited[entryFace];
queue.clear();
int x0s, x1s, y0s, y1s, z0s, z1s;
switch (entryFace) {
case 0:
x0s = W - 1;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // +X
case 1:
x0s = 0;
x1s = 0;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // -X
case 2:
x0s = 0;
x1s = W - 1;
y0s = H - 1;
y1s = H - 1;
z0s = 0;
z1s = W - 1;
break; // +Y
case 3:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = 0;
z0s = 0;
z1s = W - 1;
break; // -Y
case 4:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = W - 1;
z1s = W - 1;
break; // +Z
case 5:
x0s = 0;
x1s = W - 1;
y0s = 0;
y1s = H - 1;
z0s = 0;
z1s = 0;
break; // -Z
default:
continue;
}
for (int sy = y0s; sy <= y1s; sy++)
for (int sz = z0s; sz <= z1s; sz++)
for (int sx = x0s; sx <= x1s; sx++) {
if (!isOpen(sx, sy, sz)) continue;
int i = idx(sx, sy, sz);
if (vis[i >> 3] & (1 << (i & 7))) continue;
vis[i >> 3] |= (1 << (i & 7));
queue.push_back({(int8_t)sx, (int8_t)sy, (int8_t)sz});
}
for (int qi = 0; qi < (int)queue.size(); qi++) {
Cell cur = queue[qi];
for (int nb = 0; nb < 6; nb++) {
int nx = cur.x + FX[nb];
int ny = cur.y + FY[nb];
int nz = cur.z + FZ[nb];
// entry exit conn
if (nx < 0 || nx >= W || ny < 0 || ny >= H || nz < 0 ||
nz >= W) {
// nb IS the exit face because FX,FY,FZ are aligned
result |= ((uint64_t)1 << (entryFace * 6 + nb));
continue;
}
if (!isOpen(nx, ny, nz)) continue;
int i = idx(nx, ny, nz);
if (vis[i >> 3] & (1 << (i & 7))) continue;
vis[i >> 3] |= (1 << (i & 7));
queue.push_back({(int8_t)nx, (int8_t)ny, (int8_t)nz});
}
}
}
return result;
}
void Chunk::reset() {
if (assigned) {
int oldKey = -1;
bool retireRenderableTileEntities = false;
{
std::lock_guard<std::recursive_mutex> lock(
levelRenderer->m_csDirtyChunks);
oldKey = levelRenderer->getGlobalIndexForChunk(x, y, z, level);
unsigned char refCount =
levelRenderer->decGlobalChunkRefCount(x, y, z, level);
assigned = false;
// printf("\t\t [dec] refcount %d at %d, %d,
//%d\n",refCount,x,y,z);
if (refCount == 0 && oldKey != -1) {
retireRenderableTileEntities = true;
int lists = oldKey * 2;
if (lists >= 0) {
lists += levelRenderer->chunkLists;
for (int i = 0; i < 2; i++) {
// 4J - added - clear any renderer data associated with
// this unused list
RenderManager.CBuffClear(lists + i);
}
levelRenderer->setGlobalChunkFlags(x, y, z, level, 0);
}
}
}
if (retireRenderableTileEntities) {
levelRenderer->retireRenderableTileEntitiesForChunkKey(oldKey);
}
}
clipChunk->visible = false;
}
void Chunk::_delete() {
reset();
level = nullptr;
}
int Chunk::getList(int layer) {
if (!clipChunk->visible) return -1;
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
lists += levelRenderer->chunkLists;
bool empty = levelRenderer->getGlobalChunkFlag(
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
if (!empty) return lists + layer;
return -1;
}
void Chunk::cull(Culler* culler) {
if (clipChunk->visible) {
clipChunk->visible = culler->isVisible(&bb);
}
}
void Chunk::renderBB() {
// glCallList(lists + 2); // 4J - removed - TODO put back in
}
bool Chunk::isEmpty() {
if (!levelRenderer->getGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_COMPILED))
return false;
return levelRenderer->getGlobalChunkFlag(
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTYBOTH);
}
void Chunk::setDirty() {
// 4J - not used, but if this starts being used again then we'll need to
// investigate how best to handle it.
__debugbreak();
levelRenderer->setGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_DIRTY);
}
void Chunk::clearDirty() {
levelRenderer->clearGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_DIRTY);
#if defined(_CRITICAL_CHUNKS)
levelRenderer->clearGlobalChunkFlag(x, y, z, level,
LevelRenderer::CHUNK_FLAG_CRITICAL);
#endif
}
bool Chunk::emptyFlagSet(int layer) {
return levelRenderer->getGlobalChunkFlag(
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
}