fixed stained glass not rendering the water

This commit is contained in:
Marvelco 2026-04-16 21:26:40 +03:00
parent 4e5b225aba
commit 833e449c8c
7 changed files with 96 additions and 50 deletions

View file

@ -214,7 +214,7 @@ void Chunk::rebuild()
int r = 1;
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
lists += levelRenderer->chunkLists;
PIXEndNamedEvent();
@ -329,6 +329,7 @@ void Chunk::rebuild()
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
RenderManager.CBuffClear(lists + currentLayer);
}
RenderManager.CBuffClear(lists + 2);
delete region;
delete tileRenderer;
@ -349,7 +350,7 @@ void Chunk::rebuild()
bounds.boundingBox[4] = SIZE+g;
bounds.boundingBox[5] = XZSIZE+g;
}
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
{
bool renderNextLayer = false;
bool rendered = false;
@ -413,7 +414,7 @@ void Chunk::rebuild()
}
int renderLayer = tile->getRenderLayer();
if (renderLayer != currentLayer)
if (renderLayer > currentLayer)
{
renderNextLayer = true;
}
@ -456,18 +457,30 @@ void Chunk::rebuild()
if (rendered)
{
levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
if (currentLayer < 2)
{
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);
if (currentLayer < 2)
{
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);
RenderManager.CBuffClear(lists + 2);
break;
}
if((currentLayer==1)&&(!renderNextLayer))
{
RenderManager.CBuffClear(lists + 2);
break;
}
}
@ -670,7 +683,7 @@ void Chunk::rebuild_SPU()
Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer tileRenderer(&region);
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
lists += levelRenderer->chunkLists;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -695,7 +708,7 @@ void Chunk::rebuild_SPU()
bounds.boundingBox[5] = SIZE+g;
}
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
{
bool rendered = false;
@ -757,7 +770,7 @@ void Chunk::rebuild_SPU()
if (!tile) continue;
int renderLayer = tile->getRenderLayer();
if (renderLayer != currentLayer)
if (renderLayer > currentLayer)
{
// renderNextLayer = true;
}
@ -784,12 +797,18 @@ void Chunk::rebuild_SPU()
}
if (rendered)
{
levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
if (currentLayer < 2)
{
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);
if (currentLayer < 2)
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
}
RenderManager.CBuffClear(lists + currentLayer);
}
@ -961,11 +980,11 @@ void Chunk::reset()
// printf("\t\t [dec] refcount %d at %d, %d, %d\n",refCount,x,y,z);
if( refCount == 0 )
{
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * LevelRenderer::CHUNK_RENDER_LAYERS;
if(lists >= 0)
{
lists += levelRenderer->chunkLists;
for (int i = 0; i < 2; i++)
for (int i = 0; i < LevelRenderer::CHUNK_RENDER_LAYERS; i++)
{
// 4J - added - clear any renderer data associated with this unused list
RenderManager.CBuffClear(lists + i);
@ -987,12 +1006,13 @@ void Chunk::_delete()
int Chunk::getList(int layer)
{
if (layer < 0 || layer >= LevelRenderer::CHUNK_RENDER_LAYERS) return -1;
if (!clipChunk->visible) return -1;
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * 2;
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
lists += levelRenderer->chunkLists;
bool empty = levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
bool empty = (layer < 2) && levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
if (!empty) return lists + layer;
return -1;
}

View file

@ -1550,6 +1550,18 @@ void GameRenderer::renderLevel(float a, int64_t until)
PIXEndNamedEvent();
}
glBlendFunc(GL_ZERO, GL_ONE);
PIXBeginNamedEvent(0,"Third pass level render");
int visibleTopTransparentChunks = levelRenderer->render(cameraEntity, 2, a, updateChunks);
PIXEndNamedEvent();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (visibleTopTransparentChunks > 0)
{
PIXBeginNamedEvent(0,"Third pass level direct render");
levelRenderer->renderChunksDirect(2, a);
PIXEndNamedEvent();
}
GL11::glShadeModel(GL11::GL_FLAT);
}
else
@ -1557,6 +1569,8 @@ void GameRenderer::renderLevel(float a, int64_t until)
PIXBeginNamedEvent(0,"Second pass level render");
levelRenderer->render(cameraEntity, 1, a, updateChunks);
PIXEndNamedEvent();
levelRenderer->render(cameraEntity, 2, a, updateChunks);
PIXEndNamedEvent();
}
// 4J - added - have split out translucent particle rendering so that it happens after the water is rendered, primarily for fireworks

View file

@ -160,13 +160,15 @@ LevelRenderer::LevelRenderer(Minecraft *mc, Textures *textures)
visibleLists_layer0 = nullptr;
visibleLists_layer1 = nullptr;
visibleLists_layer2 = nullptr;
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
this->mc = mc;
this->textures = textures;
chunkLists = MemoryTracker::genLists(getGlobalChunkCount()*2); // *2 here is because there is one renderlist per chunk here for each of the opaque & transparent layers
chunkLists = MemoryTracker::genLists(getGlobalChunkCount() * CHUNK_RENDER_LAYERS); // One render list per chunk render layer.
globalChunkFlags = new unsigned char[getGlobalChunkCount()];
memset(globalChunkFlags, 0, getGlobalChunkCount());
@ -464,8 +466,10 @@ void LevelRenderer::allChanged(int playerIndex)
// Free old visible chunk lists
delete[] visibleLists_layer0;
delete[] visibleLists_layer1;
delete[] visibleLists_layer2;
visibleLists_layer0 = nullptr;
visibleLists_layer1 = nullptr;
visibleLists_layer2 = nullptr;
chunks[playerIndex] = ClipChunkArray(xChunks * yChunks * zChunks);
// sortedChunks[playerIndex] = new vector<Chunk *>(xChunks * yChunks * zChunks); // 4J - removed - not sorting our chunks anymore
@ -503,8 +507,10 @@ void LevelRenderer::allChanged(int playerIndex)
int totalChunkCount = xChunks * yChunks * zChunks;
visibleLists_layer0 = new int[totalChunkCount];
visibleLists_layer1 = new int[totalChunkCount];
visibleLists_layer2 = new int[totalChunkCount];
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
if (level != nullptr)
{
@ -784,8 +790,18 @@ void LevelRenderer::renderChunksDirect(int layer, double alpha)
glPushMatrix();
glTranslatef(static_cast<float>(-xOff), static_cast<float>(-yOff), static_cast<float>(-zOff));
int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
int *lists = visibleLists_layer2;
int numVisible = visibleCount_layer2;
if (layer == 0)
{
lists = visibleLists_layer0;
numVisible = visibleCount_layer0;
}
else if (layer == 1)
{
lists = visibleLists_layer1;
numVisible = visibleCount_layer1;
}
bool first = true;
if (lists != nullptr)
{
@ -872,8 +888,18 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
int count = 0;
// Use compact visible lists built during cull() instead of iterating all chunks
int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
int *lists = visibleLists_layer2;
int numVisible = visibleCount_layer2;
if (layer == 0)
{
lists = visibleLists_layer0;
numVisible = visibleCount_layer0;
}
else if (layer == 1)
{
lists = visibleLists_layer1;
numVisible = visibleCount_layer1;
}
if (lists != nullptr)
{
for (int i = 0; i < numVisible; i++)
@ -892,8 +918,8 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
{
if( !pClipChunk->visible ) continue;
if( pClipChunk->globalIdx == -1 ) continue;
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue;
int list = pClipChunk->globalIdx * 2 + layer;
if (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
list += chunkLists;
if(RenderManager.CBuffCall(list, first))
first = false;
@ -912,11 +938,11 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
{
if( !pClipChunk->visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
if( pClipChunk->globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
if (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue; // Check that this particular layer isn't empty
if( !(globalChunkFlags[pClipChunk->globalIdx] & LevelRenderer::CHUNK_FLAG_CUT_OUT) ) continue; // Does this chunk contain any cut out geometry
// List can be calculated directly from the chunk's global idex
int list = pClipChunk->globalIdx * 2 + layer;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
list += chunkLists;
if(RenderManager.CBuffCallCutOut(list, first))
@ -2639,6 +2665,7 @@ void LevelRenderer::cull(Culler *culler, float a)
// Reset visible chunk lists for this frame
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
// Column-level frustum culling: test one AABB per XZ column before testing individual Y chunks.
// At dist 64 this reduces ~278K clip() calls to ~17K column tests + per-chunk tests only for visible columns.
@ -2672,13 +2699,6 @@ void LevelRenderer::cull(Culler *culler, float a)
ClipChunk *pClipChunk = &chunks[playerIndex][(z * yChunks + y) * xChunks + x];
unsigned char flags = pClipChunk->globalIdx == -1 ? 0 : globalChunkFlags[ pClipChunk->globalIdx ];
// Skip frustum test for confirmed-empty compiled chunks - they have nothing to render
if ((flags & CHUNK_FLAG_COMPILED) && (flags & CHUNK_FLAG_EMPTYBOTH) == CHUNK_FLAG_EMPTYBOTH)
{
pClipChunk->visible = false;
continue;
}
bool clipres = clip(pClipChunk->aabb, fdraw);
if ( (flags & CHUNK_FLAG_COMPILED ) && ( ( flags & CHUNK_FLAG_EMPTYBOTH ) != CHUNK_FLAG_EMPTYBOTH ) )
@ -2699,11 +2719,12 @@ void LevelRenderer::cull(Culler *culler, float a)
// Build compact visible chunk lists for renderChunks()
if (pClipChunk->visible && pClipChunk->globalIdx != -1 && visibleLists_layer0 != nullptr)
{
int list = pClipChunk->globalIdx * 2 + chunkLists;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + chunkLists;
if (!((flags & CHUNK_FLAG_EMPTY0) == CHUNK_FLAG_EMPTY0))
visibleLists_layer0[visibleCount_layer0++] = list;
if (!((flags & CHUNK_FLAG_EMPTY1) == CHUNK_FLAG_EMPTY1))
visibleLists_layer1[visibleCount_layer1++] = list + 1;
visibleLists_layer2[visibleCount_layer2++] = list + 2;
}
}
}

View file

@ -46,6 +46,7 @@ private:
public:
static const int CHUNK_XZSIZE = 16;
static const int CHUNK_RENDER_LAYERS = 3;
#ifdef _LARGE_WORLDS
static const int CHUNK_SIZE = 16;
#else
@ -274,8 +275,10 @@ public:
// Visible chunk lists built by cull(), consumed by renderChunks()
int *visibleLists_layer0;
int *visibleLists_layer1;
int *visibleLists_layer2;
int visibleCount_layer0;
int visibleCount_layer1;
int visibleCount_layer2;
bool dirtyChunkPresent;
int64_t lastDirtyChunkFound;

View file

@ -16,21 +16,9 @@ bool HalfTransparentTile::isSolidRender(bool isServerLevel)
bool HalfTransparentTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
{
int id = level->getTile(x, y, z);
if (this->id == 95) // Tile::stained_glass
{
bool isBlocking = level->isTopSolidBlocking(x, y, z);
if (face == 0 && level->isSolidBlockingTile(x, y + 1, z) != isBlocking) return true; // Facing::DOWN
else if (face == 1 && level->isTopSolidBlocking(x, y - 1, z) != isBlocking) return true; // Facing::UP
else if (face == 2 && level->isSolidBlockingTile(x, y, z + 1) != isBlocking) return true; // Facing::NORTH
else if (face == 3 && level->isSolidBlockingTile(x, y, z - 1) != isBlocking) return true; // Facing::SOUTH
else if (face == 4 && level->isSolidBlockingTile(x + 1, y, z) != isBlocking) return true; // Facing::WEST
else if (face == 5 && level->isSolidBlockingTile(x - 1, y, z) != isBlocking) return true; // Facing::EAST
else if (face == 6 && level->isSolidBlockingTile(x, y, z) != isBlocking) return true; // not really a direction? is this supposed to be here?
}
if (!allowSame && id == this->id) return false;
return Tile::shouldRenderFace(level, x, y, z, face);
int id = level->getTile(x, y, z);
if (!allowSame && id == this->id) return false;
return Tile::shouldRenderFace(level, x, y, z, face);
}
bool HalfTransparentTile::blocksLight()
@ -41,4 +29,4 @@ bool HalfTransparentTile::blocksLight()
void HalfTransparentTile::registerIcons(IconRegister *iconRegister)
{
icon = iconRegister->registerIcon(texture);
}
}

View file

@ -27,7 +27,7 @@ int StainedGlassBlock::getItemAuxValueForBlockData(int data)
int StainedGlassBlock::getRenderLayer()
{
return 1;
return 2;
}
void StainedGlassBlock::registerIcons(IconRegister *iconRegister)

View file

@ -38,7 +38,7 @@ int StainedGlassPaneBlock::getItemAuxValueForBlockData(int data)
int StainedGlassPaneBlock::getRenderLayer()
{
return 1;
return 2;
}
void StainedGlassPaneBlock::registerIcons(IconRegister *iconRegister)
@ -49,4 +49,4 @@ void StainedGlassPaneBlock::registerIcons(IconRegister *iconRegister)
ICONS[i] = iconRegister->registerIcon(getIconName() + L"_" + DyePowderItem::COLOR_TEXTURES[getItemAuxValueForBlockData(i)]);
EDGE_ICONS[i] = iconRegister->registerIcon(getIconName() + L"_pane_top_" + DyePowderItem::COLOR_TEXTURES[getItemAuxValueForBlockData(i)]);
}
}
}