mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-16 04:22:55 +00:00
fixed stained glass not rendering the water
This commit is contained in:
parent
4e5b225aba
commit
833e449c8c
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@ -214,7 +214,7 @@ void Chunk::rebuild()
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int r = 1;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
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lists += levelRenderer->chunkLists;
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PIXEndNamedEvent();
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@ -329,6 +329,7 @@ void Chunk::rebuild()
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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RenderManager.CBuffClear(lists + currentLayer);
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}
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RenderManager.CBuffClear(lists + 2);
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delete region;
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delete tileRenderer;
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@ -349,7 +350,7 @@ void Chunk::rebuild()
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bounds.boundingBox[4] = SIZE+g;
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bounds.boundingBox[5] = XZSIZE+g;
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}
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
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{
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bool renderNextLayer = false;
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bool rendered = false;
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@ -413,7 +414,7 @@ void Chunk::rebuild()
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}
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int renderLayer = tile->getRenderLayer();
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if (renderLayer != currentLayer)
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if (renderLayer > currentLayer)
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{
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renderNextLayer = true;
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}
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@ -456,18 +457,30 @@ void Chunk::rebuild()
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if (rendered)
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{
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levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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if (currentLayer < 2)
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{
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levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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}
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}
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else
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{
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// 4J - added - clear any renderer data associated with this unused list
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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if (currentLayer < 2)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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}
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RenderManager.CBuffClear(lists + currentLayer);
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}
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if((currentLayer==0)&&(!renderNextLayer))
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
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RenderManager.CBuffClear(lists + 1);
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RenderManager.CBuffClear(lists + 2);
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break;
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}
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if((currentLayer==1)&&(!renderNextLayer))
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{
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RenderManager.CBuffClear(lists + 2);
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break;
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}
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}
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@ -670,7 +683,7 @@ void Chunk::rebuild_SPU()
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Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
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TileRenderer tileRenderer(®ion);
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
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lists += levelRenderer->chunkLists;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -695,7 +708,7 @@ void Chunk::rebuild_SPU()
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bounds.boundingBox[5] = SIZE+g;
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}
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
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{
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bool rendered = false;
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@ -757,7 +770,7 @@ void Chunk::rebuild_SPU()
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if (!tile) continue;
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int renderLayer = tile->getRenderLayer();
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if (renderLayer != currentLayer)
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if (renderLayer > currentLayer)
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{
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// renderNextLayer = true;
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}
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@ -784,12 +797,18 @@ void Chunk::rebuild_SPU()
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}
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if (rendered)
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{
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levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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if (currentLayer < 2)
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{
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levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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}
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}
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else
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{
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// 4J - added - clear any renderer data associated with this unused list
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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if (currentLayer < 2)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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}
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RenderManager.CBuffClear(lists + currentLayer);
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}
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@ -961,11 +980,11 @@ void Chunk::reset()
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// printf("\t\t [dec] refcount %d at %d, %d, %d\n",refCount,x,y,z);
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if( refCount == 0 )
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{
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * LevelRenderer::CHUNK_RENDER_LAYERS;
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if(lists >= 0)
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{
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lists += levelRenderer->chunkLists;
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < LevelRenderer::CHUNK_RENDER_LAYERS; i++)
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{
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// 4J - added - clear any renderer data associated with this unused list
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RenderManager.CBuffClear(lists + i);
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@ -987,12 +1006,13 @@ void Chunk::_delete()
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int Chunk::getList(int layer)
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{
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if (layer < 0 || layer >= LevelRenderer::CHUNK_RENDER_LAYERS) return -1;
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if (!clipChunk->visible) return -1;
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * 2;
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int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * LevelRenderer::CHUNK_RENDER_LAYERS;
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lists += levelRenderer->chunkLists;
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bool empty = levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
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bool empty = (layer < 2) && levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
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if (!empty) return lists + layer;
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return -1;
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}
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@ -1550,6 +1550,18 @@ void GameRenderer::renderLevel(float a, int64_t until)
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PIXEndNamedEvent();
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}
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glBlendFunc(GL_ZERO, GL_ONE);
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PIXBeginNamedEvent(0,"Third pass level render");
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int visibleTopTransparentChunks = levelRenderer->render(cameraEntity, 2, a, updateChunks);
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PIXEndNamedEvent();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (visibleTopTransparentChunks > 0)
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{
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PIXBeginNamedEvent(0,"Third pass level direct render");
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levelRenderer->renderChunksDirect(2, a);
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PIXEndNamedEvent();
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}
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GL11::glShadeModel(GL11::GL_FLAT);
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}
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else
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@ -1557,6 +1569,8 @@ void GameRenderer::renderLevel(float a, int64_t until)
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PIXBeginNamedEvent(0,"Second pass level render");
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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PIXEndNamedEvent();
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levelRenderer->render(cameraEntity, 2, a, updateChunks);
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PIXEndNamedEvent();
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}
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// 4J - added - have split out translucent particle rendering so that it happens after the water is rendered, primarily for fireworks
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@ -160,13 +160,15 @@ LevelRenderer::LevelRenderer(Minecraft *mc, Textures *textures)
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visibleLists_layer0 = nullptr;
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visibleLists_layer1 = nullptr;
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visibleLists_layer2 = nullptr;
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visibleCount_layer0 = 0;
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visibleCount_layer1 = 0;
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visibleCount_layer2 = 0;
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this->mc = mc;
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this->textures = textures;
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chunkLists = MemoryTracker::genLists(getGlobalChunkCount()*2); // *2 here is because there is one renderlist per chunk here for each of the opaque & transparent layers
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chunkLists = MemoryTracker::genLists(getGlobalChunkCount() * CHUNK_RENDER_LAYERS); // One render list per chunk render layer.
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globalChunkFlags = new unsigned char[getGlobalChunkCount()];
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memset(globalChunkFlags, 0, getGlobalChunkCount());
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@ -464,8 +466,10 @@ void LevelRenderer::allChanged(int playerIndex)
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// Free old visible chunk lists
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delete[] visibleLists_layer0;
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delete[] visibleLists_layer1;
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delete[] visibleLists_layer2;
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visibleLists_layer0 = nullptr;
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visibleLists_layer1 = nullptr;
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visibleLists_layer2 = nullptr;
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chunks[playerIndex] = ClipChunkArray(xChunks * yChunks * zChunks);
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// sortedChunks[playerIndex] = new vector<Chunk *>(xChunks * yChunks * zChunks); // 4J - removed - not sorting our chunks anymore
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@ -503,8 +507,10 @@ void LevelRenderer::allChanged(int playerIndex)
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int totalChunkCount = xChunks * yChunks * zChunks;
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visibleLists_layer0 = new int[totalChunkCount];
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visibleLists_layer1 = new int[totalChunkCount];
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visibleLists_layer2 = new int[totalChunkCount];
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visibleCount_layer0 = 0;
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visibleCount_layer1 = 0;
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visibleCount_layer2 = 0;
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if (level != nullptr)
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{
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@ -784,8 +790,18 @@ void LevelRenderer::renderChunksDirect(int layer, double alpha)
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glPushMatrix();
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glTranslatef(static_cast<float>(-xOff), static_cast<float>(-yOff), static_cast<float>(-zOff));
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int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
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int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
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int *lists = visibleLists_layer2;
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int numVisible = visibleCount_layer2;
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if (layer == 0)
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{
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lists = visibleLists_layer0;
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numVisible = visibleCount_layer0;
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}
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else if (layer == 1)
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{
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lists = visibleLists_layer1;
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numVisible = visibleCount_layer1;
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}
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bool first = true;
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if (lists != nullptr)
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{
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@ -872,8 +888,18 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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int count = 0;
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// Use compact visible lists built during cull() instead of iterating all chunks
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int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
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int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
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int *lists = visibleLists_layer2;
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int numVisible = visibleCount_layer2;
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if (layer == 0)
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{
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lists = visibleLists_layer0;
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numVisible = visibleCount_layer0;
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}
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else if (layer == 1)
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{
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lists = visibleLists_layer1;
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numVisible = visibleCount_layer1;
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}
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if (lists != nullptr)
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{
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for (int i = 0; i < numVisible; i++)
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@ -892,8 +918,8 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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{
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if( !pClipChunk->visible ) continue;
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if( pClipChunk->globalIdx == -1 ) continue;
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if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue;
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int list = pClipChunk->globalIdx * 2 + layer;
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if (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue;
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int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
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list += chunkLists;
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if(RenderManager.CBuffCall(list, first))
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first = false;
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@ -912,11 +938,11 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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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 (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue; // Check that this particular layer isn't empty
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if( !(globalChunkFlags[pClipChunk->globalIdx] & LevelRenderer::CHUNK_FLAG_CUT_OUT) ) continue; // Does this chunk contain any cut out geometry
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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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int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
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list += chunkLists;
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if(RenderManager.CBuffCallCutOut(list, first))
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@ -2639,6 +2665,7 @@ void LevelRenderer::cull(Culler *culler, float a)
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// Reset visible chunk lists for this frame
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visibleCount_layer0 = 0;
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visibleCount_layer1 = 0;
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visibleCount_layer2 = 0;
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// Column-level frustum culling: test one AABB per XZ column before testing individual Y chunks.
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// At dist 64 this reduces ~278K clip() calls to ~17K column tests + per-chunk tests only for visible columns.
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@ -2672,13 +2699,6 @@ void LevelRenderer::cull(Culler *culler, float a)
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ClipChunk *pClipChunk = &chunks[playerIndex][(z * yChunks + y) * xChunks + x];
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unsigned char flags = pClipChunk->globalIdx == -1 ? 0 : globalChunkFlags[ pClipChunk->globalIdx ];
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// Skip frustum test for confirmed-empty compiled chunks - they have nothing to render
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if ((flags & CHUNK_FLAG_COMPILED) && (flags & CHUNK_FLAG_EMPTYBOTH) == CHUNK_FLAG_EMPTYBOTH)
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{
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pClipChunk->visible = false;
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continue;
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}
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bool clipres = clip(pClipChunk->aabb, fdraw);
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if ( (flags & CHUNK_FLAG_COMPILED ) && ( ( flags & CHUNK_FLAG_EMPTYBOTH ) != CHUNK_FLAG_EMPTYBOTH ) )
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@ -2699,11 +2719,12 @@ void LevelRenderer::cull(Culler *culler, float a)
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// Build compact visible chunk lists for renderChunks()
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if (pClipChunk->visible && pClipChunk->globalIdx != -1 && visibleLists_layer0 != nullptr)
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{
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int list = pClipChunk->globalIdx * 2 + chunkLists;
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int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + chunkLists;
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if (!((flags & CHUNK_FLAG_EMPTY0) == CHUNK_FLAG_EMPTY0))
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visibleLists_layer0[visibleCount_layer0++] = list;
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if (!((flags & CHUNK_FLAG_EMPTY1) == CHUNK_FLAG_EMPTY1))
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visibleLists_layer1[visibleCount_layer1++] = list + 1;
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visibleLists_layer2[visibleCount_layer2++] = list + 2;
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}
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}
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}
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@ -46,6 +46,7 @@ private:
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public:
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static const int CHUNK_XZSIZE = 16;
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static const int CHUNK_RENDER_LAYERS = 3;
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#ifdef _LARGE_WORLDS
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static const int CHUNK_SIZE = 16;
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#else
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@ -274,8 +275,10 @@ public:
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// Visible chunk lists built by cull(), consumed by renderChunks()
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int *visibleLists_layer0;
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int *visibleLists_layer1;
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int *visibleLists_layer2;
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int visibleCount_layer0;
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int visibleCount_layer1;
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int visibleCount_layer2;
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bool dirtyChunkPresent;
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int64_t lastDirtyChunkFound;
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@ -16,21 +16,9 @@ bool HalfTransparentTile::isSolidRender(bool isServerLevel)
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bool HalfTransparentTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
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{
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int id = level->getTile(x, y, z);
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if (this->id == 95) // Tile::stained_glass
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{
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bool isBlocking = level->isTopSolidBlocking(x, y, z);
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if (face == 0 && level->isSolidBlockingTile(x, y + 1, z) != isBlocking) return true; // Facing::DOWN
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else if (face == 1 && level->isTopSolidBlocking(x, y - 1, z) != isBlocking) return true; // Facing::UP
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else if (face == 2 && level->isSolidBlockingTile(x, y, z + 1) != isBlocking) return true; // Facing::NORTH
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else if (face == 3 && level->isSolidBlockingTile(x, y, z - 1) != isBlocking) return true; // Facing::SOUTH
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else if (face == 4 && level->isSolidBlockingTile(x + 1, y, z) != isBlocking) return true; // Facing::WEST
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else if (face == 5 && level->isSolidBlockingTile(x - 1, y, z) != isBlocking) return true; // Facing::EAST
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else if (face == 6 && level->isSolidBlockingTile(x, y, z) != isBlocking) return true; // not really a direction? is this supposed to be here?
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}
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if (!allowSame && id == this->id) return false;
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return Tile::shouldRenderFace(level, x, y, z, face);
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int id = level->getTile(x, y, z);
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if (!allowSame && id == this->id) return false;
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return Tile::shouldRenderFace(level, x, y, z, face);
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}
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bool HalfTransparentTile::blocksLight()
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@ -41,4 +29,4 @@ bool HalfTransparentTile::blocksLight()
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void HalfTransparentTile::registerIcons(IconRegister *iconRegister)
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{
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icon = iconRegister->registerIcon(texture);
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}
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}
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@ -27,7 +27,7 @@ int StainedGlassBlock::getItemAuxValueForBlockData(int data)
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int StainedGlassBlock::getRenderLayer()
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{
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return 1;
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return 2;
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}
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void StainedGlassBlock::registerIcons(IconRegister *iconRegister)
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@ -38,7 +38,7 @@ int StainedGlassPaneBlock::getItemAuxValueForBlockData(int data)
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int StainedGlassPaneBlock::getRenderLayer()
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{
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return 1;
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return 2;
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}
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void StainedGlassPaneBlock::registerIcons(IconRegister *iconRegister)
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@ -49,4 +49,4 @@ void StainedGlassPaneBlock::registerIcons(IconRegister *iconRegister)
|
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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)]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue