Fix ice/water vertical LOD lighting

This commit is contained in:
James Seibel
2024-07-27 09:30:41 -05:00
parent adba3e4c15
commit 19d8c89bd8
@@ -19,23 +19,45 @@
package com.seibel.distanthorizons.core.dataObjects.render.bufferBuilding;
import com.seibel.distanthorizons.api.enums.rendering.EDhApiBlockMaterial;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.enums.EDhDirection;
import com.seibel.distanthorizons.core.util.ColorUtil;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderDataPointUtil;
import com.seibel.distanthorizons.core.wrapperInterfaces.block.IBlockStateWrapper;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
import com.seibel.distanthorizons.core.dataObjects.render.columnViews.ColumnArrayView;
import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
import com.seibel.distanthorizons.coreapi.util.MathUtil;
import java.util.Arrays;
public class ColumnBox
{
private static final IMinecraftClientWrapper MC = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
/**
* if the skylight has this value that means
* no data is expected
*/
private static final byte SKYLIGHT_EMPTY = -1;
/**
* if the skylight has this value that means
* that block position is covered/occuled by an adjacent block/column.
*/
private static final byte SKYLIGHT_COVERED = -2;
private static final ThreadLocal<byte[]> THREAD_LOCAL_SKY_LIGHT_ARRAY = ThreadLocal.withInitial(() ->
{
byte[] array = new byte[RenderDataPointUtil.MAX_WORLD_Y_SIZE];
Arrays.fill(array, SKYLIGHT_EMPTY);
return array;
});
//=========//
// builder //
//=========//
public static void addBoxQuadsToBuilder(
LodQuadBuilder builder,
@@ -112,7 +134,6 @@ public class ColumnBox
// NORTH face
{
ColumnArrayView adjCol = adjData[EDhDirection.NORTH.ordinal() - 2]; // TODO can we use something other than ordinal-2?
int adjOverlapNorth = ColorUtil.INVISIBLE; // can be set to a non-invisible color for debugging overlapping quads for a specific face
if (adjCol == null)
{
// add an adjacent face if this is opaque face or transparent over the void
@@ -124,15 +145,13 @@ public class ColumnBox
else
{
makeAdjVerticalQuad(builder, adjCol, EDhDirection.NORTH, x, minY, z, xSize, ySize,
color, adjOverlapNorth, irisBlockMaterialId, skyLightTop, blockLight,
topData, bottomData);
color, irisBlockMaterialId, blockLight);
}
}
// SOUTH face
{
ColumnArrayView adjCol = adjData[EDhDirection.SOUTH.ordinal() - 2];
int adjOverlapSouth = ColorUtil.INVISIBLE;
if (adjCol == null)
{
if (!isTransparent || overVoid)
@@ -143,15 +162,13 @@ public class ColumnBox
else
{
makeAdjVerticalQuad(builder, adjCol, EDhDirection.SOUTH, x, minY, maxZ, xSize, ySize,
color, adjOverlapSouth, irisBlockMaterialId, skyLightTop, blockLight,
topData, bottomData);
color, irisBlockMaterialId, blockLight);
}
}
// WEST face
{
ColumnArrayView adjCol = adjData[EDhDirection.WEST.ordinal() - 2];
int adjOverlapWest = ColorUtil.INVISIBLE;
if (adjCol == null)
{
if (!isTransparent || overVoid)
@@ -162,15 +179,13 @@ public class ColumnBox
else
{
makeAdjVerticalQuad(builder, adjCol, EDhDirection.WEST, x, minY, z, zSize, ySize,
color, adjOverlapWest, irisBlockMaterialId, skyLightTop, blockLight,
topData, bottomData);
color, irisBlockMaterialId, blockLight);
}
}
// EAST face
{
ColumnArrayView adjCol = adjData[EDhDirection.EAST.ordinal() - 2];
int adjOverlapEast = ColorUtil.INVISIBLE;
if (adjCol == null)
{
if (!isTransparent || overVoid)
@@ -181,306 +196,196 @@ public class ColumnBox
else
{
makeAdjVerticalQuad(builder, adjCol, EDhDirection.EAST, maxX, minY, z, zSize, ySize,
color, adjOverlapEast, irisBlockMaterialId, skyLightTop, blockLight,
topData, bottomData);
color, irisBlockMaterialId, blockLight);
}
}
}
/** the overlap color can be used to see faces that shouldn't be rendered */
private static void makeAdjVerticalQuad(
LodQuadBuilder builder, ColumnArrayView adjColumnView, EDhDirection direction,
short x, short yMin, short z, short horizontalWidth, short ySize,
int color, int debugOverlapColor, byte irisBlockMaterialId, byte skyLightTop, byte blockLight,
long topData, long bottomData)
int color, byte irisBlockMaterialId, byte blockLight)
{
//==================//
// create face with //
// no adjacent data //
//==================//
color = ColorUtil.applyShade(color, MC.getShade(direction));
// if there isn't any data adjacent to this LOD,
// just add the full vertical quad
if (adjColumnView == null || adjColumnView.size == 0 || RenderDataPointUtil.isVoid(adjColumnView.get(0)))
{
// there isn't any data adjacent to this LOD, add the vertical quad
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, color, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, blockLight);
return;
}
int yMax = yMin + ySize;
int adjIndex;
boolean firstFace = true;
boolean inputAboveAdjLods = true;
short previousAdjDepth = -1;
byte nextTopSkyLight = skyLightTop;
boolean inputTransparent = ColorUtil.getAlpha(color) < 255 && LodRenderer.transparencyEnabled;
boolean lastAdjWasTransparent = false;
//===========================//
// Determine face visibility //
// based on it's neighbors //
//===========================//
short yMax = (short) (yMin + ySize); // min is inclusive, max is exclusive
byte[] skyLightAtInputPos = THREAD_LOCAL_SKY_LIGHT_ARRAY.get();
if (!RenderDataPointUtil.doesDataPointExist(bottomData))
try
{
// there isn't anything under this LOD,
// to prevent seeing through the world, make it opaque
color = ColorUtil.setAlpha(color, 255);
}
// Add adjacent faces if this LOD is surrounded by transparent LODs
// (prevents invisible sides underwater)
int adjCount = adjColumnView.size();
for (adjIndex = 0; // iterates top down
adjIndex < adjCount
&& RenderDataPointUtil.doesDataPointExist(adjColumnView.get(adjIndex))
&& !RenderDataPointUtil.isVoid(adjColumnView.get(adjIndex));
adjIndex++)
{
long adjPoint = adjColumnView.get(adjIndex);
// set the initial sky-lights for this face,
// if nothing overlaps or overhangs the face should have max sky light
Arrays.fill(skyLightAtInputPos, yMin, yMax, LodUtil.MAX_MC_LIGHT);
// if the adjacent data point is over the void
// don't consider it as transparent
// FIXME this transparency change should be applied before this point since this could affect other areas
boolean adjOverVoid = false;
if (adjIndex > 0)
// iterate top down
int adjCount = adjColumnView.size();
for (int adjIndex = 0; adjIndex < adjCount; adjIndex++)
{
long adjBellowPoint = adjColumnView.get(adjIndex-1);
adjOverVoid = !RenderDataPointUtil.doesDataPointExist(adjBellowPoint);
}
boolean adjTransparent = !adjOverVoid && RenderDataPointUtil.getAlpha(adjPoint) < 255 && LodRenderer.transparencyEnabled;
// continue if this data point is transparent or the adjacent point is not
if (inputTransparent || !adjTransparent) // TODO inputIsTransparent may be unnecessary
{
short adjYMin = RenderDataPointUtil.getYMin(adjPoint);
short adjYMax = RenderDataPointUtil.getYMax(adjPoint);
long adjPoint = adjColumnView.get(adjIndex);
short adjMinY = RenderDataPointUtil.getYMin(adjPoint);
short adjMaxY = RenderDataPointUtil.getYMax(adjPoint);
// if fake transparency is enabled, allow for 1 block of transparency,
// everything under that should be opaque
if (LodRenderer.transparencyEnabled && LodRenderer.fakeOceanFloor)
// skip empty adjacent datapoints
if (!RenderDataPointUtil.doesDataPointExist(adjPoint)
|| RenderDataPointUtil.isVoid(adjPoint))
{
if (lastAdjWasTransparent && !adjTransparent)
{
adjYMax = (short) (RenderDataPointUtil.getYMax(adjColumnView.get(adjIndex - 1)) - 1);
}
else if (adjTransparent && (adjIndex + 1) < adjCount)
{
if (RenderDataPointUtil.getAlpha(adjColumnView.get(adjIndex + 1)) == 255)
{
adjYMin = (short) (adjYMax - 1);
}
}
}
if (yMax <= adjYMin)
{
// the adjacent LOD is above the input LOD and won't affect its rendering,
// skip to the next adjacent
continue;
}
inputAboveAdjLods = false;
if (adjYMax < yMin)
// skip this adjacent datapoint if it's above the input datapoint (since it can't affect the input data point)
if (yMax <= adjMinY)
{
// the adjacent LOD is below the input LOD
// getting the skylight is more complicated
// since LODs can be adjacent to water, which changes how skylight works
byte skyLight;
if (adjIndex == 0)
{
// this adj LOD is at the highest position,
// its sky lighting won't be affected by anything above it
skyLight = RenderDataPointUtil.getLightSky(adjPoint);
}
else
{
// TODO improve the comments here, this is a bit confusing
long aboveAdjPoint = adjColumnView.get(adjIndex - 1);
if (RenderDataPointUtil.getAlpha(aboveAdjPoint) != 255)
{
// above adjacent LOD is transparent...
boolean inputMaxHigherThanAboveAdj = yMax > RenderDataPointUtil.getYMax(aboveAdjPoint);
if (inputMaxHigherThanAboveAdj)
{
// ...and higher than the input yMax,
// use its sky light
skyLight = RenderDataPointUtil.getLightSky(aboveAdjPoint);
}
else
{
// ...and at or below the input yMax,
skyLight = RenderDataPointUtil.getLightSky(adjPoint);
}
}
else
{
// LOD above adjacent is opaque, use the adj LOD's skylight
skyLight = RenderDataPointUtil.getLightSky(adjPoint);
}
}
if (firstFace)
{
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, color, irisBlockMaterialId, skyLight, blockLight);
}
else
{
// Now: adjMaxHeight < y < previousAdjDepth < yMax
if (previousAdjDepth == -1)
{
// TODO why is this an error?
throw new RuntimeException("Loop error");
}
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, (short) (previousAdjDepth - yMin), color, irisBlockMaterialId, skyLight, blockLight);
previousAdjDepth = -1;
}
// TODO why break here?
break;
continue;
}
if (adjYMin <= yMin)
long adjAbovePoint = (adjIndex != 0) ? adjColumnView.get(adjIndex - 1) : RenderDataPointUtil.EMPTY_DATA;
long adjBelowPoint = (adjIndex + 1 < adjCount) ? adjColumnView.get(adjIndex + 1) : RenderDataPointUtil.EMPTY_DATA;
// if the adjacent data point is over the void
// don't consider it as transparent
boolean adjOverVoid = !RenderDataPointUtil.doesDataPointExist(adjBelowPoint);
boolean adjTransparent = !adjOverVoid && RenderDataPointUtil.getAlpha(adjPoint) < 255 && LodRenderer.transparencyEnabled;
//=================================//
// set sky light based on adjacent //
//=================================//
// set light based on overlapping adjacent
if (!adjTransparent)
{
// the adjacent LOD's base is at or below the input's base
if (yMax <= adjYMax)
// adj opaque
// mark positions adjacent is covering
for (int i = adjMinY; i < adjMaxY; i++)
{
// The input face is completely inside the adj's face, don't render it
if (debugOverlapColor != ColorUtil.INVISIBLE)
{
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
}
byte skyLightAtPos = skyLightAtInputPos[i];
skyLightAtInputPos[i] = (byte) Math.min(SKYLIGHT_COVERED, skyLightAtPos);
}
else
{
// the adj data intersects the lower part of the input data, don't render below the intersection
if (adjYMax > yMin && debugOverlapColor != ColorUtil.INVISIBLE)
{
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, (short) (adjYMax - yMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
}
// if this is the only face, use the yMax and break,
// if there was another face finish the last one and then break
if (firstFace)
{
// TODO sections next to transparent (water) need to be split up
// everything works correctly with opaque water
builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (yMax - adjYMax), color, irisBlockMaterialId,
RenderDataPointUtil.getLightSky(adjPoint), blockLight);
}
else
{
// Now: depth <= y <= height <= previousAdjDepth < yMax
if (previousAdjDepth == -1)
{
// TODO why is this an error?
throw new RuntimeException("Loop error");
}
if (previousAdjDepth > adjYMax)
{
builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (previousAdjDepth - adjYMax), color, irisBlockMaterialId,
RenderDataPointUtil.getLightSky(adjPoint), blockLight);
}
previousAdjDepth = -1;
}
}
// we don't need to check any other adjacent LODs
// since this one completely covers the input
break;
}
// In here always true: y < adjYMin < yMax
// _________________&&: y < ________ (height and yMax)
if (adjYMax >= yMax)
{
// Basically: y _______ < yMax <= height
// _______&&: y < depth < yMax
// the adj data intersects the higher part of the current data
if (debugOverlapColor != ColorUtil.INVISIBLE)
{
builder.addQuadAdj(direction, x, adjYMin, z, horizontalWidth, (short) (yMax - adjYMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
}
// we start the creation of a new face
}
else
{
// Otherwise: y < _____ height < yMax
// _______&&: y < depth ______ < yMax
if (debugOverlapColor != ColorUtil.INVISIBLE)
// adjacent is transparent,
// use datapoint below adjacent for lighting
byte belowSkyLight = RenderDataPointUtil.getLightSky(adjBelowPoint);
for (int i = adjMinY; i < adjMaxY; i++)
{
builder.addQuadAdj(direction, x, adjYMin, z, horizontalWidth, (short) (adjYMax - adjYMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
}
if (firstFace)
{
builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (yMax - adjYMax), color, irisBlockMaterialId,
RenderDataPointUtil.getLightSky(adjPoint), blockLight);
}
else
{
// Now: y < depth < height <= previousAdjDepth < yMax
if (previousAdjDepth == -1)
throw new RuntimeException("Loop error");
if (previousAdjDepth > adjYMax)
{
if (irisBlockMaterialId == EDhApiBlockMaterial.GRASS.index)
{
// this LOD is underneath another, grass will never show here
irisBlockMaterialId = EDhApiBlockMaterial.DIRT.index;
}
builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (previousAdjDepth - adjYMax), color, irisBlockMaterialId,
RenderDataPointUtil.getLightSky(adjPoint), blockLight);
}
previousAdjDepth = -1;
byte skyLightAtPos = skyLightAtInputPos[i];
skyLightAtInputPos[i] = (byte) Math.min(belowSkyLight, skyLightAtPos);
}
}
// set next top as current depth
previousAdjDepth = adjYMin;
firstFace = false;
nextTopSkyLight = skyLightTop;
if (adjIndex + 1 < adjColumnView.size() && RenderDataPointUtil.doesDataPointExist(adjColumnView.get(adjIndex + 1)))
// fill in sky light up to the next DP,
// this is done to handle overhangs
byte adjSkyLight = RenderDataPointUtil.getLightSky(adjPoint);
int adjAboveMinY = RenderDataPointUtil.getYMin(adjAbovePoint);
for (int i = adjMaxY; i < adjAboveMinY; i++)
{
nextTopSkyLight = RenderDataPointUtil.getLightSky(adjColumnView.get(adjIndex + 1));
byte skyLightAtPos = skyLightAtInputPos[i];
skyLightAtInputPos[i] = (byte) Math.min(adjSkyLight, skyLightAtPos);
}
}
//=======================//
// create vertical faces //
//=======================//
boolean inputTransparent = ColorUtil.getAlpha(color) < 255 && LodRenderer.transparencyEnabled;
byte lastSkyLight = skyLightAtInputPos[yMin];
int quadBottomY = yMin;
int quadTopY = -1;
// walk up the sky lights and create a new face
// whenever the light changes to different valid value
for (int i = yMin; i < yMax; i++)
{
byte skyLight = skyLightAtInputPos[i];
if (skyLight != lastSkyLight)
{
// the sky light changed, create the in-progress face
tryAddVerticalFaceWithSkyLightToBuilder(
builder, direction,
x, z, horizontalWidth,
color, irisBlockMaterialId, blockLight,
lastSkyLight, inputTransparent, quadTopY, quadBottomY
);
lastSkyLight = skyLight;
quadBottomY = i;
}
lastAdjWasTransparent = adjTransparent;
quadTopY = (i + 1);
}
// add the in-progress face if present
if (quadTopY != -1)
{
tryAddVerticalFaceWithSkyLightToBuilder(
builder, direction,
x, z, horizontalWidth,
color, irisBlockMaterialId, blockLight,
lastSkyLight, inputTransparent, quadTopY, quadBottomY
);
}
}
if (inputAboveAdjLods)
finally
{
// the input LOD is above all adjacent LODs and won't be affected
// by them, add the vertical quad using the input's lighting and height
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, color, irisBlockMaterialId, skyLightTop, blockLight);
// clean up the array before the next thread uses it
// (may be unnecessary since we only work between the yMin-yMax anyway, but is helpful for debugging)
Arrays.fill(skyLightAtInputPos, yMin, yMax, SKYLIGHT_EMPTY);
}
else if (previousAdjDepth != -1)
}
private static void tryAddVerticalFaceWithSkyLightToBuilder(
LodQuadBuilder builder, EDhDirection direction,
short x, short z, short horizontalWidth,
int color, byte irisBlockMaterialId, byte blockLight,
byte lastSkyLight, boolean inputTransparent, int quadTopY, int quadBottomY
)
{
// invalid positions will have a negative skylight
if (lastSkyLight >= 0)
{
// We need to finish the last quad.
builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, (short) (previousAdjDepth - yMin), color, irisBlockMaterialId, nextTopSkyLight, blockLight);
// Don't add transparent vertical faces
// unless the adjacent position is empty.
// This is done to prevent walls between water blocks in the ocean.
if (!inputTransparent
|| (lastSkyLight == LodUtil.MAX_MC_LIGHT))
{
// don't add negative/empty height faces
short height = (short) (quadTopY - quadBottomY);
if (height > 0)
{
builder.addQuadAdj(direction, x, (short) quadBottomY, z, horizontalWidth, height, color, irisBlockMaterialId, lastSkyLight, blockLight);
}
}
}
}
}