Fix ice/water vertical LOD lighting
This commit is contained in:
+165
-260
@@ -19,23 +19,45 @@
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package com.seibel.distanthorizons.core.dataObjects.render.bufferBuilding;
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import com.seibel.distanthorizons.api.enums.rendering.EDhApiBlockMaterial;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.enums.EDhDirection;
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import com.seibel.distanthorizons.core.util.ColorUtil;
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import com.seibel.distanthorizons.core.util.LodUtil;
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import com.seibel.distanthorizons.core.util.RenderDataPointUtil;
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import com.seibel.distanthorizons.core.wrapperInterfaces.block.IBlockStateWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
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import com.seibel.distanthorizons.core.dataObjects.render.columnViews.ColumnArrayView;
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import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
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import com.seibel.distanthorizons.coreapi.util.MathUtil;
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import java.util.Arrays;
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public class ColumnBox
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{
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private static final IMinecraftClientWrapper MC = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
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/**
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* if the skylight has this value that means
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* no data is expected
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*/
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private static final byte SKYLIGHT_EMPTY = -1;
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/**
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* if the skylight has this value that means
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* that block position is covered/occuled by an adjacent block/column.
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*/
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private static final byte SKYLIGHT_COVERED = -2;
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private static final ThreadLocal<byte[]> THREAD_LOCAL_SKY_LIGHT_ARRAY = ThreadLocal.withInitial(() ->
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{
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byte[] array = new byte[RenderDataPointUtil.MAX_WORLD_Y_SIZE];
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Arrays.fill(array, SKYLIGHT_EMPTY);
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return array;
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});
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//=========//
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// builder //
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//=========//
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public static void addBoxQuadsToBuilder(
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LodQuadBuilder builder,
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@@ -112,7 +134,6 @@ public class ColumnBox
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// NORTH face
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{
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ColumnArrayView adjCol = adjData[EDhDirection.NORTH.ordinal() - 2]; // TODO can we use something other than ordinal-2?
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int adjOverlapNorth = ColorUtil.INVISIBLE; // can be set to a non-invisible color for debugging overlapping quads for a specific face
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if (adjCol == null)
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{
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// add an adjacent face if this is opaque face or transparent over the void
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@@ -124,15 +145,13 @@ public class ColumnBox
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else
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{
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makeAdjVerticalQuad(builder, adjCol, EDhDirection.NORTH, x, minY, z, xSize, ySize,
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color, adjOverlapNorth, irisBlockMaterialId, skyLightTop, blockLight,
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topData, bottomData);
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color, irisBlockMaterialId, blockLight);
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}
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}
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// SOUTH face
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{
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ColumnArrayView adjCol = adjData[EDhDirection.SOUTH.ordinal() - 2];
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int adjOverlapSouth = ColorUtil.INVISIBLE;
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if (adjCol == null)
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{
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if (!isTransparent || overVoid)
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@@ -143,15 +162,13 @@ public class ColumnBox
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else
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{
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makeAdjVerticalQuad(builder, adjCol, EDhDirection.SOUTH, x, minY, maxZ, xSize, ySize,
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color, adjOverlapSouth, irisBlockMaterialId, skyLightTop, blockLight,
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topData, bottomData);
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color, irisBlockMaterialId, blockLight);
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}
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}
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// WEST face
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{
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ColumnArrayView adjCol = adjData[EDhDirection.WEST.ordinal() - 2];
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int adjOverlapWest = ColorUtil.INVISIBLE;
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if (adjCol == null)
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{
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if (!isTransparent || overVoid)
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@@ -162,15 +179,13 @@ public class ColumnBox
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else
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{
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makeAdjVerticalQuad(builder, adjCol, EDhDirection.WEST, x, minY, z, zSize, ySize,
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color, adjOverlapWest, irisBlockMaterialId, skyLightTop, blockLight,
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topData, bottomData);
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color, irisBlockMaterialId, blockLight);
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}
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}
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// EAST face
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{
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ColumnArrayView adjCol = adjData[EDhDirection.EAST.ordinal() - 2];
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int adjOverlapEast = ColorUtil.INVISIBLE;
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if (adjCol == null)
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{
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if (!isTransparent || overVoid)
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@@ -181,306 +196,196 @@ public class ColumnBox
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else
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{
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makeAdjVerticalQuad(builder, adjCol, EDhDirection.EAST, maxX, minY, z, zSize, ySize,
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color, adjOverlapEast, irisBlockMaterialId, skyLightTop, blockLight,
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topData, bottomData);
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color, irisBlockMaterialId, blockLight);
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}
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}
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}
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/** the overlap color can be used to see faces that shouldn't be rendered */
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private static void makeAdjVerticalQuad(
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LodQuadBuilder builder, ColumnArrayView adjColumnView, EDhDirection direction,
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short x, short yMin, short z, short horizontalWidth, short ySize,
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int color, int debugOverlapColor, byte irisBlockMaterialId, byte skyLightTop, byte blockLight,
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long topData, long bottomData)
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int color, byte irisBlockMaterialId, byte blockLight)
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{
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//==================//
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// create face with //
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// no adjacent data //
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//==================//
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color = ColorUtil.applyShade(color, MC.getShade(direction));
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// if there isn't any data adjacent to this LOD,
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// just add the full vertical quad
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if (adjColumnView == null || adjColumnView.size == 0 || RenderDataPointUtil.isVoid(adjColumnView.get(0)))
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{
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// there isn't any data adjacent to this LOD, add the vertical quad
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builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, color, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, blockLight);
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return;
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}
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int yMax = yMin + ySize;
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int adjIndex;
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boolean firstFace = true;
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boolean inputAboveAdjLods = true;
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short previousAdjDepth = -1;
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byte nextTopSkyLight = skyLightTop;
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boolean inputTransparent = ColorUtil.getAlpha(color) < 255 && LodRenderer.transparencyEnabled;
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boolean lastAdjWasTransparent = false;
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//===========================//
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// Determine face visibility //
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// based on it's neighbors //
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//===========================//
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short yMax = (short) (yMin + ySize); // min is inclusive, max is exclusive
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byte[] skyLightAtInputPos = THREAD_LOCAL_SKY_LIGHT_ARRAY.get();
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if (!RenderDataPointUtil.doesDataPointExist(bottomData))
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try
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{
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// there isn't anything under this LOD,
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// to prevent seeing through the world, make it opaque
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color = ColorUtil.setAlpha(color, 255);
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}
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// Add adjacent faces if this LOD is surrounded by transparent LODs
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// (prevents invisible sides underwater)
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int adjCount = adjColumnView.size();
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for (adjIndex = 0; // iterates top down
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adjIndex < adjCount
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&& RenderDataPointUtil.doesDataPointExist(adjColumnView.get(adjIndex))
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&& !RenderDataPointUtil.isVoid(adjColumnView.get(adjIndex));
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adjIndex++)
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{
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long adjPoint = adjColumnView.get(adjIndex);
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// set the initial sky-lights for this face,
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// if nothing overlaps or overhangs the face should have max sky light
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Arrays.fill(skyLightAtInputPos, yMin, yMax, LodUtil.MAX_MC_LIGHT);
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// if the adjacent data point is over the void
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// don't consider it as transparent
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// FIXME this transparency change should be applied before this point since this could affect other areas
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boolean adjOverVoid = false;
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if (adjIndex > 0)
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// iterate top down
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int adjCount = adjColumnView.size();
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for (int adjIndex = 0; adjIndex < adjCount; adjIndex++)
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{
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long adjBellowPoint = adjColumnView.get(adjIndex-1);
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adjOverVoid = !RenderDataPointUtil.doesDataPointExist(adjBellowPoint);
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}
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boolean adjTransparent = !adjOverVoid && RenderDataPointUtil.getAlpha(adjPoint) < 255 && LodRenderer.transparencyEnabled;
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// continue if this data point is transparent or the adjacent point is not
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if (inputTransparent || !adjTransparent) // TODO inputIsTransparent may be unnecessary
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{
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short adjYMin = RenderDataPointUtil.getYMin(adjPoint);
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short adjYMax = RenderDataPointUtil.getYMax(adjPoint);
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long adjPoint = adjColumnView.get(adjIndex);
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short adjMinY = RenderDataPointUtil.getYMin(adjPoint);
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short adjMaxY = RenderDataPointUtil.getYMax(adjPoint);
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// if fake transparency is enabled, allow for 1 block of transparency,
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// everything under that should be opaque
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if (LodRenderer.transparencyEnabled && LodRenderer.fakeOceanFloor)
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// skip empty adjacent datapoints
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if (!RenderDataPointUtil.doesDataPointExist(adjPoint)
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|| RenderDataPointUtil.isVoid(adjPoint))
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{
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if (lastAdjWasTransparent && !adjTransparent)
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{
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adjYMax = (short) (RenderDataPointUtil.getYMax(adjColumnView.get(adjIndex - 1)) - 1);
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}
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else if (adjTransparent && (adjIndex + 1) < adjCount)
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{
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if (RenderDataPointUtil.getAlpha(adjColumnView.get(adjIndex + 1)) == 255)
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{
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adjYMin = (short) (adjYMax - 1);
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}
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}
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}
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if (yMax <= adjYMin)
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{
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// the adjacent LOD is above the input LOD and won't affect its rendering,
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// skip to the next adjacent
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continue;
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}
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inputAboveAdjLods = false;
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if (adjYMax < yMin)
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// skip this adjacent datapoint if it's above the input datapoint (since it can't affect the input data point)
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if (yMax <= adjMinY)
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{
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// the adjacent LOD is below the input LOD
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// getting the skylight is more complicated
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// since LODs can be adjacent to water, which changes how skylight works
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byte skyLight;
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if (adjIndex == 0)
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{
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// this adj LOD is at the highest position,
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// its sky lighting won't be affected by anything above it
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skyLight = RenderDataPointUtil.getLightSky(adjPoint);
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}
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else
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{
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// TODO improve the comments here, this is a bit confusing
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long aboveAdjPoint = adjColumnView.get(adjIndex - 1);
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if (RenderDataPointUtil.getAlpha(aboveAdjPoint) != 255)
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{
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// above adjacent LOD is transparent...
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boolean inputMaxHigherThanAboveAdj = yMax > RenderDataPointUtil.getYMax(aboveAdjPoint);
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if (inputMaxHigherThanAboveAdj)
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{
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// ...and higher than the input yMax,
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// use its sky light
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skyLight = RenderDataPointUtil.getLightSky(aboveAdjPoint);
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}
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else
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{
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// ...and at or below the input yMax,
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skyLight = RenderDataPointUtil.getLightSky(adjPoint);
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}
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}
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else
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{
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// LOD above adjacent is opaque, use the adj LOD's skylight
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skyLight = RenderDataPointUtil.getLightSky(adjPoint);
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}
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}
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if (firstFace)
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{
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builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, color, irisBlockMaterialId, skyLight, blockLight);
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}
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else
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{
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// Now: adjMaxHeight < y < previousAdjDepth < yMax
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if (previousAdjDepth == -1)
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{
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// TODO why is this an error?
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throw new RuntimeException("Loop error");
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}
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builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, (short) (previousAdjDepth - yMin), color, irisBlockMaterialId, skyLight, blockLight);
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previousAdjDepth = -1;
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}
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// TODO why break here?
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break;
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continue;
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}
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if (adjYMin <= yMin)
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long adjAbovePoint = (adjIndex != 0) ? adjColumnView.get(adjIndex - 1) : RenderDataPointUtil.EMPTY_DATA;
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long adjBelowPoint = (adjIndex + 1 < adjCount) ? adjColumnView.get(adjIndex + 1) : RenderDataPointUtil.EMPTY_DATA;
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// if the adjacent data point is over the void
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// don't consider it as transparent
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boolean adjOverVoid = !RenderDataPointUtil.doesDataPointExist(adjBelowPoint);
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boolean adjTransparent = !adjOverVoid && RenderDataPointUtil.getAlpha(adjPoint) < 255 && LodRenderer.transparencyEnabled;
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//=================================//
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// set sky light based on adjacent //
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//=================================//
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// set light based on overlapping adjacent
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if (!adjTransparent)
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{
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// the adjacent LOD's base is at or below the input's base
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if (yMax <= adjYMax)
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// adj opaque
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// mark positions adjacent is covering
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for (int i = adjMinY; i < adjMaxY; i++)
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{
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// The input face is completely inside the adj's face, don't render it
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if (debugOverlapColor != ColorUtil.INVISIBLE)
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{
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builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, ySize, debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
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}
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byte skyLightAtPos = skyLightAtInputPos[i];
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skyLightAtInputPos[i] = (byte) Math.min(SKYLIGHT_COVERED, skyLightAtPos);
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}
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else
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{
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// the adj data intersects the lower part of the input data, don't render below the intersection
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if (adjYMax > yMin && debugOverlapColor != ColorUtil.INVISIBLE)
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{
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builder.addQuadAdj(direction, x, yMin, z, horizontalWidth, (short) (adjYMax - yMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
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}
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// if this is the only face, use the yMax and break,
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// if there was another face finish the last one and then break
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if (firstFace)
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{
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// TODO sections next to transparent (water) need to be split up
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// everything works correctly with opaque water
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builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (yMax - adjYMax), color, irisBlockMaterialId,
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RenderDataPointUtil.getLightSky(adjPoint), blockLight);
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}
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else
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{
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// Now: depth <= y <= height <= previousAdjDepth < yMax
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if (previousAdjDepth == -1)
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{
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// TODO why is this an error?
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throw new RuntimeException("Loop error");
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}
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if (previousAdjDepth > adjYMax)
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{
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builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (previousAdjDepth - adjYMax), color, irisBlockMaterialId,
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RenderDataPointUtil.getLightSky(adjPoint), blockLight);
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}
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previousAdjDepth = -1;
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}
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}
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// we don't need to check any other adjacent LODs
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// since this one completely covers the input
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break;
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}
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// In here always true: y < adjYMin < yMax
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// _________________&&: y < ________ (height and yMax)
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if (adjYMax >= yMax)
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{
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// Basically: y _______ < yMax <= height
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// _______&&: y < depth < yMax
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// the adj data intersects the higher part of the current data
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if (debugOverlapColor != ColorUtil.INVISIBLE)
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{
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builder.addQuadAdj(direction, x, adjYMin, z, horizontalWidth, (short) (yMax - adjYMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
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}
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// we start the creation of a new face
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}
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else
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{
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// Otherwise: y < _____ height < yMax
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// _______&&: y < depth ______ < yMax
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if (debugOverlapColor != ColorUtil.INVISIBLE)
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// adjacent is transparent,
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// use datapoint below adjacent for lighting
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byte belowSkyLight = RenderDataPointUtil.getLightSky(adjBelowPoint);
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for (int i = adjMinY; i < adjMaxY; i++)
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{
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builder.addQuadAdj(direction, x, adjYMin, z, horizontalWidth, (short) (adjYMax - adjYMin), debugOverlapColor, irisBlockMaterialId, LodUtil.MAX_MC_LIGHT, LodUtil.MAX_MC_LIGHT);
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}
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if (firstFace)
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{
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builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (yMax - adjYMax), color, irisBlockMaterialId,
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RenderDataPointUtil.getLightSky(adjPoint), blockLight);
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}
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else
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{
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// Now: y < depth < height <= previousAdjDepth < yMax
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if (previousAdjDepth == -1)
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throw new RuntimeException("Loop error");
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if (previousAdjDepth > adjYMax)
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{
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if (irisBlockMaterialId == EDhApiBlockMaterial.GRASS.index)
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{
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// this LOD is underneath another, grass will never show here
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irisBlockMaterialId = EDhApiBlockMaterial.DIRT.index;
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}
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builder.addQuadAdj(direction, x, adjYMax, z, horizontalWidth, (short) (previousAdjDepth - adjYMax), color, irisBlockMaterialId,
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RenderDataPointUtil.getLightSky(adjPoint), blockLight);
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}
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previousAdjDepth = -1;
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byte skyLightAtPos = skyLightAtInputPos[i];
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skyLightAtInputPos[i] = (byte) Math.min(belowSkyLight, skyLightAtPos);
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}
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}
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// set next top as current depth
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previousAdjDepth = adjYMin;
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firstFace = false;
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nextTopSkyLight = skyLightTop;
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if (adjIndex + 1 < adjColumnView.size() && RenderDataPointUtil.doesDataPointExist(adjColumnView.get(adjIndex + 1)))
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// fill in sky light up to the next DP,
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// this is done to handle overhangs
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byte adjSkyLight = RenderDataPointUtil.getLightSky(adjPoint);
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user