block that touch trasparent surfaces are added in the building phase and added to the rendering phase. Transparenc is not working for some reason
This commit is contained in:
@@ -44,7 +44,7 @@ public enum VerticalQuality
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),
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ULTRA(
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new int[] { 16, 8, 4, 2, 2, 2, 2, 1, 1, 1, 1 },
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new int[] { 16, 16, 8, 8, 4, 4, 4, 1, 1, 1, 1 },
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12
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);
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@@ -38,13 +38,20 @@ public class LodBox
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short maxY = (short) (y + ySize);
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short maxZ = (short) (z + zSize);
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byte skyLightTop = skyLight;
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boolean isTransparent = ColorUtil.getAlpha(color)<255;
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boolean isTopTransparent = DataPointUtil.isTransparent(topData);
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boolean isBotTransparent = DataPointUtil.isTransparent(botData);
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byte skyLightBot = DataPointUtil.doesItExist(botData) ? DataPointUtil.getLightSky(botData) : 0;
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// Up direction case
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boolean skipTop = DataPointUtil.doesItExist(topData) && DataPointUtil.getDepth(topData) == maxY;// &&
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boolean skipTop = DataPointUtil.doesItExist(topData) && (
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(isTransparent && (DataPointUtil.getDepth(topData) == maxY)) ||
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(!isTransparent && (DataPointUtil.getDepth(topData) == maxY) && !isTopTransparent));
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boolean skipBot = DataPointUtil.doesItExist(botData) && (
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(isTransparent && (DataPointUtil.getDepth(botData) == maxY)) ||
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(!isTransparent && (DataPointUtil.getDepth(botData) == maxY) && !isBotTransparent));
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// DataPointUtil.getAlpha(singleAdjDataPoint)
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// == 255;
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boolean skipBot = DataPointUtil.doesItExist(botData) && DataPointUtil.getHeight(botData) == y;// &&
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//boolean skipBot = DataPointUtil.doesItExist(botData) && DataPointUtil.getHeight(botData) == y;// &&
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// DataPointUtil.getAlpha(singleAdjDataPoint)
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// == 255;
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@@ -148,6 +155,8 @@ public class LodBox
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private static void makeAdjQuads(LodQuadBuilder builder, long[] adjData, LodDirection direction, short x, short y,
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short z, short w0, short wy, int color, int overlapColor, byte upSkyLight, byte blockLight)
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{
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boolean isTransparent = ColorUtil.getAlpha(color)<255;
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color = ColorUtil.applyShade(color, MC.getShade(direction));
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long[] dataPoint = adjData;
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if (dataPoint == null || DataPointUtil.isVoid(dataPoint[0]))
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@@ -164,14 +173,13 @@ public class LodBox
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// TODO transparency ocean floor fix
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// boolean isOpaque = ((colorMap[0] >> 24) & 0xFF) == 255;
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for (i = 0; i < dataPoint.length && DataPointUtil.doesItExist(adjData[i])
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&& !DataPointUtil.isVoid(adjData[i]); i++)
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for (i = 0; i < dataPoint.length && DataPointUtil.doesItExist(adjData[i]) && !DataPointUtil.isVoid(adjData[i]); i++)
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{
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long adjPoint = adjData[i];
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boolean isAdjTransparent = DataPointUtil.isTransparent(adjPoint);
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// TODO transparency ocean floor fix
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// if (isOpaque && DataPointUtil.getAlpha(singleAdjDataPoint) != 255)
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// continue;
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if (!isTransparent && isAdjTransparent)
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continue;
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short height = DataPointUtil.getHeight(adjPoint);
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short depth = DataPointUtil.getDepth(adjPoint);
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@@ -277,7 +277,7 @@ public class RenderRegion implements AutoCloseable
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private static void makeLodRenderData(LodQuadBuilder quadBuilder, LodRegion region, LodRegion[] adjRegions, int playerX,
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int playerZ) {
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byte minDetail = region.getMinDetailLevel();
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// Variable initialization
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DebugMode debugMode = CONFIG.client().advanced().debugging().getDebugMode();
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@@ -292,7 +292,7 @@ public class RenderRegion implements AutoCloseable
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byte detailLevel = posToRender.getNthDetailLevel(index);
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int posX = posToRender.getNthPosX(index);
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int posZ = posToRender.getNthPosZ(index);
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// TODO: In the future, We don't need to ignore rendered chunks! Just build it
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// and leave it for the renderer to decide!
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// We don't want to render this fake block if
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@@ -311,7 +311,7 @@ public class RenderRegion implements AutoCloseable
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if (posData == null || posData.length == 0 || !DataPointUtil.doesItExist(posData[0])
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|| DataPointUtil.isVoid(posData[0]))
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continue;
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long[][][] adjData = new long[4][][];
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boolean[] adjUseBlack = new boolean[4];
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@@ -321,79 +321,83 @@ public class RenderRegion implements AutoCloseable
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// border when we have transparent block like water or glass
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// to avoid having a "darker border" underground
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// Arrays.fill(adjShadeDisabled, false);
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// We check every adj block in each direction
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// If the adj block is rendered in the same region and with same detail
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// and is positioned in a place that is not going to be rendered by vanilla game
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// then we can set this position as adj
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// We avoid cases where the adjPosition is in player chunk while the position is
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// not
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// to always have a wall underwater
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for (LodDirection lodDirection : LodDirection.ADJ_DIRECTIONS) {
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try {
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int xAdj = posX + lodDirection.getNormal().x;
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int zAdj = posZ + lodDirection.getNormal().z;
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int chunkXAdj = LevelPosUtil.getChunkPos(detailLevel, xAdj);
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int chunkZAdj = LevelPosUtil.getChunkPos(detailLevel, zAdj);
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if (chunkGrid != null && chunkGrid.get(chunkXAdj, chunkZAdj)!=null) {
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adjUseBlack[lodDirection.ordinal()-2] = true;
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for (int transparency = 0; transparency < 2; transparency++)
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{
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for (LodDirection lodDirection : LodDirection.ADJ_DIRECTIONS) {
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try {
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int xAdj = posX + lodDirection.getNormal().x;
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int zAdj = posZ + lodDirection.getNormal().z;
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int chunkXAdj = LevelPosUtil.getChunkPos(detailLevel, xAdj);
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int chunkZAdj = LevelPosUtil.getChunkPos(detailLevel, zAdj);
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if (chunkGrid != null && chunkGrid.get(chunkXAdj, chunkZAdj) != null) {
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adjUseBlack[lodDirection.ordinal() - 2] = true;
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}
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boolean isCrossRegionBoundary = LevelPosUtil.getRegion(detailLevel, xAdj) != region.regionPosX ||
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LevelPosUtil.getRegion(detailLevel, zAdj) != region.regionPosZ;
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LodRegion adjRegion;
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byte adjDetail;
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int childXAdj = xAdj * 2 + (lodDirection.getNormal().x < 0 ? 1 : 0);
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int childZAdj = zAdj * 2 + (lodDirection.getNormal().z < 0 ? 1 : 0);
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//we check if the detail of the adjPos is equal to the correct one (region border fix)
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//or if the detail is wrong by 1 value (region+circle border fix)
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if (isCrossRegionBoundary) {
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//we compute at which detail that position should be rendered
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adjRegion = adjRegions[lodDirection.ordinal() - 2];
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if (adjRegion == null) continue;
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adjDetail = adjRegion.getRenderDetailLevelAt(playerX, playerZ, detailLevel, xAdj, zAdj);
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} else {
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adjRegion = region;
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if (posToRender.contains(detailLevel, xAdj, zAdj)) adjDetail = detailLevel;
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else if (detailLevel > 0 &&
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posToRender.contains((byte) (detailLevel - 1), childXAdj, childZAdj))
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adjDetail = (byte) (detailLevel - 1);
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else if (detailLevel < LodUtil.REGION_DETAIL_LEVEL &&
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posToRender.contains((byte) (detailLevel + 1), xAdj / 2, zAdj / 2))
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adjDetail = (byte) (detailLevel + 1);
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else continue;
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}
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if (adjDetail < detailLevel - 1 || adjDetail > detailLevel + 1) {
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continue;
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}
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if (adjDetail == detailLevel || adjDetail > detailLevel) {
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adjData[lodDirection.ordinal() - 2] = new long[1][];
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adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
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LevelPosUtil.convert(detailLevel, xAdj, adjDetail),
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LevelPosUtil.convert(detailLevel, zAdj, adjDetail));
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} else {
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adjData[lodDirection.ordinal() - 2] = new long[2][];
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adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
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childXAdj, childZAdj);
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adjData[lodDirection.ordinal() - 2][1] = adjRegion.getAllData(adjDetail,
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childXAdj + (lodDirection.getAxis() == LodDirection.Axis.X ? 0 : 1),
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childZAdj + (lodDirection.getAxis() == LodDirection.Axis.Z ? 0 : 1));
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}
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} catch (RuntimeException e) {
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EVENT_LOGGER.warn("Failed to get adj data for [{}:{},{}] at [{}]", detailLevel, posX, posZ, lodDirection);
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EVENT_LOGGER.warn("Detail exception: ", e);
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}
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boolean isCrossRegionBoundary = LevelPosUtil.getRegion(detailLevel, xAdj) != region.regionPosX ||
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LevelPosUtil.getRegion(detailLevel, zAdj) != region.regionPosZ;
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LodRegion adjRegion;
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byte adjDetail;
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int childXAdj = xAdj*2 + (lodDirection.getNormal().x<0 ? 1 : 0);
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int childZAdj = zAdj*2 + (lodDirection.getNormal().z<0 ? 1 : 0);
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//we check if the detail of the adjPos is equal to the correct one (region border fix)
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//or if the detail is wrong by 1 value (region+circle border fix)
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if (isCrossRegionBoundary) {
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//we compute at which detail that position should be rendered
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adjRegion = adjRegions[lodDirection.ordinal()-2];
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if(adjRegion == null) continue;
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adjDetail = adjRegion.getRenderDetailLevelAt(playerX, playerZ, detailLevel, xAdj, zAdj);
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} else {
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adjRegion = region;
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if (posToRender.contains(detailLevel, xAdj, zAdj)) adjDetail = detailLevel;
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else if (detailLevel>0 &&
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posToRender.contains((byte) (detailLevel-1), childXAdj, childZAdj))
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adjDetail = (byte) (detailLevel-1);
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else if (detailLevel<LodUtil.REGION_DETAIL_LEVEL &&
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posToRender.contains((byte) (detailLevel+1), xAdj/2, zAdj/2))
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adjDetail = (byte) (detailLevel+1);
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else continue;
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}
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if (adjDetail < detailLevel-1 || adjDetail > detailLevel+1) {
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continue;
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}
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if (adjDetail == detailLevel || adjDetail > detailLevel) {
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adjData[lodDirection.ordinal() - 2] = new long[1][];
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adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
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LevelPosUtil.convert(detailLevel, xAdj, adjDetail),
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LevelPosUtil.convert(detailLevel, zAdj, adjDetail));
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} else {
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adjData[lodDirection.ordinal() - 2] = new long[2][];
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adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
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childXAdj, childZAdj);
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adjData[lodDirection.ordinal() - 2][1] = adjRegion.getAllData(adjDetail,
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childXAdj + (lodDirection.getAxis()==LodDirection.Axis.X ? 0 : 1),
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childZAdj + (lodDirection.getAxis()==LodDirection.Axis.Z ? 0 : 1));
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}
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} catch (RuntimeException e) {
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EVENT_LOGGER.warn("Failed to get adj data for [{}:{},{}] at [{}]", detailLevel, posX, posZ, lodDirection);
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EVENT_LOGGER.warn("Detail exception: ", e);
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}
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}
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// We render every vertical lod present in this position
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// We only stop when we find a block that is void or non-existing block
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for (int i = 0; i < posData.length; i++) {
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long data = posData[i];
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if (DataPointUtil.isTransparent(data) == (transparency == 1))
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continue;
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// If the data is not renderable (Void or non-existing) we stop since there is
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// no data left in this position
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if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
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@@ -407,8 +411,8 @@ public class RenderRegion implements AutoCloseable
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LevelPosUtil.getRegionModule(detailLevel, posX),
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LevelPosUtil.getRegionModule(detailLevel, posZ), quadBuilder, debugMode);
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}
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} // for pos to in list to render
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}
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}// for pos to in list to render
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// the thread executed successfully
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// Merge all quads
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quadBuilder.mergeQuads();
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@@ -267,8 +267,9 @@ public class LodRenderer
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drawEnableDepth.end("drawEnableDepth");
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drawGLSetup.end("drawGLSetup");
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// enable transparent rendering
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// GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
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// GL32.glEnable(GL32.GL_BLEND);
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GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
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GL32.glEnable(GL32.GL_BLEND);
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GL32.glDisable(GL32.GL_BLEND);
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GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
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@@ -245,7 +245,11 @@ public class DataPointUtil
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long alpha = getAlpha(dataPoint);
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return (int) (((dataPoint >>> COLOR_SHIFT) & COLOR_MASK) | (alpha << (ALPHA_SHIFT-COLOR_SHIFT)));
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}
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public static boolean isTransparent(long dataPoint){
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return getAlpha(dataPoint) < 255;
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}
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/** This is used to convert a dataPoint to string (useful for the print function) */
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@SuppressWarnings("unused")
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public static String toString(long dataPoint)
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Block a user