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:
morippi
2022-07-21 16:32:47 +02:00
parent 9557912101
commit 5e99efe093
5 changed files with 94 additions and 77 deletions
@@ -44,7 +44,7 @@ public enum VerticalQuality
),
ULTRA(
new int[] { 16, 8, 4, 2, 2, 2, 2, 1, 1, 1, 1 },
new int[] { 16, 16, 8, 8, 4, 4, 4, 1, 1, 1, 1 },
12
);
@@ -38,13 +38,20 @@ public class LodBox
short maxY = (short) (y + ySize);
short maxZ = (short) (z + zSize);
byte skyLightTop = skyLight;
boolean isTransparent = ColorUtil.getAlpha(color)<255;
boolean isTopTransparent = DataPointUtil.isTransparent(topData);
boolean isBotTransparent = DataPointUtil.isTransparent(botData);
byte skyLightBot = DataPointUtil.doesItExist(botData) ? DataPointUtil.getLightSky(botData) : 0;
// Up direction case
boolean skipTop = DataPointUtil.doesItExist(topData) && DataPointUtil.getDepth(topData) == maxY;// &&
boolean skipTop = DataPointUtil.doesItExist(topData) && (
(isTransparent && (DataPointUtil.getDepth(topData) == maxY)) ||
(!isTransparent && (DataPointUtil.getDepth(topData) == maxY) && !isTopTransparent));
boolean skipBot = DataPointUtil.doesItExist(botData) && (
(isTransparent && (DataPointUtil.getDepth(botData) == maxY)) ||
(!isTransparent && (DataPointUtil.getDepth(botData) == maxY) && !isBotTransparent));
// DataPointUtil.getAlpha(singleAdjDataPoint)
// == 255;
boolean skipBot = DataPointUtil.doesItExist(botData) && DataPointUtil.getHeight(botData) == y;// &&
//boolean skipBot = DataPointUtil.doesItExist(botData) && DataPointUtil.getHeight(botData) == y;// &&
// DataPointUtil.getAlpha(singleAdjDataPoint)
// == 255;
@@ -148,6 +155,8 @@ public class LodBox
private static void makeAdjQuads(LodQuadBuilder builder, long[] adjData, LodDirection direction, short x, short y,
short z, short w0, short wy, int color, int overlapColor, byte upSkyLight, byte blockLight)
{
boolean isTransparent = ColorUtil.getAlpha(color)<255;
color = ColorUtil.applyShade(color, MC.getShade(direction));
long[] dataPoint = adjData;
if (dataPoint == null || DataPointUtil.isVoid(dataPoint[0]))
@@ -164,14 +173,13 @@ public class LodBox
// TODO transparency ocean floor fix
// boolean isOpaque = ((colorMap[0] >> 24) & 0xFF) == 255;
for (i = 0; i < dataPoint.length && DataPointUtil.doesItExist(adjData[i])
&& !DataPointUtil.isVoid(adjData[i]); i++)
for (i = 0; i < dataPoint.length && DataPointUtil.doesItExist(adjData[i]) && !DataPointUtil.isVoid(adjData[i]); i++)
{
long adjPoint = adjData[i];
boolean isAdjTransparent = DataPointUtil.isTransparent(adjPoint);
// TODO transparency ocean floor fix
// if (isOpaque && DataPointUtil.getAlpha(singleAdjDataPoint) != 255)
// continue;
if (!isTransparent && isAdjTransparent)
continue;
short height = DataPointUtil.getHeight(adjPoint);
short depth = DataPointUtil.getDepth(adjPoint);
@@ -277,7 +277,7 @@ public class RenderRegion implements AutoCloseable
private static void makeLodRenderData(LodQuadBuilder quadBuilder, LodRegion region, LodRegion[] adjRegions, int playerX,
int playerZ) {
byte minDetail = region.getMinDetailLevel();
// Variable initialization
DebugMode debugMode = CONFIG.client().advanced().debugging().getDebugMode();
@@ -292,7 +292,7 @@ public class RenderRegion implements AutoCloseable
byte detailLevel = posToRender.getNthDetailLevel(index);
int posX = posToRender.getNthPosX(index);
int posZ = posToRender.getNthPosZ(index);
// TODO: In the future, We don't need to ignore rendered chunks! Just build it
// and leave it for the renderer to decide!
// We don't want to render this fake block if
@@ -311,7 +311,7 @@ public class RenderRegion implements AutoCloseable
if (posData == null || posData.length == 0 || !DataPointUtil.doesItExist(posData[0])
|| DataPointUtil.isVoid(posData[0]))
continue;
long[][][] adjData = new long[4][][];
boolean[] adjUseBlack = new boolean[4];
@@ -321,79 +321,83 @@ public class RenderRegion implements AutoCloseable
// border when we have transparent block like water or glass
// to avoid having a "darker border" underground
// Arrays.fill(adjShadeDisabled, false);
// We check every adj block in each direction
// If the adj block is rendered in the same region and with same detail
// and is positioned in a place that is not going to be rendered by vanilla game
// then we can set this position as adj
// We avoid cases where the adjPosition is in player chunk while the position is
// not
// to always have a wall underwater
for (LodDirection lodDirection : LodDirection.ADJ_DIRECTIONS) {
try {
int xAdj = posX + lodDirection.getNormal().x;
int zAdj = posZ + lodDirection.getNormal().z;
int chunkXAdj = LevelPosUtil.getChunkPos(detailLevel, xAdj);
int chunkZAdj = LevelPosUtil.getChunkPos(detailLevel, zAdj);
if (chunkGrid != null && chunkGrid.get(chunkXAdj, chunkZAdj)!=null) {
adjUseBlack[lodDirection.ordinal()-2] = true;
for (int transparency = 0; transparency < 2; transparency++)
{
for (LodDirection lodDirection : LodDirection.ADJ_DIRECTIONS) {
try {
int xAdj = posX + lodDirection.getNormal().x;
int zAdj = posZ + lodDirection.getNormal().z;
int chunkXAdj = LevelPosUtil.getChunkPos(detailLevel, xAdj);
int chunkZAdj = LevelPosUtil.getChunkPos(detailLevel, zAdj);
if (chunkGrid != null && chunkGrid.get(chunkXAdj, chunkZAdj) != null) {
adjUseBlack[lodDirection.ordinal() - 2] = true;
}
boolean isCrossRegionBoundary = LevelPosUtil.getRegion(detailLevel, xAdj) != region.regionPosX ||
LevelPosUtil.getRegion(detailLevel, zAdj) != region.regionPosZ;
LodRegion adjRegion;
byte adjDetail;
int childXAdj = xAdj * 2 + (lodDirection.getNormal().x < 0 ? 1 : 0);
int childZAdj = zAdj * 2 + (lodDirection.getNormal().z < 0 ? 1 : 0);
//we check if the detail of the adjPos is equal to the correct one (region border fix)
//or if the detail is wrong by 1 value (region+circle border fix)
if (isCrossRegionBoundary) {
//we compute at which detail that position should be rendered
adjRegion = adjRegions[lodDirection.ordinal() - 2];
if (adjRegion == null) continue;
adjDetail = adjRegion.getRenderDetailLevelAt(playerX, playerZ, detailLevel, xAdj, zAdj);
} else {
adjRegion = region;
if (posToRender.contains(detailLevel, xAdj, zAdj)) adjDetail = detailLevel;
else if (detailLevel > 0 &&
posToRender.contains((byte) (detailLevel - 1), childXAdj, childZAdj))
adjDetail = (byte) (detailLevel - 1);
else if (detailLevel < LodUtil.REGION_DETAIL_LEVEL &&
posToRender.contains((byte) (detailLevel + 1), xAdj / 2, zAdj / 2))
adjDetail = (byte) (detailLevel + 1);
else continue;
}
if (adjDetail < detailLevel - 1 || adjDetail > detailLevel + 1) {
continue;
}
if (adjDetail == detailLevel || adjDetail > detailLevel) {
adjData[lodDirection.ordinal() - 2] = new long[1][];
adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
LevelPosUtil.convert(detailLevel, xAdj, adjDetail),
LevelPosUtil.convert(detailLevel, zAdj, adjDetail));
} else {
adjData[lodDirection.ordinal() - 2] = new long[2][];
adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
childXAdj, childZAdj);
adjData[lodDirection.ordinal() - 2][1] = adjRegion.getAllData(adjDetail,
childXAdj + (lodDirection.getAxis() == LodDirection.Axis.X ? 0 : 1),
childZAdj + (lodDirection.getAxis() == LodDirection.Axis.Z ? 0 : 1));
}
} catch (RuntimeException e) {
EVENT_LOGGER.warn("Failed to get adj data for [{}:{},{}] at [{}]", detailLevel, posX, posZ, lodDirection);
EVENT_LOGGER.warn("Detail exception: ", e);
}
boolean isCrossRegionBoundary = LevelPosUtil.getRegion(detailLevel, xAdj) != region.regionPosX ||
LevelPosUtil.getRegion(detailLevel, zAdj) != region.regionPosZ;
LodRegion adjRegion;
byte adjDetail;
int childXAdj = xAdj*2 + (lodDirection.getNormal().x<0 ? 1 : 0);
int childZAdj = zAdj*2 + (lodDirection.getNormal().z<0 ? 1 : 0);
//we check if the detail of the adjPos is equal to the correct one (region border fix)
//or if the detail is wrong by 1 value (region+circle border fix)
if (isCrossRegionBoundary) {
//we compute at which detail that position should be rendered
adjRegion = adjRegions[lodDirection.ordinal()-2];
if(adjRegion == null) continue;
adjDetail = adjRegion.getRenderDetailLevelAt(playerX, playerZ, detailLevel, xAdj, zAdj);
} else {
adjRegion = region;
if (posToRender.contains(detailLevel, xAdj, zAdj)) adjDetail = detailLevel;
else if (detailLevel>0 &&
posToRender.contains((byte) (detailLevel-1), childXAdj, childZAdj))
adjDetail = (byte) (detailLevel-1);
else if (detailLevel<LodUtil.REGION_DETAIL_LEVEL &&
posToRender.contains((byte) (detailLevel+1), xAdj/2, zAdj/2))
adjDetail = (byte) (detailLevel+1);
else continue;
}
if (adjDetail < detailLevel-1 || adjDetail > detailLevel+1) {
continue;
}
if (adjDetail == detailLevel || adjDetail > detailLevel) {
adjData[lodDirection.ordinal() - 2] = new long[1][];
adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
LevelPosUtil.convert(detailLevel, xAdj, adjDetail),
LevelPosUtil.convert(detailLevel, zAdj, adjDetail));
} else {
adjData[lodDirection.ordinal() - 2] = new long[2][];
adjData[lodDirection.ordinal() - 2][0] = adjRegion.getAllData(adjDetail,
childXAdj, childZAdj);
adjData[lodDirection.ordinal() - 2][1] = adjRegion.getAllData(adjDetail,
childXAdj + (lodDirection.getAxis()==LodDirection.Axis.X ? 0 : 1),
childZAdj + (lodDirection.getAxis()==LodDirection.Axis.Z ? 0 : 1));
}
} catch (RuntimeException e) {
EVENT_LOGGER.warn("Failed to get adj data for [{}:{},{}] at [{}]", detailLevel, posX, posZ, lodDirection);
EVENT_LOGGER.warn("Detail exception: ", e);
}
}
// We render every vertical lod present in this position
// We only stop when we find a block that is void or non-existing block
for (int i = 0; i < posData.length; i++) {
long data = posData[i];
if (DataPointUtil.isTransparent(data) == (transparency == 1))
continue;
// If the data is not renderable (Void or non-existing) we stop since there is
// no data left in this position
if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
@@ -407,8 +411,8 @@ public class RenderRegion implements AutoCloseable
LevelPosUtil.getRegionModule(detailLevel, posX),
LevelPosUtil.getRegionModule(detailLevel, posZ), quadBuilder, debugMode);
}
} // for pos to in list to render
}
}// for pos to in list to render
// the thread executed successfully
// Merge all quads
quadBuilder.mergeQuads();
@@ -267,8 +267,9 @@ public class LodRenderer
drawEnableDepth.end("drawEnableDepth");
drawGLSetup.end("drawGLSetup");
// enable transparent rendering
// GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
// GL32.glEnable(GL32.GL_BLEND);
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
GL32.glEnable(GL32.GL_BLEND);
GL32.glDisable(GL32.GL_BLEND);
GL32.glClear(GL32.GL_DEPTH_BUFFER_BIT);
@@ -245,7 +245,11 @@ public class DataPointUtil
long alpha = getAlpha(dataPoint);
return (int) (((dataPoint >>> COLOR_SHIFT) & COLOR_MASK) | (alpha << (ALPHA_SHIFT-COLOR_SHIFT)));
}
public static boolean isTransparent(long dataPoint){
return getAlpha(dataPoint) < 255;
}
/** This is used to convert a dataPoint to string (useful for the print function) */
@SuppressWarnings("unused")
public static String toString(long dataPoint)