minor render cleanup

This commit is contained in:
James Seibel
2026-02-28 08:13:26 -06:00
parent 3e80961d18
commit c6a4355718
6 changed files with 21 additions and 40 deletions
@@ -220,12 +220,8 @@ public class LodBufferContainer implements AutoCloseable
ByteBuffer buffer = byteBuffers.get(i); ByteBuffer buffer = byteBuffers.get(i);
int size = buffer.limit() - buffer.position(); int size = buffer.limit() - buffer.position();
//int vertexCount = size / LodUtil.DH_VERTEX_FORMAT.getByteSize();
int vertexCount = size / lodRenderer.getVertexSize(); int vertexCount = size / lodRenderer.getVertexSize();
// 6,1,0
// java.nio.DirectByteBuffer[pos=0 lim=219840 cap=10485760]
// 13740
try try
{ {
vbo.upload(buffer, vertexCount); vbo.upload(buffer, vertexCount);
@@ -109,6 +109,7 @@ public class LodUtil
public static final int MAX_ALLOCATABLE_DIRECT_MEMORY = 64 * 1024 * 1024; public static final int MAX_ALLOCATABLE_DIRECT_MEMORY = 64 * 1024 * 1024;
/** the format of data stored in the GPU buffers */ /** the format of data stored in the GPU buffers */
@Deprecated
public static final LodVertexFormat DH_VERTEX_FORMAT = VertexFormats.POSITION_COLOR_BLOCK_LIGHT_SKY_LIGHT_MATERIAL_ID_NORMAL_INDEX; public static final LodVertexFormat DH_VERTEX_FORMAT = VertexFormats.POSITION_COLOR_BLOCK_LIGHT_SKY_LIGHT_MATERIAL_ID_NORMAL_INDEX;
@@ -26,11 +26,6 @@ import com.seibel.distanthorizons.coreapi.interfaces.dependencyInjection.IBindab
public interface IMcLodRenderer extends IBindable public interface IMcLodRenderer extends IBindable
{ {
//void fillUniformData(DhApiRenderParam renderEventParam);
///** sets the vec3 that all DH verticies should be offset by when rendering */
//void setModelOffsetPos(DhApiVec3f modelPos);
//void render(IVertexBufferWrapper[] bufferList, IProfilerWrapper profiler);
void render( void render(
DhApiRenderParam renderEventParam, boolean opaquePass, DhApiRenderParam renderEventParam, boolean opaquePass,
DhApiVec3f modelPos, IVertexBufferWrapper[] bufferList, DhApiVec3f modelPos, IVertexBufferWrapper[] bufferList,
@@ -4,20 +4,23 @@ in vec2 TexCoord;
out vec4 fragColor; out vec4 fragColor;
// inverted model view matrix and projection matrix
uniform mat4 uDhInvMvmProj;
uniform mat4 uMcInvMvmProj;
uniform sampler2D uMcDepthTexture; uniform sampler2D uMcDepthTexture;
uniform sampler2D uDhDepthTexture; uniform sampler2D uDhDepthTexture;
uniform sampler2D uCombinedMcDhColorTexture; uniform sampler2D uCombinedMcDhColorTexture;
uniform sampler2D uDhColorTexture; uniform sampler2D uDhColorTexture;
uniform float uStartFadeBlockDistance; layout (std140) uniform fragUniformBlock
uniform float uEndFadeBlockDistance; {
uniform float uMaxLevelHeight; // inverted model view matrix and projection matrix
mat4 uDhInvMvmProj;
mat4 uMcInvMvmProj;
uniform bool uOnlyRenderLods; float uStartFadeBlockDistance;
float uEndFadeBlockDistance;
float uMaxLevelHeight;
bool uOnlyRenderLods;
};
@@ -7,27 +7,17 @@ in vec4 gl_FragCoord;
out vec4 fragColor; out vec4 fragColor;
//// Fade/Clip Uniforms
//layout (std140) uniform uClipDistance { float uClipDistance; };
//
//// Noise Uniforms
//layout (std140) uniform uNoiseEnabled { bool uNoiseEnabled; };
//layout (std140) uniform uNoiseSteps { int uNoiseSteps; };
//layout (std140) uniform uNoiseIntensity { float uNoiseIntensity; };
//layout (std140) uniform uNoiseDropoff { int uNoiseDropoff; };
//layout (std140) uniform uDitherDhRendering { bool uDitherDhRendering; };
layout (std140) uniform fragUniformBlock layout (std140) uniform fragUniformBlock
{ {
// Fade/Clip Uniforms // Fade/Clip Uniforms
float uClipDistance; float uClipDistance;
// Noise Uniforms // Noise Uniforms
bool uNoiseEnabled;
int uNoiseSteps;
float uNoiseIntensity; float uNoiseIntensity;
int uNoiseSteps;
int uNoiseDropoff; int uNoiseDropoff;
bool uDitherDhRendering; bool uDitherDhRendering;
bool uNoiseEnabled;
}; };
@@ -1,4 +1,4 @@
#version 330 core #version 150
in uvec4 vPosition; in uvec4 vPosition;
in vec4 vColor; in vec4 vColor;
@@ -8,21 +8,17 @@ out vec4 vertexColor;
out vec3 vertexWorldPos; out vec3 vertexWorldPos;
out float vertexYPos; out float vertexYPos;
//layout (std140) uniform uIsWhiteWorld { bool uIsWhiteWorld; };
//layout (std140) uniform uCombinedMatrix { mat4 uCombinedMatrix; };
//layout (std140) uniform uModelOffset { vec3 uModelOffset; };
//layout (std140) uniform uWorldYOffset { float uWorldYOffset; };
//layout (std140) uniform uMircoOffset { float uMircoOffset; };
//layout (std140) uniform uEarthRadius { float uEarthRadius; };
layout (std140) uniform vertUniformBlock layout (std140) uniform vertUniformBlock
{ {
bool uIsWhiteWorld; bool uIsWhiteWorld;
mat4 uCombinedMatrix;
vec3 uModelOffset;
float uWorldYOffset; float uWorldYOffset;
float uMircoOffset; float uMircoOffset;
float uEarthRadius; float uEarthRadius;
vec3 uModelOffset;
mat4 uCombinedMatrix;
}; };
uniform sampler2D uLightMap; uniform sampler2D uLightMap;