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11 Commits

Author SHA1 Message Date
morippi c8b8817909 small change 2022-07-22 19:13:46 +02:00
morippi 8a70545439 small change 2022-07-22 19:13:06 +02:00
TomTheFurry d8e5cbda0a Update flat_shaded.frag, on phone... 2022-07-22 16:05:33 +00:00
morippi 6f4b0a54e9 Added some other comment 2022-07-22 14:37:37 +02:00
morippi 61ea29a6fd Improved comments 2022-07-22 14:37:19 +02:00
morippi 7d6c4fa1f9 small fix 2022-07-22 13:59:02 +02:00
morippi 108b4c7470 everything seems to work, new vertical merge 2022-07-22 13:33:39 +02:00
morippi 63fff244eb Some error are still present. Almost working (the games run, but doesn't generate chunk) 2022-07-22 01:46:02 +02:00
morippi 5e86aa1275 New vertical merge (could not be working) 2022-07-21 23:36:51 +02:00
morippi db72d1cdc2 Transparency should work but it doesn't 2022-07-21 18:46:08 +02:00
morippi 5e99efe093 block that touch trasparent surfaces are added in the building phase and added to the rendering phase. Transparenc is not working for some reason 2022-07-21 16:32:47 +02:00
9 changed files with 257 additions and 290 deletions
-37
View File
@@ -1,37 +0,0 @@
plugins {
id "com.github.johnrengelman.shadow" version "7.1.0"
}
configurations {
common
shadowMe
implementation.extendsFrom shadowMe
}
dependencies {
// Toml
shadowMe("com.electronwill.night-config:toml:${rootProject.toml_version}") {}
// Compression
common('org.tukaani:xz:1.9')
common('org.apache.commons:commons-compress:1.21')
shadowMe 'org.tukaani:xz:1.9'
shadowMe 'org.apache.commons:commons-compress:1.21'
}
shadowJar {
configurations = [project.configurations.shadowMe]
relocate 'org.tukaani', 'shaded.tukaani'
relocate 'org.apache.commons.compress', 'shaded.apache.commons.compress'
relocate 'com.electronwill.nightconfig', 'shaded.electronwill.nightconfig'
relocate 'com.seibel.lod.common', 'fabric.com.seibel.lod.common'
classifier "dev-shadow"
}
//remapJar {
// input.set shadowJar.archiveFile
// dependsOn shadowJar
// classifier null
//}
@@ -40,5 +40,5 @@ public final class ModInfo
/** Human readable version of NAME */
public static final String READABLE_NAME = "Distant Horizons";
public static final String API = "LodAPI";
public static final String VERSION = "1.6.12a";
public static final String VERSION = "1.6.7a-dev";
}
@@ -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 +321,85 @@ 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;
/**TODO REMOVE THIS UGLY TRANSPARENCY THING AND MAKE IT MORE SIMPLE*/
for (int transparency = 0; transparency <= 1; 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 +413,8 @@ 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();
@@ -267,9 +267,10 @@ 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.glDisable(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);
/*---------Bind required objects--------*/
@@ -19,7 +19,9 @@
package com.seibel.lod.core.util;
import com.seibel.lod.core.handlers.dependencyInjection.SingletonHandler;
import com.seibel.lod.core.logging.SpamReducedLogger;
import com.seibel.lod.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
import java.util.Arrays;
@@ -245,7 +247,11 @@ 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)
@@ -388,6 +394,17 @@ public class DataPointUtil
{
int size = dataToMerge.length / inputVerticalData;
int[] indeces = new int[size];
Arrays.fill(indeces,0);
boolean[] increaseIndex = new boolean[size];
boolean[] indexHandled = new boolean[size];
byte genMode = getGenerationMode(dataToMerge[0]);
if (genMode == 0) genMode = 1; // FIXME: Hack to make the version 10 genMode never be 0.
boolean limited = false;
boolean allDefault;
long singleData;
// We initialize the arrays that are going to be used
int heightAndDepthLength = (MAX_WORLD_Y_SIZE / 2 + 16) * 2;
short[] heightAndDepth = tLocalHeightAndDepth.get();
@@ -401,161 +418,20 @@ public class DataPointUtil
dataPoint = new long[dataPointLength];
tMaxVerticalData.set(dataPoint);
} else Arrays.fill(dataPoint, 0);
byte genMode = getGenerationMode(dataToMerge[0]);
if (genMode == 0) genMode = 1; // FIXME: Hack to make the version 10 genMode never be 0.
//First we check if it's all void or all empty
boolean allEmpty = true;
boolean allVoid = true;
boolean limited = false;
boolean allDefault;
long singleData;
short depth;
short height;
int count = 0;
int i;
int ii;
int dataIndex;
//We collect the indexes of the data, ordered by the depth
long tempData;
for (int index = 0; index < size; index++)
{
if (index == 0)
{
for (dataIndex = 0; dataIndex < inputVerticalData; dataIndex++)
{
singleData = dataToMerge[dataIndex];
if (doesItExist(singleData))
{
//genMode = Math.min(genMode, getGenerationMode(singleData));
allEmpty = false;
if (!isVoid(singleData))
{
allVoid = false;
count++;
heightAndDepth[dataIndex * 2] = getHeight(singleData);
heightAndDepth[dataIndex * 2 +1] = getDepth(singleData);
}
}
else
break;
}
}
else
{
for (dataIndex = 0; dataIndex < inputVerticalData; dataIndex++)
{
singleData = dataToMerge[index * inputVerticalData + dataIndex];
if (doesItExist(singleData))
{
//genMode = Math.min(genMode, getGenerationMode(singleData));
allEmpty = false;
if (!isVoid(singleData))
{
allVoid = false;
depth = getDepth(singleData);
height = getHeight(singleData);
int botPos = -1;
int topPos = -1;
//values fall in between and possibly require extension of array
boolean botExtend = false;
boolean topExtend = false;
for (i = 0; i < count; i++)
{
if (depth < heightAndDepth[i * 2] && depth >= heightAndDepth[i * 2 + 1])
{
botPos = i;
break;
}
else if (depth < heightAndDepth[i * 2 + 1] && ((i + 1 < count && depth >= heightAndDepth[(i + 1) * 2]) || i + 1 == count))
{
botPos = i;
botExtend = true;
break;
}
}
for (i = 0; i < count; i++)
{
if (height <= heightAndDepth[i * 2] && height > heightAndDepth[i * 2 + 1])
{
topPos = i;
break;
}
else if (height <= heightAndDepth[i * 2 + 1] && ((i + 1 < count && height > heightAndDepth[(i + 1) * 2]) || i + 1 == count))
{
topPos = i;
topExtend = true;
break;
}
}
if (topPos == -1)
{
if (botPos == -1)
{
//whole block falls above
extendArray(heightAndDepth, 2, 0, 1, count);
heightAndDepth[0] = height;
heightAndDepth[1] = depth;
count++;
}
else if (!botExtend)
{
//only top falls above extending it there, while bottom is inside existing
shrinkArray(heightAndDepth, 2, 0, botPos, count);
heightAndDepth[0] = height;
count -= botPos;
}
else
{
//top falls between some blocks, extending those as well
shrinkArray(heightAndDepth, 2, 0, botPos, count);
heightAndDepth[0] = height;
heightAndDepth[1] = depth;
count -= botPos;
}
}
else if (!topExtend)
{
if (!botExtend)
//both top and bottom are within some exiting blocks, possibly merging them
heightAndDepth[topPos * 2 + 1] = heightAndDepth[botPos * 2 + 1];
else
//top falls between some blocks, extending it there
heightAndDepth[topPos * 2 + 1] = depth;
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
}
else
{
if (!botExtend)
{
//only top is within some exiting block, extending it
topPos++; //to make it easier
heightAndDepth[topPos * 2] = height;
heightAndDepth[topPos * 2 + 1] = heightAndDepth[botPos * 2 + 1];
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
}
else
{
//both top and bottom are outside existing blocks
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
extendArray(heightAndDepth, 2, topPos + 1, 1, count);
count++;
heightAndDepth[topPos * 2 + 2] = height;
heightAndDepth[topPos * 2 + 3] = depth;
}
}
}
}
else
break;
}
}
tempData = dataToMerge[index * inputVerticalData];
allVoid = allVoid && DataPointUtil.isVoid(tempData);
allEmpty = allEmpty && !DataPointUtil.doesItExist(tempData);
}
//We check if there is any data that's not empty or void
if (allEmpty)
return dataPoint;
@@ -564,6 +440,126 @@ public class DataPointUtil
dataPoint[0] = createVoidDataPoint(genMode);
return dataPoint;
}
short depth;
short height;
int count = 0;
int i;
int ii;
int dataIndex;
//We collect the indexes of the data, ordered by the depth
//this check is used only to see if we have checked all the values in the array
boolean stillHasDataToCheck = true;
short prevHeight;
short prevDepth;
while(stillHasDataToCheck)
{
Arrays.fill(indexHandled, false);
boolean connected = true;
int newHeight = -10000;
int newDepth = -10000;
int tempHeight;
int tempDepth;
while(connected)
{
Arrays.fill(increaseIndex, false);
for (int index = 0; index < size; index++)
{
if(indeces[index] < inputVerticalData)
{
tempData = dataToMerge[index * inputVerticalData + indeces[index]];
if(!DataPointUtil.isVoid(tempData) && DataPointUtil.doesItExist(tempData)) {
tempHeight = DataPointUtil.getHeight(tempData);
tempDepth = DataPointUtil.getDepth(tempData);
if(tempDepth >= newHeight) {
//First case
//the column we are checking is higher than the current column
newDepth = tempDepth;
newHeight = tempHeight;
Arrays.fill(increaseIndex, false);
Arrays.fill(indexHandled, false);
increaseIndex[index] = true;
indexHandled[index] = true;
}else if((tempDepth >= newDepth) && (tempHeight <= newHeight)){
//the column we are checking is contained in the current column
//we simply increase this index
increaseIndex[index] = true;
indexHandled[index] = true;
}else if(tempHeight > newHeight && tempDepth <= newDepth){
newDepth = tempDepth;
newHeight = tempHeight;
increaseIndex[index] = true;
indexHandled[index] = true;
}else if(tempHeight > newDepth && tempHeight <= newHeight){
//the column we are checking touches the current column from the bottom
//for this reason we extend what's below
//We want to avoid to expend this column if it has already been expanded by
//this index
if(!indexHandled[index]) {
newDepth = tempDepth;
increaseIndex[index] = true;
indexHandled[index] = true;
}
}else if(tempDepth < newHeight && tempDepth > newDepth){
//the column we are checking touches the current column from the top
//for this reason we extend the top
newHeight = tempHeight;
increaseIndex[index] = true;
}
}else{
indexHandled[index] = true;
}
}
}
//if we added any new data there is a chance that we could add more
//for this reason we would continue
//if no data is added than the column hasn't changed.
//for this reason we can start working on a new column
connected = false;
for (int index = 0; index < size; index++)
{
if(increaseIndex[index])
{
connected = true;
indeces[index]++;
}
}
}
//Now we add the height and depth data we extracted to the heightAndDepth array
if(newDepth != newHeight)
{
if(count != 0)
{
prevDepth = heightAndDepth[(count-1)*2+1];
if(newHeight > prevDepth) {
newHeight = (short) Math.min(newHeight, prevDepth);
}
}
heightAndDepth[count*2] = (short) newHeight;
heightAndDepth[count*2+1] = (short) newDepth;
count++;
}
//Here we check the condition that makes the loop continue
//We stop the loop only if there is no more data to check
stillHasDataToCheck = false;
for (int index = 0; index < size; index++)
{
if(indeces[index] < inputVerticalData)
{
tempData = dataToMerge[index * inputVerticalData + indeces[index]];
stillHasDataToCheck |= !DataPointUtil.isVoid(tempData) && DataPointUtil.doesItExist(tempData);
}
}
}
//we limit the vertical portion to maxVerticalData
int j = 0;
@@ -654,31 +650,23 @@ public class DataPointUtil
}
}
}
if (allEmpty)
//no child has been initialized
dataPoint[j] = EMPTY_DATA;
else if (allVoid)
//all the children are void
dataPoint[j] = createVoidDataPoint(genMode);
else
//we have at least 1 child
if (size != 1)
{
//we have at least 1 child
if (size != 1)
{
tempRed = tempRed / numberOfChildren;
tempGreen = tempGreen / numberOfChildren;
tempBlue = tempBlue / numberOfChildren;
tempLightBlock = tempLightBlock / numberOfChildren;
tempLightSky = tempLightSky / numberOfChildren;
}
//data = createDataPoint(tempAlpha, tempRed, tempGreen, tempBlue, height, depth, tempLightSky, tempLightBlock, tempGenMode, allDefault);
//if (j > 0 && getColor(data) == getColor(dataPoint[j]))
//{
// add simplification at the end due to color
//}
dataPoint[j] = createDataPoint((int) Math.sqrt(tempAlpha), (int) Math.sqrt(tempRed), (int) Math.sqrt(tempGreen), (int) Math.sqrt(tempBlue), height, depth, tempLightSky, tempLightBlock, genMode);
tempRed = tempRed / numberOfChildren;
tempGreen = tempGreen / numberOfChildren;
tempBlue = tempBlue / numberOfChildren;
tempLightBlock = tempLightBlock / numberOfChildren;
tempLightSky = tempLightSky / numberOfChildren;
}
//data = createDataPoint(tempAlpha, tempRed, tempGreen, tempBlue, height, depth, tempLightSky, tempLightBlock, tempGenMode, allDefault);
//if (j > 0 && getColor(data) == getColor(dataPoint[j]))
//{
// add simplification at the end due to color
//}
dataPoint[j] = createDataPoint(tempAlpha, (int) Math.sqrt(tempRed), (int) Math.sqrt(tempGreen), (int) Math.sqrt(tempBlue), height, depth, tempLightSky, tempLightBlock, genMode);
}
}
return dataPoint;
@@ -24,6 +24,7 @@ import com.seibel.lod.core.handlers.dependencyInjection.IBindable;
import com.seibel.lod.core.util.LodUtil;
import com.seibel.lod.core.wrapperInterfaces.block.IBlockDetailWrapper;
import com.seibel.lod.core.wrapperInterfaces.world.IBiomeWrapper;
import org.spongepowered.asm.mixin.injection.Inject;
/**
* @author James Seibel
+1 -1
View File
@@ -70,7 +70,7 @@ void main()
}
//fragColor = vec4(0.7,0.6,0.5,1.0);
fragColor = vec4(returnColor.rgb,1.0);
fragColor = returnColor;
}
float linearFog(float x, float fogStart, float fogLength, float fogMin, float fogRange) {