Close issue #37 (z-fighting far from the origin)

I'm not certain why in LodRenderer swapBuffers has to be called after the frame has been rendered, but otherwise it causes stuttering / rubber banding.
This commit is contained in:
James Seibel
2021-09-06 22:51:46 -05:00
parent 139867d4b8
commit 53a66268cb
3 changed files with 82 additions and 35 deletions
@@ -31,6 +31,7 @@ import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.LodBufferBuilder;
import com.seibel.lod.builders.LodBufferBuilder.VertexBuffersAndOffset;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.DebugMode;
import com.seibel.lod.enums.FogDistance;
@@ -56,6 +57,7 @@ import net.minecraft.entity.Entity;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.Effects;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
@@ -68,7 +70,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 8-31-2021
* @version 9-6-2021
*/
public class LodRenderer
{
@@ -120,7 +122,7 @@ public class LodRenderer
*/
private VertexBuffer[][] vbos;
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
private ChunkPos vbosCenter = new ChunkPos(0,0);
/**
* This is used to determine if the LODs should be regenerated
@@ -228,14 +230,6 @@ public class LodRenderer
// TODO move the buffer regeneration logic into its own class (probably called in the client proxy instead)
// ...ending here
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
if (lodBufferBuilder.newBuffersAvaliable())
{
swapBuffers();
}
//===========================//
@@ -346,6 +340,18 @@ public class LodRenderer
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
if (lodBufferBuilder.newBuffersAvaliable())
{
// this has to be called after the VBOs have been drawn
// otherwise rubber banding may occur
swapBuffers();
}
// end of internal LOD profiling
profiler.pop();
}
@@ -490,10 +496,17 @@ public class LodRenderer
// generate the model view matrix
MatrixStack matrixStack = new MatrixStack();
matrixStack.pushPose();
// translate and rotate to the current camera location
// rotate to the current camera's direction
matrixStack.mulPose(Vector3f.XP.rotationDegrees(renderInfo.getXRot()));
matrixStack.mulPose(Vector3f.YP.rotationDegrees(renderInfo.getYRot() + 180));
matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
// translate the camera relative to the regions' center
// (AxisAlignedBoundingBoxes (LODs) use doubles and thus have a higher
// accuracy vs the model view matrix, which only uses floats)
BlockPos bufferPos = vbosCenter.getWorldPosition();
Vector3d eyePos = mc.getPlayer().getEyePosition(partialTicks);
double xDiff = eyePos.x - bufferPos.getX();
double zDiff = eyePos.z - bufferPos.getZ();
matrixStack.translate(-xDiff, -projectedView.y, -zDiff);
return matrixStack.last().pose();
}
@@ -638,13 +651,18 @@ public class LodRenderer
/**
* Replace the current Vertex Buffers with the newly
* created buffers from the lodBufferBuilder.
* created buffers from the lodBufferBuilder. <br><br>
*
* For some reason this has to be called after the frame has been rendered,
* otherwise visual stuttering/rubber banding may happen. I'm not sure why...
*/
private void swapBuffers()
{
// replace the drawable buffers with
// the newly created buffers from the lodBufferBuilder
vbos = lodBufferBuilder.getVertexBuffers();
VertexBuffersAndOffset result = lodBufferBuilder.getVertexBuffers();
vbos = result.vbos;
vbosCenter = result.drawableCenterChunkPos;
}
/**