mirror of
https://github.com/Patoke/LCERenewed.git
synced 2026-10-28 11:50:18 +00:00
feat(TU25): add new render layer for water so some semi transparent objects don't cull water
This commit is contained in:
1 parent
0b3b9c4c9f
commit
b3fb0e9ec0
6 files changed
+51
-31
No files matched your search
+22
-15
@@ -213,7 +213,7 @@ void Chunk::rebuild()
|
||||
|
||||
int r = 1;
|
||||
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 3;
|
||||
lists += levelRenderer->chunkLists;
|
||||
|
||||
PIXEndNamedEvent();
|
||||
@@ -323,7 +323,7 @@ void Chunk::rebuild()
|
||||
if( empty )
|
||||
{
|
||||
// 4J - added - clear any renderer data associated with this
|
||||
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
|
||||
for (int currentLayer = 0; currentLayer < 3; currentLayer++)
|
||||
{
|
||||
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
|
||||
RenderManager.CBuffClear(lists + currentLayer);
|
||||
@@ -348,7 +348,7 @@ void Chunk::rebuild()
|
||||
bounds.boundingBox[4] = SIZE+g;
|
||||
bounds.boundingBox[5] = XZSIZE+g;
|
||||
}
|
||||
for (int currentLayer = 0; currentLayer < 2; currentLayer++)
|
||||
for (int currentLayer = 0; currentLayer < 3; currentLayer++)
|
||||
{
|
||||
bool renderNextLayer = false;
|
||||
bool rendered = false;
|
||||
@@ -465,10 +465,16 @@ void Chunk::rebuild()
|
||||
}
|
||||
if((currentLayer==0)&&(!renderNextLayer))
|
||||
{
|
||||
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
|
||||
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1 | LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
RenderManager.CBuffClear(lists + 1);
|
||||
RenderManager.CBuffClear(lists + 2);
|
||||
break;
|
||||
}
|
||||
if((currentLayer==2)&&(!renderNextLayer))
|
||||
{
|
||||
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
RenderManager.CBuffClear(lists + 2);
|
||||
}
|
||||
}
|
||||
|
||||
// 4J MGH - added this to take the bound from the value calc'd in the tesselator
|
||||
@@ -599,14 +605,15 @@ void Chunk::rebuild()
|
||||
|
||||
// 4J - These removed items are now also removed from globalRenderableTileEntities
|
||||
|
||||
if( LevelChunk::touchedSky )
|
||||
{
|
||||
levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
}
|
||||
// @Patoke: this is now unused in favour of the new render layer
|
||||
//if( LevelChunk::touchedSky )
|
||||
//{
|
||||
// levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
||||
//}
|
||||
levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_COMPILED);
|
||||
PIXEndNamedEvent();
|
||||
return;
|
||||
@@ -960,11 +967,11 @@ void Chunk::reset()
|
||||
// printf("\t\t [dec] refcount %d at %d, %d, %d\n",refCount,x,y,z);
|
||||
if( refCount == 0 )
|
||||
{
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 3;
|
||||
if(lists >= 0)
|
||||
{
|
||||
lists += levelRenderer->chunkLists;
|
||||
for (int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// 4J - added - clear any renderer data associated with this unused list
|
||||
RenderManager.CBuffClear(lists + i);
|
||||
@@ -988,7 +995,7 @@ int Chunk::getList(int layer)
|
||||
{
|
||||
if (!clipChunk->visible) return -1;
|
||||
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * 2;
|
||||
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * 3;
|
||||
lists += levelRenderer->chunkLists;
|
||||
|
||||
bool empty = levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
|
||||
|
||||
@@ -1383,24 +1383,22 @@ void GameRenderer::renderLevel(float a, __int64 until)
|
||||
GL11::glShadeModel(GL11::GL_SMOOTH);
|
||||
}
|
||||
|
||||
glBlendFunc(GL_ZERO, GL_ONE);
|
||||
PIXBeginNamedEvent(0,"Fancy second pass - writing z");
|
||||
int visibleWaterChunks = levelRenderer->render(cameraEntity, 1, a, updateChunks);
|
||||
glBlendFunc(GL_ZERO, GL_ONE);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
levelRenderer->render(cameraEntity, 2, a, updateChunks);
|
||||
PIXEndNamedEvent();
|
||||
|
||||
PIXBeginNamedEvent(0, "Fancy second pass - actual render");
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
levelRenderer->render(cameraEntity, 2, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
|
||||
PIXEndNamedEvent();
|
||||
|
||||
if (visibleWaterChunks > 0)
|
||||
{
|
||||
PIXBeginNamedEvent(0,"Fancy second pass - actual rendering");
|
||||
levelRenderer->render(cameraEntity, 1, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
|
||||
PIXEndNamedEvent();
|
||||
}
|
||||
// @Patoke todo: implement, this is really important for rendering of order independent alpha objects
|
||||
// RenderManager.BeginOrderIndependentAlpha();
|
||||
|
||||
GL11::glShadeModel(GL11::GL_FLAT);
|
||||
}
|
||||
else
|
||||
{
|
||||
PIXBeginNamedEvent(0,"Second pass level render");
|
||||
PIXBeginNamedEvent(0, "Fancy second pass - actual rendering");
|
||||
levelRenderer->render(cameraEntity, 1, a, updateChunks);
|
||||
PIXEndNamedEvent();
|
||||
}
|
||||
@@ -1415,6 +1413,8 @@ void GameRenderer::renderLevel(float a, __int64 until)
|
||||
particleEngine->render(cameraEntity, a, ParticleEngine::TRANSLUCENT_LIST);
|
||||
PIXEndNamedEvent();
|
||||
turnOffLightLayer(a); // 4J - brought forward from 1.8.2
|
||||
// @Patoke todo: implement
|
||||
// RenderManager.EndOrderIndependentAlpha();
|
||||
////////////////////////// End of 4J added section
|
||||
|
||||
glDepthMask(true);
|
||||
|
||||
@@ -810,7 +810,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
|
||||
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
|
||||
|
||||
// List can be calculated directly from the chunk's global idex
|
||||
int list = pClipChunk->globalIdx * 2 + layer;
|
||||
int list = pClipChunk->globalIdx * 3 + layer;
|
||||
list += chunkLists;
|
||||
|
||||
if(RenderManager.CBuffCall(list, first))
|
||||
|
||||
@@ -315,7 +315,7 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat
|
||||
|
||||
// now we need to set the shape
|
||||
setShape(tt);
|
||||
|
||||
|
||||
retVal = tesselateBlockInWorld( tt, x, y, z, faceFlags );
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -17,6 +17,19 @@ bool HalfTransparentTile::isSolidRender(bool isServerLevel)
|
||||
bool HalfTransparentTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
|
||||
{
|
||||
int id = level->getTile(x, y, z);
|
||||
|
||||
if (this->id == 95) // Tile::stained_glass
|
||||
{
|
||||
bool isBlocking = level->isTopSolidBlocking(x, y, z);
|
||||
if (face == 0 && level->isSolidBlockingTile(x, y + 1, z) != isBlocking) return true; // Facing::DOWN
|
||||
else if (face == 1 && level->isTopSolidBlocking(x, y - 1, z) != isBlocking) return true; // Facing::UP
|
||||
else if (face == 2 && level->isSolidBlockingTile(x, y, z + 1) != isBlocking) return true; // Facing::NORTH
|
||||
else if (face == 3 && level->isSolidBlockingTile(x, y, z - 1) != isBlocking) return true; // Facing::SOUTH
|
||||
else if (face == 4 && level->isSolidBlockingTile(x + 1, y, z) != isBlocking) return true; // Facing::WEST
|
||||
else if (face == 5 && level->isSolidBlockingTile(x - 1, y, z) != isBlocking) return true; // Facing::EAST
|
||||
else if (face == 6 && level->isSolidBlockingTile(x, y, z) != isBlocking) return true; // not really a direction? is this supposed to be here?
|
||||
}
|
||||
|
||||
if (!allowSame && id == this->id) return false;
|
||||
return Tile::shouldRenderFace(level, x, y, z, face);
|
||||
}
|
||||
|
||||
@@ -253,7 +253,7 @@ float LiquidTile::getBrightness(LevelSource *level, int x, int y, int z)
|
||||
|
||||
int LiquidTile::getRenderLayer()
|
||||
{
|
||||
return material == Material::water ? 1 : 0;
|
||||
return material == Material::water ? 2 : 0;
|
||||
}
|
||||
|
||||
void LiquidTile::animateTick(Level *level, int x, int y, int z, Random *random)
|
||||
|
||||
Reference in new issue
Block a user