feat(TU25): add new render layer for water so some semi transparent objects don't cull water

This commit is contained in:
Patoke
2026-04-22 09:43:31 +10:00
committed by la
parent 0b3b9c4c9f
commit b3fb0e9ec0
6 changed files with 51 additions and 31 deletions
+22 -15
View File
@@ -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);