Фикс карты освещения
This commit is contained in:
@@ -48,7 +48,8 @@ public class PostProcessingManager {
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private static int rm_inverseProjectionLocation;
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private static int rm_depthSamplerLocation;
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private static int rm_fogVolumeLocation;
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private static int rm_lightVolumeLocation;
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private static int rm_skyLightVolumeLocation;
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private static int rm_blockLightVolumeLocation;
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private static int rm_fogOriginLocation;
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private static int rm_ringOffsetLocation;
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private static int rm_cameraPositionLocation;
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@@ -105,7 +106,8 @@ public class PostProcessingManager {
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rm_inverseProjectionLocation = raymarchProgram.uniform("InverseProjection");
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rm_depthSamplerLocation = raymarchProgram.uniform("DepthSampler");
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rm_fogVolumeLocation = raymarchProgram.uniform("FogVolume");
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rm_lightVolumeLocation = raymarchProgram.uniform("LightVolume");
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rm_skyLightVolumeLocation = raymarchProgram.uniform("SkyLightVolume");
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rm_blockLightVolumeLocation = raymarchProgram.uniform("BlockLightVolume");
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rm_fogOriginLocation = raymarchProgram.uniform("FogOrigin");
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rm_ringOffsetLocation = raymarchProgram.uniform("RingBlockOffset");
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rm_cameraPositionLocation = raymarchProgram.uniform("CameraPosition");
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@@ -280,8 +282,12 @@ public class PostProcessingManager {
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// Light Volume
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GL13.glActiveTexture(GL13.GL_TEXTURE2);
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GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getTexture());
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GL20.glUniform1i(rm_lightVolumeLocation, 2);
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GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getSkyLightTexture());
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GL20.glUniform1i(rm_skyLightVolumeLocation, 2);
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GL13.glActiveTexture(GL13.GL_TEXTURE3);
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GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getBlockLightTexture());
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GL20.glUniform1i(rm_blockLightVolumeLocation, 3);
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GL20.glUniform2i(rm_fogOriginLocation,
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FogSystem.originChunkX() * FogWorldVolume.CHUNK_SIZE,
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@@ -315,6 +321,8 @@ public class PostProcessingManager {
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FullscreenQuad.draw();
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// Очистка текстур
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GL13.glActiveTexture(GL13.GL_TEXTURE3);
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GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
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GL13.glActiveTexture(GL13.GL_TEXTURE2);
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GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
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GL13.glActiveTexture(GL13.GL_TEXTURE1);
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@@ -8,72 +8,62 @@ import net.minecraft.world.chunk.light.LightingProvider;
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public final class FogLightProvider {
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// Размер массива для одной секции: 16×16×16×2 = 8192 (×2 для двух каналов)
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public static final int SECTION_DATA_SIZE = 16 * 16 * 16 * 2;
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// Pre-allocated buffer для чтения одной секции из LightingProvider
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// используется в fillSectionIntoArray для избежания аллокаций
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private static final byte[] SECTION_BUFFER = new byte[SECTION_DATA_SIZE];
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// Флаг для отслеживания используется ли буфер сейчас (защита от race condition)
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// Так как fillSectionIntoArray может вызываться из разных потоков,
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// нужен второй буфер для параллельной работы
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private static final byte[] SECTION_BUFFER_ALT = new byte[SECTION_DATA_SIZE];
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private static volatile boolean bufferInUse = false;
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public static final int SECTION_DATA_SIZE = 16 * 16 * 16;
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private FogLightProvider() {
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}
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public static byte[] fillSectionIntoArray(int sectionX, int sectionY, int sectionZ) {
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public static byte[] fillBlockLightIntoArray(int sectionX, int sectionY, int sectionZ) {
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MinecraftClient client = MinecraftClient.getInstance();
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if (client.world == null) return null;
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LightingProvider provider = client.world.getLightingProvider();
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ChunkLightProvider<?, ?> blockProvider = provider.blockLightProvider;
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ChunkLightProvider<?, ?> skyProvider = provider.skyLightProvider;
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if (blockProvider == null || skyProvider == null) {
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return null;
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}
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if (blockProvider == null) return null;
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ChunkSectionPos sectionPos = ChunkSectionPos.from(sectionX, sectionY, sectionZ);
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ChunkNibbleArray blockArray = blockProvider.getLightSection(sectionPos);
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ChunkNibbleArray skyArray = skyProvider.getLightSection(sectionPos);
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if (blockArray == null && skyArray == null) {
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return null;
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}
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// Используем один из двух pre-allocated буферов (double buffering)
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byte[] result;
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if (!bufferInUse) {
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bufferInUse = true;
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result = SECTION_BUFFER;
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} else {
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result = SECTION_BUFFER_ALT;
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}
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if (blockArray == null) return null;
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// СОЗДАЁМ НОВЫЙ массив, а не используем ThreadLocal
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byte[] result = new byte[SECTION_DATA_SIZE];
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int index = 0;
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for (int localZ = 0; localZ < 16; localZ++) {
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for (int localY = 0; localY < 16; localY++) {
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for (int localX = 0; localX < 16; localX++) {
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int blockLight = (blockArray != null) ? blockArray.get(localX, localY, localZ) : 0;
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int skyLight = (skyArray != null) ? skyArray.get(localX, localY, localZ) : 0;
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FogLightVolume.packLight(blockLight, skyLight, result, index);
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index += 2;
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result[index++] = (byte) (blockArray.get(localX, localY, localZ) * 17);
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}
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}
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}
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return result;
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}
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// Освобождаем буфер
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if (result == SECTION_BUFFER) {
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bufferInUse = false;
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}
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public static byte[] fillSkyLightIntoArray(int sectionX, int sectionY, int sectionZ) {
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MinecraftClient client = MinecraftClient.getInstance();
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if (client.world == null) return null;
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LightingProvider provider = client.world.getLightingProvider();
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ChunkLightProvider<?, ?> skyProvider = provider.skyLightProvider;
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if (skyProvider == null) return null;
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ChunkSectionPos sectionPos = ChunkSectionPos.from(sectionX, sectionY, sectionZ);
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ChunkNibbleArray skyArray = skyProvider.getLightSection(sectionPos);
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if (skyArray == null) return null;
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// СОЗДАЁМ НОВЫЙ массив, а не используем ThreadLocal
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byte[] result = new byte[SECTION_DATA_SIZE];
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int index = 0;
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for (int localZ = 0; localZ < 16; localZ++) {
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for (int localY = 0; localY < 16; localY++) {
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for (int localX = 0; localX < 16; localX++) {
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result[index++] = (byte) (skyArray.get(localX, localY, localZ) * 17);
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}
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}
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}
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return result;
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}
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}
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@@ -1,5 +1,6 @@
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package su.divan2000.veila.client.render.fog;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.atomic.AtomicLongArray;
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public final class FogLightStreamer {
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@@ -7,19 +8,27 @@ public final class FogLightStreamer {
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public static final int SECTION_SIZE = 16;
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public static final int SECTIONS_PER_CHUNK_Y = FogLightVolume.SIZE_Y / SECTION_SIZE;
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// Общее количество секций в окне: 16 чанков × 16 чанков × 24 секции = 6144
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private static final int TOTAL_SECTIONS =
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FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z * SECTIONS_PER_CHUNK_Y;
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// Битовая маска: 6144 бита = 96 long = 768 байт
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private static final AtomicLongArray pendingSectionsMask =
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private static final AtomicLongArray pendingBlockMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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private static final AtomicLongArray pendingSkyMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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private static final AtomicLongArray readySectionsMask =
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private static final AtomicLongArray readyBlockMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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private static final AtomicLongArray readySkyMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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private static final AtomicLongArray initialLoadMask =
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private static final AtomicLongArray initialBlockMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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private static final AtomicLongArray initialSkyMask =
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new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
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// Храним данные вместе с мировыми координатами секции
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private static final ConcurrentHashMap<Integer, PreparedSection> preparedBlockData = new ConcurrentHashMap<>();
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private static final ConcurrentHashMap<Integer, PreparedSection> preparedSkyData = new ConcurrentHashMap<>();
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private static final int MAX_SECTIONS_PER_FRAME = 64;
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private static final int MAX_INITIAL_SECTIONS_PER_TICK = 96;
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@@ -38,19 +47,26 @@ public final class FogLightStreamer {
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private static final int[] regionDepth = new int[MAX_REGIONS];
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private static int regionCount = 0;
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private static class PreparedSection {
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final byte[] data;
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final int worldSectionX;
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final int worldSectionY;
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final int worldSectionZ;
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PreparedSection(byte[] data, int worldSectionX, int worldSectionY, int worldSectionZ) {
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this.data = data;
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this.worldSectionX = worldSectionX;
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this.worldSectionY = worldSectionY;
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this.worldSectionZ = worldSectionZ;
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}
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}
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private FogLightStreamer() {
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}
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/**
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* Конвертирует мировые координаты секции в локальный индекс в маске.
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* Возвращает -1 если секция вне текущего окна.
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*/
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private static int sectionToLocalIndex(int sectionX, int sectionY, int sectionZ) {
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int chunkX = sectionX;
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int chunkZ = sectionZ;
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int relativeX = chunkX - currentOriginChunkX;
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int relativeZ = chunkZ - currentOriginChunkZ;
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int relativeX = sectionX - currentOriginChunkX;
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int relativeZ = sectionZ - currentOriginChunkZ;
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if (relativeX < 0 || relativeX >= FogLightVolume.CHUNKS_X ||
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relativeZ < 0 || relativeZ >= FogLightVolume.CHUNKS_Z) {
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@@ -70,77 +86,65 @@ public final class FogLightStreamer {
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+ physicalX;
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}
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/**
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* Устанавливает бит в маске атомарно.
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*/
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private static boolean setBit(AtomicLongArray mask, int index) {
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int wordIndex = index >> 6;
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long bitMask = 1L << (index & 63);
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while (true) {
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long current = mask.get(wordIndex);
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if ((current & bitMask) != 0) {
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return false; // Бит уже установлен
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}
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if (mask.compareAndSet(wordIndex, current, current | bitMask)) {
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return true;
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}
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// CAS не удался - повторяем
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if ((current & bitMask) != 0) return false;
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if (mask.compareAndSet(wordIndex, current, current | bitMask)) return true;
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}
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}
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/**
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* Снимает бит из маски атомарно.
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*/
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private static boolean clearBit(AtomicLongArray mask, int index) {
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int wordIndex = index >> 6;
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long bitMask = 1L << (index & 63);
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while (true) {
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long current = mask.get(wordIndex);
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if ((current & bitMask) == 0) {
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return false; // Бит уже снят
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}
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if (mask.compareAndSet(wordIndex, current, current & ~bitMask)) {
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return true;
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}
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if ((current & bitMask) == 0) return false;
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if (mask.compareAndSet(wordIndex, current, current & ~bitMask)) return true;
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}
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}
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/**
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* Проверяет и снимает бит (для итерации).
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* Возвращает индекс если бит был установлен.
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*/
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private static int nextSetBit(AtomicLongArray mask, int startIndex) {
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for (int i = startIndex; i < TOTAL_SECTIONS; i++) {
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int wordIndex = i >> 6;
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long bitMask = 1L << (i & 63);
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if ((mask.get(wordIndex) & bitMask) != 0) {
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return i;
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}
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if ((mask.get(wordIndex) & bitMask) != 0) return i;
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}
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return -1;
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}
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public static void onSectionUpdated(long sectionPos) {
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public static void onBlockLightUpdated(long sectionPos) {
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int sectionX = net.minecraft.util.math.ChunkSectionPos.unpackX(sectionPos);
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int sectionY = net.minecraft.util.math.ChunkSectionPos.unpackY(sectionPos);
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int sectionZ = net.minecraft.util.math.ChunkSectionPos.unpackZ(sectionPos);
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int index = sectionToLocalIndex(sectionX, sectionY, sectionZ);
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if (index >= 0) {
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setBit(pendingSectionsMask, index);
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preparedBlockData.remove(index);
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setBit(pendingBlockMask, index);
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}
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}
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public static void onSkyLightUpdated(long sectionPos) {
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int sectionX = net.minecraft.util.math.ChunkSectionPos.unpackX(sectionPos);
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int sectionY = net.minecraft.util.math.ChunkSectionPos.unpackY(sectionPos);
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int sectionZ = net.minecraft.util.math.ChunkSectionPos.unpackZ(sectionPos);
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int index = sectionToLocalIndex(sectionX, sectionY, sectionZ);
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if (index >= 0) {
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preparedSkyData.remove(index);
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setBit(pendingSkyMask, index);
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}
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}
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public static void update(
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int oldOriginChunkX,
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int oldOriginChunkZ,
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int newOriginChunkX,
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int newOriginChunkZ,
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int ringChunkOffsetX,
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int ringChunkOffsetZ
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int oldOriginChunkX, int oldOriginChunkZ,
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int newOriginChunkX, int newOriginChunkZ,
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int ringChunkOffsetX, int ringChunkOffsetZ
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) {
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currentOriginChunkX = newOriginChunkX;
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currentOriginChunkZ = newOriginChunkZ;
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@@ -156,12 +160,9 @@ public final class FogLightStreamer {
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int dx = newOriginChunkX - oldOriginChunkX;
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int dz = newOriginChunkZ - oldOriginChunkZ;
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if (dx == 0 && dz == 0) {
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return;
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}
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if (dx == 0 && dz == 0) return;
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if (Math.abs(dx) >= FogLightVolume.CHUNKS_X ||
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Math.abs(dz) >= FogLightVolume.CHUNKS_Z) {
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if (Math.abs(dx) >= FogLightVolume.CHUNKS_X || Math.abs(dz) >= FogLightVolume.CHUNKS_Z) {
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markAllPending();
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return;
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}
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@@ -170,30 +171,21 @@ public final class FogLightStreamer {
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if (dx > 0) {
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int worldX = newOriginChunkX + FogLightVolume.CHUNKS_X - dx;
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int worldZ = newOriginChunkZ;
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collectRegions(worldX, worldZ, dx, FogLightVolume.CHUNKS_Z);
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addInitialLoadForRange(worldX, worldZ, dx, FogLightVolume.CHUNKS_Z);
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collectRegions(worldX, newOriginChunkZ, dx, FogLightVolume.CHUNKS_Z);
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addInitialLoadForRange(worldX, newOriginChunkZ, dx, FogLightVolume.CHUNKS_Z);
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}
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if (dx < 0) {
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int worldX = newOriginChunkX;
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int worldZ = newOriginChunkZ;
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collectRegions(worldX, worldZ, -dx, FogLightVolume.CHUNKS_Z);
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addInitialLoadForRange(worldX, worldZ, -dx, FogLightVolume.CHUNKS_Z);
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collectRegions(newOriginChunkX, newOriginChunkZ, -dx, FogLightVolume.CHUNKS_Z);
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addInitialLoadForRange(newOriginChunkX, newOriginChunkZ, -dx, FogLightVolume.CHUNKS_Z);
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}
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if (dz > 0) {
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int worldX = newOriginChunkX;
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int worldZ = newOriginChunkZ + FogLightVolume.CHUNKS_Z - dz;
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collectRegions(worldX, worldZ, FogLightVolume.CHUNKS_X, dz);
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addInitialLoadForRange(worldX, worldZ, FogLightVolume.CHUNKS_X, dz);
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collectRegions(newOriginChunkX, worldZ, FogLightVolume.CHUNKS_X, dz);
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addInitialLoadForRange(newOriginChunkX, worldZ, FogLightVolume.CHUNKS_X, dz);
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}
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if (dz < 0) {
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int worldX = newOriginChunkX;
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int worldZ = newOriginChunkZ;
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collectRegions(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
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addInitialLoadForRange(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
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collectRegions(newOriginChunkX, newOriginChunkZ, FogLightVolume.CHUNKS_X, -dz);
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addInitialLoadForRange(newOriginChunkX, newOriginChunkZ, FogLightVolume.CHUNKS_X, -dz);
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}
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if (regionCount > 0) {
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@@ -204,17 +196,11 @@ public final class FogLightStreamer {
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private static void addInitialLoadForRange(int worldX, int worldZ, int countX, int countZ) {
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for (int i = 0; i < countX; i++) {
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for (int j = 0; j < countZ; j++) {
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int chunkX = worldX + i;
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int chunkZ = worldZ + j;
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for (int sectionY = 0; sectionY < SECTIONS_PER_CHUNK_Y; sectionY++) {
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int sectionPos = sectionToLocalIndex(
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chunkX,
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sectionY + (FogWorldVolume.MIN_Y >> 4),
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chunkZ
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);
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if (sectionPos >= 0) {
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setBit(initialLoadMask, sectionPos);
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int index = sectionToLocalIndex(worldX + i, sectionY + (FogWorldVolume.MIN_Y >> 4), worldZ + j);
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if (index >= 0) {
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setBit(initialBlockMask, index);
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setBit(initialSkyMask, index);
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}
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}
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}
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@@ -230,15 +216,19 @@ public final class FogLightStreamer {
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FogLightVolume.clearRegions(regionPhysX, regionPhysZ, regionWidth, regionDepth, regionCount);
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// Устанавливаем все биты в initialLoadMask
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for (int i = 0; i < pendingSectionsMask.length(); i++) {
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initialLoadMask.set(i, -1L); // Все биты = 1
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preparedBlockData.clear();
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preparedSkyData.clear();
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for (int i = 0; i < pendingBlockMask.length(); i++) {
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initialBlockMask.set(i, -1L);
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initialSkyMask.set(i, -1L);
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}
|
||||
// Очищаем лишние биты в последнем слове
|
||||
int totalWords = (TOTAL_SECTIONS + 63) / 64;
|
||||
int extraBits = TOTAL_SECTIONS & 63;
|
||||
if (extraBits != 0) {
|
||||
initialLoadMask.set(totalWords - 1, (1L << extraBits) - 1);
|
||||
long mask = (1L << extraBits) - 1;
|
||||
initialBlockMask.set(totalWords - 1, mask);
|
||||
initialSkyMask.set(totalWords - 1, mask);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -263,15 +253,10 @@ public final class FogLightStreamer {
|
||||
}
|
||||
}
|
||||
|
||||
private static int splitIntoSegments(
|
||||
int start, int count, int dim,
|
||||
int[] outStarts, int[] outCounts
|
||||
) {
|
||||
private static int splitIntoSegments(int start, int count, int dim, int[] outStarts, int[] outCounts) {
|
||||
if (count == 0) return 0;
|
||||
|
||||
int first = Math.floorMod(start, dim);
|
||||
int last = Math.floorMod(start + count - 1, dim);
|
||||
|
||||
if (first <= last) {
|
||||
outStarts[0] = first;
|
||||
outCounts[0] = count;
|
||||
@@ -286,86 +271,105 @@ public final class FogLightStreamer {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Подготавливает все секции для загрузки (client thread).
|
||||
* Обрабатывает и initialLoadMask, и pendingSectionsMask.
|
||||
* Вызывается из FogSystem.tick().
|
||||
*/
|
||||
public static void prepareAllSections() {
|
||||
int processed = 0;
|
||||
|
||||
// Обрабатываем initial load
|
||||
// Initial load - block light
|
||||
int index = 0;
|
||||
while (processed < MAX_INITIAL_SECTIONS_PER_TICK) {
|
||||
index = nextSetBit(initialLoadMask, index);
|
||||
index = nextSetBit(initialBlockMask, index);
|
||||
if (index < 0) break;
|
||||
|
||||
if (prepareSectionByIndex(index)) {
|
||||
clearBit(initialLoadMask, index);
|
||||
if (prepareBlockLight(index)) {
|
||||
clearBit(initialBlockMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
// Обрабатываем инкрементальные обновления
|
||||
// Initial load - sky light
|
||||
index = 0;
|
||||
while (processed < MAX_INITIAL_SECTIONS_PER_TICK + MAX_SECTIONS_PER_FRAME) {
|
||||
index = nextSetBit(pendingSectionsMask, index);
|
||||
while (processed < MAX_INITIAL_SECTIONS_PER_TICK * 2) {
|
||||
index = nextSetBit(initialSkyMask, index);
|
||||
if (index < 0) break;
|
||||
if (prepareSkyLight(index)) {
|
||||
clearBit(initialSkyMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
if (prepareSectionByIndex(index)) {
|
||||
clearBit(pendingSectionsMask, index);
|
||||
// Incremental - block light
|
||||
index = 0;
|
||||
while (processed < MAX_INITIAL_SECTIONS_PER_TICK * 2 + MAX_SECTIONS_PER_FRAME) {
|
||||
index = nextSetBit(pendingBlockMask, index);
|
||||
if (index < 0) break;
|
||||
if (prepareBlockLight(index)) {
|
||||
clearBit(pendingBlockMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
// Incremental - sky light
|
||||
index = 0;
|
||||
while (processed < MAX_INITIAL_SECTIONS_PER_TICK * 2 + MAX_SECTIONS_PER_FRAME * 2) {
|
||||
index = nextSetBit(pendingSkyMask, index);
|
||||
if (index < 0) break;
|
||||
if (prepareSkyLight(index)) {
|
||||
clearBit(pendingSkyMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Загружает готовые секции в текстуру (render thread).
|
||||
* Только OpenGL вызовы, без чтения из LightingProvider.
|
||||
* Вызывается из FogSystem.beginRender().
|
||||
*/
|
||||
public static void uploadReadySections() {
|
||||
int processed = 0;
|
||||
int index = 0;
|
||||
|
||||
while (processed < MAX_SECTIONS_PER_FRAME + MAX_INITIAL_SECTIONS_PER_TICK) {
|
||||
index = nextSetBit(readySectionsMask, index);
|
||||
index = nextSetBit(readyBlockMask, index);
|
||||
if (index < 0) break;
|
||||
if (uploadBlockLight(index)) {
|
||||
clearBit(readyBlockMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
if (uploadSectionByIndex(index)) {
|
||||
clearBit(readySectionsMask, index);
|
||||
index = 0;
|
||||
while (processed < (MAX_SECTIONS_PER_FRAME + MAX_INITIAL_SECTIONS_PER_TICK) * 2) {
|
||||
index = nextSetBit(readySkyMask, index);
|
||||
if (index < 0) break;
|
||||
if (uploadSkyLight(index)) {
|
||||
clearBit(readySkyMask, index);
|
||||
processed++;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Читает данные секции из LightingProvider и помечает как готовую к загрузке.
|
||||
* Вызывается из prepareAllSections() в client thread.
|
||||
*/
|
||||
private static boolean prepareSectionByIndex(int index) {
|
||||
int sectionX = currentOriginChunkX + (index % FogLightVolume.CHUNKS_X);
|
||||
int sectionZ = currentOriginChunkZ + ((index / FogLightVolume.CHUNKS_X) % FogLightVolume.CHUNKS_Z);
|
||||
int sectionY = (index / (FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z)) + (FogWorldVolume.MIN_Y >> 4);
|
||||
private static boolean prepareBlockLight(int index) {
|
||||
// Извлекаем физические координаты
|
||||
int physicalX = index % FogLightVolume.CHUNKS_X;
|
||||
int physicalZ = (index / FogLightVolume.CHUNKS_X) % FogLightVolume.CHUNKS_Z;
|
||||
int localSectionY = index / (FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z);
|
||||
|
||||
byte[] sectionData = FogLightProvider.fillSectionIntoArray(sectionX, sectionY, sectionZ);
|
||||
if (sectionData == null) {
|
||||
return false; // Секция не готова, пробуем позже
|
||||
}
|
||||
// Конвертируем в мировые координаты
|
||||
int sectionX = currentOriginChunkX + Math.floorMod(physicalX - currentRingChunkOffsetX, FogLightVolume.CHUNKS_X);
|
||||
int sectionZ = currentOriginChunkZ + Math.floorMod(physicalZ - currentRingChunkOffsetZ, FogLightVolume.CHUNKS_Z);
|
||||
int sectionY = localSectionY + (FogWorldVolume.MIN_Y >> 4);
|
||||
|
||||
// Помечаем как готовую к загрузке в render thread
|
||||
setBit(readySectionsMask, index);
|
||||
byte[] data = FogLightProvider.fillBlockLightIntoArray(sectionX, sectionY, sectionZ);
|
||||
if (data == null) return false;
|
||||
|
||||
// Сохраняем данные вместе с мировыми координатами
|
||||
preparedBlockData.put(index, new PreparedSection(data, sectionX, sectionY, sectionZ));
|
||||
setBit(readyBlockMask, index);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Загружает готовую секцию в текстуру через OpenGL.
|
||||
* Вызывается из uploadReadySections() в render thread.
|
||||
*/
|
||||
private static boolean uploadSectionByIndex(int index) {
|
||||
private static boolean prepareSkyLight(int index) {
|
||||
int physicalX = index % FogLightVolume.CHUNKS_X;
|
||||
int physicalZ = (index / FogLightVolume.CHUNKS_X) % FogLightVolume.CHUNKS_Z;
|
||||
int localSectionY = index / (FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z);
|
||||
@@ -374,13 +378,66 @@ public final class FogLightStreamer {
|
||||
int sectionZ = currentOriginChunkZ + Math.floorMod(physicalZ - currentRingChunkOffsetZ, FogLightVolume.CHUNKS_Z);
|
||||
int sectionY = localSectionY + (FogWorldVolume.MIN_Y >> 4);
|
||||
|
||||
// Читаем данные повторно (они должны быть доступны быстро, так как уже в кэше)
|
||||
byte[] sectionData = FogLightProvider.fillSectionIntoArray(sectionX, sectionY, sectionZ);
|
||||
if (sectionData == null) {
|
||||
byte[] data = FogLightProvider.fillSkyLightIntoArray(sectionX, sectionY, sectionZ);
|
||||
if (data == null) return false;
|
||||
|
||||
preparedSkyData.put(index, new PreparedSection(data, sectionX, sectionY, sectionZ));
|
||||
setBit(readySkyMask, index);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static boolean uploadBlockLight(int index) {
|
||||
int physicalX = index % FogLightVolume.CHUNKS_X;
|
||||
int physicalZ = (index / FogLightVolume.CHUNKS_X) % FogLightVolume.CHUNKS_Z;
|
||||
int localSectionY = index / (FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z);
|
||||
|
||||
PreparedSection prepared = preparedBlockData.remove(index);
|
||||
if (prepared == null) {
|
||||
setBit(pendingBlockMask, index);
|
||||
return false;
|
||||
}
|
||||
|
||||
FogLightVolume.uploadSection(physicalX, localSectionY, physicalZ, sectionData);
|
||||
// Вычисляем текущие мировые координаты для этой физической позиции
|
||||
int currentWorldX = currentOriginChunkX + Math.floorMod(physicalX - currentRingChunkOffsetX, FogLightVolume.CHUNKS_X);
|
||||
int currentWorldZ = currentOriginChunkZ + Math.floorMod(physicalZ - currentRingChunkOffsetZ, FogLightVolume.CHUNKS_Z);
|
||||
int currentWorldY = localSectionY + (FogWorldVolume.MIN_Y >> 4);
|
||||
|
||||
// Проверяем, что мировые координаты не изменились
|
||||
if (prepared.worldSectionX != currentWorldX ||
|
||||
prepared.worldSectionY != currentWorldY ||
|
||||
prepared.worldSectionZ != currentWorldZ) {
|
||||
// Координаты изменились — отбрасываем данные и помечаем как pending
|
||||
setBit(pendingBlockMask, index);
|
||||
return false;
|
||||
}
|
||||
|
||||
FogLightVolume.uploadBlockLightSection(physicalX, localSectionY, physicalZ, prepared.data);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static boolean uploadSkyLight(int index) {
|
||||
int physicalX = index % FogLightVolume.CHUNKS_X;
|
||||
int physicalZ = (index / FogLightVolume.CHUNKS_X) % FogLightVolume.CHUNKS_Z;
|
||||
int localSectionY = index / (FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z);
|
||||
|
||||
PreparedSection prepared = preparedSkyData.remove(index);
|
||||
if (prepared == null) {
|
||||
setBit(pendingSkyMask, index);
|
||||
return false;
|
||||
}
|
||||
|
||||
int currentWorldX = currentOriginChunkX + Math.floorMod(physicalX - currentRingChunkOffsetX, FogLightVolume.CHUNKS_X);
|
||||
int currentWorldZ = currentOriginChunkZ + Math.floorMod(physicalZ - currentRingChunkOffsetZ, FogLightVolume.CHUNKS_Z);
|
||||
int currentWorldY = localSectionY + (FogWorldVolume.MIN_Y >> 4);
|
||||
|
||||
if (prepared.worldSectionX != currentWorldX ||
|
||||
prepared.worldSectionY != currentWorldY ||
|
||||
prepared.worldSectionZ != currentWorldZ) {
|
||||
setBit(pendingSkyMask, index);
|
||||
return false;
|
||||
}
|
||||
|
||||
FogLightVolume.uploadSkyLightSection(physicalX, localSectionY, physicalZ, prepared.data);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -18,63 +18,68 @@ public final class FogLightVolume {
|
||||
public static final int CHUNKS_X = FogWorldVolume.CHUNKS_X;
|
||||
public static final int CHUNKS_Z = FogWorldVolume.CHUNKS_Z;
|
||||
|
||||
private static int texture = -1;
|
||||
// Две отдельные одноканальные текстуры
|
||||
private static int blockLightTexture = -1;
|
||||
private static int skyLightTexture = -1;
|
||||
|
||||
// Дефолтное освещение: blockLight=0, skyLight=15 (ночь, открытое небо)
|
||||
// Теперь это vec2, упакованный в RG8
|
||||
public static final byte DEFAULT_BLOCK_LIGHT = (byte) 0;
|
||||
public static final byte DEFAULT_SKY_LIGHT = (byte) 255;
|
||||
private static final byte DEFAULT_BLOCK_LIGHT = (byte) 0;
|
||||
private static final byte DEFAULT_SKY_LIGHT = (byte) 255;
|
||||
|
||||
private static final byte[] DEFAULT_ARRAY;
|
||||
private static final byte[] DEFAULT_BLOCK_ARRAY;
|
||||
private static final byte[] DEFAULT_SKY_ARRAY;
|
||||
static {
|
||||
DEFAULT_ARRAY = new byte[CHUNK_SIZE * SIZE_Y * CHUNK_SIZE * 2]; // ×2 для двух каналов
|
||||
for (int i = 0; i < CHUNK_SIZE * SIZE_Y * CHUNK_SIZE; i++) {
|
||||
DEFAULT_ARRAY[i * 2] = DEFAULT_BLOCK_LIGHT; // R = blockLight
|
||||
DEFAULT_ARRAY[i * 2 + 1] = DEFAULT_SKY_LIGHT; // G = skyLight
|
||||
}
|
||||
int sectionVoxels = CHUNK_SIZE * SIZE_Y * CHUNK_SIZE;
|
||||
DEFAULT_BLOCK_ARRAY = new byte[sectionVoxels];
|
||||
DEFAULT_SKY_ARRAY = new byte[sectionVoxels];
|
||||
java.util.Arrays.fill(DEFAULT_BLOCK_ARRAY, DEFAULT_BLOCK_LIGHT);
|
||||
java.util.Arrays.fill(DEFAULT_SKY_ARRAY, DEFAULT_SKY_LIGHT);
|
||||
}
|
||||
|
||||
private static final ByteBuffer CHUNK_BUFFER =
|
||||
BufferUtils.createByteBuffer(CHUNK_SIZE * SIZE_Y * CHUNK_SIZE * 2);
|
||||
BufferUtils.createByteBuffer(CHUNK_SIZE * SIZE_Y * CHUNK_SIZE);
|
||||
|
||||
private static final ByteBuffer SINGLE_VOXEL_BUFFER =
|
||||
BufferUtils.createByteBuffer(2);
|
||||
private static final int MAX_CLEAR_SIZE = SIZE_X * SIZE_Y * SIZE_Z;
|
||||
|
||||
// PBO для быстрой очистки
|
||||
private static int clearPBO = -1;
|
||||
private static final int MAX_CLEAR_SIZE = SIZE_X * SIZE_Y * SIZE_Z * 2; // ×2 для двух каналов
|
||||
private static int clearBlockPBO = -1;
|
||||
private static int clearSkyPBO = -1;
|
||||
|
||||
// Pre-allocated buffer для одной секции (4096 вокселей × 2 байта = 8192 байта)
|
||||
// Используется для загрузки секций через uploadSection
|
||||
private static final ByteBuffer SECTION_UPLOAD_BUFFER =
|
||||
// Буферы для загрузки секций
|
||||
private static final ByteBuffer BLOCK_SECTION_UPLOAD_BUFFER =
|
||||
BufferUtils.createByteBuffer(FogLightStreamer.SECTION_SIZE
|
||||
* FogLightStreamer.SECTION_SIZE
|
||||
* FogLightStreamer.SECTION_SIZE * 2);
|
||||
* FogLightStreamer.SECTION_SIZE);
|
||||
|
||||
private static final ByteBuffer SKY_SECTION_UPLOAD_BUFFER =
|
||||
BufferUtils.createByteBuffer(FogLightStreamer.SECTION_SIZE
|
||||
* FogLightStreamer.SECTION_SIZE
|
||||
* FogLightStreamer.SECTION_SIZE);
|
||||
|
||||
private FogLightVolume() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Упаковывает blockLight и skyLight в два байта для RG8 текстуры.
|
||||
* blockLight → R канал, skyLight → G канал.
|
||||
*/
|
||||
public static void packLight(int blockLight, int skyLight, byte[] out, int offset) {
|
||||
out[offset] = (byte) (blockLight * 17);
|
||||
out[offset + 1] = (byte) (skyLight * 17);
|
||||
}
|
||||
|
||||
private static void initClearPBO() {
|
||||
if (clearPBO != -1) return;
|
||||
|
||||
clearPBO = GL15.glGenBuffers();
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearPBO);
|
||||
private static void initClearPBOs() {
|
||||
if (clearBlockPBO != -1) return;
|
||||
|
||||
// Block light PBO
|
||||
clearBlockPBO = GL15.glGenBuffers();
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearBlockPBO);
|
||||
GL15.glBufferData(GL31.GL_PIXEL_UNPACK_BUFFER, MAX_CLEAR_SIZE, GL15.GL_STATIC_DRAW);
|
||||
|
||||
ByteBuffer mapped = GL15.glMapBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, GL15.GL_WRITE_ONLY);
|
||||
if (mapped != null) {
|
||||
for (int i = 0; i < SIZE_X * SIZE_Y * SIZE_Z; i++) {
|
||||
mapped.put(DEFAULT_BLOCK_LIGHT);
|
||||
}
|
||||
GL15.glUnmapBuffer(GL31.GL_PIXEL_UNPACK_BUFFER);
|
||||
}
|
||||
|
||||
// Sky light PBO
|
||||
clearSkyPBO = GL15.glGenBuffers();
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearSkyPBO);
|
||||
GL15.glBufferData(GL31.GL_PIXEL_UNPACK_BUFFER, MAX_CLEAR_SIZE, GL15.GL_STATIC_DRAW);
|
||||
mapped = GL15.glMapBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, GL15.GL_WRITE_ONLY);
|
||||
if (mapped != null) {
|
||||
for (int i = 0; i < SIZE_X * SIZE_Y * SIZE_Z; i++) {
|
||||
mapped.put(DEFAULT_SKY_LIGHT);
|
||||
}
|
||||
GL15.glUnmapBuffer(GL31.GL_PIXEL_UNPACK_BUFFER);
|
||||
@@ -84,136 +89,139 @@ public final class FogLightVolume {
|
||||
}
|
||||
|
||||
public static void init() {
|
||||
if (texture != -1) return;
|
||||
if (blockLightTexture != -1) return;
|
||||
|
||||
initClearPBO();
|
||||
initClearPBOs();
|
||||
|
||||
texture = GL11.glGenTextures();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
|
||||
|
||||
// ИСПРАВЛЕНО: GL_RG8 вместо GL_R8UI, два канала для двух типов света
|
||||
// Block light texture
|
||||
blockLightTexture = GL11.glGenTextures();
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, blockLightTexture);
|
||||
GL30.glTexImage3D(
|
||||
GL12.GL_TEXTURE_3D,
|
||||
0,
|
||||
GL30.GL_RG8,
|
||||
SIZE_X,
|
||||
SIZE_Y,
|
||||
SIZE_Z,
|
||||
0,
|
||||
GL30.GL_RG,
|
||||
GL11.GL_UNSIGNED_BYTE,
|
||||
(ByteBuffer) null
|
||||
GL12.GL_TEXTURE_3D, 0, GL30.GL_R8,
|
||||
SIZE_X, SIZE_Y, SIZE_Z, 0,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null
|
||||
);
|
||||
|
||||
// GL_LINEAR для плавной интерполяции
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
|
||||
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_S, GL12.GL_REPEAT);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_R, GL12.GL_REPEAT);
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
|
||||
// Sky light texture
|
||||
skyLightTexture = GL11.glGenTextures();
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, skyLightTexture);
|
||||
GL30.glTexImage3D(
|
||||
GL12.GL_TEXTURE_3D, 0, GL30.GL_R8,
|
||||
SIZE_X, SIZE_Y, SIZE_Z, 0,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null
|
||||
);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_S, GL12.GL_REPEAT);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
|
||||
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL12.GL_TEXTURE_WRAP_R, GL12.GL_REPEAT);
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
|
||||
clear();
|
||||
}
|
||||
|
||||
public static void clear() {
|
||||
// Clear block light texture
|
||||
CHUNK_BUFFER.clear();
|
||||
CHUNK_BUFFER.put(DEFAULT_ARRAY);
|
||||
CHUNK_BUFFER.put(DEFAULT_BLOCK_ARRAY);
|
||||
CHUNK_BUFFER.flip();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, blockLightTexture);
|
||||
for (int chunkZ = 0; chunkZ < CHUNKS_Z; chunkZ++) {
|
||||
for (int chunkX = 0; chunkX < CHUNKS_X; chunkX++) {
|
||||
uploadChunk(chunkX, chunkZ, CHUNK_BUFFER);
|
||||
uploadChunkInternal(blockLightTexture, chunkX, chunkZ, CHUNK_BUFFER);
|
||||
CHUNK_BUFFER.rewind();
|
||||
}
|
||||
}
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static void uploadChunk(int textureChunkX, int textureChunkZ, ByteBuffer data) {
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
|
||||
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D,
|
||||
0,
|
||||
textureChunkX * CHUNK_SIZE,
|
||||
0,
|
||||
textureChunkZ * CHUNK_SIZE,
|
||||
CHUNK_SIZE,
|
||||
SIZE_Y,
|
||||
CHUNK_SIZE,
|
||||
GL30.GL_RG, // ИСПРАВЛЕНО: GL_RG вместо GL_RED_INTEGER
|
||||
GL11.GL_UNSIGNED_BYTE,
|
||||
data
|
||||
);
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static void uploadSection(
|
||||
int textureSectionX,
|
||||
int textureSectionY,
|
||||
int textureSectionZ,
|
||||
byte[] data
|
||||
) {
|
||||
// Переиспользуем статический буфер вместо создания нового
|
||||
SECTION_UPLOAD_BUFFER.clear();
|
||||
SECTION_UPLOAD_BUFFER.put(data);
|
||||
SECTION_UPLOAD_BUFFER.flip();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
|
||||
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D,
|
||||
0,
|
||||
textureSectionX * CHUNK_SIZE,
|
||||
textureSectionY * 16,
|
||||
textureSectionZ * CHUNK_SIZE,
|
||||
16,
|
||||
16,
|
||||
16,
|
||||
GL30.GL_RG,
|
||||
GL11.GL_UNSIGNED_BYTE,
|
||||
SECTION_UPLOAD_BUFFER
|
||||
);
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static void uploadChunkFromArray(
|
||||
int textureChunkX,
|
||||
int textureChunkZ,
|
||||
byte[] data
|
||||
) {
|
||||
ByteBuffer buffer = chunkBuffer();
|
||||
buffer.put(data);
|
||||
buffer.flip();
|
||||
uploadChunk(textureChunkX, textureChunkZ, buffer);
|
||||
}
|
||||
|
||||
public static ByteBuffer chunkBuffer() {
|
||||
// Clear sky light texture
|
||||
CHUNK_BUFFER.clear();
|
||||
return CHUNK_BUFFER;
|
||||
CHUNK_BUFFER.put(DEFAULT_SKY_ARRAY);
|
||||
CHUNK_BUFFER.flip();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, skyLightTexture);
|
||||
for (int chunkZ = 0; chunkZ < CHUNKS_Z; chunkZ++) {
|
||||
for (int chunkX = 0; chunkX < CHUNKS_X; chunkX++) {
|
||||
uploadChunkInternal(skyLightTexture, chunkX, chunkZ, CHUNK_BUFFER);
|
||||
CHUNK_BUFFER.rewind();
|
||||
}
|
||||
}
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static int getTexture() {
|
||||
return texture;
|
||||
private static void uploadChunkInternal(int texture, int textureChunkX, int textureChunkZ, ByteBuffer data) {
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D, 0,
|
||||
textureChunkX * CHUNK_SIZE, 0, textureChunkZ * CHUNK_SIZE,
|
||||
CHUNK_SIZE, SIZE_Y, CHUNK_SIZE,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, data
|
||||
);
|
||||
}
|
||||
|
||||
public static void uploadBlockLightSection(
|
||||
int textureSectionX, int textureSectionY, int textureSectionZ, byte[] data
|
||||
) {
|
||||
BLOCK_SECTION_UPLOAD_BUFFER.clear();
|
||||
BLOCK_SECTION_UPLOAD_BUFFER.put(data);
|
||||
BLOCK_SECTION_UPLOAD_BUFFER.flip();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, blockLightTexture);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D, 0,
|
||||
textureSectionX * CHUNK_SIZE, textureSectionY * 16, textureSectionZ * CHUNK_SIZE,
|
||||
16, 16, 16,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, BLOCK_SECTION_UPLOAD_BUFFER
|
||||
);
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static void uploadSkyLightSection(
|
||||
int textureSectionX, int textureSectionY, int textureSectionZ, byte[] data
|
||||
) {
|
||||
SKY_SECTION_UPLOAD_BUFFER.clear();
|
||||
SKY_SECTION_UPLOAD_BUFFER.put(data);
|
||||
SKY_SECTION_UPLOAD_BUFFER.flip();
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, skyLightTexture);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D, 0,
|
||||
textureSectionX * CHUNK_SIZE, textureSectionY * 16, textureSectionZ * CHUNK_SIZE,
|
||||
16, 16, 16,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, SKY_SECTION_UPLOAD_BUFFER
|
||||
);
|
||||
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
public static int getBlockLightTexture() {
|
||||
return blockLightTexture;
|
||||
}
|
||||
|
||||
public static int getSkyLightTexture() {
|
||||
return skyLightTexture;
|
||||
}
|
||||
|
||||
public static void clearRegions(
|
||||
@@ -221,32 +229,42 @@ public final class FogLightVolume {
|
||||
int[] widthChunks, int[] depthChunks,
|
||||
int count
|
||||
) {
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearPBO);
|
||||
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
|
||||
GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
|
||||
|
||||
// Clear block light
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, blockLightTexture);
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearBlockPBO);
|
||||
for (int i = 0; i < count; i++) {
|
||||
int w = widthChunks[i] * CHUNK_SIZE;
|
||||
int h = SIZE_Y;
|
||||
int d = depthChunks[i] * CHUNK_SIZE;
|
||||
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D,
|
||||
0,
|
||||
physX[i] * CHUNK_SIZE,
|
||||
0,
|
||||
physZ[i] * CHUNK_SIZE,
|
||||
GL12.GL_TEXTURE_3D, 0,
|
||||
physX[i] * CHUNK_SIZE, 0, physZ[i] * CHUNK_SIZE,
|
||||
w, h, d,
|
||||
GL30.GL_RG,
|
||||
GL11.GL_UNSIGNED_BYTE,
|
||||
0L
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, 0L
|
||||
);
|
||||
}
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
|
||||
// Clear sky light
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, skyLightTexture);
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearSkyPBO);
|
||||
for (int i = 0; i < count; i++) {
|
||||
int w = widthChunks[i] * CHUNK_SIZE;
|
||||
int h = SIZE_Y;
|
||||
int d = depthChunks[i] * CHUNK_SIZE;
|
||||
GL30.glTexSubImage3D(
|
||||
GL12.GL_TEXTURE_3D, 0,
|
||||
physX[i] * CHUNK_SIZE, 0, physZ[i] * CHUNK_SIZE,
|
||||
w, h, d,
|
||||
GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, 0L
|
||||
);
|
||||
}
|
||||
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
@@ -1,10 +1,13 @@
|
||||
package su.divan2000.veila.mixin.client;
|
||||
|
||||
import net.minecraft.util.math.ChunkSectionPos;
|
||||
import net.minecraft.world.LightType;
|
||||
import net.minecraft.world.chunk.ChunkNibbleArray;
|
||||
import net.minecraft.world.chunk.light.ChunkLightProvider;
|
||||
import net.minecraft.world.chunk.light.LightStorage;
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.Shadow;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
@@ -13,25 +16,38 @@ import su.divan2000.veila.client.render.fog.FogLightStreamer;
|
||||
@Mixin(LightStorage.class)
|
||||
public class LightStorageMixin {
|
||||
|
||||
// Ловим инкрементальные обновления (когда блок меняет свет)
|
||||
@Inject(
|
||||
method = "set(JI)V",
|
||||
at = @At("TAIL")
|
||||
)
|
||||
@Shadow
|
||||
private LightType lightType;
|
||||
|
||||
@Inject(method = "set(JI)V", at = @At("TAIL"))
|
||||
private void veila$onLightSet(long blockPos, int value, CallbackInfo ci) {
|
||||
long sectionPos = ChunkSectionPos.fromBlockPos(blockPos);
|
||||
FogLightStreamer.onSectionUpdated(sectionPos);
|
||||
if (this.lightType == LightType.BLOCK) {
|
||||
FogLightStreamer.onBlockLightUpdated(sectionPos);
|
||||
} else {
|
||||
FogLightStreamer.onSkyLightUpdated(sectionPos);
|
||||
}
|
||||
}
|
||||
|
||||
// Ловим загрузку секций из сохранения
|
||||
@Inject(
|
||||
method = "enqueueSectionData(JLnet/minecraft/world/chunk/ChunkNibbleArray;)V",
|
||||
at = @At("TAIL")
|
||||
)
|
||||
@Inject(method = "enqueueSectionData(JLnet/minecraft/world/chunk/ChunkNibbleArray;)V", at = @At("TAIL"))
|
||||
private void veila$onEnqueueSection(long sectionPos, @Nullable ChunkNibbleArray array, CallbackInfo ci) {
|
||||
// Если array == null - секция выгружается, не нужно загружать
|
||||
if (array != null) {
|
||||
FogLightStreamer.onSectionUpdated(sectionPos);
|
||||
if (this.lightType == LightType.BLOCK) {
|
||||
FogLightStreamer.onBlockLightUpdated(sectionPos);
|
||||
} else {
|
||||
FogLightStreamer.onSkyLightUpdated(sectionPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Inject(method = "setSectionStatus(JZ)V", at = @At("TAIL"))
|
||||
private void veila$onSetSectionStatus(long sectionPos, boolean notReady, CallbackInfo ci) {
|
||||
if (!notReady) {
|
||||
if (this.lightType == LightType.BLOCK) {
|
||||
FogLightStreamer.onBlockLightUpdated(sectionPos);
|
||||
} else {
|
||||
FogLightStreamer.onSkyLightUpdated(sectionPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,8 @@
|
||||
|
||||
uniform sampler2D DepthSampler;
|
||||
uniform sampler3D FogVolume;
|
||||
uniform sampler3D LightVolume;
|
||||
uniform sampler3D SkyLightVolume;
|
||||
uniform sampler3D BlockLightVolume;
|
||||
|
||||
uniform mat4 InverseProjection;
|
||||
uniform mat4 InverseView;
|
||||
@@ -42,6 +43,8 @@ const float SCATTERING_COEFF = 1.0;
|
||||
const float AMBIENT_INTENSITY = 0.10;
|
||||
const float MIN_TRANSMITTANCE = 0.01;
|
||||
|
||||
const float AMBIENT_FOG = 0.01;
|
||||
|
||||
//------------------------------------------------------------
|
||||
|
||||
vec3 reconstructViewPosition(vec2 uv)
|
||||
@@ -96,7 +99,7 @@ float density(vec3 worldPos)
|
||||
{
|
||||
vec3 uv = worldToUV(worldPos);
|
||||
if (uv.x < 0.0) return 0.0;
|
||||
return texture(FogVolume, uv).r;
|
||||
return max(texture(FogVolume, uv).r, AMBIENT_FOG);
|
||||
}
|
||||
|
||||
vec2 light(vec3 worldPos)
|
||||
@@ -104,9 +107,8 @@ vec2 light(vec3 worldPos)
|
||||
vec3 uv = worldToUV(worldPos);
|
||||
if (uv.x < 0.0) return vec2(0.0);
|
||||
|
||||
vec2 rg = texture(LightVolume, uv).rg;
|
||||
float blockNorm = rg.r;
|
||||
float skyNorm = rg.g;
|
||||
float blockNorm = texture(BlockLightVolume, uv).r;
|
||||
float skyNorm = texture(SkyLightVolume, uv).r;
|
||||
|
||||
float skyContribution = skyNorm * SkyBrightness;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user