Фикс карты освещения

This commit is contained in:
2026-08-08 03:17:19 +04:00
parent fd21d9edd8
commit 1bcbcf6d60
6 changed files with 441 additions and 350 deletions
@@ -48,7 +48,8 @@ public class PostProcessingManager {
private static int rm_inverseProjectionLocation;
private static int rm_depthSamplerLocation;
private static int rm_fogVolumeLocation;
private static int rm_lightVolumeLocation;
private static int rm_skyLightVolumeLocation;
private static int rm_blockLightVolumeLocation;
private static int rm_fogOriginLocation;
private static int rm_ringOffsetLocation;
private static int rm_cameraPositionLocation;
@@ -105,7 +106,8 @@ public class PostProcessingManager {
rm_inverseProjectionLocation = raymarchProgram.uniform("InverseProjection");
rm_depthSamplerLocation = raymarchProgram.uniform("DepthSampler");
rm_fogVolumeLocation = raymarchProgram.uniform("FogVolume");
rm_lightVolumeLocation = raymarchProgram.uniform("LightVolume");
rm_skyLightVolumeLocation = raymarchProgram.uniform("SkyLightVolume");
rm_blockLightVolumeLocation = raymarchProgram.uniform("BlockLightVolume");
rm_fogOriginLocation = raymarchProgram.uniform("FogOrigin");
rm_ringOffsetLocation = raymarchProgram.uniform("RingBlockOffset");
rm_cameraPositionLocation = raymarchProgram.uniform("CameraPosition");
@@ -280,8 +282,12 @@ public class PostProcessingManager {
// Light Volume
GL13.glActiveTexture(GL13.GL_TEXTURE2);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getTexture());
GL20.glUniform1i(rm_lightVolumeLocation, 2);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getSkyLightTexture());
GL20.glUniform1i(rm_skyLightVolumeLocation, 2);
GL13.glActiveTexture(GL13.GL_TEXTURE3);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, FogLightVolume.getBlockLightTexture());
GL20.glUniform1i(rm_blockLightVolumeLocation, 3);
GL20.glUniform2i(rm_fogOriginLocation,
FogSystem.originChunkX() * FogWorldVolume.CHUNK_SIZE,
@@ -315,6 +321,8 @@ public class PostProcessingManager {
FullscreenQuad.draw();
// Очистка текстур
GL13.glActiveTexture(GL13.GL_TEXTURE3);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
GL13.glActiveTexture(GL13.GL_TEXTURE2);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
GL13.glActiveTexture(GL13.GL_TEXTURE1);
@@ -8,72 +8,62 @@ import net.minecraft.world.chunk.light.LightingProvider;
public final class FogLightProvider {
// Размер массива для одной секции: 16×16×16×2 = 8192 (×2 для двух каналов)
public static final int SECTION_DATA_SIZE = 16 * 16 * 16 * 2;
// Pre-allocated buffer для чтения одной секции из LightingProvider
// используется в fillSectionIntoArray для избежания аллокаций
private static final byte[] SECTION_BUFFER = new byte[SECTION_DATA_SIZE];
// Флаг для отслеживания используется ли буфер сейчас (защита от race condition)
// Так как fillSectionIntoArray может вызываться из разных потоков,
// нужен второй буфер для параллельной работы
private static final byte[] SECTION_BUFFER_ALT = new byte[SECTION_DATA_SIZE];
private static volatile boolean bufferInUse = false;
public static final int SECTION_DATA_SIZE = 16 * 16 * 16;
private FogLightProvider() {
}
public static byte[] fillSectionIntoArray(int sectionX, int sectionY, int sectionZ) {
public static byte[] fillBlockLightIntoArray(int sectionX, int sectionY, int sectionZ) {
MinecraftClient client = MinecraftClient.getInstance();
if (client.world == null) return null;
LightingProvider provider = client.world.getLightingProvider();
ChunkLightProvider<?, ?> blockProvider = provider.blockLightProvider;
ChunkLightProvider<?, ?> skyProvider = provider.skyLightProvider;
if (blockProvider == null || skyProvider == null) {
return null;
}
if (blockProvider == null) return null;
ChunkSectionPos sectionPos = ChunkSectionPos.from(sectionX, sectionY, sectionZ);
ChunkNibbleArray blockArray = blockProvider.getLightSection(sectionPos);
ChunkNibbleArray skyArray = skyProvider.getLightSection(sectionPos);
if (blockArray == null && skyArray == null) {
return null;
}
// Используем один из двух pre-allocated буферов (double buffering)
byte[] result;
if (!bufferInUse) {
bufferInUse = true;
result = SECTION_BUFFER;
} else {
result = SECTION_BUFFER_ALT;
}
if (blockArray == null) return null;
// СОЗДАЁМ НОВЫЙ массив, а не используем ThreadLocal
byte[] result = new byte[SECTION_DATA_SIZE];
int index = 0;
for (int localZ = 0; localZ < 16; localZ++) {
for (int localY = 0; localY < 16; localY++) {
for (int localX = 0; localX < 16; localX++) {
int blockLight = (blockArray != null) ? blockArray.get(localX, localY, localZ) : 0;
int skyLight = (skyArray != null) ? skyArray.get(localX, localY, localZ) : 0;
FogLightVolume.packLight(blockLight, skyLight, result, index);
index += 2;
result[index++] = (byte) (blockArray.get(localX, localY, localZ) * 17);
}
}
}
return result;
}
// Освобождаем буфер
if (result == SECTION_BUFFER) {
bufferInUse = false;
}
public static byte[] fillSkyLightIntoArray(int sectionX, int sectionY, int sectionZ) {
MinecraftClient client = MinecraftClient.getInstance();
if (client.world == null) return null;
LightingProvider provider = client.world.getLightingProvider();
ChunkLightProvider<?, ?> skyProvider = provider.skyLightProvider;
if (skyProvider == null) return null;
ChunkSectionPos sectionPos = ChunkSectionPos.from(sectionX, sectionY, sectionZ);
ChunkNibbleArray skyArray = skyProvider.getLightSection(sectionPos);
if (skyArray == null) return null;
// СОЗДАЁМ НОВЫЙ массив, а не используем ThreadLocal
byte[] result = new byte[SECTION_DATA_SIZE];
int index = 0;
for (int localZ = 0; localZ < 16; localZ++) {
for (int localY = 0; localY < 16; localY++) {
for (int localX = 0; localX < 16; localX++) {
result[index++] = (byte) (skyArray.get(localX, localY, localZ) * 17);
}
}
}
return result;
}
}
@@ -1,5 +1,6 @@
package su.divan2000.veila.client.render.fog;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.atomic.AtomicLongArray;
public final class FogLightStreamer {
@@ -7,19 +8,27 @@ public final class FogLightStreamer {
public static final int SECTION_SIZE = 16;
public static final int SECTIONS_PER_CHUNK_Y = FogLightVolume.SIZE_Y / SECTION_SIZE;
// Общее количество секций в окне: 16 чанков × 16 чанков × 24 секции = 6144
private static final int TOTAL_SECTIONS =
FogLightVolume.CHUNKS_X * FogLightVolume.CHUNKS_Z * SECTIONS_PER_CHUNK_Y;
// Битовая маска: 6144 бита = 96 long = 768 байт
private static final AtomicLongArray pendingSectionsMask =
private static final AtomicLongArray pendingBlockMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray pendingSkyMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray readySectionsMask =
private static final AtomicLongArray readyBlockMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray readySkyMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray initialLoadMask =
private static final AtomicLongArray initialBlockMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray initialSkyMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
// Храним данные вместе с мировыми координатами секции
private static final ConcurrentHashMap<Integer, PreparedSection> preparedBlockData = new ConcurrentHashMap<>();
private static final ConcurrentHashMap<Integer, PreparedSection> preparedSkyData = new ConcurrentHashMap<>();
private static final int MAX_SECTIONS_PER_FRAME = 64;
private static final int MAX_INITIAL_SECTIONS_PER_TICK = 96;
@@ -38,19 +47,26 @@ public final class FogLightStreamer {
private static final int[] regionDepth = new int[MAX_REGIONS];
private static int regionCount = 0;
private static class PreparedSection {
final byte[] data;
final int worldSectionX;
final int worldSectionY;
final int worldSectionZ;
PreparedSection(byte[] data, int worldSectionX, int worldSectionY, int worldSectionZ) {
this.data = data;
this.worldSectionX = worldSectionX;
this.worldSectionY = worldSectionY;
this.worldSectionZ = worldSectionZ;
}
}
private FogLightStreamer() {
}
/**
* Конвертирует мировые координаты секции в локальный индекс в маске.
* Возвращает -1 если секция вне текущего окна.
*/
private static int sectionToLocalIndex(int sectionX, int sectionY, int sectionZ) {
int chunkX = sectionX;
int chunkZ = sectionZ;
int relativeX = chunkX - currentOriginChunkX;
int relativeZ = chunkZ - currentOriginChunkZ;
int relativeX = sectionX - currentOriginChunkX;
int relativeZ = sectionZ - currentOriginChunkZ;
if (relativeX < 0 || relativeX >= FogLightVolume.CHUNKS_X ||
relativeZ < 0 || relativeZ >= FogLightVolume.CHUNKS_Z) {
@@ -70,77 +86,65 @@ public final class FogLightStreamer {
+ physicalX;
}
/**
* Устанавливает бит в маске атомарно.
*/
private static boolean setBit(AtomicLongArray mask, int index) {
int wordIndex = index >> 6;
long bitMask = 1L << (index & 63);
while (true) {
long current = mask.get(wordIndex);
if ((current & bitMask) != 0) {
return false; // Бит уже установлен
}
if (mask.compareAndSet(wordIndex, current, current | bitMask)) {
return true;
}
// CAS не удался - повторяем
if ((current & bitMask) != 0) return false;
if (mask.compareAndSet(wordIndex, current, current | bitMask)) return true;
}
}
/**
* Снимает бит из маски атомарно.
*/
private static boolean clearBit(AtomicLongArray mask, int index) {
int wordIndex = index >> 6;
long bitMask = 1L << (index & 63);
while (true) {
long current = mask.get(wordIndex);
if ((current & bitMask) == 0) {
return false; // Бит уже снят
}
if (mask.compareAndSet(wordIndex, current, current & ~bitMask)) {
return true;
}
if ((current & bitMask) == 0) return false;
if (mask.compareAndSet(wordIndex, current, current & ~bitMask)) return true;
}
}
/**
* Проверяет и снимает бит (для итерации).
* Возвращает индекс если бит был установлен.
*/
private static int nextSetBit(AtomicLongArray mask, int startIndex) {
for (int i = startIndex; i < TOTAL_SECTIONS; i++) {
int wordIndex = i >> 6;
long bitMask = 1L << (i & 63);
if ((mask.get(wordIndex) & bitMask) != 0) {
return i;
}
if ((mask.get(wordIndex) & bitMask) != 0) return i;
}
return -1;
}
public static void onSectionUpdated(long sectionPos) {
public static void onBlockLightUpdated(long sectionPos) {
int sectionX = net.minecraft.util.math.ChunkSectionPos.unpackX(sectionPos);
int sectionY = net.minecraft.util.math.ChunkSectionPos.unpackY(sectionPos);
int sectionZ = net.minecraft.util.math.ChunkSectionPos.unpackZ(sectionPos);
int index = sectionToLocalIndex(sectionX, sectionY, sectionZ);
if (index >= 0) {
setBit(pendingSectionsMask, index);
preparedBlockData.remove(index);
setBit(pendingBlockMask, index);
}
}
public static void onSkyLightUpdated(long sectionPos) {
int sectionX = net.minecraft.util.math.ChunkSectionPos.unpackX(sectionPos);
int sectionY = net.minecraft.util.math.ChunkSectionPos.unpackY(sectionPos);
int sectionZ = net.minecraft.util.math.ChunkSectionPos.unpackZ(sectionPos);
int index = sectionToLocalIndex(sectionX, sectionY, sectionZ);
if (index >= 0) {
preparedSkyData.remove(index);
setBit(pendingSkyMask, index);
}
}
public static void update(
int oldOriginChunkX,
int oldOriginChunkZ,
int newOriginChunkX,
int newOriginChunkZ,
int ringChunkOffsetX,
int ringChunkOffsetZ
int oldOriginChunkX, int oldOriginChunkZ,
int newOriginChunkX, int newOriginChunkZ,
int ringChunkOffsetX, int ringChunkOffsetZ
) {
currentOriginChunkX = newOriginChunkX;
currentOriginChunkZ = newOriginChunkZ;
@@ -156,12 +160,9 @@ public final class FogLightStreamer {
int dx = newOriginChunkX - oldOriginChunkX;
int dz = newOriginChunkZ - oldOriginChunkZ;
if (dx == 0 && dz == 0) {
return;
}
if (dx == 0 && dz == 0) return;
if (Math.abs(dx) >= FogLightVolume.CHUNKS_X ||
Math.abs(dz) >= FogLightVolume.CHUNKS_Z) {
if (Math.abs(dx) >= FogLightVolume.CHUNKS_X || Math.abs(dz) >= FogLightVolume.CHUNKS_Z) {
markAllPending();
return;
}
@@ -170,30 +171,21 @@ public final class FogLightStreamer {
if (dx > 0) {
int worldX = newOriginChunkX + FogLightVolume.CHUNKS_X - dx;
int worldZ = newOriginChunkZ;
collectRegions(worldX, worldZ, dx, FogLightVolume.CHUNKS_Z);
addInitialLoadForRange(worldX, worldZ, dx, FogLightVolume.CHUNKS_Z);
collectRegions(worldX, newOriginChunkZ, dx, FogLightVolume.CHUNKS_Z);
addInitialLoadForRange(worldX, newOriginChunkZ, dx, FogLightVolume.CHUNKS_Z);
}
if (dx < 0) {
int worldX = newOriginChunkX;
int worldZ = newOriginChunkZ;
collectRegions(worldX, worldZ, -dx, FogLightVolume.CHUNKS_Z);
addInitialLoadForRange(worldX, worldZ, -dx, FogLightVolume.CHUNKS_Z);
collectRegions(newOriginChunkX, newOriginChunkZ, -dx, FogLightVolume.CHUNKS_Z);
addInitialLoadForRange(newOriginChunkX, newOriginChunkZ, -dx, FogLightVolume.CHUNKS_Z);
}
if (dz > 0) {
int worldX = newOriginChunkX;
int worldZ = newOriginChunkZ + FogLightVolume.CHUNKS_Z - dz;
collectRegions(worldX, worldZ, FogLightVolume.CHUNKS_X, dz);
addInitialLoadForRange(worldX, worldZ, FogLightVolume.CHUNKS_X, dz);
collectRegions(newOriginChunkX, worldZ, FogLightVolume.CHUNKS_X, dz);
addInitialLoadForRange(newOriginChunkX, worldZ, FogLightVolume.CHUNKS_X, dz);
}
if (dz < 0) {
int worldX = newOriginChunkX;
int worldZ = newOriginChunkZ;
collectRegions(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
addInitialLoadForRange(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
collectRegions(newOriginChunkX, newOriginChunkZ, FogLightVolume.CHUNKS_X, -dz);
addInitialLoadForRange(newOriginChunkX, newOriginChunkZ, FogLightVolume.CHUNKS_X, -dz);
}
if (regionCount > 0) {
@@ -204,17 +196,11 @@ public final class FogLightStreamer {
private static void addInitialLoadForRange(int worldX, int worldZ, int countX, int countZ) {
for (int i = 0; i < countX; i++) {
for (int j = 0; j < countZ; j++) {
int chunkX = worldX + i;
int chunkZ = worldZ + j;
for (int sectionY = 0; sectionY < SECTIONS_PER_CHUNK_Y; sectionY++) {
int sectionPos = sectionToLocalIndex(
chunkX,
sectionY + (FogWorldVolume.MIN_Y >> 4),
chunkZ
);
if (sectionPos >= 0) {
setBit(initialLoadMask, sectionPos);
int index = sectionToLocalIndex(worldX + i, sectionY + (FogWorldVolume.MIN_Y >> 4), worldZ + j);
if (index >= 0) {
setBit(initialBlockMask, index);
setBit(initialSkyMask, index);
}
}
}
@@ -230,15 +216,19 @@ public final class FogLightStreamer {
FogLightVolume.clearRegions(regionPhysX, regionPhysZ, regionWidth, regionDepth, regionCount);
// Устанавливаем все биты в initialLoadMask
for (int i = 0; i < pendingSectionsMask.length(); i++) {
initialLoadMask.set(i, -1L); // Все биты = 1
preparedBlockData.clear();
preparedSkyData.clear();
for (int i = 0; i < pendingBlockMask.length(); i++) {
initialBlockMask.set(i, -1L);
initialSkyMask.set(i, -1L);
}
// 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;