Попытка учесть освещённость вокселей

This commit is contained in:
2026-08-04 04:05:20 +04:00
parent ad2e5adcde
commit 8c1809a556
13 changed files with 851 additions and 26 deletions
@@ -5,6 +5,7 @@ import net.minecraft.client.MinecraftClient;
import net.minecraft.client.gl.Framebuffer;
import net.minecraft.client.render.Camera;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.LightType;
import org.joml.Matrix4f;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;
@@ -13,6 +14,7 @@ import su.divan2000.veila.client.gl.FullscreenQuad;
import su.divan2000.veila.client.gl.GLProgram;
import su.divan2000.veila.client.gl.GLShader;
import su.divan2000.veila.client.gl.ResourceUtil;
import su.divan2000.veila.client.render.fog.FogLightVolume;
import su.divan2000.veila.client.render.fog.FogSimulationManager;
import su.divan2000.veila.client.render.fog.FogSystem;
import su.divan2000.veila.client.render.fog.FogWorldVolume;
@@ -62,15 +64,28 @@ public class PostProcessingManager {
private static int inverseViewLocation;
private static int fogVolumeLocation;
private static int fogOriginLocation;
private static int lightVolumeLocation;
private static int fogOriginLocation;
private static int ringOffsetLocation;
private static float fogR, fogG, fogB;
private static int fogColorLocation;
private static int skyBrightnessLocation;
public static void setFogColor(float r, float g, float b) {
fogR = r;
fogG = g;
fogB = b;
}
public static void init() {
if (program != null)
return;
setFogColor(0.75f, 0.80f, 0.90f);
GLShader vertex = new GLShader(
GL20.GL_VERTEX_SHADER,
ResourceUtil.load("shaders/fullscreen.vert")
@@ -78,7 +93,7 @@ public class PostProcessingManager {
GLShader fragment = new GLShader(
GL20.GL_FRAGMENT_SHADER,
ResourceUtil.load("shaders/red.frag")
ResourceUtil.load("shaders/fog_raymarching.frag")
);
program = new GLProgram(vertex, fragment);
@@ -90,6 +105,8 @@ public class PostProcessingManager {
depthSamplerLocation = program.uniform("DepthSampler");
fogVolumeLocation = program.uniform("FogVolume");
lightVolumeLocation = program.uniform("LightVolume");
fogOriginLocation = program.uniform("FogOrigin");
ringOffsetLocation = program.uniform("RingBlockOffset");
@@ -99,6 +116,9 @@ public class PostProcessingManager {
viewLocation = program.uniform("View");
inverseViewLocation = program.uniform("InverseView");
fogColorLocation = program.uniform("FogColor");
skyBrightnessLocation = program.uniform("SkyBrightness");
FullscreenQuad.init();
vertex.delete();
@@ -107,13 +127,16 @@ public class PostProcessingManager {
System.out.println("VEILA shader compiled!");
}
public static void render() {
public static void render(float tickDelta) {
if (program == null)
return;
MinecraftClient client = MinecraftClient.getInstance();
if (client.world == null)
return;
Framebuffer framebuffer = client.getFramebuffer();
int width = framebuffer.textureWidth;
@@ -163,6 +186,13 @@ public class PostProcessingManager {
2
);
GL13.glActiveTexture(GL13.GL_TEXTURE3);
GL11.glBindTexture(
GL12.GL_TEXTURE_3D,
FogLightVolume.getTexture()
);
GL20.glUniform1i(lightVolumeLocation, 3);
GL20.glUniform2i(
fogOriginLocation,
FogSystem.originChunkX() * FogWorldVolume.CHUNK_SIZE,
@@ -229,8 +259,31 @@ public class PostProcessingManager {
height
);
/*
* Цвет тумана
*/
GL20.glUniform3f(
fogColorLocation,
fogR,
fogG,
fogB
);
/*
* Яркость тумана
*/
GL20.glUniform1f(
skyBrightnessLocation,
client.world.getSkyBrightness(tickDelta)*0.75f+0.25f
);
FullscreenQuad.draw();
GL13.glActiveTexture(GL13.GL_TEXTURE3);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
GL13.glActiveTexture(GL13.GL_TEXTURE2);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
@@ -21,7 +21,7 @@ public final class FogBlockRegistry {
BLOCK_CACHE_INITIALIZED = new boolean[blockCount];
// Waterlogged блок всегда содержит воду
WATER_VALUE = new FogBlockProperties(true, 1, 60).pack();
WATER_VALUE = new FogBlockProperties(true, 1, 20).pack();
}
private FogBlockRegistry() {
@@ -54,10 +54,10 @@ public final class FogBlockRegistry {
// Источники тумана (sign = +1)
// WATER уже обработан в getPackedProperties
if (block == Blocks.GRASS || block == Blocks.TALL_GRASS || block == Blocks.FERN) {
return new FogBlockProperties(solid, 1, 10).pack();
return new FogBlockProperties(solid, 1, 50).pack();
}
if (block == Blocks.VINE) {
return new FogBlockProperties(solid, 1, 5).pack();
return new FogBlockProperties(solid, 1, 45).pack();
}
// Поглотители тумана (sign = -1)
@@ -0,0 +1,71 @@
package su.divan2000.veila.client.render.fog;
import net.minecraft.client.MinecraftClient;
import net.minecraft.util.math.BlockPos;
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.LightingProvider;
public final class FogLightProvider {
public static final int SECTION_DATA_SIZE = 4096;
private FogLightProvider() {
}
public static byte[] fillSectionIntoArray(int sectionX, int sectionY, int sectionZ) {
MinecraftClient client = MinecraftClient.getInstance();
if (client.world == null) return null;
LightingProvider provider = client.world.getLightingProvider();
// Прямой доступ к провайдерам через AccessWidener
ChunkLightProvider<?, ?> blockProvider = provider.blockLightProvider;
ChunkLightProvider<?, ?> skyProvider = provider.skyLightProvider;
// Проверка на null (поля @Nullable)
if (blockProvider == null || skyProvider == null) {
return null;
}
// Используем ПУБЛИЧНЫЙ метод ChunkLightProvider.getLightSection()
ChunkSectionPos sectionPos = ChunkSectionPos.from(sectionX, sectionY, sectionZ);
ChunkNibbleArray blockArray = blockProvider.getLightSection(sectionPos);
ChunkNibbleArray skyArray = skyProvider.getLightSection(sectionPos);
if (blockArray == null && skyArray == null) {
return null;
}
byte[] result = new byte[SECTION_DATA_SIZE];
int index = 0;
// Порядок заполнения: Z → Y → X (как в FogChunkProvider)
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;
result[index++] = FogLightVolume.packLight(blockLight, skyLight);
}
}
}
return result;
}
public static byte computeLightValue(BlockPos pos) {
MinecraftClient client = MinecraftClient.getInstance();
if (client.world == null) return FogLightVolume.DEFAULT_LIGHT;
LightingProvider provider = client.world.getLightingProvider();
int blockLight = provider.get(LightType.BLOCK).getLightLevel(pos);
int skyLight = provider.get(LightType.SKY).getLightLevel(pos);
return FogLightVolume.packLight(blockLight, skyLight);
}
}
@@ -0,0 +1,361 @@
package su.divan2000.veila.client.render.fog;
import java.util.concurrent.atomic.AtomicLongArray;
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 =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray readySectionsMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final AtomicLongArray initialLoadMask =
new AtomicLongArray((TOTAL_SECTIONS + 63) / 64);
private static final int MAX_SECTIONS_PER_FRAME = 64;
private static final int MAX_INITIAL_SECTIONS_PER_TICK = 96;
private static volatile int currentOriginChunkX;
private static volatile int currentOriginChunkZ;
private static volatile int currentRingChunkOffsetX;
private static volatile int currentRingChunkOffsetZ;
private static boolean firstUpdate = true;
private static final int MAX_REGIONS = 16;
private static final int[] regionPhysX = new int[MAX_REGIONS];
private static final int[] regionPhysZ = new int[MAX_REGIONS];
private static final int[] regionWidth = new int[MAX_REGIONS];
private static final int[] regionDepth = new int[MAX_REGIONS];
private static int regionCount = 0;
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;
if (relativeX < 0 || relativeX >= FogLightVolume.CHUNKS_X ||
relativeZ < 0 || relativeZ >= FogLightVolume.CHUNKS_Z) {
return -1;
}
int localSectionY = sectionY - (FogWorldVolume.MIN_Y >> 4);
if (localSectionY < 0 || localSectionY >= SECTIONS_PER_CHUNK_Y) {
return -1;
}
int physicalX = Math.floorMod(relativeX + currentRingChunkOffsetX, FogLightVolume.CHUNKS_X);
int physicalZ = Math.floorMod(relativeZ + currentRingChunkOffsetZ, FogLightVolume.CHUNKS_Z);
return (localSectionY * FogLightVolume.CHUNKS_Z * FogLightVolume.CHUNKS_X)
+ (physicalZ * FogLightVolume.CHUNKS_X)
+ 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
}
}
/**
* 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;
}
}
}
/**
* 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;
}
}
return -1;
}
public static void onSectionUpdated(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);
}
}
public static void update(
int oldOriginChunkX,
int oldOriginChunkZ,
int newOriginChunkX,
int newOriginChunkZ,
int ringChunkOffsetX,
int ringChunkOffsetZ
) {
currentOriginChunkX = newOriginChunkX;
currentOriginChunkZ = newOriginChunkZ;
currentRingChunkOffsetX = ringChunkOffsetX;
currentRingChunkOffsetZ = ringChunkOffsetZ;
if (firstUpdate) {
markAllPending();
firstUpdate = false;
return;
}
int dx = newOriginChunkX - oldOriginChunkX;
int dz = newOriginChunkZ - oldOriginChunkZ;
if (dx == 0 && dz == 0) {
return;
}
if (Math.abs(dx) >= FogLightVolume.CHUNKS_X ||
Math.abs(dz) >= FogLightVolume.CHUNKS_Z) {
markAllPending();
return;
}
regionCount = 0;
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);
}
if (dx < 0) {
int worldX = newOriginChunkX;
int worldZ = newOriginChunkZ;
collectRegions(worldX, worldZ, -dx, FogLightVolume.CHUNKS_Z);
addInitialLoadForRange(worldX, worldZ, -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);
}
if (dz < 0) {
int worldX = newOriginChunkX;
int worldZ = newOriginChunkZ;
collectRegions(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
addInitialLoadForRange(worldX, worldZ, FogLightVolume.CHUNKS_X, -dz);
}
if (regionCount > 0) {
FogLightVolume.clearRegions(regionPhysX, regionPhysZ, regionWidth, regionDepth, regionCount);
}
}
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);
}
}
}
}
}
private static void markAllPending() {
regionCount = 1;
regionPhysX[0] = 0;
regionPhysZ[0] = 0;
regionWidth[0] = FogLightVolume.CHUNKS_X;
regionDepth[0] = FogLightVolume.CHUNKS_Z;
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
}
// 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);
}
}
private static void collectRegions(int worldX, int worldZ, int countX, int countZ) {
int[] xStarts = new int[2];
int[] xCounts = new int[2];
int xSegCount = splitIntoSegments(worldX, countX, FogLightVolume.CHUNKS_X, xStarts, xCounts);
int[] zStarts = new int[2];
int[] zCounts = new int[2];
int zSegCount = splitIntoSegments(worldZ, countZ, FogLightVolume.CHUNKS_Z, zStarts, zCounts);
for (int i = 0; i < xSegCount; i++) {
for (int j = 0; j < zSegCount; j++) {
if (regionCount >= MAX_REGIONS) return;
regionPhysX[regionCount] = xStarts[i];
regionPhysZ[regionCount] = zStarts[j];
regionWidth[regionCount] = xCounts[i];
regionDepth[regionCount] = zCounts[j];
regionCount++;
}
}
}
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;
return 1;
} else {
int firstCount = dim - first;
outStarts[0] = first;
outCounts[0] = firstCount;
outStarts[1] = 0;
outCounts[1] = count - firstCount;
return 2;
}
}
public static void prepareInitialLoads() {
int processed = 0;
int index = 0;
while (processed < MAX_INITIAL_SECTIONS_PER_TICK) {
index = nextSetBit(initialLoadMask, index);
if (index < 0) break;
// Конвертируем индекс обратно в координаты секции
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);
byte[] sectionData = FogLightProvider.fillSectionIntoArray(sectionX, sectionY, sectionZ);
if (sectionData != null) {
clearBit(initialLoadMask, index);
setBit(readySectionsMask, index);
processed++;
}
index++;
}
}
public static void uploadReadySections() {
int processed = 0;
int index = 0;
while (processed < MAX_SECTIONS_PER_FRAME) {
index = nextSetBit(readySectionsMask, index);
if (index < 0) break;
if (uploadSectionByIndex(index)) {
clearBit(readySectionsMask, index);
processed++;
}
index++;
}
}
public static void processSectionUpdates() {
int processed = 0;
int index = 0;
while (processed < MAX_SECTIONS_PER_FRAME) {
index = nextSetBit(pendingSectionsMask, index);
if (index < 0) break;
if (uploadSectionByIndex(index)) {
clearBit(pendingSectionsMask, index);
processed++;
}
index++;
}
}
private static boolean uploadSectionByIndex(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);
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);
byte[] sectionData = FogLightProvider.fillSectionIntoArray(sectionX, sectionY, sectionZ);
if (sectionData == null) {
return false;
}
FogLightVolume.uploadSection(physicalX, localSectionY, physicalZ, sectionData);
return true;
}
}
@@ -0,0 +1,284 @@
package su.divan2000.veila.client.render.fog;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL31;
import java.nio.ByteBuffer;
import static su.divan2000.veila.client.render.fog.FogLightStreamer.SECTION_SIZE;
public final class FogLightVolume {
public static final int SIZE_X = FogWorldVolume.SIZE_X;
public static final int SIZE_Z = FogWorldVolume.SIZE_Z;
public static final int SIZE_Y = FogWorldVolume.SIZE_Y;
public static final int CHUNK_SIZE = FogWorldVolume.CHUNK_SIZE;
public static final int CHUNKS_X = FogWorldVolume.CHUNKS_X;
public static final int CHUNKS_Z = FogWorldVolume.CHUNKS_Z;
private static int texture = -1;
// Упаковка: bits 0-3 = BlockLight, bits 4-7 = SkyLight
public static final byte DEFAULT_LIGHT = packLight(0, 15); // Темно, полное небо
private static final byte[] ZEROS_ARRAY;
static {
ZEROS_ARRAY = new byte[CHUNK_SIZE * SIZE_Y * CHUNK_SIZE];
java.util.Arrays.fill(ZEROS_ARRAY, DEFAULT_LIGHT);
}
private static final ByteBuffer CHUNK_BUFFER =
BufferUtils.createByteBuffer(CHUNK_SIZE * SIZE_Y * CHUNK_SIZE);
private static final ByteBuffer SINGLE_VOXEL_BUFFER =
BufferUtils.createByteBuffer(1);
// PBO для быстрой очистки (как в FogWorldVolume)
private static int clearPBO = -1;
private static final int MAX_CLEAR_SIZE = SIZE_X * SIZE_Y * SIZE_Z;
private FogLightVolume() {
}
public static byte packLight(int blockLight, int skyLight) {
return (byte) (((skyLight & 0xF) << 4) | (blockLight & 0xF));
}
public static int unpackBlockLight(byte packed) {
return packed & 0xF;
}
public static int unpackSkyLight(byte packed) {
return (packed >> 4) & 0xF;
}
private static void initClearPBO() {
if (clearPBO != -1) return;
clearPBO = GL15.glGenBuffers();
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, clearPBO);
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 < MAX_CLEAR_SIZE; i++) {
mapped.put(DEFAULT_LIGHT);
}
GL15.glUnmapBuffer(GL31.GL_PIXEL_UNPACK_BUFFER);
}
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, 0);
}
public static void init() {
if (texture != -1) return;
initClearPBO();
texture = GL11.glGenTextures();
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
GL30.glTexImage3D(
GL12.GL_TEXTURE_3D,
0,
GL30.GL_R8UI,
SIZE_X,
SIZE_Y,
SIZE_Z,
0,
GL30.GL_RED_INTEGER,
GL11.GL_UNSIGNED_BYTE,
(ByteBuffer) null
);
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL12.GL_TEXTURE_3D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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() {
CHUNK_BUFFER.clear();
CHUNK_BUFFER.put(ZEROS_ARRAY);
CHUNK_BUFFER.flip();
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
for (int chunkZ = 0; chunkZ < CHUNKS_Z; chunkZ++) {
for (int chunkX = 0; chunkX < CHUNKS_X; chunkX++) {
uploadChunk(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_RED_INTEGER,
GL11.GL_UNSIGNED_BYTE,
data
);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
}
public static void updateSingleVoxel(
int textureChunkX,
int textureChunkZ,
int localX,
int localY,
int localZ,
byte value
) {
GL11.glBindTexture(GL12.GL_TEXTURE_3D, texture);
SINGLE_VOXEL_BUFFER.clear();
SINGLE_VOXEL_BUFFER.put(value);
SINGLE_VOXEL_BUFFER.flip();
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 + localX,
localY,
textureChunkZ * CHUNK_SIZE + localZ,
1, 1, 1,
GL30.GL_RED_INTEGER,
GL11.GL_UNSIGNED_BYTE,
SINGLE_VOXEL_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() {
CHUNK_BUFFER.clear();
return CHUNK_BUFFER;
}
public static int getTexture() {
return texture;
}
public static void clearRegions(
int[] physX, int[] physZ,
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);
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,
GL30.GL_RED_INTEGER,
GL11.GL_UNSIGNED_BYTE,
0L
);
}
GL15.glBindBuffer(GL31.GL_PIXEL_UNPACK_BUFFER, 0);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
}
// Статический буфер для одной секции (4096 байт)
private static final ByteBuffer SECTION_BUFFER =
BufferUtils.createByteBuffer(SECTION_SIZE * SECTION_SIZE * SECTION_SIZE);
/**
* Загружает одну секцию (16×16×16) в указанную позицию текстуры.
* textureSectionX/Z - в чанках (0-15), textureSectionY - индекс секции по Y (0-23).
*/
public static void uploadSection(
int textureSectionX,
int textureSectionY,
int textureSectionZ,
byte[] data
) {
SECTION_BUFFER.clear();
SECTION_BUFFER.put(data);
SECTION_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 * SECTION_SIZE,
textureSectionZ * CHUNK_SIZE,
SECTION_SIZE,
SECTION_SIZE,
SECTION_SIZE,
GL30.GL_RED_INTEGER,
GL11.GL_UNSIGNED_BYTE,
SECTION_BUFFER
);
GL11.glBindTexture(GL12.GL_TEXTURE_3D, 0);
}
}
@@ -8,12 +8,12 @@ public final class FogSimulationManager {
// Симулируем каждые 100 мс (10 раз в секунду)
private static final long SIMULATION_INTERVAL_NS = 100_000_000L;
private static float globalEmissionMultiplier = 1.0f;
private static float globalEmissionMultiplier = 0.6f;
private static float globalAbsorptionMultiplier = 1.0f;
private static float globalDecay = 0.01f;
private static float diffusionRate = 0.1f;
private static float upDiffusion = 0.9f;
private static float downDiffusion = 1.1f;
private static float globalDecay = 0.025f;
private static float diffusionRate = 0.15f;
private static float upDiffusion = 1.5f;
private static float downDiffusion = 1.0f;
private static float horizontalDiffusion = 1.0f;
private FogSimulationManager() {
@@ -182,7 +182,7 @@ public final class FogSimulationShader {
z
);
GL20.glUniform1f(currentZLocation, (float) z / FogWorldVolume.SIZE_Z);
GL20.glUniform1f(currentZLocation, (float) (z + 0.5f) / FogWorldVolume.SIZE_Z);
FullscreenQuad.draw();
}
@@ -23,21 +23,30 @@ public final class FogSystem {
updateWindow();
// Всегда копируем готовые данные в текстуру
// Блоки и density: загружаем готовые данные
FogChunkStreamer.uploadReadyData();
// Всегда обрабатываем изменения блоков
// Блоки и density: обрабатываем изменения
FogChunkStreamer.processBlockChanges();
// Освещение: загружаем готовые секции + инкрементальные обновления (render thread)
FogLightStreamer.uploadReadySections();
FogLightStreamer.processSectionUpdates();
FogSimulationManager.update();
}
public static void tick() {
// Блоки: initial load в client thread
FogChunkStreamer.processPending();
// Освещение: читаем данные секций (client thread, без OpenGL)
FogLightStreamer.prepareInitialLoads();
}
private static void initialize() {
FogWorldVolume.init();
FogLightVolume.init();
FogSimulationManager.init();
initialized = true;
}
@@ -84,6 +93,16 @@ public final class FogSystem {
ringChunkOffsetX,
ringChunkOffsetZ
);
// Освещение: помечаем новые секции для initial load
FogLightStreamer.update(
oldOriginChunkX,
oldOriginChunkZ,
originChunkX,
originChunkZ,
ringChunkOffsetX,
ringChunkOffsetZ
);
}
public static int originChunkX() {
@@ -27,7 +27,7 @@ public class GameRendererMixin {
CallbackInfo ci
) {
PostProcessingManager.init();
PostProcessingManager.render();
PostProcessingManager.render(tickDelta);
}
@Inject(
@@ -0,0 +1,37 @@
package su.divan2000.veila.mixin.client;
import net.minecraft.util.math.ChunkSectionPos;
import net.minecraft.world.chunk.ChunkNibbleArray;
import net.minecraft.world.chunk.light.LightStorage;
import org.jetbrains.annotations.Nullable;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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")
)
private void veila$onLightSet(long blockPos, int value, CallbackInfo ci) {
long sectionPos = ChunkSectionPos.fromBlockPos(blockPos);
FogLightStreamer.onSectionUpdated(sectionPos);
}
// Ловим загрузку секций из сохранения
@Inject(
method = "enqueueSectionData(JLnet/minecraft/world/chunk/ChunkNibbleArray;)V",
at = @At("TAIL")
)
private void veila$onEnqueueSection(long sectionPos, @Nullable ChunkNibbleArray array, CallbackInfo ci) {
// Если array == null - секция выгружается, не нужно загружать
if (array != null) {
FogLightStreamer.onSectionUpdated(sectionPos);
}
}
}
@@ -7,8 +7,11 @@ uniform sampler3D FogVolume;
uniform mat4 InverseProjection;
uniform mat4 InverseView;
uniform vec3 FogColor;
uniform vec3 CameraPosition;
uniform float SkyBrightness;
uniform ivec2 FogOrigin;
uniform ivec2 RingBlockOffset;
@@ -179,16 +182,10 @@ void main()
}
}
fog = clamp(fog, 0.0, 1.0);
vec3 fogColor = vec3(
0.75,
0.80,
0.90
);
fog = clamp(fog, 0.0, 0.95);
FragColor = vec4(
mix(sceneColor.rgb, fogColor, fog),
mix(sceneColor.rgb, FogColor*SkyBrightness, fog),
1.0
);
}
@@ -6,7 +6,8 @@
"client": [
"GameRendererMixin",
"MinecraftClientMixin",
"WorldChunkMixin"
"WorldChunkMixin",
"LightStorageMixin"
],
"injectors": {
"defaultRequire": 1
+4 -2
View File
@@ -1,2 +1,4 @@
accessWidener v2 named
accessible method net/minecraft/world/chunk/PalettedContainer get (I)Ljava/lang/Object;
accessWidener v2 named
accessible method net/minecraft/world/chunk/PalettedContainer get (I)Ljava/lang/Object;
accessible field net/minecraft/world/chunk/light/LightingProvider blockLightProvider Lnet/minecraft/world/chunk/light/ChunkLightProvider;
accessible field net/minecraft/world/chunk/light/LightingProvider skyLightProvider Lnet/minecraft/world/chunk/light/ChunkLightProvider;