use of grondag.canvas.buffer.packing.VertexCollectorList in project canvas by vram-guild.
the class MixinChunkRenderer method onRebuildChunk.
@Inject(method = "rebuildChunk", at = @At("HEAD"), cancellable = true, require = 1)
private void onRebuildChunk(final float x, final float y, final float z, final ChunkRenderTask chunkRenderTask, final CallbackInfo ci) {
final TerrainRenderContext renderContext = TerrainRenderContext.POOL.get();
final ChunkRebuildHelper help = renderContext.chunkRebuildHelper;
help.clear();
final ChunkRenderData chunkRenderData = ChunkRenderDataStore.claim();
final ChunkRenderDataExt chunkDataExt = (ChunkRenderDataExt) chunkRenderData;
final BlockPos.Mutable origin = this.origin;
final World world = this.world;
if (world != null) {
chunkRenderTask.getLock().lock();
try {
if (chunkRenderTask.getStage() != ChunkRenderTask.Stage.COMPILING) {
return;
}
chunkRenderTask.setRenderData(chunkRenderData);
} finally {
chunkRenderTask.getLock().unlock();
}
// PERF: avoid allocation
final ChunkOcclusionGraphBuilder visibilityData = new ChunkOcclusionGraphBuilder();
// PERF: avoid allocation
final HashSet<BlockEntity> blockEntities = Sets.newHashSet();
final ChunkRendererRegion vanillaRegion = chunkRenderTask.takeRegion();
if (vanillaRegion != null) {
final FastRenderRegion renderRegion = ((ChunkRendererRegionExt) vanillaRegion).canvas_fastRegion();
++chunkUpdateCount;
help.prepareCollectors(origin.getX(), origin.getY(), origin.getZ());
renderContext.setChunkTask(chunkRenderTask);
/**
* Capture the block layer result flags so our renderer can update them when more
* than one layer is rendered for a single model. This is also where we signal the
* renderer to prepare for a new chunk using the data we've accumulated up to this point.
*/
renderContext.prepare((ChunkRenderer) (Object) this, origin);
// NB: We don't use this and it probably isn't needed but leaving just in case - cost is low
BlockModelRenderer.enableBrightnessCache();
final BlockRenderManager blockRenderManager = MinecraftClient.getInstance().getBlockRenderManager();
final BlockPos.Mutable searchPos = help.searchPos;
final int xMin = origin.getX();
final int yMin = origin.getY();
final int zMin = origin.getZ();
final int xMax = xMin + 16;
final int yMax = yMin + 16;
final int zMax = zMin + 16;
for (int xPos = xMin; xPos < xMax; xPos++) {
for (int yPos = yMin; yPos < yMax; yPos++) {
for (int zPos = zMin; zPos < zMax; zPos++) {
final BlockState blockState = renderRegion.getBlockState(xPos, yPos, zPos);
searchPos.set(xPos, yPos, zPos);
if (blockState.isFullOpaque(renderRegion, searchPos)) {
visibilityData.markClosed(searchPos);
}
if (blockState.getBlock().hasBlockEntity()) {
final BlockEntity blockEntity = renderRegion.getBlockEntity(searchPos, WorldChunk.CreationType.CHECK);
if (blockEntity != null) {
final BlockEntityRenderer<BlockEntity> blockEntityRenderer = BlockEntityRenderDispatcher.INSTANCE.get(blockEntity);
if (blockEntityRenderer != null) {
// Fixes MC-112730 - no reason to render both globally and in chunk
if (blockEntityRenderer.method_3563(blockEntity)) {
// global renderer - like beacons
blockEntities.add(blockEntity);
} else {
// chunk-local renderer
chunkRenderData.addBlockEntity(blockEntity);
}
}
}
}
BlockRenderLayer renderLayer;
// UGLY: we are relying on knowledge that fluid state is directly derived from block state, which
// may not be true in future versions and may break. However, is significantly faster to re-use block
// state here vs. retrieving it again.
final FluidState fluidState = blockState.getFluidState();
if (!fluidState.isEmpty()) {
renderLayer = fluidState.getRenderLayer();
// TODO: apply appropriate shader props for fluids
final FluidBufferBuilder fluidBuilder = help.fluidBuilder.prepare(help.getCollector(renderLayer).get(Canvas.MATERIAL_STANDARD, ShaderProps.waterProps()), searchPos, renderLayer);
blockRenderManager.tesselateFluid(searchPos, renderRegion, fluidBuilder, fluidState);
}
if (blockState.getRenderType() == BlockRenderType.MODEL) {
renderContext.tesselateBlock(blockState, searchPos);
}
}
}
}
if (!help.solidCollector.isEmpty()) {
chunkRenderData.markBufferInitialized(BlockRenderLayer.SOLID);
chunkDataExt.canvas_setNonEmpty(BlockRenderLayer.SOLID);
final UploadableChunk.Solid abandoned = uploadSolid.getAndSet(help.solidCollector.packUploadSolid());
if (abandoned != null) {
abandoned.cancel();
}
}
if (!help.translucentCollector.isEmpty()) {
final VertexCollectorList vcl = help.translucentCollector;
chunkRenderData.markBufferInitialized(BlockRenderLayer.TRANSLUCENT);
chunkDataExt.canvas_setNonEmpty(BlockRenderLayer.TRANSLUCENT);
vcl.setViewCoordinates(x, y, z);
chunkDataExt.canvas_collectorState(vcl.getCollectorState(null));
final UploadableChunk.Translucent abandoned = uploadTranslucent.getAndSet(vcl.packUploadTranslucent());
if (abandoned != null) {
abandoned.cancel();
}
}
/**
* Release all references. Probably not necessary but would be $#%! to debug if it is.
*/
renderContext.release();
BlockModelRenderer.disableBrightnessCache();
}
chunkRenderData.setOcclusionGraph(visibilityData.build());
lock.lock();
try {
help.tileEntitiesToAdd.addAll(blockEntities);
help.tileEntitiesToRemove.addAll(this.blockEntities);
help.tileEntitiesToAdd.removeAll(this.blockEntities);
help.tileEntitiesToRemove.removeAll(blockEntities);
this.blockEntities.clear();
this.blockEntities.addAll(blockEntities);
renderer.updateBlockEntities(help.tileEntitiesToRemove, help.tileEntitiesToAdd);
} finally {
lock.unlock();
}
}
ci.cancel();
}
use of grondag.canvas.buffer.packing.VertexCollectorList in project canvas by vram-guild.
the class MixinTessellator method canvas_draw.
@Override
public void canvas_draw() {
final CanvasBufferBuilder buffer = (CanvasBufferBuilder) this.buffer;
final VertexCollectorList vcList = buffer.vcList;
if (!vcList.isEmpty()) {
final BufferPackingList packingList = vcList.packingListSolid();
final SolidRenderList renderList = SolidRenderList.claim();
buffer.ensureCapacity(packingList.totalBytes());
final ObjectArrayList<DrawableDelegate> delegates = BufferPacker.pack(packingList, vcList, buffer);
renderList.accept(delegates);
// PERF: lightmap tex probably not needed here, or at least make context-dependent
LightmapHdTexture.instance().enable();
renderList.draw(context);
LightmapHdTexture.instance().disable();
final int limit = delegates.size();
for (int i = 0; i < limit; i++) {
delegates.get(i).release();
}
SolidRenderList.postDrawCleanup();
renderList.release();
vcList.clear();
buffer.clearAllocations();
}
}
use of grondag.canvas.buffer.packing.VertexCollectorList in project canvas by vram-guild.
the class MixinChunkRenderer method onResortTransparency.
@Inject(method = "resortTransparency", at = @At("HEAD"), cancellable = true, require = 1)
public void onResortTransparency(float x, float y, float z, ChunkRenderTask chunkRenderTask, CallbackInfo ci) {
final ChunkRenderData chunkRenderData = chunkRenderTask.getRenderData();
final ChunkRenderDataExt chunkDataExt = (ChunkRenderDataExt) chunkRenderData;
final int[][] collectorState = chunkDataExt.canvas_collectorState();
if (collectorState != null && !chunkRenderData.isEmpty(BlockRenderLayer.TRANSLUCENT)) {
final VertexCollectorList translucentCollector = TerrainRenderContext.POOL.get().chunkRebuildHelper.translucentCollector;
translucentCollector.loadCollectorState(collectorState);
translucentCollector.setViewCoordinates(x, y, z);
translucentCollector.setRelativeRenderOrigin(origin.getX(), origin.getY(), origin.getZ());
final UploadableChunk.Translucent abandoned = uploadTranslucent.getAndSet(translucentCollector.packUploadTranslucent());
if (abandoned != null) {
abandoned.cancel();
}
}
ci.cancel();
}
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