use of io.xol.chunkstories.client.util.MemFreeByteBuffer in project chunkstories by Hugobros3.
the class FarTerrainGSMeshRenderer method generateGrid.
VertexBufferGL generateGrid(int gridSubdivisions) {
VertexBufferGL grid = new VertexBufferGL();
ByteBuffer bb = MemoryUtil.memAlloc((gridSubdivisions + 1) * (gridSubdivisions + 1) * 1 * (3 * 4));
bb.order(ByteOrder.LITTLE_ENDIAN);
MemFreeByteBuffer mbb = new MemFreeByteBuffer(bb);
int s = 32 / gridSubdivisions;
for (int a = 0; a < gridSubdivisions + 1; a++) for (int b = 0; b < gridSubdivisions + 1; b++) {
int i = a * s;
int j = b * s;
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + 0);
/*bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + s);
bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + 0);
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + 0);
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + s);
bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + s);*/
}
bb.flip();
grid.uploadData(mbb);
return grid;
}
use of io.xol.chunkstories.client.util.MemFreeByteBuffer in project chunkstories by Hugobros3.
the class TaskBakeChunk method task.
@Override
protected boolean task(TaskExecutor taskExecutor) {
if (!(taskExecutor instanceof BakeChunkTaskExecutor))
throw new UnexecutableTaskException(this, "This class requires to be executed by a BakeChunkTaskExecutor");
this.cmd = ((BakeChunkTaskExecutor) taskExecutor).getBuffers();
if (chunk == null) {
throw new RuntimeException("Fuck off no");
}
Vector3dc camera = ((WorldClient) chunk.getWorld()).getWorldRenderer().getRenderingInterface().getCamera().getCameraPosition();
// Check we aren't too far from the camera, and thus that our request hasn't been yet cancelled
int vx = Math2.floor(camera.x() / 32);
int vy = Math2.floor(camera.y() / 32);
int vz = Math2.floor(camera.z() / 32);
int dx = LoopingMathHelper.moduloDistance(chunk.getChunkX(), vx, chunk.getWorld().getSizeInChunks());
int dz = LoopingMathHelper.moduloDistance(chunk.getChunkZ(), vz, chunk.getWorld().getSizeInChunks());
int dy = Math.abs(chunk.getChunkY() - vy);
int chunksViewDistance = (int) (world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance") / 32);
if (dx > chunksViewDistance || dz > chunksViewDistance || dy > 2) {
// logger.info("unscheduled chunk mesh render task for it being too far to be rendered anyway");
return true;
}
// Require the chunk and nearby ones to be already loaded in the world
ChunkRenderable chunkWithinWorld = (ChunkRenderable) world.getChunk(chunk.getChunkX(), chunk.getChunkY(), chunk.getChunkZ());
if (chunkWithinWorld != null) {
// Require the chunks ARROUND it to be already loaded in the world
int nearChunks = 0;
if (world.isChunkLoaded(chunk.getChunkX() + 1, chunk.getChunkY(), chunk.getChunkZ()))
nearChunks++;
if (world.isChunkLoaded(chunk.getChunkX() - 1, chunk.getChunkY(), chunk.getChunkZ()))
nearChunks++;
if (world.isChunkLoaded(chunk.getChunkX(), chunk.getChunkY(), chunk.getChunkZ() + 1))
nearChunks++;
if (world.isChunkLoaded(chunk.getChunkX(), chunk.getChunkY(), chunk.getChunkZ() - 1))
nearChunks++;
if (world.isChunkLoaded(chunk.getChunkX(), chunk.getChunkY() + 1, chunk.getChunkZ()) || chunk.getChunkY() == world.getWorldInfo().getSize().heightInChunks - 1)
nearChunks++;
if (world.isChunkLoaded(chunk.getChunkX(), chunk.getChunkY() - 1, chunk.getChunkZ()) || chunk.getChunkY() == 0)
nearChunks++;
if (nearChunks != 6) {
// We wait until that's the case
return false;
}
} else {
// We wait until the chunk is loaded in the world ( or destroyed, then the task is cancelled )
return false;
}
// If the chunk has pending light updates, wait until THOSE are done
if (chunk.lightBaker.pendingUpdates() > 0) {
chunk.lightBaker.spawnUpdateTaskIfNeeded();
return false;
}
int updatesToConsider = chunk.chunkRenderData.unbakedUpdates.get();
// Don't waste time rendering void chunks m8
if (chunk.isAirChunk())
i = 32;
int cx = chunk.getChunkX();
int cy = chunk.getChunkY();
int cz = chunk.getChunkZ();
// Fill chunk caches ( saves much time avoiding slow-ass world->regions hashmap->chunk holder access for each vert )
for (int relx = -1; relx <= 1; relx++) for (int rely = -1; rely <= 1; rely++) for (int relz = -1; relz <= 1; relz++) {
CubicChunk chunk2 = (CubicChunk) world.getChunk(cx + relx, cy + rely, cz + relz);
if (chunk2 != null)
cmd.cache[((relx + 1) * 3 + (rely + 1)) * 3 + (relz + 1)] = chunk2.chunkVoxelData;
else
cmd.cache[((relx + 1) * 3 + (rely + 1)) * 3 + (relz + 1)] = null;
}
// Make sure we clear each sub-buffer type.
for (int i = 0; i < ChunkMeshDataSubtypes.VertexLayout.values().length; i++) {
for (int j = 0; j < ChunkMeshDataSubtypes.LodLevel.values().length; j++) {
for (int k = 0; k < ChunkMeshDataSubtypes.ShadingType.values().length; k++) {
cmd.byteBuffers[i][j][k].clear();
}
}
}
// Creates wrapper/interfaces for all the elements
ChunkRenderer chunkRendererOutput = new ChunkRenderer() {
@Override
public VoxelBakerHighPoly getHighpolyBakerFor(LodLevel lodLevel, ShadingType renderPass) {
return (VoxelBakerHighPoly) cmd.byteBuffersWrappers[VertexLayout.INTRICATE.ordinal()][lodLevel.ordinal()][renderPass.ordinal()];
}
@Override
public VoxelBakerCubic getLowpolyBakerFor(LodLevel lodLevel, ShadingType renderPass) {
return (VoxelBakerCubic) cmd.byteBuffersWrappers[VertexLayout.WHOLE_BLOCKS.ordinal()][lodLevel.ordinal()][renderPass.ordinal()];
}
};
ChunkBakerRenderContext chunkRenderingContext = new ChunkBakerRenderContext(chunk, cx, cy, cz);
bakedBlockId = -1;
Map<Voxel, DynamicallyRenderedVoxelType> dynamicVoxels = new HashMap<>();
BakeChunkScratchCell cell = new BakeChunkScratchCell(world);
// Render the fucking thing!
for (i = 0; i < 32; i++) {
for (j = 0; j < 32; j++) {
for (k = 0; k < 32; k++) {
peek(i, k, j, cell);
if (cell.voxel.isAir())
continue;
// Fill near-blocks info
// chunkRenderingContext.prepareVoxelLight(); // lol nope
VoxelRenderer voxelRenderer = cell.getVoxelRenderer();
if (voxelRenderer == null)
voxelRenderer = world.getContent().voxels().getDefaultVoxelRenderer();
// Run the VoxelRenderer
voxelRenderer.bakeInto(chunkRendererOutput, chunkRenderingContext, chunk, cell);
// We handle voxels with a dynamic renderer here too - we just add them to a list !
if (voxelRenderer instanceof VoxelDynamicRenderer) {
DynamicallyRenderedVoxelType drvt = dynamicVoxels.get(cell.voxel);
if (drvt == null) {
drvt = new DynamicallyRenderedVoxelType((VoxelDynamicRenderer) voxelRenderer, cell.voxel);
dynamicVoxels.put(cell.voxel, drvt);
}
drvt.indexes.add(i * 1024 + k * 32 + j);
}
bakedBlockId++;
}
}
}
// Parse output neatly
int[][][] sizes = new int[ChunkMeshDataSubtypes.VertexLayout.values().length][ChunkMeshDataSubtypes.LodLevel.values().length][ChunkMeshDataSubtypes.ShadingType.values().length];
;
int[][][] offsets = new int[ChunkMeshDataSubtypes.VertexLayout.values().length][ChunkMeshDataSubtypes.LodLevel.values().length][ChunkMeshDataSubtypes.ShadingType.values().length];
;
int currentOffset = 0;
// Compute total size to create final bytebuffer
int sizeInBytes = 0;
for (VertexLayout vertexLayout : VertexLayout.values()) for (LodLevel lodLevel : LodLevel.values()) for (ShadingType renderPass : ShadingType.values()) {
int vertexLayoutIndex = vertexLayout.ordinal();
int lodLevelIndex = lodLevel.ordinal();
int renderPassIndex = renderPass.ordinal();
final ByteBuffer relevantByteBuffer = cmd.byteBuffers[vertexLayoutIndex][lodLevelIndex][renderPassIndex];
// / vertexLayout.bytesPerVertex;
sizeInBytes += relevantByteBuffer.position();
}
ByteBuffer finalData = MemoryUtil.memAlloc(sizeInBytes);
MemFreeByteBuffer wrappedBuffer = new MemFreeByteBuffer(finalData);
// For EACH section, make offset and shite
for (VertexLayout vertexLayout : VertexLayout.values()) for (LodLevel lodLevel : LodLevel.values()) for (ShadingType renderPass : ShadingType.values()) {
int vertexLayoutIndex = vertexLayout.ordinal();
int lodLevelIndex = lodLevel.ordinal();
int renderPassIndex = renderPass.ordinal();
// Else it gets really long for no reason
final ByteBuffer relevantByteBuffer = cmd.byteBuffers[vertexLayoutIndex][lodLevelIndex][renderPassIndex];
offsets[vertexLayoutIndex][lodLevelIndex][renderPassIndex] = currentOffset;
sizes[vertexLayoutIndex][lodLevelIndex][renderPassIndex] = relevantByteBuffer.position() / vertexLayout.bytesPerVertex;
// Move the offset accordingly
currentOffset += relevantByteBuffer.position();
// Limit the temporary byte buffer and fill the main buffer with it
relevantByteBuffer.limit(relevantByteBuffer.position());
relevantByteBuffer.position(0);
finalData.put(relevantByteBuffer);
}
finalData.flip();
ChunkMeshDataSections newRenderData = new ChunkMeshDataSections(wrappedBuffer, sizes, offsets);
DynamicallyRenderedVoxelType[] bakedDrvt = new DynamicallyRenderedVoxelType[dynamicVoxels.size()];
Iterator<DynamicallyRenderedVoxelType> i = dynamicVoxels.values().iterator();
for (int j = 0; j < dynamicVoxels.size(); j++) {
if (i.hasNext())
bakedDrvt[j] = i.next();
else {
logger.error("while baking dynamicVoxelTypes array the iterator returned less than dynamicVoxels.size() elements");
logger.error("cancelling");
bakedDrvt = null;
break;
}
}
newRenderData.dynamicVoxelTypes = bakedDrvt;
chunk.getChunkRenderData().setData(newRenderData);
chunk.chunkRenderData.unbakedUpdates.addAndGet(-updatesToConsider);
return true;
}
use of io.xol.chunkstories.client.util.MemFreeByteBuffer in project chunkstories by Hugobros3.
the class FarTerrainGSMeshRenderer method renderTerrain.
@Override
public void renderTerrain(RenderingInterface renderer, ReadyVoxelMeshesMask mask) {
Shader terrainShader = renderer.useShader("terrain_blocky");
renderer.setBlendMode(BlendMode.DISABLED);
renderer.getCamera().setupShader(terrainShader);
worldRenderer.getSkyRenderer().setupShader(terrainShader);
terrainShader.setUniform1f("viewDistance", world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance"));
Texture2D waterTexture = renderer.textures().getTexture("./textures/water/shallow.png");
waterTexture.setLinearFiltering(true);
waterTexture.setMipMapping(true);
Texture2D waterTexture2 = renderer.textures().getTexture("./textures/water/deep.png");
waterTexture2.setLinearFiltering(true);
waterTexture2.setMipMapping(true);
// renderer.bindCubemap("environmentCubemap", worldRenderer.renderBuffers.rbEnvironmentMap);
renderer.bindTexture2D("blockLightmap", TexturesHandler.getTexture("./textures/environement/light.png"));
Texture2D lightColors = TexturesHandler.getTexture("./textures/environement/lightcolors.png");
renderer.bindTexture2D("lightColors", lightColors);
renderer.bindTexture2D("waterNormalShallow", waterTexture);
renderer.bindTexture2D("waterNormalDeep", waterTexture2);
world.getGenerator().getEnvironment().setupShadowColors(renderer, terrainShader);
renderer.bindTexture2D("vegetationColorTexture", world.getGenerator().getEnvironment().getGrassTexture(renderer));
terrainShader.setUniform1f("mapSize", worldRenderer.getWorld().getSizeInChunks() * 32);
terrainShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
renderer.bindArrayTexture("heights", worldRenderer.getSummariesTexturesHolder().getHeightsArrayTexture());
renderer.bindArrayTexture("topVoxels", worldRenderer.getSummariesTexturesHolder().getTopVoxelsArrayTexture());
renderer.bindTexture1D("blocksTexturesSummary", colours.get());
if (renderer.getClient().getInputsManager().getInputByName("wireframeFarTerrain").isPressed() && ClientLimitations.isDebugAllowed)
renderer.setPolygonFillMode(PolygonFillMode.WIREFRAME);
if (!renderer.getClient().getInputsManager().getInputByName("hideFarTerrain").isPressed() && ClientLimitations.isDebugAllowed) {
renderer.setCullingMode(CullingMode.DISABLED);
// renderer.setCullingMode(CullingMode.COUNTERCLOCKWISE);
renderer.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
Player player = Client.getInstance().getPlayer();
Location playerPosition = player.getLocation();
if (playerPosition == null)
// We won't do shit with that going on
return;
Vector2d playerCenter = new Vector2d(playerPosition.x, playerPosition.z);
int chunkX = (int) Math.floor(playerPosition.x / 32.0);
int chunkZ = (int) Math.floor(playerPosition.z / 32.0);
int regionX = chunkX / 8;
int regionZ = chunkZ / 8;
int[] lodInstanceCount = new int[detailLevels.length];
ByteBuffer[] lodByteBuffer = new ByteBuffer[detailLevels.length];
// ByteBuffer summariesAttributes = MemoryUtil.memAlloc(9 * 9 * (4 + 2 * 4));
// MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
// int count = 0;
double lodBias = -0.2;
double lodExponent = 0.35;
if (!world.getClient().getConfiguration().getBooleanOption("client.rendering.hqTerrain")) {
lodBias = 0.3;
lodExponent = 0.35;
} else {
lodBias = 0.0;
lodExponent = 0.45;
}
if (mask == null) {
lodExponent = 1.0;
lodBias = 0.6;
}
Vector2d center = new Vector2d();
for (int i = -4; i <= 4; i++) for (int j = -4; j <= 4; j++) {
int regionI = regionX + i;
int regionJ = regionZ + j;
int index = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ);
if (index == -1)
continue;
// For the extra row of triangles to mask the seams
int index10 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ);
int index01 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ + 1);
int index11 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ + 1);
if (index10 == -1 || index01 == -1 || index11 == -1)
continue;
HeightmapImplementation sum = (HeightmapImplementation) world.getRegionsSummariesHolder().getHeightmap(regionI, regionJ);
// Early out
if (sum == null || !sum.isLoaded())
continue;
if (!renderer.getCamera().isBoxInFrustrum(new CollisionBox(regionI * 256, 0, regionJ * 256, 256, 1024, /*+ sum.getHeightMipmapped(0, 0, 9)*/
256)))
continue;
for (int l = 0; l < 8; l++) for (int m = 0; m < 8; m++) {
if (mask != null) {
if (mask.shouldMaskSlab(regionI * 8 + l, regionJ * 8 + m, sum.min[l][m], sum.max[l][m]))
continue;
}
center.set(regionI * 256 + l * 32 + 16, regionJ * 256 + m * 32 + 16);
int lod = detailLevels.length - (int) ((lodBias + Math.pow(Math.min(1024, center.distance(playerCenter)) / 1024, lodExponent)) * detailLevels.length);
// System.out.println(center.distance(playerCenter));
if (lod <= 0)
lod = 0;
if (lod >= detailLevels.length)
lod = detailLevels.length - 1;
// lod = 2;
// lod = 2;
// System.out.println("lod:"+lod);
// lod = Math.random() > 0.5 ? 1 : 2;
ByteBuffer summariesAttributes = lodByteBuffer[lod];
if (summariesAttributes == null) {
summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
lodByteBuffer[lod] = summariesAttributes;
}
summariesAttributes.putFloat(regionI * 256 + l * 32);
summariesAttributes.putFloat(regionJ * 256 + m * 32);
summariesAttributes.put((byte) index);
summariesAttributes.put((byte) index10);
summariesAttributes.put((byte) index01);
summariesAttributes.put((byte) index11);
lodInstanceCount[lod]++;
// Always add both so lod 1 is drew under
/*if(lod != 0) {
lod = 0;
summariesAttributes = lodByteBuffer[lod];
if(summariesAttributes == null) {
summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
lodByteBuffer[lod] = summariesAttributes;
}
summariesAttributes.putFloat(regionI * 256 + l * 32);
summariesAttributes.putFloat(regionJ * 256 + m * 32);
summariesAttributes.put((byte)index);
summariesAttributes.put((byte)index10);
summariesAttributes.put((byte)index01);
summariesAttributes.put((byte)index11);
lodInstanceCount[lod]++;
}*/
}
}
// for(int lod = 0; lod < detailLevels.length; lod++) {
for (int lod = detailLevels.length - 1; lod >= 0; lod--) {
// Check if anything was supposed to be drew at this lod
ByteBuffer summariesAttributes = lodByteBuffer[lod];
if (summariesAttributes == null)
continue;
if (lod < 0) {
MemoryUtil.memFree(summariesAttributes);
continue;
}
// Flip buffer, box it for autodeletion, upload it
summariesAttributes.flip();
MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
gridAttributes.uploadData(auto_free_summariesAttributes);
terrainShader.setUniform1i("lodLevel", lod);
terrainShader.setUniform1f("textureLodLevel", lod - 5);
terrainShader.setUniform1i("maskPresence", mask == null ? 0 : 1);
renderer.bindAttribute("vertexIn", grids[lod].asAttributeSource(VertexFormat.FLOAT, 3, 0, 0L));
renderer.bindAttribute("displacementIn", gridAttributes.asAttributeSource(VertexFormat.FLOAT, 2, (4 + 2 * 4), 0L, 1));
renderer.bindAttribute("indexIn", gridAttributes.asIntegerAttributeSource(VertexFormat.BYTE, 4, (4 + 2 * 4), 8L, 1));
renderer.draw(Primitive.POINT, 0, (detailLevels[lod] + 1) * (detailLevels[lod] + 1) * 1, lodInstanceCount[lod]);
}
}
renderer.setPolygonFillMode(PolygonFillMode.FILL);
}
use of io.xol.chunkstories.client.util.MemFreeByteBuffer in project chunkstories by Hugobros3.
the class FarTerrainNoMeshRenderer method renderTerrain.
@Override
public void renderTerrain(RenderingInterface renderer, ReadyVoxelMeshesMask mask) {
Shader terrainShader = renderer.useShader("terrain");
renderer.setBlendMode(BlendMode.DISABLED);
renderer.getCamera().setupShader(terrainShader);
worldRenderer.getSkyRenderer().setupShader(terrainShader);
terrainShader.setUniform1f("viewDistance", world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance"));
Texture2D waterTexture = renderer.textures().getTexture("./textures/water/shallow.png");
waterTexture.setLinearFiltering(true);
waterTexture.setMipMapping(true);
// renderer.bindCubemap("environmentCubemap", worldRenderer.renderBuffers.rbEnvironmentMap);
renderer.bindTexture2D("blockLightmap", TexturesHandler.getTexture("./textures/environement/light.png"));
Texture2D lightColors = TexturesHandler.getTexture("./textures/environement/lightcolors.png");
renderer.bindTexture2D("lightColors", lightColors);
renderer.bindTexture2D("normalTexture", waterTexture);
world.getGenerator().getEnvironment().setupShadowColors(renderer, terrainShader);
// worldRenderer.setupShadowColors(terrainShader);
renderer.bindTexture2D("vegetationColorTexture", world.getGenerator().getEnvironment().getGrassTexture(renderer));
terrainShader.setUniform1f("mapSize", worldRenderer.getWorld().getSizeInChunks() * 32);
renderer.bindArrayTexture("heights", worldRenderer.getSummariesTexturesHolder().getHeightsArrayTexture());
renderer.bindArrayTexture("topVoxels", worldRenderer.getSummariesTexturesHolder().getTopVoxelsArrayTexture());
renderer.bindTexture1D("blocksTexturesSummary", colours.get());
if (renderer.getClient().getInputsManager().getInputByName("wireframeFarTerrain").isPressed() && ClientLimitations.isDebugAllowed)
renderer.setPolygonFillMode(PolygonFillMode.WIREFRAME);
if (!renderer.getClient().getInputsManager().getInputByName("hideFarTerrain").isPressed() && ClientLimitations.isDebugAllowed) {
renderer.setCullingMode(CullingMode.COUNTERCLOCKWISE);
renderer.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
Player player = Client.getInstance().getPlayer();
Location playerPosition = player.getLocation();
if (playerPosition == null)
// We won't do shit with that going on
return;
Vector2d playerCenter = new Vector2d(playerPosition.x, playerPosition.z);
int chunkX = (int) Math.floor(playerPosition.x / 32.0);
int chunkZ = (int) Math.floor(playerPosition.z / 32.0);
int regionX = chunkX / 8;
int regionZ = chunkZ / 8;
int[] lodInstanceCount = new int[detailLevels.length];
ByteBuffer[] lodByteBuffer = new ByteBuffer[detailLevels.length];
// ByteBuffer summariesAttributes = MemoryUtil.memAlloc(9 * 9 * (4 + 2 * 4));
// MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
// int count = 0;
double lodBias = -0.0;
double lodExponent = 0.35;
if (!world.getClient().getConfiguration().getBooleanOption("client.rendering.hqTerrain")) {
lodBias = 0.4;
lodExponent = 0.35;
}
if (mask == null) {
lodExponent = 1.0;
lodBias = 0.6;
}
Vector2d center = new Vector2d();
for (int i = -4; i <= 4; i++) for (int j = -4; j <= 4; j++) {
int regionI = regionX + i;
int regionJ = regionZ + j;
int index = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ);
if (index == -1)
continue;
// For the extra row of triangles to mask the seams
int index10 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ);
int index01 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ + 1);
int index11 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ + 1);
if (i < 4 && index10 == -1)
continue;
if (j < 4 && index01 == -1)
continue;
if (i < 4 && j < 4 && index11 == -1)
continue;
HeightmapImplementation sum = (HeightmapImplementation) world.getRegionsSummariesHolder().getHeightmap(regionI, regionJ);
// Early out
if (sum == null || !sum.isLoaded())
continue;
if (!renderer.getCamera().isBoxInFrustrum(new CollisionBox(regionI * 256, 0, regionJ * 256, 256, 1024, /*+ sum.getHeightMipmapped(0, 0, 9)*/
256)))
continue;
for (int l = 0; l < 8; l++) for (int m = 0; m < 8; m++) {
if (mask != null) {
if (mask.shouldMaskSlab(regionI * 8 + l, regionJ * 8 + m, sum.min[l][m], sum.max[l][m]))
continue;
}
center.set(regionI * 256 + l * 32 + 16, regionJ * 256 + m * 32 + 16);
int lod = detailLevels.length - (int) ((lodBias + Math.pow(Math.min(1024, center.distance(playerCenter)) / 1024, lodExponent)) * detailLevels.length);
// System.out.println(center.distance(playerCenter));
if (lod <= 0)
lod = 0;
if (lod >= detailLevels.length)
lod = detailLevels.length - 1;
// lod = 2;
// System.out.println("lod:"+lod);
// lod = Math.random() > 0.5 ? 1 : 2;
ByteBuffer summariesAttributes = lodByteBuffer[lod];
if (summariesAttributes == null) {
summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
lodByteBuffer[lod] = summariesAttributes;
}
summariesAttributes.putFloat(regionI * 256 + l * 32);
summariesAttributes.putFloat(regionJ * 256 + m * 32);
summariesAttributes.put((byte) index);
summariesAttributes.put((byte) index10);
summariesAttributes.put((byte) index01);
summariesAttributes.put((byte) index11);
lodInstanceCount[lod]++;
// Always add both so lod 1 is drew under
if (lod != 0) {
lod = 0;
summariesAttributes = lodByteBuffer[lod];
if (summariesAttributes == null) {
summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
lodByteBuffer[lod] = summariesAttributes;
}
summariesAttributes.putFloat(regionI * 256 + l * 32);
summariesAttributes.putFloat(regionJ * 256 + m * 32);
summariesAttributes.put((byte) index);
summariesAttributes.put((byte) index10);
summariesAttributes.put((byte) index01);
summariesAttributes.put((byte) index11);
lodInstanceCount[lod]++;
}
}
}
// for(int lod = 0; lod < detailLevels.length; lod++) {
for (int lod = detailLevels.length - 1; lod >= 0; lod--) {
// Check if anything was supposed to be drew at this lod
ByteBuffer summariesAttributes = lodByteBuffer[lod];
if (summariesAttributes == null)
continue;
if (lod < 0) {
MemoryUtil.memFree(summariesAttributes);
continue;
}
// Flip buffer, box it for autodeletion, upload it
summariesAttributes.flip();
MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
gridAttributes.uploadData(auto_free_summariesAttributes);
terrainShader.setUniform1i("lodLevel", lod);
terrainShader.setUniform1f("textureLodLevel", lod - 5);
terrainShader.setUniform1i("maskPresence", mask == null ? 0 : 1);
renderer.bindAttribute("vertexIn", grids[lod].asAttributeSource(VertexFormat.FLOAT, 3, 0, 0L));
renderer.bindAttribute("displacementIn", gridAttributes.asAttributeSource(VertexFormat.FLOAT, 2, (4 + 2 * 4), 0L, 1));
renderer.bindAttribute("indexIn", gridAttributes.asIntegerAttributeSource(VertexFormat.BYTE, 4, (4 + 2 * 4), 8L, 1));
renderer.draw(Primitive.TRIANGLE, 0, (detailLevels[lod] + 1) * (detailLevels[lod] + 1) * 2 * 3, lodInstanceCount[lod]);
}
}
renderer.setPolygonFillMode(PolygonFillMode.FILL);
}
use of io.xol.chunkstories.client.util.MemFreeByteBuffer in project chunkstories by Hugobros3.
the class FarTerrainNoMeshRenderer method generateGrid.
VertexBufferGL generateGrid(int gridSubdivisions) {
VertexBufferGL grid = new VertexBufferGL();
ByteBuffer bb = MemoryUtil.memAlloc((gridSubdivisions + 1) * (gridSubdivisions + 1) * 2 * 3 * (3 * 4));
bb.order(ByteOrder.LITTLE_ENDIAN);
MemFreeByteBuffer mbb = new MemFreeByteBuffer(bb);
int s = 32 / gridSubdivisions;
for (int a = 0; a < gridSubdivisions + 1; a++) for (int b = 0; b < gridSubdivisions + 1; b++) {
int i = a * s;
int j = b * s;
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + 0);
bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + s);
bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + 0);
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + 0);
bb.putFloat(i + 0);
bb.putFloat(0);
bb.putFloat(j + s);
bb.putFloat(i + s);
bb.putFloat(0);
bb.putFloat(j + s);
}
bb.flip();
grid.uploadData(mbb);
return grid;
}
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