fixed stained glass not rendering the water

This commit is contained in:
Marvelco
2026-04-16 21:26:40 +03:00
parent 4e5b225aba
commit 833e449c8c
7 changed files with 96 additions and 50 deletions

View File

@@ -160,13 +160,15 @@ LevelRenderer::LevelRenderer(Minecraft *mc, Textures *textures)
visibleLists_layer0 = nullptr;
visibleLists_layer1 = nullptr;
visibleLists_layer2 = nullptr;
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
this->mc = mc;
this->textures = textures;
chunkLists = MemoryTracker::genLists(getGlobalChunkCount()*2); // *2 here is because there is one renderlist per chunk here for each of the opaque & transparent layers
chunkLists = MemoryTracker::genLists(getGlobalChunkCount() * CHUNK_RENDER_LAYERS); // One render list per chunk render layer.
globalChunkFlags = new unsigned char[getGlobalChunkCount()];
memset(globalChunkFlags, 0, getGlobalChunkCount());
@@ -464,8 +466,10 @@ void LevelRenderer::allChanged(int playerIndex)
// Free old visible chunk lists
delete[] visibleLists_layer0;
delete[] visibleLists_layer1;
delete[] visibleLists_layer2;
visibleLists_layer0 = nullptr;
visibleLists_layer1 = nullptr;
visibleLists_layer2 = nullptr;
chunks[playerIndex] = ClipChunkArray(xChunks * yChunks * zChunks);
// sortedChunks[playerIndex] = new vector<Chunk *>(xChunks * yChunks * zChunks); // 4J - removed - not sorting our chunks anymore
@@ -503,8 +507,10 @@ void LevelRenderer::allChanged(int playerIndex)
int totalChunkCount = xChunks * yChunks * zChunks;
visibleLists_layer0 = new int[totalChunkCount];
visibleLists_layer1 = new int[totalChunkCount];
visibleLists_layer2 = new int[totalChunkCount];
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
if (level != nullptr)
{
@@ -784,8 +790,18 @@ void LevelRenderer::renderChunksDirect(int layer, double alpha)
glPushMatrix();
glTranslatef(static_cast<float>(-xOff), static_cast<float>(-yOff), static_cast<float>(-zOff));
int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
int *lists = visibleLists_layer2;
int numVisible = visibleCount_layer2;
if (layer == 0)
{
lists = visibleLists_layer0;
numVisible = visibleCount_layer0;
}
else if (layer == 1)
{
lists = visibleLists_layer1;
numVisible = visibleCount_layer1;
}
bool first = true;
if (lists != nullptr)
{
@@ -872,8 +888,18 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
int count = 0;
// Use compact visible lists built during cull() instead of iterating all chunks
int *lists = (layer == 0) ? visibleLists_layer0 : visibleLists_layer1;
int numVisible = (layer == 0) ? visibleCount_layer0 : visibleCount_layer1;
int *lists = visibleLists_layer2;
int numVisible = visibleCount_layer2;
if (layer == 0)
{
lists = visibleLists_layer0;
numVisible = visibleCount_layer0;
}
else if (layer == 1)
{
lists = visibleLists_layer1;
numVisible = visibleCount_layer1;
}
if (lists != nullptr)
{
for (int i = 0; i < numVisible; i++)
@@ -892,8 +918,8 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
{
if( !pClipChunk->visible ) continue;
if( pClipChunk->globalIdx == -1 ) continue;
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue;
int list = pClipChunk->globalIdx * 2 + layer;
if (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
list += chunkLists;
if(RenderManager.CBuffCall(list, first))
first = false;
@@ -912,11 +938,11 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
{
if( !pClipChunk->visible ) continue; // This will be set if the chunk isn't visible, or isn't compiled, or has both empty flags set
if( pClipChunk->globalIdx == -1 ) continue; // Not sure if we should ever encounter this... TODO check
if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
if (layer < 2 && ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag) continue; // Check that this particular layer isn't empty
if( !(globalChunkFlags[pClipChunk->globalIdx] & LevelRenderer::CHUNK_FLAG_CUT_OUT) ) continue; // Does this chunk contain any cut out geometry
// List can be calculated directly from the chunk's global idex
int list = pClipChunk->globalIdx * 2 + layer;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + layer;
list += chunkLists;
if(RenderManager.CBuffCallCutOut(list, first))
@@ -2639,6 +2665,7 @@ void LevelRenderer::cull(Culler *culler, float a)
// Reset visible chunk lists for this frame
visibleCount_layer0 = 0;
visibleCount_layer1 = 0;
visibleCount_layer2 = 0;
// Column-level frustum culling: test one AABB per XZ column before testing individual Y chunks.
// At dist 64 this reduces ~278K clip() calls to ~17K column tests + per-chunk tests only for visible columns.
@@ -2672,13 +2699,6 @@ void LevelRenderer::cull(Culler *culler, float a)
ClipChunk *pClipChunk = &chunks[playerIndex][(z * yChunks + y) * xChunks + x];
unsigned char flags = pClipChunk->globalIdx == -1 ? 0 : globalChunkFlags[ pClipChunk->globalIdx ];
// Skip frustum test for confirmed-empty compiled chunks - they have nothing to render
if ((flags & CHUNK_FLAG_COMPILED) && (flags & CHUNK_FLAG_EMPTYBOTH) == CHUNK_FLAG_EMPTYBOTH)
{
pClipChunk->visible = false;
continue;
}
bool clipres = clip(pClipChunk->aabb, fdraw);
if ( (flags & CHUNK_FLAG_COMPILED ) && ( ( flags & CHUNK_FLAG_EMPTYBOTH ) != CHUNK_FLAG_EMPTYBOTH ) )
@@ -2699,11 +2719,12 @@ void LevelRenderer::cull(Culler *culler, float a)
// Build compact visible chunk lists for renderChunks()
if (pClipChunk->visible && pClipChunk->globalIdx != -1 && visibleLists_layer0 != nullptr)
{
int list = pClipChunk->globalIdx * 2 + chunkLists;
int list = pClipChunk->globalIdx * CHUNK_RENDER_LAYERS + chunkLists;
if (!((flags & CHUNK_FLAG_EMPTY0) == CHUNK_FLAG_EMPTY0))
visibleLists_layer0[visibleCount_layer0++] = list;
if (!((flags & CHUNK_FLAG_EMPTY1) == CHUNK_FLAG_EMPTY1))
visibleLists_layer1[visibleCount_layer1++] = list + 1;
visibleLists_layer2[visibleCount_layer2++] = list + 2;
}
}
}