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but still some index errors
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package com.goby56.wakes.render; | ||
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import com.goby56.wakes.simulation.Brick; | ||
import com.goby56.wakes.simulation.WakeNode; | ||
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import java.util.ArrayList; | ||
import java.util.List; | ||
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public class BrickMesher { | ||
public static List<WakeRenderer.WakeQuad> generateMesh(Brick brick) { | ||
ArrayList<WakeRenderer.WakeQuad> quads = new ArrayList<>(); | ||
var ints = brick.bitMask; | ||
for (int i = 0; i < brick.dim; i++) { | ||
int j = 0; | ||
while (j < brick.dim) { | ||
j += Integer.numberOfTrailingZeros(ints[i] >> j); | ||
if (j >= brick.dim) continue; | ||
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int h = Integer.numberOfTrailingZeros(~(ints[i] >> j)); | ||
int hm = (h == 32) ? -1 : (1 << h) - 1; | ||
int mask = hm << j; | ||
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int w = 1; | ||
while (i + w < brick.dim) { | ||
int nextH = (ints[i + w] >> j) & hm; | ||
if (nextH != hm) { | ||
break; | ||
} | ||
ints[i + w] &= ~mask; | ||
w++; | ||
} | ||
quads.add(new WakeRenderer.WakeQuad(i, j, w, h, getFromArea(i, j, w, h, brick))); | ||
j += h; | ||
} | ||
} | ||
return quads; | ||
} | ||
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private static WakeNode[][] getFromArea(int x, int z, int w, int h, Brick brick) { | ||
WakeNode[][] nodes = new WakeNode[w][h]; | ||
for (int i = 0; i < w; i++) { | ||
for (int j = 0; j < h; j++) { | ||
System.out.printf("%d+%d=%d, %d+%d=%d\n", x, i, x+i, z, j, z+j); | ||
nodes[i][j] = brick.get(x + i, z + j); | ||
} | ||
} | ||
return nodes; | ||
} | ||
} |
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src/main/java/com/goby56/wakes/render/DynamicWakeTexture.java
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src/main/java/com/goby56/wakes/render/WakeRenderer.java
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package com.goby56.wakes.render; | ||
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import com.goby56.wakes.WakesClient; | ||
import com.goby56.wakes.render.enums.RenderType; | ||
import com.goby56.wakes.render.enums.WakeColor; | ||
import com.goby56.wakes.simulation.Brick; | ||
import com.goby56.wakes.simulation.WakeHandler; | ||
import com.goby56.wakes.simulation.WakeNode; | ||
import com.mojang.blaze3d.platform.GlConst; | ||
import com.mojang.blaze3d.platform.GlStateManager; | ||
import com.mojang.blaze3d.platform.TextureUtil; | ||
import com.mojang.blaze3d.systems.RenderSystem; | ||
import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderContext; | ||
import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderEvents; | ||
import net.minecraft.client.color.world.BiomeColors; | ||
import net.minecraft.client.render.*; | ||
import net.minecraft.util.math.Vec3d; | ||
import net.minecraft.world.World; | ||
import org.joml.Matrix4f; | ||
import org.lwjgl.opengl.GL12; | ||
import org.lwjgl.opengl.GL14; | ||
import org.lwjgl.system.MemoryUtil; | ||
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import java.util.ArrayList; | ||
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public class WakeRenderer implements WorldRenderEvents.AfterTranslucent { | ||
public static int nodesRendered = 0; | ||
public static int res; | ||
public static int glTexId; | ||
public static long imgPtr; | ||
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public record WakeQuad(int x, int z, int w, int h, WakeNode[][] affectedNodes) { | ||
} | ||
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@Override | ||
public void afterTranslucent(WorldRenderContext context) { | ||
if (WakesClient.CONFIG_INSTANCE.disableMod) { | ||
return; | ||
} | ||
WakeHandler wakeHandler = WakeHandler.getInstance(); | ||
if (wakeHandler == null || wakeHandler.resolutionResetScheduled) return; | ||
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ArrayList<Brick> bricks = wakeHandler.getVisible(context.frustum()); | ||
Matrix4f matrix = context.matrixStack().peek().getPositionMatrix(); | ||
RenderSystem.enableBlend(); | ||
RenderSystem.disableCull(); | ||
context.lightmapTextureManager().enable(); | ||
prepTextures(); | ||
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float x, z; | ||
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int n = 0; | ||
for (var brick : bricks) { | ||
if (WakesClient.CONFIG_INSTANCE.wakeResolution.res != WakeNode.res) continue; | ||
Vec3d screenSpace = brick.getPos().add(context.camera().getPos().negate()); | ||
x = (float) screenSpace.x; | ||
z = (float) screenSpace.z; | ||
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for (var quad : BrickMesher.generateMesh(brick)) { | ||
render(matrix, quad, x, z, wakeHandler.world); | ||
} | ||
n++; | ||
} | ||
RenderSystem.enableCull(); | ||
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nodesRendered = n; | ||
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} | ||
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public static void prepTextures() { | ||
GlStateManager._bindTexture(glTexId); | ||
GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, 0); | ||
GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_LOD, 0); | ||
GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, 0); | ||
GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0f); | ||
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GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_FILTER, GL12.GL_NEAREST); | ||
GlStateManager._texParameter(GlConst.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAG_FILTER, GL12.GL_NEAREST); | ||
} | ||
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public static void render(Matrix4f matrix, WakeQuad quad, float gx, float gz, World world) { | ||
int x = quad.x(); | ||
int z = quad.z(); | ||
int w = quad.w(); | ||
int h = quad.h(); | ||
WakeNode[][] nodes = quad.affectedNodes(); | ||
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res = WakesClient.CONFIG_INSTANCE.wakeResolution.res; | ||
glTexId = TextureUtil.generateTextureId(); | ||
imgPtr = MemoryUtil.nmemAlloc((long) w * res * h * res * 4); | ||
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populatePixels(x, z, w, h, nodes, world); | ||
draw(matrix, x + gx, z + gz, w, h, nodes, world); | ||
} | ||
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private static void populatePixels(int x, int z, int w, int h, WakeNode[][] nodes, World world) { | ||
for (int i = 0; i < w; i++) { | ||
for (int j = 0; j < h; j++) { | ||
WakeNode node = nodes[i][j]; | ||
long nodeOffset = (((i*(long) w)+j)*h); | ||
int waterCol = BiomeColors.getWaterColor(world, node.blockPos()); | ||
float opacity = (float) ((-Math.pow(node.t, 2) + 1) * WakesClient.CONFIG_INSTANCE.wakeOpacity); | ||
for (int r = 0; r < res; r++) { | ||
for (int c = 0; c < res; c++) { | ||
float avg = 0; | ||
avg += (node.u[0][r + 1][c + 1] + node.u[1][r + 1][c + 1] + node.u[2][r + 1][c + 1]) / 3; | ||
int color = WakeColor.getColor(avg, waterCol, opacity); | ||
long pixelOffset = (((r*(long) res)+c)*4); | ||
MemoryUtil.memPutInt(imgPtr + nodeOffset + pixelOffset, color); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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private static void draw(Matrix4f matrix, float x, float z, int w, int h, WakeNode[][] nodes, World world) { | ||
GlStateManager._bindTexture(glTexId); | ||
GlStateManager._pixelStore(GlConst.GL_UNPACK_ROW_LENGTH, 0); | ||
GlStateManager._pixelStore(GlConst.GL_UNPACK_SKIP_PIXELS, 0); | ||
GlStateManager._pixelStore(GlConst.GL_UNPACK_SKIP_ROWS, 0); | ||
GlStateManager._pixelStore(GlConst.GL_UNPACK_ALIGNMENT, 4); | ||
GlStateManager._texSubImage2D(GlConst.GL_TEXTURE_2D, 0, 0, 0, w * res, h * res, GlConst.GL_RGBA, GlConst.GL_UNSIGNED_BYTE, imgPtr); | ||
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RenderSystem.setShaderTexture(0, glTexId); | ||
RenderSystem.setShader(RenderType.getProgram()); | ||
RenderSystem.enableDepthTest(); // Is it THIS simple? https://github.com/Goby56/wakes/issues/46 | ||
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BufferBuilder buffer = Tessellator.getInstance().getBuffer(); | ||
buffer.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR_TEXTURE_OVERLAY_LIGHT_NORMAL); | ||
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int X = nodes.length - 1; | ||
int Z = nodes[0].length - 1; | ||
buffer.vertex(matrix, x, nodes[0][0].height, z) | ||
.color(1f, 1f, 1f, 1f) | ||
.texture(0, 0) | ||
.overlay(OverlayTexture.DEFAULT_UV) | ||
.light(light(nodes[0][0], world)) | ||
.normal(0f, 1f, 0f).next(); | ||
buffer.vertex(matrix, x, nodes[0][Z].height, z + 1) | ||
.color(1f, 1f, 1f, 1f) | ||
.texture(0, 1) | ||
.overlay(OverlayTexture.DEFAULT_UV) | ||
.light(light(nodes[0][Z], world)) | ||
.normal(0f, 1f, 0f).next(); | ||
buffer.vertex(matrix, x + 1, nodes[X][Z].height, z + 1) | ||
.color(1f, 1f, 1f, 1f) | ||
.texture(1, 1) | ||
.overlay(OverlayTexture.DEFAULT_UV) | ||
.light(light(nodes[X][Z], world)) | ||
.normal(0f, 1f, 0f).next(); | ||
buffer.vertex(matrix, x + 1, nodes[X][0].height, z) | ||
.color(1f, 1f, 1f, 1f) | ||
.texture(1, 0) | ||
.overlay(OverlayTexture.DEFAULT_UV) | ||
.light(light(nodes[X][0], world)) | ||
.normal(0f, 1f, 0f).next(); | ||
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Tessellator.getInstance().draw(); | ||
} | ||
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private static int light(WakeNode node, World world) { | ||
return WorldRenderer.getLightmapCoordinates(world, node.blockPos()); | ||
} | ||
} |
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