bug fixes, enforcing best practices
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@ -383,6 +383,8 @@ Transvoxel implementation
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Transvoxel implementation
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- Scaling LODed chunks by lod level
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Fix items falling below the ground
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# TODO
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@ -399,7 +401,6 @@ Audio FX for everything
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= Coding =
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Sour spot, sweet spot for damage hitboxes and hurtboxes
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Fix items falling below the ground
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Sub menu on title screen that allows changing control mappings
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Redo hitboxes to have capsules and also chaining between frames (but not between swinging the camera around)
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- Introduce block hitbox (blockbox) type
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@ -187,43 +187,6 @@ public class ClientLoading {
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Globals.playerCamera = CameraEntityUtils.spawnPlayerEntityTrackingCameraFirstPersonEntity(new Vector3f(1,0,1), MathUtils.getOriginVectorf());
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}
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/**
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* Test LODed chunk
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*/
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float[][][] isoValues = new float[ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE];
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int[][][] atlasValues = new int[ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE];
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float[][] edgeIsoValues = new float[ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE + ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE + ServerTerrainChunk.CHUNK_DIMENSION];
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int[][] edgeAtlasValues = new int[ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE + ServerTerrainChunk.CHUNK_DIMENSION][ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE + ServerTerrainChunk.CHUNK_DIMENSION];
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for(int x = 0; x < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE; x++){
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for(int y = 0; y < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE; y++){
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for(int z = 0; z < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE; z++){
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if(x < 5 && y < 5){
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isoValues[x][y][z] = 1.0f;
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}
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atlasValues[x][y][z] = 1;
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}
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if(y < 10 && x < 10){
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edgeIsoValues[x][y] = 1.0f;
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}
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if(y == 3 && x == 3){
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edgeIsoValues[x][y] = -1.0f;
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}
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edgeAtlasValues[x][y] = 1;
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}
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}
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TransvoxelChunkData chunkData = new TransvoxelChunkData(
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isoValues,
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atlasValues,
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1
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);
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chunkData.addZNegativeEdge(
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edgeIsoValues,
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edgeAtlasValues
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);
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Entity transvoxelEntityTest = TerrainChunk.clientCreateTerrainChunkEntity(chunkData, 1, Globals.voxelTextureAtlas);
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ClientEntityUtils.initiallyPositionEntity(transvoxelEntityTest, new Vector3d(3,3,3));
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/*
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Targeting crosshair
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@ -52,6 +52,9 @@ public class MenuGeneratorsLevelEditor {
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//is the voxel selection window open
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static boolean voxelWindowOpen = false;
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//vertical offset from cursor position to spawn things at
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static final Vector3d cursorVerticalOffset = new Vector3d(0,0.05,0);
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/**
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* Creates the level editor side panel top view
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@ -172,7 +175,7 @@ public class MenuGeneratorsLevelEditor {
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Vector3d eyePos = new Vector3d(CameraEntityUtils.getCameraEye(Globals.playerCamera));
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Vector3d centerPos = new Vector3d(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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Realm realm = Globals.realmManager.getRealms().iterator().next();
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0);
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0).add(cursorVerticalOffset);
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CreatureUtils.serverSpawnBasicCreature(realm, cursorPos, data.getCreatureId(), null);
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return false;
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}}));
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@ -202,7 +205,7 @@ public class MenuGeneratorsLevelEditor {
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Vector3d eyePos = new Vector3d(CameraEntityUtils.getCameraEye(Globals.playerCamera));
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Vector3d centerPos = new Vector3d(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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Realm realm = Globals.realmManager.getRealms().iterator().next();
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0);
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0).add(cursorVerticalOffset);
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FoliageUtils.serverSpawnTreeFoliage(realm, cursorPos, data.getName(), new Random().nextLong());
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return false;
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}}));
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@ -232,7 +235,7 @@ public class MenuGeneratorsLevelEditor {
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Vector3d eyePos = new Vector3d(CameraEntityUtils.getCameraEye(Globals.playerCamera));
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Vector3d centerPos = new Vector3d(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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Realm realm = Globals.realmManager.getRealms().iterator().next();
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0);
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0).add(cursorVerticalOffset);
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ItemUtils.serverSpawnBasicItem(realm, cursorPos, item.getItemId());
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return false;
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}}));
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@ -263,7 +266,7 @@ public class MenuGeneratorsLevelEditor {
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Vector3d eyePos = new Vector3d(CameraEntityUtils.getCameraEye(Globals.playerCamera));
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Vector3d centerPos = new Vector3d(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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Realm realm = Globals.realmManager.getRealms().iterator().next();
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0);
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Vector3d cursorPos = realm.getCollisionEngine().rayCastPosition(new Vector3d(centerPos), new Vector3d(eyePos).mul(-1.0), 5.0).add(cursorVerticalOffset);
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ObjectUtils.serverSpawnBasicObject(realm, cursorPos, object.getObjectId());
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return false;
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}}));
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@ -24,13 +24,13 @@ public class RenderScreenPipeline implements RenderPipeline {
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//the leftover texture gets used to draw the screen framebuffer quad
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//which doesnt work
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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GL40.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE1);
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GL40.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE2);
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GL40.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE3);
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GL40.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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openGLState.glDepthTest(false);
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@ -40,7 +40,7 @@ public class VolumeBufferPipeline implements RenderPipeline {
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RenderingEngine.volumeDepthBackfaceFramebuffer.bind();
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GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
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GL40.glActiveTexture(GL40.GL_TEXTURE0);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, woodTexture);
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// renderScene(simpleDepthShader);
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