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Model Data + Near Plane & Detail Culling Dithering + Zone Reveal Fade + Wind & Character Displacement #1010
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a29afc5
Added Support for TextureBuffer to use RGBA when available
RuffledPlume 6ac386f
Fix Legacy Renderer shader compile issue
RuffledPlume e5e7fd6
Zone Renderer Wind Support
RuffledPlume 2db6726
Tag Wind Displacement on Pandemonium Plam Trees
RuffledPlume 8de59c6
Added Wavefront Scalarization support to Texture Buffer Parser
RuffledPlume 05ace5f
Disable Character Positions when on a boat
RuffledPlume 16bdaea
Merge All WorldViewContext Dynamic Vaos together
RuffledPlume 63c0024
Re-Add support for Coalescing when Staging Buffer is present
RuffledPlume d38d7e9
More FrameContext Unmap to postDrawTopLevel
RuffledPlume dbd87c0
Added Boat Displacement Support
RuffledPlume 1bc01a9
Cache all boat gameobjects at startup instead of using gameval at run…
RuffledPlume 54f5970
Dont dither sail if detail culling is disabled
RuffledPlume 3b0076e
Reduce Calls to `processPendingClientCallbacks` & Concurrent Streamin…
RuffledPlume 84bf5e6
Reduce thrashing of the JobSystem
RuffledPlume eeaae1e
Fix BoatIds
RuffledPlume 31029ec
PlayerModels use fixed size as their radius
RuffledPlume 1055da4
Fix wind displacement on many flowers as well as add and adjust it on…
Jin-Jiyunsun ca0a67e
Fix Legacy
RuffledPlume a57ebcd
Add displacement to sailing kelp
Jin-Jiyunsun 7b201eb
Slightly adjust some objects wind displacement
Jin-Jiyunsun b834d9e
Switch NPCDisplacementCache to use Int Collections
RuffledPlume 718779e
Switch from AABB to Boat Contours
RuffledPlume 6ea68ff
Added `unpackFloat2x16`
RuffledPlume 0782177
Move Boat Contour Generation to `loadSubScene`
RuffledPlume 4d193ab
Allow JobHandle Await to pickup work synchronously
RuffledPlume 2c1e4c0
Round Robin the Streaming in Zones to avoid saturating Job Queue
RuffledPlume 06b0713
Optimise DynamicModelVAO mergeRanges
RuffledPlume 9510f05
Moved FRAME_CONTEXT_UNMAP to an earlier point in the frame
RuffledPlume a5053e1
Perform Lookup for existing Model Face Data for static models
RuffledPlume cb612d1
Dedup Static Faces
RuffledPlume 86dcff5
Fix Underwater Chunk Edge Clamp
RuffledPlume bd8d079
Tag Tents & increase Varrock Castle displacement
RuffledPlume bea0b52
Allow TileItems to apply displacement
RuffledPlume afddad9
Reduce Dynamic Model Vertex Size
RuffledPlume 5ca2486
Provide Stub metadata buffer for DynamicModelVAO
RuffledPlume b609918
Add wind displacement to various banners, training dummies and adjust…
Jin-Jiyunsun afec42d
Cleanup
RuffledPlume 6f90ca0
Added `positionTileSnapping` to snap a models position to a grid by n…
RuffledPlume 9a83ee6
Add wind to more banners
Jin-Jiyunsun 08c71a5
Snap X & Z only
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41 changes: 41 additions & 0 deletions
41
src/main/java/rs117/hd/opengl/uniforms/UBODisplacement.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,41 @@ | ||
| package rs117.hd.opengl.uniforms; | ||
|
|
||
| import javax.inject.Inject; | ||
| import rs117.hd.scene.DisplacementManager; | ||
| import rs117.hd.utils.buffer.GLBuffer; | ||
|
|
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| import static org.lwjgl.opengl.GL15C.GL_DYNAMIC_DRAW; | ||
| import static rs117.hd.scene.DisplacementManager.MAX_BOAT_COUNT; | ||
| import static rs117.hd.scene.DisplacementManager.MAX_CHARACTER_POSITION_COUNT; | ||
|
|
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| public class UBODisplacement extends UniformBuffer<GLBuffer> { | ||
| public Property windDirectionX = addProperty(PropertyType.Float, "windDirectionX"); | ||
| public Property windDirectionZ = addProperty(PropertyType.Float, "windDirectionZ"); | ||
| public Property windStrength = addProperty(PropertyType.Float, "windStrength"); | ||
| public Property windCeiling = addProperty(PropertyType.Float, "windCeiling"); | ||
| public Property windOffset = addProperty(PropertyType.Float, "windOffset"); | ||
|
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| private final Property characterPositionCount = addProperty(PropertyType.Int, "characterPositionCount"); | ||
| private final Property boatAABBCount = addProperty(PropertyType.Int, "boatCount"); | ||
|
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| private final Property[] characterPositions = addPropertyArray(PropertyType.FVec4, "characterPositions", MAX_CHARACTER_POSITION_COUNT); | ||
| private final BoatStruct[] boatData = addStructs(new BoatStruct[MAX_BOAT_COUNT], BoatStruct::new); | ||
|
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| @Inject | ||
| private DisplacementManager displacementManager; | ||
|
|
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| public UBODisplacement() { | ||
| super(GL_DYNAMIC_DRAW); | ||
| } | ||
|
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| @Override | ||
| protected void preUpload() { | ||
| displacementManager.writeCharacterPositions(characterPositions, characterPositionCount); | ||
| displacementManager.writeBoatData(boatData, boatAABBCount); | ||
| } | ||
|
|
||
| public class BoatStruct extends StructProperty { | ||
| // Encoded Half16 | ||
| public Property[] contour = addPropertyArray(PropertyType.IVec4, "contour", 2); | ||
| } | ||
| } | ||
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