fix: resolve transparency rendering issues

This commit is contained in:
2026-04-18 11:55:53 +08:00
parent bb888fd7b7
commit 955c4ddec7
4 changed files with 58 additions and 128 deletions

View File

@@ -9,6 +9,10 @@
#include <unordered_set>
static constexpr ChunkPos CHUNK_DIR[] {
{1, 0}, {-1, 0}, {0, 1}, {0, -1}
};
World::World() {
}
@@ -29,44 +33,7 @@ bool World::can_move(const AABB& player_box) const{
return true;
}
/*
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find");
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
//BlockRenderData m_block_render_data;
// block id
m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)];
if (m_block_render_data.block_id == 0) {
return m_block_render_data;
}
// draw_face
m_block_render_data.draw_face.assign(6, true);
static const std::vector<glm::ivec3> DIR = {
glm::ivec3(0, 0, 1),
glm::ivec3(1, 0, 0),
glm::ivec3(0 ,0, -1),
glm::ivec3(-1, 0, 0),
glm::ivec3(0, 1, 0),
glm::ivec3(0, -1, 0)
};
glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z);
for (int i = 0; i < 6; i++) {
if (is_block(world_pos + DIR[i])) {
m_block_render_data.draw_face[i] = false;
}
}
return m_block_render_data;
}
*/
const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
static std::optional<LookBlock> null_look_block = std::nullopt;
auto it = m_players.find(HASH::str(name));
@@ -119,10 +86,20 @@ void World::init_world() {
}
// After block gen fininshed
std::vector<const std::vector<uint8_t>*> neighbor_block(4);
for (auto& [pos, chunk] : m_chunks) {
for (int i = 0; i < 4; i++) {
auto it = m_chunks.find(pos + CHUNK_DIR[i]);
if (it != m_chunks.end()) {
neighbor_block[i] = &(it->second.get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
}
}
chunk.gen_vertex_data(neighbor_block);
}
for (auto& chunk_map : m_chunks) {
auto& [chunk_pos, chunk] = chunk_map;
chunk.gen_vertex_data();
chunk.upload_to_gpu();
}
@@ -230,10 +207,6 @@ void World::gen_chunks_internal() {
new_chunks.push_back({pos, Chunk(*this, pos)});
}
static const ChunkPos CHUNK_DIR[] {
{1, 0}, {-1, 0}, {0, 1}, {0, -1}
};
std::unordered_map<ChunkPos, const Chunk&, ChunkPos::Hash> neighbor;
{
@@ -454,7 +427,16 @@ void World::update(float delta_time) {
for (auto& [pos, chunk] : m_chunks) {
if (chunk.is_dirty()) {
// the curial fator influence
chunk.gen_vertex_data();
std::vector<const std::vector<uint8_t>*> neighbor_block(4);
for (int i = 0; i < 4; i++) {
auto it = m_chunks.find(pos + CHUNK_DIR[i]);
if (it != m_chunks.end()) {
neighbor_block[i] = &(it->second.get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
}
}
chunk.gen_vertex_data(neighbor_block);
chunk.upload_to_gpu();
}
if (!chunk.is_dirty()) {