feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -15,6 +15,8 @@
#include "C4JThread_SPU.h"
#include "C4JSpursJob.h"
//#define DISABLE_SPU_CODE
#endif
int Chunk::updates = 0;
@@ -233,7 +235,7 @@ void Chunk::rebuild()
byteArray tileArray = byteArray(tileIds, 16 * 16 * Level::maxBuildHeight);
level->getChunkAt(x,z)->getBlockData(tileArray); // 4J - TODO - now our data has been re-arranged, we could just extra the vertical slice of this chunk rather than the whole thing
LevelSource *region = new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r);
LevelSource *region = new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer *tileRenderer = new TileRenderer(region, this->x, this->y, this->z, tileIds);
// AP - added a caching system for Chunk::rebuild to take advantage of
@@ -278,15 +280,15 @@ void Chunk::rebuild()
// Establish whether this tile and its neighbours are all made of rock, dirt, unbreakable tiles, or have already
// been determined to meet this criteria themselves and have a tile of 255 set.
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx - 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz - 1 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 1 ) << 7 ) | ( indexY + 0 )) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
// Treat the bottom of the world differently - we shouldn't ever be able to look up at this, so consider tiles as invisible
// if they are surrounded on sides other than the bottom
if( yy > 0 )
@@ -299,7 +301,7 @@ void Chunk::rebuild()
yMinusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[ yMinusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYMinusOne ) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
}
int indexYPlusOne = yy + 1;
int yPlusOneOffset = 0;
@@ -309,7 +311,7 @@ void Chunk::rebuild()
yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
tileId = tileIds[ yPlusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYPlusOne ) ];
if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
// This tile is surrounded. Flag it as not requiring to be rendered by setting its id to 255.
tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ] = 0xff;
@@ -618,8 +620,6 @@ ChunkRebuildData g_rebuildDataOut __attribute__((__aligned__(16)));
TileCompressData_SPU g_tileCompressDataIn __attribute__((__aligned__(16)));
unsigned char* g_tileCompressDataOut = (unsigned char*)&g_rebuildDataIn.m_tileIds;
#define TILE_RENDER_SPU
void RunSPURebuild()
{
@@ -667,7 +667,7 @@ void Chunk::rebuild_SPU()
int r = 1;
Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r);
Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
TileRenderer tileRenderer(&region);
int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2;
@@ -722,19 +722,12 @@ void Chunk::rebuild_SPU()
intArray_SPU tesselatorArray((unsigned int*)g_rebuildDataIn.m_tesselator.m_PPUArray);
g_rebuildDataIn.m_tesselator._array = &tesselatorArray;
g_rebuildDataIn.m_currentLayer = currentLayer;
#ifdef TILE_RENDER_SPU
g_tileCompressDataIn.setForChunk(&region, x0, y0, z0);
RunSPURebuild();
g_rebuildDataOut.storeInTesselator();
pOutData = &g_rebuildDataOut;
#else
g_rebuildDataIn.disableUnseenTiles();
TileRenderer_SPU *pTileRenderer = new TileRenderer_SPU(&g_rebuildDataIn);
g_rebuildDataIn.tesselateAllTiles(pTileRenderer);
g_rebuildDataIn.storeInTesselator();
pOutData = &g_rebuildDataIn;
#endif
if(pOutData->m_flags & ChunkRebuildData::e_flag_Rendered)
if(pOutData->m_flags & ChunkRebuildData::e_flag_Rendered)
rendered = true;
// 4J - changed loop order here to leave y as the innermost loop for better cache performance