Cubyz/src/blocks.zig
2024-03-22 21:27:10 +01:00

651 lines
22 KiB
Zig

const std = @import("std");
const main = @import("root");
const JsonElement = @import("json.zig").JsonElement;
const Neighbors = @import("chunk.zig").Neighbors;
const graphics = @import("graphics.zig");
const Shader = graphics.Shader;
const SSBO = graphics.SSBO;
const Image = graphics.Image;
const Color = graphics.Color;
const TextureArray = graphics.TextureArray;
const items = @import("items.zig");
const models = @import("models.zig");
const rotation = @import("rotation.zig");
const RotationMode = rotation.RotationMode;
pub const BlockClass = enum(u8) {
wood,
stone,
sand,
unbreakable,
leaf,
fluid,
air
};
var arena = main.utils.NeverFailingArenaAllocator.init(main.globalAllocator);
const allocator = arena.allocator();
pub const maxBlockCount: usize = 65536; // 16 bit limit
pub const BlockDrop = struct {
item: items.Item,
amount: f32,
};
/// Ores can be found underground in veins.
/// TODO: Add support for non-stone ores.
pub const Ore = struct {
/// average size of a vein in blocks
size: f32,
/// average density of a vein
density: f32,
/// average veins per chunk
veins: f32,
/// maximum height this ore can be generated
maxHeight: i32,
blockType: u16,
sources: []u16,
pub fn canCreateVeinInBlock(self: Ore, blockType: u16) bool {
for(self.sources) |source| {
if(blockType == source) return true;
}
return false;
}
};
var _transparent: [maxBlockCount]bool = undefined;
var _id: [maxBlockCount][]u8 = undefined;
/// Time in seconds to break this block by hand.
var _hardness: [maxBlockCount]f32 = undefined;
/// Minimum pickaxe/axe/shovel power required.
var _breakingPower: [maxBlockCount]f32 = undefined;
var _solid: [maxBlockCount]bool = undefined;
var _selectable: [maxBlockCount]bool = undefined;
var _blockDrops: [maxBlockCount][]BlockDrop = undefined;
/// Meaning undegradable parts of trees or other structures can grow through this block.
var _degradable: [maxBlockCount]bool = undefined;
var _viewThrough: [maxBlockCount]bool = undefined;
var _hasBackFace: [maxBlockCount]bool = undefined;
var _blockClass: [maxBlockCount]BlockClass = undefined;
var _light: [maxBlockCount]u32 = undefined;
/// How much light this block absorbs if it is transparent
var _absorption: [maxBlockCount]u32 = undefined;
/// GUI that is opened on click.
var _gui: [maxBlockCount][]u8 = undefined;
var _mode: [maxBlockCount]*RotationMode = undefined;
var reverseIndices = std.StringHashMap(u16).init(allocator.allocator);
var size: u32 = 0;
pub var ores: main.List(Ore) = main.List(Ore).init(allocator);
var unfinishedOreSourceBlockIds: main.List([][]const u8) = undefined;
pub fn init() void {
unfinishedOreSourceBlockIds = main.List([][]const u8).init(main.globalAllocator);
}
pub fn deinit() void {
unfinishedOreSourceBlockIds.deinit();
}
pub fn register(_: []const u8, id: []const u8, json: JsonElement) u16 {
if(reverseIndices.contains(id)) {
std.log.warn("Registered block with id {s} twice!", .{id});
}
_id[size] = allocator.dupe(u8, id);
reverseIndices.put(_id[size], @intCast(size)) catch unreachable;
_mode[size] = rotation.getByID(json.get([]const u8, "rotation", "no_rotation"));
_breakingPower[size] = json.get(f32, "breakingPower", 0);
_hardness[size] = json.get(f32, "hardness", 1);
_blockClass[size] = std.meta.stringToEnum(BlockClass, json.get([]const u8, "class", "stone")) orelse .stone;
_light[size] = json.get(u32, "emittedLight", 0);
_absorption[size] = json.get(u32, "absorbedLight", 0xffffff);
_degradable[size] = json.get(bool, "degradable", false);
_selectable[size] = json.get(bool, "selectable", true);
_solid[size] = json.get(bool, "solid", true);
_gui[size] = allocator.dupe(u8, json.get([]const u8, "GUI", ""));
_transparent[size] = json.get(bool, "transparent", false);
_viewThrough[size] = json.get(bool, "viewThrough", false) or _transparent[size];
_hasBackFace[size] = json.get(bool, "hasBackFace", false);
const oreProperties = json.getChild("ore");
if (oreProperties != .JsonNull) {
// Extract the ids:
const sourceBlocks = oreProperties.getChild("sources").toSlice();
const oreIds = main.globalAllocator.alloc([]const u8, sourceBlocks.len);
for(sourceBlocks, oreIds) |source, *oreId| {
oreId.* = main.globalAllocator.dupe(u8, source.as([]const u8, ""));
}
unfinishedOreSourceBlockIds.append(oreIds);
ores.append(Ore {
.veins = oreProperties.get(f32, "veins", 0),
.size = oreProperties.get(f32, "size", 0),
.maxHeight = oreProperties.get(i32, "height", 0),
.density = oreProperties.get(f32, "density", 0.5),
.blockType = @intCast(size),
.sources = &.{},
});
}
size += 1;
return @intCast(size - 1);
}
fn registerBlockDrop(typ: u16, json: JsonElement) void {
const drops = json.toSlice();
var result = allocator.alloc(BlockDrop, drops.len);
result.len = 0;
for(drops) |blockDrop| {
var string = blockDrop.as([]const u8, "auto");
string = std.mem.trim(u8, string, " ");
var iterator = std.mem.split(u8, string, " ");
var name = iterator.next() orelse continue;
var amount: f32 = 1;
while(iterator.next()) |next| {
if(next.len == 0) continue; // skip multiple spaces.
amount = std.fmt.parseFloat(f32, name) catch 1;
name = next;
break;
}
if(std.mem.eql(u8, name, "auto")) {
name = _id[typ];
}
const item = items.getByID(name) orelse continue;
result.len += 1;
result[result.len - 1] = BlockDrop{.item = items.Item{.baseItem = item}, .amount = amount};
}
}
pub fn finishBlocks(jsonElements: std.StringHashMap(JsonElement)) void {
var i: u16 = 0;
while(i < size) : (i += 1) {
registerBlockDrop(i, jsonElements.get(_id[i]) orelse continue);
}
for(ores.items, unfinishedOreSourceBlockIds.items) |*ore, oreIds| {
ore.sources = allocator.alloc(u16, oreIds.len);
for(ore.sources, oreIds) |*source, id| {
source.* = getByID(id);
main.globalAllocator.free(id);
}
main.globalAllocator.free(oreIds);
}
unfinishedOreSourceBlockIds.clearRetainingCapacity();
}
pub fn reset() void {
size = 0;
_ = arena.reset(.free_all);
reverseIndices = std.StringHashMap(u16).init(arena.allocator().allocator);
std.debug.assert(unfinishedOreSourceBlockIds.items.len == 0);
ores.clearRetainingCapacity();
}
pub fn getByID(id: []const u8) u16 {
if(reverseIndices.get(id)) |result| {
return result;
} else {
std.log.warn("Couldn't find block {s}. Replacing it with air...", .{id});
return 0;
}
}
pub fn hasRegistered(id: []const u8) bool {
return reverseIndices.contains(id);
}
pub const Block = packed struct {
typ: u16,
data: u16,
pub fn toInt(self: Block) u32 {
return @as(u32, self.typ) | @as(u32, self.data)<<16;
}
pub fn fromInt(self: u32) Block {
return Block{.typ=@truncate(self), .data=@intCast(self>>16)};
}
pub inline fn transparent(self: Block) bool {
return _transparent[self.typ];
}
pub inline fn id(self: Block) []u8 {
return _id[self.typ];
}
/// Time in seconds to break this block by hand.
pub inline fn hardness(self: Block) f32 {
return _hardness[self.typ];
}
/// Minimum pickaxe/axe/shovel power required.
pub inline fn breakingPower(self: Block) f32 {
return _breakingPower[self.typ];
}
pub inline fn solid(self: Block) bool {
return _solid[self.typ];
}
pub inline fn selectable(self: Block) bool {
return _selectable[self.typ];
}
pub inline fn blockDrops(self: Block) []BlockDrop {
return _blockDrops[self.typ];
}
/// Meaning undegradable parts of trees or other structures can grow through this block.
pub inline fn degradable(self: Block) bool {
return _degradable[self.typ];
}
pub inline fn viewThrough(self: Block) bool {
return _viewThrough[self.typ];
}
pub inline fn hasBackFace(self: Block) bool {
return _hasBackFace[self.typ];
}
pub inline fn blockClass(self: Block) BlockClass {
return _blockClass[self.typ];
}
pub inline fn light(self: Block) u32 {
return _light[self.typ];
}
/// How much light this block absorbs if it is transparent.
pub inline fn absorption(self: Block) u32 {
return _absorption[self.typ];
}
/// GUI that is opened on click.
pub inline fn gui(self: Block) []u8 {
return _gui[self.typ];
}
pub inline fn mode(self: Block) *RotationMode {
return _mode[self.typ];
}
// TODO:
// /**
// * Fires the blocks on click event(usually nothing or GUI opening).
// * @param world
// * @param pos
// * @return if the block did something on click.
// */
// public static boolean onClick(int block, World world, Vector3i pos) {
// if (gui[block & TYPE_MASK] != null) {
// GameLauncher.logic.openGUI("cubyz:workbench", new Inventory(26)); // TODO: Care about the inventory.
// return true;
// }
// return false;
// }
};
pub const meshes = struct {
const AnimationData = extern struct {
frames: i32,
time: i32,
};
const TextureData = extern struct {
textureIndices: [6]u16,
};
const FogData = extern struct {
fogDensity: f32,
fogColor: u32,
};
var size: u32 = 0;
var _modelIndex: [maxBlockCount]u16 = undefined;
var textureData: [maxBlockCount]TextureData = undefined;
/// Stores the number of textures after each block was added. Used to clean additional textures when the world is switched.
var maxTextureCount: [maxBlockCount]u32 = undefined;
/// Number of loaded meshes. Used to determine if an update is needed.
var loadedMeshes: u32 = 0;
var textureIDs: main.List([]const u8) = undefined;
var animation: main.List(AnimationData) = undefined;
var blockTextures: main.List(Image) = undefined;
var emissionTextures: main.List(Image) = undefined;
var reflectivityTextures: main.List(Image) = undefined;
var absorptionTextures: main.List(Image) = undefined;
var textureFogData: main.List(FogData) = undefined;
var arenaForWorld: main.utils.NeverFailingArenaAllocator = undefined;
const sideNames = blk: {
var names: [6][]const u8 = undefined;
names[Neighbors.dirDown] = "texture_bottom";
names[Neighbors.dirUp] = "texture_top";
names[Neighbors.dirPosX] = "texture_right";
names[Neighbors.dirNegX] = "texture_left";
names[Neighbors.dirPosY] = "texture_front";
names[Neighbors.dirNegY] = "texture_back";
break :blk names;
};
var animationSSBO: ?SSBO = null;
var animatedTextureSSBO: ?SSBO = null;
var fogSSBO: ?SSBO = null;
var animationShader: Shader = undefined;
var animationUniforms: struct {
time: c_int,
size: c_int,
} = undefined;
pub var blockTextureArray: TextureArray = undefined;
pub var emissionTextureArray: TextureArray = undefined;
pub var reflectivityAndAbsorptionTextureArray: TextureArray = undefined;
const black: Color = Color{.r=0, .g=0, .b=0, .a=255};
const magenta: Color = Color{.r=255, .g=0, .b=255, .a=255};
var undefinedTexture = [_]Color {magenta, black, black, magenta};
const undefinedImage = Image{.width = 2, .height = 2, .imageData = undefinedTexture[0..]};
var emptyTexture = [_]Color {black};
const emptyImage = Image{.width = 1, .height = 1, .imageData = emptyTexture[0..]};
pub fn init() void {
animationShader = Shader.initComputeAndGetUniforms("assets/cubyz/shaders/animation_pre_processing.glsl", &animationUniforms);
blockTextureArray = TextureArray.init();
emissionTextureArray = TextureArray.init();
reflectivityAndAbsorptionTextureArray = TextureArray.init();
textureIDs = main.List([]const u8).init(main.globalAllocator);
animation = main.List(AnimationData).init(main.globalAllocator);
blockTextures = main.List(Image).init(main.globalAllocator);
emissionTextures = main.List(Image).init(main.globalAllocator);
reflectivityTextures = main.List(Image).init(main.globalAllocator);
absorptionTextures = main.List(Image).init(main.globalAllocator);
textureFogData = main.List(FogData).init(main.globalAllocator);
arenaForWorld = main.utils.NeverFailingArenaAllocator.init(main.globalAllocator);
}
pub fn deinit() void {
if(animationSSBO) |ssbo| {
ssbo.deinit();
}
if(animatedTextureSSBO) |ssbo| {
ssbo.deinit();
}
if(fogSSBO) |ssbo| {
ssbo.deinit();
}
animationShader.deinit();
blockTextureArray.deinit();
emissionTextureArray.deinit();
reflectivityAndAbsorptionTextureArray.deinit();
textureIDs.deinit();
animation.deinit();
blockTextures.deinit();
emissionTextures.deinit();
reflectivityTextures.deinit();
absorptionTextures.deinit();
textureFogData.deinit();
arenaForWorld.deinit();
}
pub fn reset() void {
meshes.size = 0;
loadedMeshes = 0;
textureIDs.clearRetainingCapacity();
animation.clearRetainingCapacity();
blockTextures.clearRetainingCapacity();
emissionTextures.clearRetainingCapacity();
reflectivityTextures.clearRetainingCapacity();
absorptionTextures.clearRetainingCapacity();
textureFogData.clearRetainingCapacity();
_ = arenaForWorld.reset(.free_all);
}
pub inline fn model(block: Block) u16 {
return block.mode().model(block);
}
pub inline fn modelIndexStart(block: Block) u16 {
return _modelIndex[block.typ];
}
pub inline fn fogDensity(block: Block) f32 {
return textureFogData.items[textureData[block.typ].textureIndices[0]].fogDensity;
}
pub inline fn fogColor(block: Block) u32 {
return textureFogData.items[textureData[block.typ].textureIndices[0]].fogColor;
}
pub inline fn textureIndex(block: Block, orientation: usize) u16 {
return textureData[block.typ].textureIndices[orientation];
}
fn extendedPath(path: []const u8, pathBuffer: []u8, ending: []const u8) []const u8 {
std.debug.assert(path.ptr == pathBuffer.ptr);
@memcpy(pathBuffer[path.len..][0..ending.len], ending);
return pathBuffer[0..path.len+ending.len];
}
fn readAuxillaryTexture(_path: []const u8, pathBuffer: []u8, ending: []const u8, list: *main.List(Image), default: Image) void {
const path = extendedPath(_path, pathBuffer, ending);
const texture = Image.readFromFile(arenaForWorld.allocator(), path) catch default;
list.append(texture);
}
pub fn readTexture(textureInfo: JsonElement, assetFolder: []const u8) !u16 {
var result: u16 = undefined;
if(textureInfo == .JsonString or textureInfo == .JsonStringOwned) {
const resource = textureInfo.as([]const u8, "");
var splitter = std.mem.split(u8, resource, ":");
const mod = splitter.first();
const id = splitter.rest();
var buffer: [1024]u8 = undefined;
var path = try std.fmt.bufPrint(&buffer, "{s}/{s}/blocks/textures/{s}.png", .{assetFolder, mod, id});
// Test if it's already in the list:
for(textureIDs.items, 0..) |other, j| {
if(std.mem.eql(u8, other, path)) {
result = @intCast(j);
return result;
}
}
const file = std.fs.cwd().openFile(path, .{}) catch |err| blk: {
if(err != error.FileNotFound) {
std.log.err("Could not open file {s}: {s}", .{path, @errorName(err)});
}
path = try std.fmt.bufPrint(&buffer, "assets/{s}/blocks/textures/{s}.png", .{mod, id}); // Default to global assets.
break :blk std.fs.cwd().openFile(path, .{}) catch |err2| {
std.log.err("File not found. Searched in \"{s}\" and also in the assetFolder \"{s}\"", .{path, assetFolder});
return err2;
};
};
file.close(); // It was only openend to check if it exists.
// Otherwise read it into the list:
result = @intCast(blockTextures.items.len);
blockTextures.append(try Image.readFromFile(arenaForWorld.allocator(), path));
textureIDs.append(arenaForWorld.allocator().dupe(u8, path));
animation.append(.{.frames = 1, .time = 1});
readAuxillaryTexture(path, &buffer, "_emission.png", &emissionTextures, Image.emptyImage);
readAuxillaryTexture(path, &buffer, "_reflectivity.png", &reflectivityTextures, Image.emptyImage);
readAuxillaryTexture(path, &buffer, "_absorption.png", &absorptionTextures, Image.whiteEmptyImage);
const textureInfoPath = extendedPath(path, &buffer, "_textureInfo.json");
const textureInfoJson = main.files.readToJson(main.stackAllocator, textureInfoPath) catch .JsonNull;
defer textureInfoJson.free(main.stackAllocator);
textureFogData.append(.{
.fogDensity = textureInfoJson.get(f32, "fogDensity", 0.0),
.fogColor = textureInfoJson.get(u32, "fogColor", 0xffffff),
});
} else if(textureInfo == .JsonObject) {
const animationTime = textureInfo.get(i32, "time", 500);
const textures = textureInfo.getChild("textures").toSlice();
// Add the new textures into the list. Since this is an animation all textures that weren't found need to be replaced with undefined.
result = @intCast(blockTextures.items.len);
for(textures, 0..) |item, i| {
if(i == 0) {
animation.append(.{.frames = @intCast(textures.len), .time = animationTime});
} else {
animation.append(.{.frames = 1, .time = 1});
}
var splitter = std.mem.split(u8, item.as([]const u8, "cubyz:undefined"), ":");
const mod = splitter.first();
const id = splitter.rest();
var buffer: [1024]u8 = undefined;
var path = try std.fmt.bufPrint(&buffer, "{s}/{s}/blocks/textures/{s}.png", .{assetFolder, mod, id});
const file = std.fs.cwd().openFile(path, .{}) catch |err| blk: {
if(err != error.FileNotFound) {
std.log.err("Could not open file {s}: {s}", .{path, @errorName(err)});
}
path = try std.fmt.bufPrint(&buffer, "assets/{s}/blocks/textures/{s}.png", .{mod, id}); // Default to global assets.
break :blk std.fs.cwd().openFile(path, .{}) catch |err2| {
std.log.err("File not found. Searched in \"{s}\" and also in the assetFolder \"{s}\"", .{path, assetFolder});
return err2;
};
};
file.close(); // It was only openend to check if it exists.
blockTextures.append(try Image.readFromFile(arenaForWorld.allocator(), path));
textureIDs.append(arenaForWorld.allocator().dupe(u8, path));
readAuxillaryTexture(path, &buffer, "_emission.png", &emissionTextures, Image.emptyImage);
readAuxillaryTexture(path, &buffer, "_reflectivity.png", &reflectivityTextures, Image.emptyImage);
readAuxillaryTexture(path, &buffer, "_absorption.png", &absorptionTextures, Image.whiteEmptyImage);
const textureInfoPath = extendedPath(path, &buffer, "_textureInfo.json");
const textureInfoJson = main.files.readToJson(main.stackAllocator, textureInfoPath) catch .JsonNull;
defer textureInfoJson.free(main.stackAllocator);
textureFogData.append(.{
.fogDensity = textureInfoJson.get(f32, "fogDensity", 0.0),
.fogColor = textureInfoJson.get(u32, "fogColor", 0xffffff),
});
}
} else {
return error.NotSpecified;
}
return result;
}
pub fn getTextureIndices(json: JsonElement, assetFolder: []const u8, textureIndicesRef: []u16) void {
const defaultIndex = readTexture(json.getChild("texture"), assetFolder) catch 0;
for(textureIndicesRef, sideNames) |*ref, name| {
const textureInfo = json.getChild(name);
ref.* = readTexture(textureInfo, assetFolder) catch defaultIndex;
}
}
pub fn register(assetFolder: []const u8, _: []const u8, json: JsonElement) void {
_modelIndex[meshes.size] = _mode[meshes.size].createBlockModel(json.get([]const u8, "model", "cube"));
// The actual model is loaded later, in the rendering thread.
// But textures can be loaded here:
getTextureIndices(json, assetFolder, &textureData[meshes.size].textureIndices);
maxTextureCount[meshes.size] = @intCast(textureIDs.items.len);
meshes.size += 1;
}
// TODO: (this one requires thinking about the allocated memory!)
// public static void reloadTextures() {
// for(int i = 0; i < blockTextures.size(); i++) {
// try {
// blockTextures.set(i, ImageIO.read(new File(textureIDs.get(i).replace(":animation", ""))));
// } catch(IOException e) {
// Logger.warning("Could not read image from path "+textureIDs.get(i));
// Logger.warning(e);
// blockTextures.set(i, blockTextures.get(0));
// }
// }
// generateTextureArray();
// }
// TODO:
// public static void loadMeshes() {
// // Goes through all meshes that were newly added:
// for(; loadedMeshes < size; loadedMeshes++) {
// if (meshes[loadedMeshes] == null) {
// meshes[loadedMeshes] = Meshes.cachedDefaultModels.get(models[loadedMeshes]);
// if (meshes[loadedMeshes] == null) {
// if(models[loadedMeshes].isEmpty())
// continue;
// Resource rs = new Resource(models[loadedMeshes]);
// meshes[loadedMeshes] = new Mesh(ModelLoader.loadModel(rs, "assets/" + rs.getMod() + "/models/3d/" + rs.getID()));
// Meshes.cachedDefaultModels.put(models[loadedMeshes], meshes[loadedMeshes]);
// }
// }
// }
// }
pub fn preProcessAnimationData(time: u32) void {
animationShader.bind();
graphics.c.glUniform1ui(animationUniforms.time, time);
graphics.c.glUniform1ui(animationUniforms.size, @intCast(blockTextures.items.len));
graphics.c.glDispatchCompute(@intCast(@divFloor(blockTextures.items.len + 63, 64)), 1, 1); // TODO: Replace with @divCeil once available
graphics.c.glMemoryBarrier(graphics.c.GL_SHADER_STORAGE_BARRIER_BIT);
}
pub fn generateTextureArray() void {
const c = graphics.c;
blockTextureArray.generate(blockTextures.items, true, true);
if(main.settings.anisotropicFiltering) {
c.glTexParameterf(c.GL_TEXTURE_2D_ARRAY, c.GL_TEXTURE_MAX_ANISOTROPY, 16);
}
emissionTextureArray.generate(emissionTextures.items, true, false);
if(main.settings.anisotropicFiltering) {
c.glTexParameterf(c.GL_TEXTURE_2D_ARRAY, c.GL_TEXTURE_MAX_ANISOTROPY, 16);
}
const reflectivityAndAbsorptionTextures = main.stackAllocator.alloc(Image, reflectivityTextures.items.len);
defer main.stackAllocator.free(reflectivityAndAbsorptionTextures);
defer for(reflectivityAndAbsorptionTextures) |texture| {
texture.deinit(main.stackAllocator);
};
for(reflectivityTextures.items, absorptionTextures.items, reflectivityAndAbsorptionTextures) |reflecitivityTexture, absorptionTexture, *resultTexture| {
const width = @max(reflecitivityTexture.width, absorptionTexture.width);
const height = @max(reflecitivityTexture.height, absorptionTexture.height);
resultTexture.* = Image.init(main.stackAllocator, width, height);
for(0..width) |x| {
for(0..height) |y| {
const reflectivity = reflecitivityTexture.getRGB(x*reflecitivityTexture.width/width, y*reflecitivityTexture.height/height);
const absorption = absorptionTexture.getRGB(x*absorptionTexture.width/width, y*absorptionTexture.height/height);
resultTexture.setRGB(x, y, .{.r = absorption.r, .g = absorption.g, .b = absorption.b, .a = reflectivity.r});
}
}
}
reflectivityAndAbsorptionTextureArray.generate(reflectivityAndAbsorptionTextures, true, false);
if(main.settings.anisotropicFiltering) {
c.glTexParameterf(c.GL_TEXTURE_2D_ARRAY, c.GL_TEXTURE_MAX_ANISOTROPY, 16);
}
// Also generate additional buffers:
if(animationSSBO) |ssbo| {
ssbo.deinit();
}
if(animatedTextureSSBO) |ssbo| {
ssbo.deinit();
}
if(fogSSBO) |ssbo| {
ssbo.deinit();
}
animationSSBO = SSBO.initStatic(AnimationData, animation.items);
animationSSBO.?.bind(0);
animatedTextureSSBO = SSBO.initStaticSize(u32, blockTextures.items.len);
animatedTextureSSBO.?.bind(1);
fogSSBO = SSBO.initStatic(FogData, textureFogData.items);
fogSSBO.?.bind(7);
}
};