Reformat/Refactor the config Interface/Wrapper setup

This commit is contained in:
James Seibel
2021-11-16 20:07:08 -06:00
parent 2e1ff17ea7
commit 1176a843a6
6 changed files with 371 additions and 794 deletions
@@ -28,7 +28,6 @@ import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.core.config.LodConfig;
import com.seibel.lod.core.enums.config.BlockToAvoid;
import com.seibel.lod.core.enums.config.BufferRebuildTimes;
import com.seibel.lod.core.enums.config.DistanceGenerationMode;
@@ -44,6 +43,15 @@ import com.seibel.lod.core.enums.rendering.DebugMode;
import com.seibel.lod.core.enums.rendering.FogDistance;
import com.seibel.lod.core.enums.rendering.FogDrawOverride;
import com.seibel.lod.core.objects.MinDefaultMax;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IAdvanced;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IAdvanced.IBuffers;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IAdvanced.IDebugging;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IAdvanced.IThreading;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IGraphics;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IGraphics.IAdvancedGraphics;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IGraphics.IFogQuality;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IGraphics.IQuality;
import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton.IClient.IWorldGenerator;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@@ -54,7 +62,7 @@ import net.minecraftforge.fml.config.ModConfig;
* This handles any configuration the user has access to.
* @author Leonardo Amato
* @author James Seibel
* @version 11-14-2021
* @version 11-16-2021
*/
@Mod.EventBusSubscriber
public class ForgeConfig
@@ -103,18 +111,17 @@ public class ForgeConfig
//==================//
public static class Graphics
{
public final QualityOption qualityOption;
public final FogQualityOption fogQualityOption;
public final FogQualityOption fogQuality;
public final AdvancedGraphicsOption advancedGraphicsOption;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the mod will look in game").push("Graphics");
builder.comment(IGraphics.DESC).push("Graphics");
{
qualityOption = new QualityOption(builder);
advancedGraphicsOption = new AdvancedGraphicsOption(builder);
fogQualityOption = new FogQualityOption(builder);
fogQuality = new FogQualityOption(builder);
}
builder.pop();
}
@@ -123,44 +130,39 @@ public class ForgeConfig
public static class QualityOption
{
public final ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
public final ForgeConfigSpec.IntValue lodChunkRenderDistance;
public final ForgeConfigSpec.EnumValue<VerticalQuality> verticalQuality;
public final ForgeConfigSpec.EnumValue<HorizontalScale> horizontalScale;
public final ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
QualityOption(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.Graphics.QualityOption.DESC).push(this.getClass().getSimpleName());
builder.comment(IQuality.DESC).push(this.getClass().getSimpleName());
verticalQuality = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.VERTICAL_QUALITY_DESC)
.defineEnum("Vertical Quality", LodConfig.Client.Graphics.QualityOption.VERTICAL_QUALITY_DEFAULT);
+ IQuality.VERTICAL_QUALITY_DESC)
.defineEnum("Vertical Quality", IQuality.VERTICAL_QUALITY_DEFAULT);
horizontalScale = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.HORIZONTAL_SCALE_DESC)
.defineEnum("Horizontal Scale", LodConfig.Client.Graphics.QualityOption.HORIZONTAL_SCALE_DEFAULT);
+ IQuality.HORIZONTAL_SCALE_DESC)
.defineEnum("Horizontal Scale", IQuality.HORIZONTAL_SCALE_DEFAULT);
horizontalQuality = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.HORIZONTAL_QUALITY_DESC)
.defineEnum("Horizontal Quality", LodConfig.Client.Graphics.QualityOption.HORIZONTAL_QUALITY_DEFAULT);
+ IQuality.HORIZONTAL_QUALITY_DESC)
.defineEnum("Horizontal Quality", IQuality.HORIZONTAL_QUALITY_DEFAULT);
drawResolution = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.DRAW_RESOLUTION_DESC)
.defineEnum("Block size", LodConfig.Client.Graphics.QualityOption.DRAW_RESOLUTION_DEFAULT);
+ IQuality.DRAW_RESOLUTION_DESC)
.defineEnum("Block size", IQuality.DRAW_RESOLUTION_DEFAULT);
MinDefaultMax<Integer> minDefaultMax = LodConfig.Client.Graphics.QualityOption.LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX;
MinDefaultMax<Integer> minDefaultMax = IQuality.LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX;
lodChunkRenderDistance = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.LOD_CHUNK_RENDER_DISTANCE_DESC)
+ IQuality.LOD_CHUNK_RENDER_DISTANCE_DESC)
.defineInRange("Lod Render Distance", minDefaultMax.defaultValue, minDefaultMax.minValue, minDefaultMax.maxValue);
builder.pop();
@@ -171,30 +173,27 @@ public class ForgeConfig
public static class FogQualityOption
{
public final ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public final ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
public final ForgeConfigSpec.BooleanValue disableVanillaFog;
FogQualityOption(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.Graphics.FogQualityOption.DESC).push(this.getClass().getSimpleName());
builder.comment(IFogQuality.DESC).push(this.getClass().getSimpleName());
fogDistance = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.FogQualityOption.FOG_DISTANCE_DESC)
.defineEnum("Fog Distance", LodConfig.Client.Graphics.FogQualityOption.FOG_DISTANCE_DEFAULT);
+ IFogQuality.FOG_DISTANCE_DESC)
.defineEnum("Fog Distance", IFogQuality.FOG_DISTANCE_DEFAULT);
fogDrawOverride = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.FogQualityOption.FOG_DRAW_OVERRIDE_DESC)
.defineEnum("Fog Draw Override", LodConfig.Client.Graphics.FogQualityOption.FOG_DRAW_OVERRIDE_DEFAULT);
+ IFogQuality.FOG_DRAW_OVERRIDE_DESC)
.defineEnum("Fog Draw Override", IFogQuality.FOG_DRAW_OVERRIDE_DEFAULT);
disableVanillaFog = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.FogQualityOption.DISABLE_VANILLA_FOG_DESC)
.define("Experimental Disable Vanilla Fog", LodConfig.Client.Graphics.FogQualityOption.DISABLE_VANILLA_FOG_DEFAULT);
+ IFogQuality.DISABLE_VANILLA_FOG_DESC)
.define("Experimental Disable Vanilla Fog", IFogQuality.DISABLE_VANILLA_FOG_DEFAULT);
builder.pop();
}
@@ -204,53 +203,47 @@ public class ForgeConfig
public static class AdvancedGraphicsOption
{
public final ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public final ForgeConfigSpec.BooleanValue disableDirectionalCulling;
public final ForgeConfigSpec.BooleanValue alwaysDrawAtMaxQuality;
public final ForgeConfigSpec.EnumValue<VanillaOverdraw> vanillaOverdraw;
public final ForgeConfigSpec.EnumValue<GpuUploadMethod> gpuUploadMethod;
public final ForgeConfigSpec.BooleanValue useExtendedNearClipPlane;
AdvancedGraphicsOption(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.Graphics.AdvancedGraphicsOption.DESC).push(this.getClass().getSimpleName());
builder.comment(IAdvancedGraphics.DESC).push(this.getClass().getSimpleName());
lodTemplate = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.LOD_TEMPLATE_DESC)
.defineEnum("LOD Template", LodConfig.Client.Graphics.AdvancedGraphicsOption.LOD_TEMPLATE_DEFAULT);
+ IAdvancedGraphics.LOD_TEMPLATE_DESC)
.defineEnum("LOD Template", IAdvancedGraphics.LOD_TEMPLATE_DEFAULT);
disableDirectionalCulling = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.DISABLE_DIRECTIONAL_CULLING_DESC)
.define("Disable Directional Culling", LodConfig.Client.Graphics.AdvancedGraphicsOption.DISABLE_DIRECTIONAL_CULLING_DEFAULT);
+ IAdvancedGraphics.DISABLE_DIRECTIONAL_CULLING_DESC)
.define("Disable Directional Culling", IAdvancedGraphics.DISABLE_DIRECTIONAL_CULLING_DEFAULT);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.ALWAYS_DRAW_AT_MAD_QUALITY_DESC)
.define("Always Use Max Quality", LodConfig.Client.Graphics.AdvancedGraphicsOption.ALWAYS_DRAW_AT_MAD_QUALITY_DEFAULT);
+ IAdvancedGraphics.ALWAYS_DRAW_AT_MAD_QUALITY_DESC)
.define("Always Use Max Quality", IAdvancedGraphics.ALWAYS_DRAW_AT_MAD_QUALITY_DEFAULT);
vanillaOverdraw = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.VANILLA_OVERDRAW_DESC)
.defineEnum("Vanilla Overdraw", LodConfig.Client.Graphics.AdvancedGraphicsOption.VANILLA_OVERDRAW_DEFAULT);
+ IAdvancedGraphics.VANILLA_OVERDRAW_DESC)
.defineEnum("Vanilla Overdraw", IAdvancedGraphics.VANILLA_OVERDRAW_DEFAULT);
gpuUploadMethod = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.GPU_UPLOAD_METHOD_DESC)
.defineEnum("GPU Upload Method", LodConfig.Client.Graphics.AdvancedGraphicsOption.GPU_UPLOAD_METHOD_DEFAULT);
+ IAdvancedGraphics.GPU_UPLOAD_METHOD_DESC)
.defineEnum("GPU Upload Method", IAdvancedGraphics.GPU_UPLOAD_METHOD_DEFAULT);
// This is a temporary fix (like vanilla overdraw)
// hopefully we can remove both once we get individual chunk rendering figured out
useExtendedNearClipPlane = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.USE_EXTENDED_NEAR_CLIP_PLANE_DESC)
.define("Use Extended Near Clip Plane", LodConfig.Client.Graphics.AdvancedGraphicsOption.USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT);
+ IAdvancedGraphics.USE_EXTENDED_NEAR_CLIP_PLANE_DESC)
.define("Use Extended Near Clip Plane", IAdvancedGraphics.USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT);
builder.pop();
@@ -274,27 +267,27 @@ public class ForgeConfig
WorldGenerator(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.WorldGenerator.DESC).push("Generation");
builder.comment(IWorldGenerator.DESC).push("Generation");
generationPriority = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.GENERATION_PRIORITY_DESC)
.defineEnum("Generation Priority", LodConfig.Client.WorldGenerator.GENERATION_PRIORITY_DEFAULT);
+ IWorldGenerator.GENERATION_PRIORITY_DESC)
.defineEnum("Generation Priority", IWorldGenerator.GENERATION_PRIORITY_DEFAULT);
distanceGenerationMode = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.DISTANCE_GENERATION_MODE_DESC)
.defineEnum("Distance Generation Mode", LodConfig.Client.WorldGenerator.DISTANCE_GENERATION_MODE_DEFAULT);
+ IWorldGenerator.DISTANCE_GENERATION_MODE_DESC)
.defineEnum("Distance Generation Mode", IWorldGenerator.DISTANCE_GENERATION_MODE_DEFAULT);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.ALLOW_UNSTABLE_FEATURE_GENERATION_DESC)
.define("Allow Unstable Feature Generation", LodConfig.Client.WorldGenerator.ALLOW_UNSTABLE_FEATURE_GENERATION_DEFAULT);
+ IWorldGenerator.ALLOW_UNSTABLE_FEATURE_GENERATION_DESC)
.define("Allow Unstable Feature Generation", IWorldGenerator.ALLOW_UNSTABLE_FEATURE_GENERATION_DEFAULT);
blockToAvoid = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.BLOCK_TO_AVOID_DESC)
.defineEnum("Block to avoid", LodConfig.Client.WorldGenerator.BLOCK_TO_AVOID_DEFAULT);
+ IWorldGenerator.BLOCK_TO_AVOID_DESC)
.defineEnum("Block to avoid", IWorldGenerator.BLOCK_TO_AVOID_DEFAULT);
/*useExperimentalPreGenLoading = builder
.comment("\n\n"
@@ -313,14 +306,13 @@ public class ForgeConfig
//============================//
public static class AdvancedModOptions
{
public final Threading threading;
public final Debugging debugging;
public final Buffers buffers;
public AdvancedModOptions(ForgeConfigSpec.Builder builder)
{
builder.comment("Advanced mod settings").push(this.getClass().getSimpleName());
builder.comment(IAdvanced.DESC).push(this.getClass().getSimpleName());
{
threading = new Threading(builder);
debugging = new Debugging(builder);
@@ -336,19 +328,19 @@ public class ForgeConfig
Threading(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.AdvancedModOptions.Threading.DESC).push(this.getClass().getSimpleName());
builder.comment(IThreading.DESC).push(this.getClass().getSimpleName());
MinDefaultMax<Integer> minDefaultMax = LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_WORLD_GENERATION_THREADS_DEFAULT;
MinDefaultMax<Integer> minDefaultMax = IThreading.NUMBER_OF_WORLD_GENERATION_THREADS_DEFAULT;
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_WORLD_GENERATION_THREADS_DESC)
+ IThreading.NUMBER_OF_WORLD_GENERATION_THREADS_DESC)
.defineInRange("numberOfWorldGenerationThreads", minDefaultMax.defaultValue, minDefaultMax.minValue, minDefaultMax.maxValue);
minDefaultMax = LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX;
minDefaultMax = IThreading.NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX;
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX)
+ IThreading.NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX)
.defineInRange("numberOfBufferBuilderThreads", minDefaultMax.defaultValue, minDefaultMax.minValue, minDefaultMax.maxValue);
builder.pop();
@@ -369,22 +361,22 @@ public class ForgeConfig
Debugging(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.AdvancedModOptions.Debugging.DESC).push(this.getClass().getSimpleName());
builder.comment(IDebugging.DESC).push(this.getClass().getSimpleName());
drawLods = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Debugging.DRAW_LODS_DESC)
.define("Enable Rendering", LodConfig.Client.AdvancedModOptions.Debugging.DRAW_LODS_DEFAULT);
+ IDebugging.DRAW_LODS_DESC)
.define("Enable Rendering", IDebugging.DRAW_LODS_DEFAULT);
debugMode = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Debugging.DEBUG_MODE_DESC)
.defineEnum("Debug Mode", LodConfig.Client.AdvancedModOptions.Debugging.DEBUG_MODE_DEFAULT);
+ IDebugging.DEBUG_MODE_DESC)
.defineEnum("Debug Mode", IDebugging.DEBUG_MODE_DEFAULT);
enableDebugKeybindings = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Debugging.ENABLE_DEBUG_KEYBINDINGS_DESC)
.define("Enable Debug Keybinding", LodConfig.Client.AdvancedModOptions.Debugging.ENABLE_DEBUG_KEYBINDINGS_DEFAULT);
+ IDebugging.ENABLE_DEBUG_KEYBINDINGS_DESC)
.define("Enable Debug Keybinding", IDebugging.ENABLE_DEBUG_KEYBINDINGS_DEFAULT);
builder.pop();
}
@@ -397,12 +389,12 @@ public class ForgeConfig
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.AdvancedModOptions.Buffers.DESC).push(this.getClass().getSimpleName());
builder.comment(IBuffers.DESC).push(this.getClass().getSimpleName());
rebuildTimes = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Buffers.REBUILD_TIMES_DESC)
.defineEnum("rebuildFrequency", LodConfig.Client.AdvancedModOptions.Buffers.REBUILD_TIMES_DEFAULT);
+ IBuffers.REBUILD_TIMES_DESC)
.defineEnum("rebuildFrequency", IBuffers.REBUILD_TIMES_DEFAULT);
builder.pop();
}
@@ -120,7 +120,7 @@ public class ClientApi
// these can't be set until after the buffers are built (in renderer.drawLODs)
// otherwise the buffers may be set to the wrong size, or not changed at all
ApiShared.previousChunkRenderDistance = mc.getRenderDistance();
ApiShared.previousLodRenderDistance = config.getClient().getGraphics().getQualityOption().getLodChunkRenderDistance();
ApiShared.previousLodRenderDistance = config.client().graphics().quality().getLodChunkRenderDistance();
}
catch (Exception e)
{
@@ -145,7 +145,7 @@ public class ClientApi
config.getClient().getAdvancedModOptions().getDebugging().setEnableDebugKeybindings(true);
config.client().advanced().debugging().setEnableDebugKeybindings(true);
}
@@ -1,651 +0,0 @@
package com.seibel.lod.core.config;
import com.seibel.lod.core.enums.config.BlockToAvoid;
import com.seibel.lod.core.enums.config.BufferRebuildTimes;
import com.seibel.lod.core.enums.config.DistanceGenerationMode;
import com.seibel.lod.core.enums.config.GenerationPriority;
import com.seibel.lod.core.enums.config.GpuUploadMethod;
import com.seibel.lod.core.enums.config.HorizontalQuality;
import com.seibel.lod.core.enums.config.HorizontalResolution;
import com.seibel.lod.core.enums.config.HorizontalScale;
import com.seibel.lod.core.enums.config.LodTemplate;
import com.seibel.lod.core.enums.config.VanillaOverdraw;
import com.seibel.lod.core.enums.config.VerticalQuality;
import com.seibel.lod.core.enums.rendering.DebugMode;
import com.seibel.lod.core.enums.rendering.FogDistance;
import com.seibel.lod.core.enums.rendering.FogDrawOverride;
import com.seibel.lod.core.objects.MinDefaultMax;
import com.seibel.lod.core.util.LodUtil;
import com.seibel.lod.wrappers.config.LodConfigWrapperSingleton;
/**
* Interacts with the LodConfigWrapper to get the config
*
* @author James Seibel
* @version 11-14-2021
*/
public class LodConfig
{
public static final Client client = new Client();
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final AdvancedModOptions advancedModOptions;
//================//
// Client Configs //
//================//
public Client()
{
graphics = new Graphics();
worldGenerator = new WorldGenerator();
advancedModOptions = new AdvancedModOptions();
}
//==================//
// Graphics Configs //
//==================//
public static class Graphics
{
public final QualityOption qualityOption;
public final FogQualityOption fogQualityOption;
public final AdvancedGraphicsOption advancedGraphicsOption;
Graphics()
{
qualityOption = new QualityOption();
advancedGraphicsOption = new AdvancedGraphicsOption();
fogQualityOption = new FogQualityOption();
}
public static class QualityOption
{
public static final String DESC = "These settings control how detailed the fake chunks will be.";
public static final String DRAW_RESOLUTION_DESC = ""
+ " What is the maximum detail fake chunks should be drawn at? \n"
+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n";
public static final HorizontalResolution DRAW_RESOLUTION_DEFAULT = HorizontalResolution.BLOCK;
public HorizontalResolution getDrawResolution()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.getDrawResolution();
}
public void setDrawResolution(HorizontalResolution newHorizontalResolution)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.setDrawResolution(newHorizontalResolution);
}
public static final String LOD_CHUNK_RENDER_DISTANCE_DESC = ""
+ " The mod's render distance, measured in chunks. \n";
public static final MinDefaultMax<Integer> LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(16, 64, 1024);
public int getLodChunkRenderDistance()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.getLodChunkRenderDistance();
}
public void setLodChunkRenderDistance(int newLodChunkRenderDistance)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.setLodChunkRenderDistance(newLodChunkRenderDistance);
}
public static final String VERTICAL_QUALITY_DESC = ""
+ " This indicates how detailed fake chunks will represent \n"
+ " overhangs, caves, floating islands, ect. \n"
+ " Higher options will use more memory and increase GPU usage. \n"
+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
+ " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n"
+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n";
public static final VerticalQuality VERTICAL_QUALITY_DEFAULT = VerticalQuality.MEDIUM;
public VerticalQuality getVerticalQuality()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.getVerticalQuality();
}
public void setVerticalQuality(VerticalQuality newVerticalQuality)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.setVerticalQuality(newVerticalQuality);
}
public static final String HORIZONTAL_SCALE_DESC = ""
+ " This indicates how quickly fake chunks drop off in quality. \n"
+ " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n";
public static final HorizontalScale HORIZONTAL_SCALE_DEFAULT = HorizontalScale.MEDIUM;
public HorizontalScale getHorizontalScale()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.getHorizontalScale();
}
public void setLodChunkRenderDistance(HorizontalScale newHorizontalScale)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.setHorizontalScale(newHorizontalScale);
}
public static final String HORIZONTAL_QUALITY_DESC = ""
+ " This indicates the exponential base of the quadratic drop-off \n"
+ " " + HorizontalQuality.LOWEST + ": base " + HorizontalQuality.LOWEST.quadraticBase + ". \n"
+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n";
public static final HorizontalQuality HORIZONTAL_QUALITY_DEFAULT = HorizontalQuality.MEDIUM;
public HorizontalQuality getHorizontalQuality()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.getHorizontalQuality();
}
public void setLodChunkRenderDistance(HorizontalQuality newHorizontalQuality)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.qualityOption.setHorizontalQuality(newHorizontalQuality);
}
}
public static class FogQualityOption
{
public static final String DESC = "These settings control the fog quality.";
public static final String FOG_DISTANCE_DESC = ""
+ " At what distance should Fog be drawn on the fake chunks? \n"
+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n";
public static final FogDistance FOG_DISTANCE_DEFAULT = FogDistance.FAR;
public FogDistance getFogDistance()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.getFogDistance();
}
public void setFogDistance(FogDistance newFogDistance)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.setFogDistance(newFogDistance);
}
public static final String FOG_DRAW_OVERRIDE_DESC = ""
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.OPTIFINE_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.FANCY + ". \n"
+ " " + FogDrawOverride.NO_FOG + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.FAST + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n";
public static final FogDrawOverride FOG_DRAW_OVERRIDE_DEFAULT = FogDrawOverride.FANCY;
public FogDrawOverride getFogDrawOverride()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.getFogDrawOverride();
}
public void setFogDrawOverride(FogDrawOverride newFogDrawOverride)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.setFogDrawOverride(newFogDrawOverride);
}
public static final String DISABLE_VANILLA_FOG_DESC = ""
+ " If true disable Minecraft's fog. \n\n"
+ ""
+ " Experimental! May cause issues with Sodium. \n\n"
+ ""
+ " Unlike Optifine or Sodium's fog disabling option this won't change \n"
+ " performance (we don't actually disable the fog, we just tell it to render a infinite distance away). \n"
+ " May or may not play nice with other mods that edit fog. \n";
public static final boolean DISABLE_VANILLA_FOG_DEFAULT = false;
public boolean getDisableVanillaFog()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.getDisableVanillaFog();
}
public void setDisableVanillaFog(boolean newDisableVanillaFog)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.fogQualityOption.setDisableVanillaFog(newDisableVanillaFog);
}
}
public static class AdvancedGraphicsOption
{
public static final String DESC = "Advanced graphics options for the mod";
public static final String LOD_TEMPLATE_DESC = ""
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n";
public static final LodTemplate LOD_TEMPLATE_DEFAULT = LodTemplate.CUBIC;
public LodTemplate getLodTemplate()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getLodTemplate();
}
public void setLodTemplate(LodTemplate newLodTemplate)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setLodTemplate(newLodTemplate);
}
public static final String DISABLE_DIRECTIONAL_CULLING_DESC = ""
+ " If false fake chunks behind the player's camera \n"
+ " aren't drawn, increasing performance. \n\n"
+ ""
+ " If true all LODs are drawn, even those behind \n"
+ " the player's camera, decreasing performance. \n\n"
+ ""
+ " Disable this if you see LODs disappearing. \n"
+ " (Which may happen if you are using a camera mod) \n";
public static final boolean DISABLE_DIRECTIONAL_CULLING_DEFAULT = false;
public boolean getDisableDirectionalCulling()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getDisableDirectionalCulling();
}
public void setDisableDirectionalCulling(boolean newDisableDirectionalCulling)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setDisableDirectionalCulling(newDisableDirectionalCulling);
}
public static final String ALWAYS_DRAW_AT_MAD_QUALITY_DESC = ""
+ " Disable quality falloff, \n"
+ " all fake chunks will be drawn at the highest \n"
+ " available detail level. \n\n"
+ " "
+ " WARNING: \n"
+ " This could cause a Out Of Memory crash on render \n"
+ " distances higher than 128 \n";
public static final boolean ALWAYS_DRAW_AT_MAD_QUALITY_DEFAULT = false;
public boolean getAlwaysDrawAtMaxQuality()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getAlwaysDrawAtMaxQuality();
}
public void setAlwaysDrawAtMaxQuality(boolean newAlwaysDrawAtMaxQuality)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setAlwaysDrawAtMaxQuality(newAlwaysDrawAtMaxQuality);
}
public static final String VANILLA_OVERDRAW_DESC = ""
+ " How often should LODs be drawn on top of regular chunks? \n"
+ " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n"
+ " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n"
+ " " + VanillaOverdraw.BORDER + ": LODs will render only on the border of vanilla chunks preventing only some holes in the world. \n"
+ " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n"
+ " " + " More effective on higher render distances. \n"
+ " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n"
+ " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n"
+ " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n";
public static final VanillaOverdraw VANILLA_OVERDRAW_DEFAULT = VanillaOverdraw.DYNAMIC;
public VanillaOverdraw getVanillaOverdraw()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getVanillaOverdraw();
}
public void setVanillaOverdraw(VanillaOverdraw newVanillaOverdraw)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setVanillaOverdraw(newVanillaOverdraw);
}
public static final String GPU_UPLOAD_METHOD_DESC = ""
+ " What method should be used to upload geometry to the GPU? \n\n"
+ ""
+ " " + GpuUploadMethod.BUFFER_STORAGE + ": Default if OpenGL 4.5 is supported. Fast rendering, no stuttering. \n"
+ " " + GpuUploadMethod.SUB_DATA + ": Default if OpenGL 4.5 is NOT supported. Fast rendering but may stutter when uploading. \n"
+ " " + GpuUploadMethod.BUFFER_MAPPING + ": Slow rendering but won't stutter when uploading. Possibly better than " + GpuUploadMethod.SUB_DATA + " if using a integrated GPU. \n";
public static final GpuUploadMethod GPU_UPLOAD_METHOD_DEFAULT = GpuUploadMethod.BUFFER_STORAGE;
public GpuUploadMethod getGpuUploadMethod()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getGpuUploadMethod();
}
public void setGpuUploadMethod(GpuUploadMethod newDisableVanillaFog)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setGpuUploadMethod(newDisableVanillaFog);
}
public static final String USE_EXTENDED_NEAR_CLIP_PLANE_DESC = ""
+ " Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly \n"
+ " especially when in/near an ocean. \n";
public static final boolean USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT = false;
public boolean getUseExtendedNearClipPlane()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.getUseExtendedNearClipPlane();
}
public void setGpuUploadMethod(boolean newUseExtendedNearClipPlane)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.advancedGraphicsOption.setUseExtendedNearClipPlane(newUseExtendedNearClipPlane);
}
}
}
//========================//
// WorldGenerator Configs //
//========================//
public static class WorldGenerator
{
public static final String DESC = "These settings control how fake chunks outside your normal view range are generated.";
public static final String GENERATION_PRIORITY_DESC = ""
+ " " + GenerationPriority.FAR_FIRST + " \n"
+ " LODs are generated from low to high detail \n"
+ " with a small priority for far away regions. \n"
+ " This fills in the world fastest. \n\n"
+ ""
+ " " + GenerationPriority.NEAR_FIRST + " \n"
+ " LODs are generated around the player \n"
+ " in a spiral, similar to vanilla minecraft. \n";
public static final GenerationPriority GENERATION_PRIORITY_DEFAULT = GenerationPriority.FAR_FIRST;
public GenerationPriority getGenerationPriority()
{
return LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.getGenerationPriority();
}
public void setGenerationPriority(GenerationPriority newGenerationPriority)
{
LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.setGenerationPriority(newGenerationPriority);
}
public static final String DISTANCE_GENERATION_MODE_DESC = ""
+ " Note: The times listed here are the amount of time it took \n"
+ " one of the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.NONE + " \n"
+ " Don't run the distance generator. \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
+ " Only generate the biomes and use the biome's \n"
+ " grass color, water color, or snow color. \n"
+ " Doesn't generate height, everything is shown at sea level. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
+ " Same as BIOME_ONLY, except instead \n"
+ " of always using sea level as the LOD height \n"
+ " different biome types (mountain, ocean, forest, etc.) \n"
+ " use predetermined heights to simulate having height data. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SURFACE + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.FEATURES + " \n"
+ " Generate everything except structures. \n"
+ " WARNING: This may cause world generation bugs or instability! \n"
+ " Multithreaded - Fast (15-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SERVER + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This will show player made structures, which can \n"
+ " be useful if you are adding the mod to a pre-existing world. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n";
public static final DistanceGenerationMode DISTANCE_GENERATION_MODE_DEFAULT = DistanceGenerationMode.SURFACE;
public DistanceGenerationMode getDistanceGenerationMode()
{
return LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.getDistanceGenerationMode();
}
public void setDistanceGenerationMode(DistanceGenerationMode newDistanceGenerationMode)
{
LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.setDistanceGenerationMode(newDistanceGenerationMode);
}
public static final String ALLOW_UNSTABLE_FEATURE_GENERATION_DESC = ""
+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n";
public static final boolean ALLOW_UNSTABLE_FEATURE_GENERATION_DEFAULT = false;
public boolean getAllowUnstableFeatureGeneration()
{
return LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.getAllowUnstableFeatureGeneration();
}
public void setAllowUnstableFeatureGeneration(boolean newAllowUnstableFeatureGeneration)
{
LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.setAllowUnstableFeatureGeneration(newAllowUnstableFeatureGeneration);
}
public static final String BLOCK_TO_AVOID_DESC = ""
+ " " + BlockToAvoid.NONE + ": Use all blocks when generating fake chunks \n\n"
+ ""
+ " " + BlockToAvoid.NON_FULL + ": Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, grass, etc.) \n\n"
+ ""
+ " " + BlockToAvoid.NO_COLLISION + ": Only use solid blocks when generating fake chunks (ignores grass, torches, etc.) \n"
+ ""
+ " " + BlockToAvoid.BOTH + ": Only use full solid blocks when generating fake chunks \n";
public static final BlockToAvoid BLOCK_TO_AVOID_DEFAULT = BlockToAvoid.BOTH;
public BlockToAvoid getBlockToAvoid()
{
return LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.getBlockToAvoid();
}
public void setBlockToAvoid(BlockToAvoid newBlockToAvoid)
{
LodConfigWrapperSingleton.INSTANCE.LodConfigWrapperSingleton.INSTANCE.worldGenerator.setBlockToAvoid(newBlockToAvoid);
}
}
//============================//
// AdvancedModOptions Configs //
//============================//
public static class AdvancedModOptions
{
public final Threading threading;
public final Debugging debugging;
public final Buffers buffers;
public AdvancedModOptions()
{
threading = new Threading();
debugging = new Debugging();
buffers = new Buffers();
}
public static class Threading
{
public static final String DESC = "These settings control how many CPU threads the mod uses for different tasks.";
public static final String NUMBER_OF_WORLD_GENERATION_THREADS_DESC = ""
+ " This is how many threads are used when generating LODs outside \n"
+ " the normal render distance. \n"
+ " If you experience stuttering when generating distant LODs, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase this number. \n\n"
+ ""
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n";
public static final MinDefaultMax<Integer> NUMBER_OF_WORLD_GENERATION_THREADS_DEFAULT = new MinDefaultMax<Integer>(1, Runtime.getRuntime().availableProcessors() / 2, Runtime.getRuntime().availableProcessors());
public int getNumberOfWorldGenerationThreads()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.threading.getNumberOfWorldGenerationThreads();
}
public void setNumberOfWorldGenerationThreads(int newNumberOfWorldGenerationThreads)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.threading.setNumberOfWorldGenerationThreads(newNumberOfWorldGenerationThreads);
}
public static final String NUMBER_OF_BUFFER_BUILDER_THREADS_DESC = ""
+ " This is how many threads are used when building vertex buffers \n"
+ " (The things sent to your GPU to draw the fake chunks). \n"
+ " If you experience high CPU usage when NOT generating distant \n"
+ " fake chunks, lower this number. \n"
+ " \n"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n";
public static final MinDefaultMax<Integer> NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(1, Runtime.getRuntime().availableProcessors() / 2, Runtime.getRuntime().availableProcessors());
public int getNumberOfBufferBuilderThreads()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.threading.getNumberOfBufferBuilderThreads();
}
public void setNumberOfBufferBuilderThreads(int newNumberOfWorldBuilderThreads)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.threading.setNumberOfBufferBuilderThreads(newNumberOfWorldBuilderThreads);
}
}
//===============//
// Debug Options //
//===============//
public static class Debugging
{
public static final String DESC = "These settings can be used to look for bugs, or see how certain aspects of the mod work.";
public static final String DRAW_LODS_DESC = ""
+ " If true, the mod is enabled and fake chunks will be drawn. \n"
+ " If false, the mod will still generate fake chunks, \n"
+ " but they won't be rendered. \n";
public static final boolean DRAW_LODS_DEFAULT = true;
public boolean getDrawLods()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.getDrawLods();
}
public void setDrawLods(boolean newDrawLods)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.setDrawLods(newDrawLods);
}
public static final String DEBUG_MODE_DESC = ""
+ " " + DebugMode.OFF + ": Fake chunks will be drawn with their normal colors. \n"
+ " " + DebugMode.SHOW_DETAIL + ": Fake chunks color will be based on their detail level. \n"
+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": Fake chunks color will be based on their detail level, drawn as a wireframe. \n";
public static final DebugMode DEBUG_MODE_DEFAULT = DebugMode.OFF;
public DebugMode getDebugMode()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.getDebugMode();
}
public void setDebugMode(DebugMode newDebugMode)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.setDebugMode(newDebugMode);
}
public static final String ENABLE_DEBUG_KEYBINDINGS_DESC = ""
+ " If true the F4 key can be used to cycle through the different debug modes. \n"
+ " and the F6 key can be used to enable and disable LOD rendering.";
public static final boolean ENABLE_DEBUG_KEYBINDINGS_DEFAULT = true;
public boolean getEnableDebugKeybindings()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.getEnableDebugKeybindings();
}
public void setEnableDebugKeybindings(boolean newEnableDebugKeybindings)
{
LodConfigWrapperSingleton.INSTANCE.getClient().LodConfigWrapperSingleton.INSTANCE.debugging.setEnableDebugKeybindings(newEnableDebugKeybindings);
}
}
public static class Buffers
{
public static final String DESC = "These settings affect how often geometry is rebuilt.";
public static final String REBUILD_TIMES_DESC = ""
+ " How frequently should geometry be rebuilt and sent to the GPU? \n"
+ " Higher settings may cause stuttering, but will prevent holes in the world \n";
public static final BufferRebuildTimes REBUILD_TIMES_DEFAULT = BufferRebuildTimes.NORMAL;
public BufferRebuildTimes getDrawLods()
{
return LodConfigWrapperSingleton.INSTANCE.getClient().getAdvancedModOptions().getBuffers().getRebuildTimes();
}
public void setDrawLods(BufferRebuildTimes newBufferRebuildTimes)
{
LodConfigWrapperSingleton.INSTANCE.getClient().getAdvancedModOptions().getBuffers().setRebuildTimes(newBufferRebuildTimes);
}
}
}
}
}
@@ -463,7 +463,7 @@ public class LodRenderer
if (fogQuality == FogQuality.FANCY)
{
// for more realistic fog when using FAR
if (ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get() == FogDistance.NEAR_AND_FAR)
if (ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get() == FogDistance.NEAR_AND_FAR)
GL15.glFogf(GL15.GL_FOG_START, farPlaneBlockDistance * 1.6f * 0.9f);
else
GL15.glFogf(GL15.GL_FOG_START, Math.min(vanillaBlockRenderedDistance * 1.5f, farPlaneBlockDistance * 0.9f * 1.6f));
@@ -518,7 +518,7 @@ public class LodRenderer
// disable fog if Minecraft wasn't rendering fog
// or we want it disabled
if (!fogSettings.vanillaIsRenderingFog
|| ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.get())
|| ForgeConfig.CLIENT.graphics.fogQuality.disableVanillaFog.get())
{
// Make fog render a infinite distance away.
// This doesn't technically disable Minecraft's fog
@@ -698,7 +698,7 @@ public class LodRenderer
FogQuality quality = ReflectionHandler.INSTANCE.getFogQuality();
FogDrawOverride override = ForgeConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.get();
FogDrawOverride override = ForgeConfig.CLIENT.graphics.fogQuality.fogDrawOverride.get();
fogSettings.vanillaIsRenderingFog = quality != FogQuality.OFF;
@@ -739,7 +739,7 @@ public class LodRenderer
fogSettings.near.quality = FogQuality.FANCY;
fogSettings.far.quality = FogQuality.FANCY;
switch (ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
switch (ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get())
{
case NEAR_AND_FAR:
fogSettings.near.distance = FogDistance.NEAR;
@@ -766,7 +766,7 @@ public class LodRenderer
// fog, since the LODs are separated into a near
// and far portion; and fast fog is rendered from the
// frustrum's perspective instead of the camera
switch (ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
switch (ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get())
{
case NEAR_AND_FAR:
case NEAR:
@@ -803,14 +803,14 @@ public class LodRenderer
// check if the view distance changed
if (ApiShared.previousLodRenderDistance != ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get()
|| chunkRenderDistance != prevRenderDistance
|| prevFogDistance != ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
|| prevFogDistance != ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get())
{
vanillaRenderedChunks = new boolean[vanillaRenderedChunksWidth][vanillaRenderedChunksWidth];
DetailDistanceUtil.updateSettings();
fullRegen = true;
previousPos = LevelPosUtil.createLevelPos((byte) 4, mc.getPlayerChunkPos().getZ(), mc.getPlayerChunkPos().getZ());
prevFogDistance = ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get();
prevFogDistance = ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get();
prevRenderDistance = chunkRenderDistance;
}
@@ -14,25 +14,26 @@ import com.seibel.lod.core.enums.config.VerticalQuality;
import com.seibel.lod.core.enums.rendering.DebugMode;
import com.seibel.lod.core.enums.rendering.FogDistance;
import com.seibel.lod.core.enums.rendering.FogDrawOverride;
import com.seibel.lod.core.objects.MinDefaultMax;
import com.seibel.lod.core.util.LodUtil;
/**
* This holds the config defaults and setters/getters
* that should be hooked into the host mod loader (Fabric, Forge, etc.).
*
* @author James Seibel
* @version 11-15-2021
* @version 11-16-2021
*/
public interface ILodConfigWrapperSingleton
{
public ILodConfigWrapperSingleton getInstance();
public IClient client();
public IClient getClient();
public interface IClient
{
public IGraphics getGraphics();
public IWorldGenerator getWorldGenerator();
public IAdvancedModOptions getAdvancedModOptions();
public IGraphics graphics();
public IWorldGenerator worldGenerator();
public IAdvanced advanced();
//==================//
@@ -40,58 +41,169 @@ public interface ILodConfigWrapperSingleton
//==================//
public interface IGraphics
{
public IQualityOption getQualityOption();
public IFogQualityOption getFogQualityOption();
public IAdvancedGraphicsOption getAdvancedGraphicsOption();
public static final String DESC = "These settings control how the mod will look in game";
public IQuality quality();
public IFogQuality fogQuality();
public IAdvancedGraphics advancedGraphics();
public interface IQualityOption
public interface IQuality
{
public static final String DESC = "These settings control how detailed the fake chunks will be.";
HorizontalResolution DRAW_RESOLUTION_DEFAULT = HorizontalResolution.BLOCK;
public static final String DRAW_RESOLUTION_DESC = ""
+ " What is the maximum detail fake chunks should be drawn at? \n"
+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n";
public HorizontalResolution getDrawResolution();
public void setDrawResolution(HorizontalResolution newHorizontalResolution);
MinDefaultMax<Integer> LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(16, 64, 1024);
String LOD_CHUNK_RENDER_DISTANCE_DESC = ""
+ " The mod's render distance, measured in chunks. \n";
public int getLodChunkRenderDistance();
public void setLodChunkRenderDistance(int newLodChunkRenderDistance);
VerticalQuality VERTICAL_QUALITY_DEFAULT = VerticalQuality.MEDIUM;
String VERTICAL_QUALITY_DESC = ""
+ " This indicates how detailed fake chunks will represent \n"
+ " overhangs, caves, floating islands, ect. \n"
+ " Higher options will use more memory and increase GPU usage. \n"
+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
+ " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n"
+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n";
public VerticalQuality getVerticalQuality();
public void setVerticalQuality(VerticalQuality newVerticalQuality);
HorizontalScale HORIZONTAL_SCALE_DEFAULT = HorizontalScale.MEDIUM;
String HORIZONTAL_SCALE_DESC = ""
+ " This indicates how quickly fake chunks drop off in quality. \n"
+ " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n";
public HorizontalScale getHorizontalScale();
public void setHorizontalScale(HorizontalScale newHorizontalScale);
HorizontalQuality HORIZONTAL_QUALITY_DEFAULT = HorizontalQuality.MEDIUM;
String HORIZONTAL_QUALITY_DESC = ""
+ " This indicates the exponential base of the quadratic drop-off \n"
+ " " + HorizontalQuality.LOWEST + ": base " + HorizontalQuality.LOWEST.quadraticBase + ". \n"
+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n";
public HorizontalQuality getHorizontalQuality();
public void setHorizontalQuality(HorizontalQuality newHorizontalQuality);
}
public interface IFogQualityOption
public interface IFogQuality
{
String DESC = "These settings control the fog quality.";
FogDistance FOG_DISTANCE_DEFAULT = FogDistance.FAR;
String FOG_DISTANCE_DESC = ""
+ " At what distance should Fog be drawn on the fake chunks? \n"
+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n";
public FogDistance getFogDistance();
public void setFogDistance(FogDistance newFogDistance);
FogDrawOverride FOG_DRAW_OVERRIDE_DEFAULT = FogDrawOverride.FANCY;
String FOG_DRAW_OVERRIDE_DESC = ""
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.OPTIFINE_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.FANCY + ". \n"
+ " " + FogDrawOverride.NO_FOG + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.FAST + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n";
public FogDrawOverride getFogDrawOverride();
public void setFogDrawOverride(FogDrawOverride newFogDrawOverride);
boolean DISABLE_VANILLA_FOG_DEFAULT = false;
String DISABLE_VANILLA_FOG_DESC = ""
+ " If true disable Minecraft's fog. \n\n"
+ ""
+ " Experimental! May cause issues with Sodium. \n\n"
+ ""
+ " Unlike Optifine or Sodium's fog disabling option this won't change \n"
+ " performance (we don't actually disable the fog, we just tell it to render a infinite distance away). \n"
+ " May or may not play nice with other mods that edit fog. \n";
public boolean getDisableVanillaFog();
public void setDisableVanillaFog(boolean newDisableVanillaFog);
}
public interface IAdvancedGraphicsOption
public interface IAdvancedGraphics
{
String DESC = "Graphics options that are a bit more technical.";
LodTemplate LOD_TEMPLATE_DEFAULT = LodTemplate.CUBIC;
String LOD_TEMPLATE_DESC = ""
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n";
public LodTemplate getLodTemplate();
public void setLodTemplate(LodTemplate newLodTemplate);
boolean DISABLE_DIRECTIONAL_CULLING_DEFAULT = false;
String DISABLE_DIRECTIONAL_CULLING_DESC = ""
+ " If false fake chunks behind the player's camera \n"
+ " aren't drawn, increasing performance. \n\n"
+ ""
+ " If true all LODs are drawn, even those behind \n"
+ " the player's camera, decreasing performance. \n\n"
+ ""
+ " Disable this if you see LODs disappearing. \n"
+ " (Which may happen if you are using a camera mod) \n";
public boolean getDisableDirectionalCulling();
public void setDisableDirectionalCulling(boolean newDisableDirectionalCulling);
boolean ALWAYS_DRAW_AT_MAD_QUALITY_DEFAULT = false;
String ALWAYS_DRAW_AT_MAD_QUALITY_DESC = ""
+ " Disable quality falloff, \n"
+ " all fake chunks will be drawn at the highest \n"
+ " available detail level. \n\n"
+ " "
+ " WARNING: \n"
+ " This could cause a Out Of Memory crash on render \n"
+ " distances higher than 128 \n";
public boolean getAlwaysDrawAtMaxQuality();
public void setAlwaysDrawAtMaxQuality(boolean newAlwaysDrawAtMaxQuality);
VanillaOverdraw VANILLA_OVERDRAW_DEFAULT = VanillaOverdraw.DYNAMIC;
String VANILLA_OVERDRAW_DESC = ""
+ " How often should LODs be drawn on top of regular chunks? \n"
+ " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n"
+ " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n"
+ " " + VanillaOverdraw.BORDER + ": LODs will render only on the border of vanilla chunks preventing only some holes in the world. \n"
+ " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n"
+ " " + " More effective on higher render distances. \n"
+ " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n"
+ " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n"
+ " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n";
public VanillaOverdraw getVanillaOverdraw();
public void setVanillaOverdraw(VanillaOverdraw newVanillaOverdraw);
GpuUploadMethod GPU_UPLOAD_METHOD_DEFAULT = GpuUploadMethod.BUFFER_STORAGE;
String GPU_UPLOAD_METHOD_DESC = ""
+ " What method should be used to upload geometry to the GPU? \n\n"
+ ""
+ " " + GpuUploadMethod.BUFFER_STORAGE + ": Default if OpenGL 4.5 is supported. Fast rendering, no stuttering. \n"
+ " " + GpuUploadMethod.SUB_DATA + ": Default if OpenGL 4.5 is NOT supported. Fast rendering but may stutter when uploading. \n"
+ " " + GpuUploadMethod.BUFFER_MAPPING + ": Slow rendering but won't stutter when uploading. Possibly better than " + GpuUploadMethod.SUB_DATA + " if using a integrated GPU. \n";
public GpuUploadMethod getGpuUploadMethod();
public void setGpuUploadMethod(GpuUploadMethod newDisableVanillaFog);
boolean USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT = false;
String USE_EXTENDED_NEAR_CLIP_PLANE_DESC = ""
+ " Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly \n"
+ " especially when in/near an ocean. \n";
public boolean getUseExtendedNearClipPlane();
public void setUseExtendedNearClipPlane(boolean newUseExtendedNearClipPlane);
}
@@ -105,15 +217,93 @@ public interface ILodConfigWrapperSingleton
//========================//
public interface IWorldGenerator
{
String DESC = "These settings control how fake chunks outside your normal view range are generated.";
GenerationPriority GENERATION_PRIORITY_DEFAULT = GenerationPriority.FAR_FIRST;
String GENERATION_PRIORITY_DESC = ""
+ " " + GenerationPriority.FAR_FIRST + " \n"
+ " LODs are generated from low to high detail \n"
+ " with a small priority for far away regions. \n"
+ " This fills in the world fastest. \n\n"
+ ""
+ " " + GenerationPriority.NEAR_FIRST + " \n"
+ " LODs are generated around the player \n"
+ " in a spiral, similar to vanilla minecraft. \n";
public GenerationPriority getGenerationPriority();
public void setGenerationPriority(GenerationPriority newGenerationPriority);
DistanceGenerationMode DISTANCE_GENERATION_MODE_DEFAULT = DistanceGenerationMode.SURFACE;
String DISTANCE_GENERATION_MODE_DESC = ""
+ " Note: The times listed here are the amount of time it took \n"
+ " one of the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n\n"
+ ""
+ " " + DistanceGenerationMode.NONE + " \n"
+ " Don't run the distance generator. \n\n"
+ ""
+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
+ " Only generate the biomes and use the biome's \n"
+ " grass color, water color, or snow color. \n"
+ " Doesn't generate height, everything is shown at sea level. \n"
+ " Multithreaded - Fastest (2-5 ms) \n\n"
+ ""
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
+ " Same as BIOME_ONLY, except instead \n"
+ " of always using sea level as the LOD height \n"
+ " different biome types (mountain, ocean, forest, etc.) \n"
+ " use predetermined heights to simulate having height data. \n"
+ " Multithreaded - Fastest (2-5 ms) \n\n"
+ ""
+ " " + DistanceGenerationMode.SURFACE + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n\n"
+ ""
+ " " + DistanceGenerationMode.FEATURES + " \n"
+ " Generate everything except structures. \n"
+ " WARNING: This may cause world generation bugs or instability! \n"
+ " Multithreaded - Fast (15-20 ms) \n\n"
+ ""
+ " " + DistanceGenerationMode.SERVER + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This will show player made structures, which can \n"
+ " be useful if you are adding the mod to a pre-existing world. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n";
public DistanceGenerationMode getDistanceGenerationMode();
public void setDistanceGenerationMode(DistanceGenerationMode newDistanceGenerationMode);
boolean ALLOW_UNSTABLE_FEATURE_GENERATION_DEFAULT = false;
String ALLOW_UNSTABLE_FEATURE_GENERATION_DESC = ""
+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n";
public boolean getAllowUnstableFeatureGeneration();
public void setAllowUnstableFeatureGeneration(boolean newAllowUnstableFeatureGeneration);
BlockToAvoid BLOCK_TO_AVOID_DEFAULT = BlockToAvoid.BOTH;
String BLOCK_TO_AVOID_DESC = ""
+ " " + BlockToAvoid.NONE + ": Use all blocks when generating fake chunks \n\n"
+ ""
+ " " + BlockToAvoid.NON_FULL + ": Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, grass, etc.) \n\n"
+ ""
+ " " + BlockToAvoid.NO_COLLISION + ": Only use solid blocks when generating fake chunks (ignores grass, torches, etc.) \n"
+ ""
+ " " + BlockToAvoid.BOTH + ": Only use full solid blocks when generating fake chunks \n";
public BlockToAvoid getBlockToAvoid();
public void setBlockToAvoid(BlockToAvoid newBlockToAvoid);
}
@@ -124,36 +314,87 @@ public interface ILodConfigWrapperSingleton
//============================//
// AdvancedModOptions Configs //
//============================//
public interface IAdvancedModOptions
public interface IAdvanced
{
public IThreading getThreading();
public IDebugging getDebugging();
public IBuffers getBuffers();
public static final String DESC = "Advanced mod settings";
public IThreading threading();
public IDebugging debugging();
public IBuffers buffers();
public interface IThreading
{
String DESC = "These settings control how many CPU threads the mod uses for different tasks.";
MinDefaultMax<Integer> NUMBER_OF_WORLD_GENERATION_THREADS_DEFAULT
= new MinDefaultMax<Integer>(1,
Runtime.getRuntime().availableProcessors() / 2,
Runtime.getRuntime().availableProcessors());
String NUMBER_OF_WORLD_GENERATION_THREADS_DESC = ""
+ " This is how many threads are used when generating LODs outside \n"
+ " the normal render distance. \n"
+ " If you experience stuttering when generating distant LODs, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase this number. \n\n"
+ ""
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n";
public int getNumberOfWorldGenerationThreads();
public void setNumberOfWorldGenerationThreads(int newNumberOfWorldGenerationThreads);
MinDefaultMax<Integer> NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX
= new MinDefaultMax<Integer>(1,
Runtime.getRuntime().availableProcessors() / 2,
Runtime.getRuntime().availableProcessors());
String NUMBER_OF_BUFFER_BUILDER_THREADS_DESC = ""
+ " This is how many threads are used when building vertex buffers \n"
+ " (The things sent to your GPU to draw the fake chunks). \n"
+ " If you experience high CPU usage when NOT generating distant \n"
+ " fake chunks, lower this number. \n"
+ " \n"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n";
public int getNumberOfBufferBuilderThreads();
public void setNumberOfBufferBuilderThreads(int newNumberOfWorldBuilderThreads);
}
public interface IDebugging
{
String DESC = "These settings can be used to look for bugs, or see how certain aspects of the mod work.";
boolean DRAW_LODS_DEFAULT = true;
String DRAW_LODS_DESC = ""
+ " If true, the mod is enabled and fake chunks will be drawn. \n"
+ " If false, the mod will still generate fake chunks, \n"
+ " but they won't be rendered. \n";
public boolean getDrawLods();
public void setDrawLods(boolean newDrawLods);
DebugMode DEBUG_MODE_DEFAULT = DebugMode.OFF;
String DEBUG_MODE_DESC = ""
+ " " + DebugMode.OFF + ": Fake chunks will be drawn with their normal colors. \n"
+ " " + DebugMode.SHOW_DETAIL + ": Fake chunks color will be based on their detail level. \n"
+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": Fake chunks color will be based on their detail level, drawn as a wireframe. \n";
public DebugMode getDebugMode();
public void setDebugMode(DebugMode newDebugMode);
boolean ENABLE_DEBUG_KEYBINDINGS_DEFAULT = true;
String ENABLE_DEBUG_KEYBINDINGS_DESC = ""
+ " If true the F4 key can be used to cycle through the different debug modes. \n"
+ " and the F6 key can be used to enable and disable LOD rendering.";
public boolean getEnableDebugKeybindings();
public void setEnableDebugKeybindings(boolean newEnableDebugKeybindings);
}
public interface IBuffers
{
String DESC = "These settings affect how often geometry is rebuilt.";
String REBUILD_TIMES_DESC = ""
+ " How frequently should geometry be rebuilt and sent to the GPU? \n"
+ " Higher settings may cause stuttering, but will prevent holes in the world \n";
BufferRebuildTimes REBUILD_TIMES_DEFAULT = BufferRebuildTimes.NORMAL;
public BufferRebuildTimes getRebuildTimes();
public void setRebuildTimes(BufferRebuildTimes newBufferRebuildTimes);
}
@@ -22,21 +22,16 @@ import com.seibel.lod.core.wrapperAdapters.config.ILodConfigWrapperSingleton;
* that should be hooked into the host mod loader (Fabric, Forge, etc.).
*
* @author James Seibel
* @version 11-14-2021
* @version 11-16-2021
*/
public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
{
public static final LodConfigWrapperSingleton INSTANCE = new LodConfigWrapperSingleton();
@Override
public ILodConfigWrapperSingleton getInstance()
{
return INSTANCE;
}
private static final Client client = new Client();
@Override
public IClient getClient()
public IClient client()
{
return client;
}
@@ -45,25 +40,25 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
{
public final IGraphics graphics;
public final IWorldGenerator worldGenerator;
public final IAdvancedModOptions advancedModOptions;
public final IAdvanced advanced;
@Override
public IGraphics getGraphics()
public IGraphics graphics()
{
return graphics;
}
@Override
public IWorldGenerator getWorldGenerator()
public IWorldGenerator worldGenerator()
{
return worldGenerator;
}
@Override
public IAdvancedModOptions getAdvancedModOptions()
public IAdvanced advanced()
{
return advancedModOptions;
return advanced;
}
@@ -75,7 +70,7 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
{
graphics = new Graphics();
worldGenerator = new WorldGenerator();
advancedModOptions = new AdvancedModOptions();
advanced = new Advanced();
}
@@ -84,40 +79,40 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
//==================//
public static class Graphics implements IGraphics
{
public final IQualityOption qualityOption;
public final IFogQualityOption fogQualityOption;
public final IAdvancedGraphicsOption advancedGraphicsOption;
public final IQuality quality;
public final IFogQuality fogQuality;
public final IAdvancedGraphics advancedGraphics;
@Override
public IQualityOption getQualityOption()
public IQuality quality()
{
return qualityOption;
return quality;
}
@Override
public IFogQualityOption getFogQualityOption()
public IFogQuality fogQuality()
{
return fogQualityOption;
return fogQuality;
}
@Override
public IAdvancedGraphicsOption getAdvancedGraphicsOption()
public IAdvancedGraphics advancedGraphics()
{
return advancedGraphicsOption;
return advancedGraphics;
}
Graphics()
{
qualityOption = new QualityOption();
advancedGraphicsOption = new AdvancedGraphicsOption();
fogQualityOption = new FogQualityOption();
quality = new Quality();
advancedGraphics = new AdvancedGraphics();
fogQuality = new FogQuality();
}
public static class QualityOption implements IQualityOption
public static class Quality implements IQuality
{
@Override
public HorizontalResolution getDrawResolution()
@@ -180,46 +175,46 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
}
public static class FogQualityOption implements IFogQualityOption
public static class FogQuality implements IFogQuality
{
@Override
public FogDistance getFogDistance()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get();
return ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.get();
}
@Override
public void setFogDistance(FogDistance newFogDistance)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.set(newFogDistance);
ForgeConfig.CLIENT.graphics.fogQuality.fogDistance.set(newFogDistance);
}
@Override
public FogDrawOverride getFogDrawOverride()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.get();
return ForgeConfig.CLIENT.graphics.fogQuality.fogDrawOverride.get();
}
@Override
public void setFogDrawOverride(FogDrawOverride newFogDrawOverride)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.set(newFogDrawOverride);
ForgeConfig.CLIENT.graphics.fogQuality.fogDrawOverride.set(newFogDrawOverride);
}
@Override
public boolean getDisableVanillaFog()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.get();
return ForgeConfig.CLIENT.graphics.fogQuality.disableVanillaFog.get();
}
@Override
public void setDisableVanillaFog(boolean newDisableVanillaFog)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.set(newDisableVanillaFog);
ForgeConfig.CLIENT.graphics.fogQuality.disableVanillaFog.set(newDisableVanillaFog);
}
}
public static class AdvancedGraphicsOption implements IAdvancedGraphicsOption
public static class AdvancedGraphics implements IAdvancedGraphics
{
@Override
public LodTemplate getLodTemplate()
@@ -356,7 +351,7 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
//============================//
// AdvancedModOptions Configs //
//============================//
public static class AdvancedModOptions implements IAdvancedModOptions
public static class Advanced implements IAdvanced
{
public final IThreading threading;
public final IDebugging debugging;
@@ -364,27 +359,27 @@ public class LodConfigWrapperSingleton implements ILodConfigWrapperSingleton
@Override
public IThreading getThreading()
public IThreading threading()
{
return threading;
}
@Override
public IDebugging getDebugging()
public IDebugging debugging()
{
return debugging;
}
@Override
public IBuffers getBuffers()
public IBuffers buffers()
{
return buffers;
}
public AdvancedModOptions()
public Advanced()
{
threading = new Threading();
debugging = new Debugging();