Start adding ConfigApi

This commit is contained in:
James Seibel
2021-11-14 08:40:50 -06:00
parent 61e192e93c
commit 126006635a
16 changed files with 533 additions and 14 deletions
@@ -17,7 +17,7 @@
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.config;
package com.seibel.lod.api.forge;
import java.nio.file.Path;
import java.nio.file.Paths;
@@ -20,7 +20,6 @@
package com.seibel.lod.api.forge;
import com.seibel.lod.ModInfo;
import com.seibel.lod.config.LodConfig;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@@ -22,8 +22,8 @@ package com.seibel.lod.api.lod;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.builders.worldGeneration.LodGenWorker;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.objects.lod.LodDimension;
import com.seibel.lod.objects.math.Mat4f;
import com.seibel.lod.render.GlProxy;
@@ -0,0 +1,498 @@
package com.seibel.lod.api.lod;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.config.BlockToAvoid;
import com.seibel.lod.enums.config.BufferRebuildTimes;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.GenerationPriority;
import com.seibel.lod.enums.config.GpuUploadMethod;
import com.seibel.lod.enums.config.HorizontalQuality;
import com.seibel.lod.enums.config.HorizontalResolution;
import com.seibel.lod.enums.config.HorizontalScale;
import com.seibel.lod.enums.config.LodTemplate;
import com.seibel.lod.enums.config.VanillaOverdraw;
import com.seibel.lod.enums.config.VerticalQuality;
import com.seibel.lod.enums.rendering.DebugMode;
import com.seibel.lod.enums.rendering.FogDistance;
import com.seibel.lod.enums.rendering.FogDrawOverride;
import com.seibel.lod.objects.MinDefaultMax;
import com.seibel.lod.util.LodUtil;
import net.minecraftforge.common.ForgeConfigSpec;
/**
* This holds the config defaults and setters/getters
* that should be hooked into the host mod loader (Fabric, Forge, etc.).
*
* @author James Seibel
* @version 11-14-2021
*/
public class ConfigApi
{
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 HorizontalResolution DRAW_RESOLUTION_DEFAULT = HorizontalResolution.BLOCK;
public HorizontalResolution getDrawResolution()
{
return LodConfig.CLIENT.graphics.qualityOption.drawResolution.get();
}
public void setDrawResolution(HorizontalResolution newHorizontalResolution)
{
LodConfig.CLIENT.graphics.qualityOption.drawResolution.set(newHorizontalResolution);
}
public static final MinDefaultMax<Integer> LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(32, 64, 1024);
public int getLodChunkRenderDistance()
{
return LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get();
}
public void setLodChunkRenderDistance(int newLodChunkRenderDistance)
{
LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.set(newLodChunkRenderDistance);
}
public static final VerticalQuality VERTICAL_QUALITY_DEFAULT = VerticalQuality.MEDIUM;
public VerticalQuality getVerticalQuality()
{
return LodConfig.CLIENT.graphics.qualityOption.verticalQuality.get();
}
public void setVerticalQuality(VerticalQuality newVerticalQuality)
{
LodConfig.CLIENT.graphics.qualityOption.verticalQuality.set(newVerticalQuality);
}
public static final HorizontalScale HORIZONTAL_SCALE_DEFAULT = HorizontalScale.MEDIUM;
public HorizontalScale getHorizontalScale()
{
return LodConfig.CLIENT.graphics.qualityOption.horizontalScale.get();
}
public void setLodChunkRenderDistance(HorizontalScale newHorizontalScale)
{
LodConfig.CLIENT.graphics.qualityOption.horizontalScale.set(newHorizontalScale);
}
public static final HorizontalQuality HORIZONTAL_QUALITY_DEFAULT = HorizontalQuality.MEDIUM;
public HorizontalQuality getHorizontalQuality()
{
return LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.get();
}
public void setLodChunkRenderDistance(HorizontalQuality newHorizontalQuality)
{
LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.set(newHorizontalQuality);
}
}
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("These settings control the fog quality.").push(this.getClass().getSimpleName());
fogDistance = builder
.comment("\n\n"
+ " 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")
.defineEnum("Fog Distance", FogDistance.FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " 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")
.defineEnum("Fog Draw Override", FogDrawOverride.FANCY);
disableVanillaFog = builder
.comment("\n\n"
+ " 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")
.define("Experimental Disable Vanilla Fog", false);
builder.pop();
}
}
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("Advanced graphics option for the mod").push(this.getClass().getSimpleName());
lodTemplate = builder
.comment("\n\n"
+ " 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")
.defineEnum("LOD Template", LodTemplate.CUBIC);
disableDirectionalCulling = builder
.comment("\n\n"
+ " 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")
.define("Disable Directional Culling", false);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"
+ " 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")
.define("Always Use Max Quality", false);
vanillaOverdraw = builder
.comment("\n\n"
+ " 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")
.defineEnum("Vanilla Overdraw", VanillaOverdraw.DYNAMIC);
gpuUploadMethod = builder
.comment("\n\n"
+ " 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")
.defineEnum("GPU Upload Method", GpuUploadMethod.BUFFER_STORAGE);
// 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"
+ " Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly \n"
+ " especially when in/near an ocean. \n")
.define("Use Extended Near Clip Plane", false);
builder.pop();
}
}
}
//========================//
// WorldGenerator Configs //
//========================//
public static class WorldGenerator
{
public final ForgeConfigSpec.EnumValue<GenerationPriority> generationPriority;
public final ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public final ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public final ForgeConfigSpec.EnumValue<BlockToAvoid> blockToAvoid;
//public final ForgeConfigSpec.BooleanValue useExperimentalPreGenLoading;
WorldGenerator(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how fake chunks outside your normal view range are generated.").push("Generation");
generationPriority = builder
.comment("\n\n"
+ " " + 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")
.defineEnum("Generation Priority", GenerationPriority.FAR_FIRST);
distanceGenerationMode = builder
.comment("\n\n"
+ " 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")
.defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ " 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")
.define("Allow Unstable Feature Generation", false);
blockToAvoid = builder
.comment("\n\n"
+ " " + 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"
+ "\n")
.defineEnum("Block to avoid", BlockToAvoid.BOTH);
/*useExperimentalPreGenLoading = builder
.comment("\n\n"
+ " if a chunk has been pre-generated, then the mod would use the real chunk for the \n"
+ "fake chunk creation. May require a deletion of the lod file to see the result. \n")
.define("Use pre-generated chunks", false);*/
builder.pop();
}
}
//============================//
// AdvancedModOptions Configs //
//============================//
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());
{
threading = new Threading(builder);
debugging = new Debugging(builder);
buffers = new Buffers(builder);
}
builder.pop();
}
public static class Threading
{
public final ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public final ForgeConfigSpec.IntValue numberOfBufferBuilderThreads;
Threading(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " 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")
.defineInRange("numberOfWorldGenerationThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors());
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ " 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")
.defineInRange("numberOfBufferBuilderThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors());
builder.pop();
}
}
//===============//
// Debug Options //
//===============//
public static class Debugging
{
public final ForgeConfigSpec.BooleanValue drawLods;
public final ForgeConfigSpec.EnumValue<DebugMode> debugMode;
public final ForgeConfigSpec.BooleanValue enableDebugKeybindings;
Debugging(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings can be used to look for bugs, or see how certain aspects of the mod work.").push(this.getClass().getSimpleName());
drawLods = builder
.comment("\n\n"
+ " 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")
.define("Enable Rendering", true);
debugMode = builder
.comment("\n\n"
+ " " + 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")
.defineEnum("Debug Mode", DebugMode.OFF);
enableDebugKeybindings = builder
.comment("\n\n"
+ " 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.")
.define("Enable Debug Keybinding", false);
builder.pop();
}
}
public static class Buffers
{
public final ForgeConfigSpec.EnumValue<BufferRebuildTimes> rebuildTimes;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings affect how often geometry is are built.").push(this.getClass().getSimpleName());
rebuildTimes = builder
.comment("\n\n"
+ " 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")
.defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL);
builder.pop();
}
}
}
}
}
@@ -21,8 +21,8 @@ package com.seibel.lod.api.lod;
import org.lwjgl.glfw.GLFW;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.builders.worldGeneration.LodWorldGenerator;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.lod.LodDimension;
import com.seibel.lod.objects.lod.RegionPos;
@@ -36,8 +36,8 @@ import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL45;
import com.google.common.util.concurrent.ThreadFactoryBuilder;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.lod.ClientApi;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.config.GpuUploadMethod;
import com.seibel.lod.enums.config.VanillaOverdraw;
@@ -22,7 +22,7 @@ package com.seibel.lod.builders.lodBuilding;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.HorizontalResolution;
import com.seibel.lod.objects.lod.LodDimension;
@@ -23,9 +23,9 @@ import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.google.common.util.concurrent.ThreadFactoryBuilder;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.lod.ClientApi;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.lod.LodDimension;
import com.seibel.lod.util.LodUtil;
@@ -25,8 +25,8 @@ import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.PosToGenerateContainer;
import com.seibel.lod.objects.lod.LodDimension;
@@ -23,7 +23,7 @@ import java.util.Arrays;
import java.util.HashMap;
import java.util.Map;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.rendering.DebugMode;
import com.seibel.lod.objects.math.Vec3i;
@@ -0,0 +1,22 @@
package com.seibel.lod.objects;
/**
* Used when setting up configuration fields.
*
* @author James Seibel
* @version 11-14-2021
* @param <T> The type of data this object is storing
*/
public class MinDefaultMax<T>
{
public T minValue;
public T defaultValue;
public T maxValue;
public MinDefaultMax(T newMinValue, T newDefaultValue, T newMaxValue)
{
minValue = newMinValue;
defaultValue = newDefaultValue;
maxValue = newMaxValue;
}
}
@@ -24,7 +24,7 @@ import java.io.IOException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.GenerationPriority;
import com.seibel.lod.enums.config.VerticalQuality;
@@ -26,10 +26,10 @@ import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.NVFogDistance;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.lod.ApiShared;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilderFactory;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilderFactory.VertexBuffersAndOffset;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.config.GpuUploadMethod;
import com.seibel.lod.enums.rendering.DebugMode;
import com.seibel.lod.enums.rendering.FogDistance;
@@ -19,7 +19,7 @@
package com.seibel.lod.util;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.HorizontalQuality;
import com.seibel.lod.enums.config.HorizontalResolution;
@@ -23,7 +23,7 @@ import java.awt.Color;
import java.io.File;
import java.util.HashSet;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.config.HorizontalResolution;
import com.seibel.lod.enums.config.VanillaOverdraw;
@@ -7,9 +7,9 @@ import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.function.Supplier;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.builders.lodBuilding.LodBuilderConfig;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.lod.LodDimension;
import com.seibel.lod.util.LodUtil;