Add LodConfig, LodConfigWrapper, and ForgeConfig

This commit is contained in:
James Seibel
2021-11-14 18:42:56 -06:00
parent 126006635a
commit 3144cb9791
20 changed files with 1566 additions and 1175 deletions
@@ -38,7 +38,7 @@ import net.minecraftforge.eventbus.api.SubscribeEvent;
* @author James_Seibel
* @version 11-12-2021
*/
public class ClientProxy
public class ForgeClientProxy
{
private final EventApi eventApi = EventApi.INSTANCE;
@@ -0,0 +1,445 @@
/*
* This file is part of the Distant Horizon mod (formerly the LOD Mod),
* licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.api.forge;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.commons.lang3.tuple.Pair;
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.config.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 net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
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
*/
@Mod.EventBusSubscriber
public class ForgeConfig
{
// CONFIG STRUCTURE
// -> Client
// |
// |-> Graphics
// | |-> QualityOption
// | |-> FogQualityOption
// | |-> AdvancedGraphicsOption
// |
// |-> World Generation
// |
// |-> Advanced Mod Option
// |-> Threads
// |-> Buffers
// |-> Debugging
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final AdvancedModOptions advancedModOptions;
//================//
// Client Configs //
//================//
public Client(ForgeConfigSpec.Builder builder)
{
builder.push(this.getClass().getSimpleName());
{
graphics = new Graphics(builder);
worldGenerator = new WorldGenerator(builder);
advancedModOptions = new AdvancedModOptions(builder);
}
builder.pop();
}
//==================//
// Graphics Configs //
//==================//
public static class Graphics
{
public final QualityOption qualityOption;
public final FogQualityOption fogQualityOption;
public final AdvancedGraphicsOption advancedGraphicsOption;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the mod will look in game").push("Graphics");
{
qualityOption = new QualityOption(builder);
advancedGraphicsOption = new AdvancedGraphicsOption(builder);
fogQualityOption = new FogQualityOption(builder);
}
builder.pop();
}
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());
verticalQuality = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.VERTICAL_QUALITY_DESC)
.defineEnum("Vertical Quality", LodConfig.Client.Graphics.QualityOption.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);
horizontalQuality = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.HORIZONTAL_QUALITY_DESC)
.defineEnum("Horizontal Quality", LodConfig.Client.Graphics.QualityOption.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);
MinDefaultMax<Integer> minDefaultMax = LodConfig.Client.Graphics.QualityOption.LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX;
lodChunkRenderDistance = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.QualityOption.LOD_CHUNK_RENDER_DISTANCE_DESC)
.defineInRange("Lod Render Distance", minDefaultMax.defaultValue, minDefaultMax.minValue, minDefaultMax.maxValue);
builder.pop();
}
}
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());
fogDistance = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.FogQualityOption.FOG_DISTANCE_DESC)
.defineEnum("Fog Distance", LodConfig.Client.Graphics.FogQualityOption.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);
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);
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(LodConfig.Client.Graphics.AdvancedGraphicsOption.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);
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);
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);
vanillaOverdraw = builder
.comment("\n\n"
+ LodConfig.Client.Graphics.AdvancedGraphicsOption.VANILLA_OVERDRAW_DESC)
.defineEnum("Vanilla Overdraw", LodConfig.Client.Graphics.AdvancedGraphicsOption.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);
// 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);
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(LodConfig.Client.WorldGenerator.DESC).push("Generation");
generationPriority = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.GENERATION_PRIORITY_DESC)
.defineEnum("Generation Priority", LodConfig.Client.WorldGenerator.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);
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);
blockToAvoid = builder
.comment("\n\n"
+ LodConfig.Client.WorldGenerator.BLOCK_TO_AVOID_DESC)
.defineEnum("Block to avoid", LodConfig.Client.WorldGenerator.BLOCK_TO_AVOID_DEFAULT);
/*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(LodConfig.Client.AdvancedModOptions.Threading.DESC).push(this.getClass().getSimpleName());
MinDefaultMax<Integer> minDefaultMax = LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_WORLD_GENERATION_THREADS_DEFAULT;
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Threading.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;
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Threading.NUMBER_OF_BUFFER_BUILDER_THREADS_MIN_DEFAULT_MAX)
.defineInRange("numberOfBufferBuilderThreads", minDefaultMax.defaultValue, minDefaultMax.minValue, minDefaultMax.maxValue);
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(LodConfig.Client.AdvancedModOptions.Debugging.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);
debugMode = builder
.comment("\n\n"
+ LodConfig.Client.AdvancedModOptions.Debugging.DEBUG_MODE_DESC)
.defineEnum("Debug Mode", LodConfig.Client.AdvancedModOptions.Debugging.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);
builder.pop();
}
}
public static class Buffers
{
public final ForgeConfigSpec.EnumValue<BufferRebuildTimes> rebuildTimes;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment(LodConfig.Client.AdvancedModOptions.Buffers.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);
builder.pop();
}
}
}
}
/** {@link Path} to the configuration file of this mod */
private static final Path CONFIG_PATH = Paths.get("config", ModInfo.NAME + ".toml");
public static final ForgeConfigSpec CLIENT_SPEC;
public static final Client CLIENT;
static
{
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.NAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.NAME, "Forge config just got changed on the file system!");
}
}
@@ -40,17 +40,17 @@ import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
* @version 7-3-2021
*/
@Mod(ModInfo.ID)
public class LodForgeMain
public class ForgeMain
{
public static ClientProxy clientProxy;
public static ForgeClientProxy forgeClientProxy;
private void init(final FMLCommonSetupEvent event)
{
ModLoadingContext.get().registerConfig(ModConfig.Type.CLIENT, LodConfig.CLIENT_SPEC);
ModLoadingContext.get().registerConfig(ModConfig.Type.CLIENT, ForgeConfig.CLIENT_SPEC);
}
public LodForgeMain()
public ForgeMain()
{
// Register the methods
FMLJavaModLoadingContext.get().getModEventBus().addListener(this::init);
@@ -62,8 +62,8 @@ public class LodForgeMain
private void onClientStart(final FMLClientSetupEvent event)
{
clientProxy = new ClientProxy();
MinecraftForge.EVENT_BUS.register(clientProxy);
forgeClientProxy = new ForgeClientProxy();
MinecraftForge.EVENT_BUS.register(forgeClientProxy);
}
@@ -1,591 +0,0 @@
/*
* This file is part of the Distant Horizon mod (formerly the LOD Mod),
* licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.api.forge;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.commons.lang3.tuple.Pair;
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.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.util.LodUtil;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
/**
* This handles any configuration the user has access to.
* @author Leonardo Amato
* @author James Seibel
* @version 10-25-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
// CONFIG STRUCTURE
// -> Client
// |
// |-> Graphics
// | |-> QualityOption
// | |-> FogQualityOption
// | |-> AdvancedGraphicsOption
// |
// |-> World Generation
// |
// |-> Advanced Mod Option
// |-> Threads
// |-> Buffers
// |-> Debugging
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final AdvancedModOptions advancedModOptions;
//================//
// Client Configs //
//================//
public Client(ForgeConfigSpec.Builder builder)
{
builder.push(this.getClass().getSimpleName());
{
graphics = new Graphics(builder);
worldGenerator = new WorldGenerator(builder);
advancedModOptions = new AdvancedModOptions(builder);
}
builder.pop();
}
//==================//
// Graphics Configs //
//==================//
public static class Graphics
{
public final QualityOption qualityOption;
public final FogQualityOption fogQualityOption;
public final AdvancedGraphicsOption advancedGraphicsOption;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the mod will look in game").push("Graphics");
{
qualityOption = new QualityOption(builder);
advancedGraphicsOption = new AdvancedGraphicsOption(builder);
fogQualityOption = new FogQualityOption(builder);
}
builder.pop();
}
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("These settings control how detailed the fake chunks will be.").push(this.getClass().getSimpleName());
verticalQuality = builder
.comment("\n\n"
+ " 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")
.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
horizontalScale = builder
.comment("\n\n"
+ " 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")
.defineEnum("Horizontal Scale", HorizontalScale.MEDIUM);
horizontalQuality = builder
.comment("\n\n"
+ " 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")
.defineEnum("Horizontal Quality", HorizontalQuality.MEDIUM);
drawResolution = builder
.comment("\n\n"
+ " 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")
.defineEnum("Block size", HorizontalResolution.BLOCK);
lodChunkRenderDistance = builder
.comment("\n\n"
+ " The mod's render distance, measured in chunks. \n")
.defineInRange("Lod Render Distance", 64, 32, 1024);
builder.pop();
}
}
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();
}
}
}
}
/** {@link Path} to the configuration file of this mod */
private static final Path CONFIG_PATH = Paths.get("config", ModInfo.NAME + ".toml");
public static final ForgeConfigSpec CLIENT_SPEC;
public static final Client CLIENT;
static
{
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.NAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.NAME, "Forge config just got changed on the file system!");
}
}
@@ -22,7 +22,7 @@ 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.api.forge.ForgeConfig;
import com.seibel.lod.builders.worldGeneration.LodGenWorker;
import com.seibel.lod.objects.lod.LodDimension;
import com.seibel.lod.objects.math.Mat4f;
@@ -119,7 +119,7 @@ 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 = LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get();
ApiShared.previousLodRenderDistance = ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get();
}
catch (Exception e)
{
@@ -163,7 +163,7 @@ public class ClientApi
// LodConfig.CLIENT.buffers.rebuildTimes.set(BufferRebuildTimes.FREQUENT);
LodConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.set(true);
ForgeConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.set(true);
// LodConfig.CLIENT.debugging.debugMode.set(DebugMode.SHOW_DETAIL);
}
@@ -1,498 +0,0 @@
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();
}
}
}
}
}
@@ -21,7 +21,7 @@ package com.seibel.lod.api.lod;
import org.lwjgl.glfw.GLFW;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.builders.worldGeneration.LodWorldGenerator;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.lod.LodDimension;
@@ -163,16 +163,16 @@ public class EventApi
public void onKeyInput(int key, int keyAction)
{
if (LodConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.get()
if (ForgeConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.get()
&& key == GLFW.GLFW_KEY_F4 && keyAction == GLFW.GLFW_PRESS)
{
LodConfig.CLIENT.advancedModOptions.debugging.debugMode.set(LodConfig.CLIENT.advancedModOptions.debugging.debugMode.get().getNext());
ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.set(ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get().getNext());
}
if (LodConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.get()
if (ForgeConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.get()
&& key == GLFW.GLFW_KEY_F6 && keyAction == GLFW.GLFW_PRESS)
{
LodConfig.CLIENT.advancedModOptions.debugging.drawLods.set(!LodConfig.CLIENT.advancedModOptions.debugging.drawLods.get());
ForgeConfig.CLIENT.advancedModOptions.debugging.drawLods.set(!ForgeConfig.CLIENT.advancedModOptions.debugging.drawLods.get());
}
}
@@ -196,9 +196,9 @@ public class EventApi
// calculate how wide the dimension(s) should be in regions
int chunksWide;
if (mc.getClientWorld().dimensionType().hasCeiling())
chunksWide = Math.min(LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get(), LodUtil.CEILED_DIMENSION_MAX_RENDER_DISTANCE) * 2 + 1;
chunksWide = Math.min(ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get(), LodUtil.CEILED_DIMENSION_MAX_RENDER_DISTANCE) * 2 + 1;
else
chunksWide = LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 2 + 1;
chunksWide = ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 2 + 1;
int newWidth = (int) Math.ceil(chunksWide / (float) LodUtil.REGION_WIDTH_IN_CHUNKS);
// make sure we have an odd number of regions
@@ -36,7 +36,7 @@ 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.forge.ForgeConfig;
import com.seibel.lod.api.lod.ClientApi;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.config.GpuUploadMethod;
@@ -74,7 +74,7 @@ public class LodBufferBuilderFactory
/** The thread used to generate new LODs off the main thread. */
public static final ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(LodBufferBuilderFactory.class.getSimpleName() + " - main"));
/** The threads used to generate buffers. */
public static final ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.advancedModOptions.threading.numberOfBufferBuilderThreads.get(), new ThreadFactoryBuilder().setNameFormat("Buffer-Builder-%d").build());
public static final ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(ForgeConfig.CLIENT.advancedModOptions.threading.numberOfBufferBuilderThreads.get(), new ThreadFactoryBuilder().setNameFormat("Buffer-Builder-%d").build());
/**
* When uploading to a buffer that is too small,
@@ -402,7 +402,7 @@ public class LodBufferBuilderFactory
break;
//We send the call to create the vertices
LodConfig.CLIENT.graphics.advancedGraphicsOption.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
detailLevel, posX, posZ, box, renderer.previousDebugMode, adjShadeDisabled);
}
@@ -481,7 +481,7 @@ public class LodBufferBuilderFactory
// check if the chunk is on the border
boolean isItBorderPos;
if (LodConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.get() == VanillaOverdraw.BORDER)
if (ForgeConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.get() == VanillaOverdraw.BORDER)
isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
else
isItBorderPos = false;
@@ -759,12 +759,12 @@ public class LodBufferBuilderFactory
glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
// determine the upload method
GpuUploadMethod uploadMethod = LodConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.get();
GpuUploadMethod uploadMethod = ForgeConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.get();
if (!glProxy.bufferStorageSupported && uploadMethod == GpuUploadMethod.BUFFER_STORAGE)
{
// if buffer storage isn't supported
// default to SUB_DATA
LodConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.set(GpuUploadMethod.SUB_DATA);
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.set(GpuUploadMethod.SUB_DATA);
uploadMethod = GpuUploadMethod.SUB_DATA;
}
@@ -22,7 +22,7 @@ package com.seibel.lod.builders.lodBuilding;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.HorizontalResolution;
import com.seibel.lod.objects.lod.LodDimension;
@@ -355,7 +355,7 @@ public class LodBuilder
// snow, flowers, etc. Get the above block so we can still get the color
// of the snow, flower, etc. that may be above this block
int aboveColorInt = 0;
if (LodConfig.CLIENT.worldGenerator.blockToAvoid.get().nonFull || LodConfig.CLIENT.worldGenerator.blockToAvoid.get().noCollision)
if (ForgeConfig.CLIENT.worldGenerator.blockToAvoid.get().nonFull || ForgeConfig.CLIENT.worldGenerator.blockToAvoid.get().noCollision)
{
blockPos.set(chunk.getPos().getMinBlockX() + xRel, yAbs + 1, chunk.getPos().getMinBlockZ() + zRel);
aboveColorInt = getColorForBlock(chunk, blockPos);
@@ -519,8 +519,8 @@ public class LodBuilder
if (chunk.isWaterLogged(blockPos))
return true;
boolean nonFullAvoidance = LodConfig.CLIENT.worldGenerator.blockToAvoid.get().nonFull;
boolean noCollisionAvoidance = LodConfig.CLIENT.worldGenerator.blockToAvoid.get().noCollision;
boolean nonFullAvoidance = ForgeConfig.CLIENT.worldGenerator.blockToAvoid.get().nonFull;
boolean noCollisionAvoidance = ForgeConfig.CLIENT.worldGenerator.blockToAvoid.get().noCollision;
BlockShapeWrapper block = chunk.getBlockShapeWrapper(blockPos);
return !block.isToAvoid()
@@ -23,7 +23,7 @@ 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.forge.ForgeConfig;
import com.seibel.lod.api.lod.ClientApi;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.enums.config.DistanceGenerationMode;
@@ -43,7 +43,7 @@ import net.minecraftforge.common.WorldWorkerManager.IWorker;
*/
public class LodGenWorker implements IWorker // TODO is there a way to have this fabric/forge independent?
{
public static ExecutorService genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get(), new ThreadFactoryBuilder().setNameFormat("Gen-Worker-Thread-%d").build());
public static ExecutorService genThreads = Executors.newFixedThreadPool(ForgeConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get(), new ThreadFactoryBuilder().setNameFormat("Gen-Worker-Thread-%d").build());
private boolean threadStarted = false;
private final LodChunkGenThread thread;
@@ -79,7 +79,7 @@ public class LodGenWorker implements IWorker // TODO is there a way to have this
{
if (!threadStarted)
{
if (LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
if (ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
{
// if we are using SERVER generation that has to be done
// synchronously to prevent crashing and harmful
@@ -217,7 +217,7 @@ public class LodGenWorker implements IWorker // TODO is there a way to have this
{
genThreads.shutdownNow();
}
genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get(), new ThreadFactoryBuilder().setNameFormat("Gen-Worker-Thread-%d").build());
genThreads = Executors.newFixedThreadPool(ForgeConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get(), new ThreadFactoryBuilder().setNameFormat("Gen-Worker-Thread-%d").build());
}
}
@@ -25,7 +25,7 @@ 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.api.forge.ForgeConfig;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.objects.PosToGenerateContainer;
@@ -93,7 +93,7 @@ public class LodWorldGenerator
*/
public void queueGenerationRequests(LodDimension lodDim, LodRenderer renderer, LodBuilder lodBuilder)
{
if (LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get() != DistanceGenerationMode.NONE
if (ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get() != DistanceGenerationMode.NONE
&& !generatorThreadRunning
&& mc.hasSinglePlayerServer())
{
@@ -101,7 +101,7 @@ public class LodWorldGenerator
generatorThreadRunning = true;
// just in case the config changed
maxChunkGenRequests = LodConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get() * 8;
maxChunkGenRequests = ForgeConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get() * 8;
Thread generatorThread = new Thread(() ->
{
@@ -0,0 +1,651 @@
package com.seibel.lod.config;
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 com.seibel.lod.wrappers.config.LodConfigWrapper;
/**
* 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 LodConfigWrapper.CLIENT.graphics.qualityOption.getDrawResolution();
}
public void setDrawResolution(HorizontalResolution newHorizontalResolution)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.qualityOption.getLodChunkRenderDistance();
}
public void setLodChunkRenderDistance(int newLodChunkRenderDistance)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.qualityOption.getVerticalQuality();
}
public void setVerticalQuality(VerticalQuality newVerticalQuality)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.qualityOption.getHorizontalScale();
}
public void setLodChunkRenderDistance(HorizontalScale newHorizontalScale)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.qualityOption.getHorizontalQuality();
}
public void setLodChunkRenderDistance(HorizontalQuality newHorizontalQuality)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.fogQualityOption.getFogDistance();
}
public void setFogDistance(FogDistance newFogDistance)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.fogQualityOption.getFogDrawOverride();
}
public void setFogDrawOverride(FogDrawOverride newFogDrawOverride)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.fogQualityOption.getDisableVanillaFog();
}
public void setDisableVanillaFog(boolean newDisableVanillaFog)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getLodTemplate();
}
public void setLodTemplate(LodTemplate newLodTemplate)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getDisableDirectionalCulling();
}
public void setDisableDirectionalCulling(boolean newDisableDirectionalCulling)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getAlwaysDrawAtMaxQuality();
}
public void setAlwaysDrawAtMaxQuality(boolean newAlwaysDrawAtMaxQuality)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getVanillaOverdraw();
}
public void setVanillaOverdraw(VanillaOverdraw newVanillaOverdraw)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getGpuUploadMethod();
}
public void setGpuUploadMethod(GpuUploadMethod newDisableVanillaFog)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.graphics.advancedGraphicsOption.getUseExtendedNearClipPlane();
}
public void setGpuUploadMethod(boolean newUseExtendedNearClipPlane)
{
LodConfigWrapper.CLIENT.graphics.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 LodConfigWrapper.CLIENT.worldGenerator.getGenerationPriority();
}
public void setGenerationPriority(GenerationPriority newGenerationPriority)
{
LodConfigWrapper.CLIENT.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 LodConfigWrapper.CLIENT.worldGenerator.getDistanceGenerationMode();
}
public void setDistanceGenerationMode(DistanceGenerationMode newDistanceGenerationMode)
{
LodConfigWrapper.CLIENT.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 LodConfigWrapper.CLIENT.worldGenerator.getAllowUnstableFeatureGeneration();
}
public void setAllowUnstableFeatureGeneration(boolean newAllowUnstableFeatureGeneration)
{
LodConfigWrapper.CLIENT.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 LodConfigWrapper.CLIENT.worldGenerator.getBlockToAvoid();
}
public void setBlockToAvoid(BlockToAvoid newBlockToAvoid)
{
LodConfigWrapper.CLIENT.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 LodConfigWrapper.CLIENT.advancedModOptions.threading.getNumberOfWorldGenerationThreads();
}
public void setNumberOfWorldGenerationThreads(int newNumberOfWorldGenerationThreads)
{
LodConfigWrapper.CLIENT.advancedModOptions.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 LodConfigWrapper.CLIENT.advancedModOptions.threading.getNumberOfBufferBuilderThreads();
}
public void setNumberOfBufferBuilderThreads(int newNumberOfWorldBuilderThreads)
{
LodConfigWrapper.CLIENT.advancedModOptions.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 LodConfigWrapper.CLIENT.advancedModOptions.debugging.getDrawLods();
}
public void setDrawLods(boolean newDrawLods)
{
LodConfigWrapper.CLIENT.advancedModOptions.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 LodConfigWrapper.CLIENT.advancedModOptions.debugging.getDebugMode();
}
public void setDebugMode(DebugMode newDebugMode)
{
LodConfigWrapper.CLIENT.advancedModOptions.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 LodConfigWrapper.CLIENT.advancedModOptions.debugging.getEnableDebugKeybindings();
}
public void setEnableDebugKeybindings(boolean newEnableDebugKeybindings)
{
LodConfigWrapper.CLIENT.advancedModOptions.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 LodConfigWrapper.CLIENT.advancedModOptions.buffers.getRebuildTimes();
}
public void setDrawLods(BufferRebuildTimes newBufferRebuildTimes)
{
LodConfigWrapper.CLIENT.advancedModOptions.buffers.setRebuildTimes(newBufferRebuildTimes);
}
}
}
}
}
@@ -20,8 +20,9 @@
package com.seibel.lod.enums.config;
/**
* Near_First <br>
* Far_First <br>
* FREQUENT <br>
* NORMAL <br>
* RARE <br>
* <br>
* Determines how fast the buffers need to be regenerated
*
@@ -23,7 +23,7 @@ import java.util.Arrays;
import java.util.HashMap;
import java.util.Map;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.rendering.DebugMode;
import com.seibel.lod.objects.math.Vec3i;
@@ -260,7 +260,7 @@ public class Box
*/
public int getColor(LodDirection lodDirection)
{
if (LodConfig.CLIENT.advancedModOptions.debugging.debugMode.get() != DebugMode.SHOW_DETAIL)
if (ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get() != DebugMode.SHOW_DETAIL)
return colorMap[DIRECTION_INDEX.get(lodDirection)];
else
return ColorUtil.applyShade(color, MinecraftWrapper.INSTANCE.getShade(lodDirection));
@@ -24,7 +24,7 @@ import java.io.IOException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.GenerationPriority;
import com.seibel.lod.enums.config.VerticalQuality;
@@ -365,9 +365,9 @@ public class LodDimension
/** Either expands or loads all regions in the rendered LOD area */
public void expandOrLoadRegionsAsync(int playerPosX, int playerPosZ)
{
DistanceGenerationMode generationMode = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
DistanceGenerationMode generationMode = ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
ChunkPosWrapper newPlayerChunk = new ChunkPosWrapper(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
VerticalQuality verticalQuality = LodConfig.CLIENT.graphics.qualityOption.verticalQuality.get();
VerticalQuality verticalQuality = ForgeConfig.CLIENT.graphics.qualityOption.verticalQuality.get();
if (lastExpandedChunk == null)
@@ -544,7 +544,7 @@ public class LodDimension
dz = -1;
// We can use two type of generation scheduling
switch (LodConfig.CLIENT.worldGenerator.generationPriority.get())
switch (ForgeConfig.CLIENT.worldGenerator.generationPriority.get())
{
default:
case NEAR_FIRST:
@@ -601,7 +601,7 @@ public class LodDimension
//if(lodRegion.isChunkPreGenerated(xChunkToCheck,zChunkToCheck))
// complexity = DistanceGenerationMode.SERVER.complexity;
//else
complexity = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get().complexity;
complexity = ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get().complexity;
//we create the level position info of the chunk
@@ -676,7 +676,7 @@ public class LodDimension
{
LodRegion region = getRegion(regionPos.x, regionPos.z);
if (region != null)
region.getPosToRender(posToRender, playerPosX, playerPosZ, LodConfig.CLIENT.worldGenerator.generationPriority.get() == GenerationPriority.NEAR_FIRST);
region.getPosToRender(posToRender, playerPosX, playerPosZ, ForgeConfig.CLIENT.worldGenerator.generationPriority.get() == GenerationPriority.NEAR_FIRST);
}
/**
@@ -26,7 +26,7 @@ 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.forge.ForgeConfig;
import com.seibel.lod.api.lod.ApiShared;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilderFactory;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilderFactory.VertexBuffersAndOffset;
@@ -231,7 +231,7 @@ public class LodRenderer
// set the required open GL settings
if (LodConfig.CLIENT.advancedModOptions.debugging.debugMode.get() == DebugMode.SHOW_DETAIL_WIREFRAME)
if (ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get() == DebugMode.SHOW_DETAIL_WIREFRAME)
GL15.glPolygonMode(GL15.GL_FRONT_AND_BACK, GL15.GL_LINE);
else
GL15.glPolygonMode(GL15.GL_FRONT_AND_BACK, GL15.GL_FILL);
@@ -251,9 +251,9 @@ public class LodRenderer
vanillaBlockRenderedDistance = mc.getRenderDistance() * LodUtil.CHUNK_WIDTH;
// required for setupFog and setupProjectionMatrix
if (mc.getClientWorld().dimensionType().hasCeiling())
farPlaneBlockDistance = Math.min(LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get(), LodUtil.CEILED_DIMENSION_MAX_RENDER_DISTANCE) * LodUtil.CHUNK_WIDTH;
farPlaneBlockDistance = Math.min(ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get(), LodUtil.CEILED_DIMENSION_MAX_RENDER_DISTANCE) * LodUtil.CHUNK_WIDTH;
else
farPlaneBlockDistance = LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
farPlaneBlockDistance = ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
Mat4f projectionMatrix = createProjectionMatrix(mcProjectionMatrix, vanillaBlockRenderedDistance, partialTicks);
@@ -291,7 +291,7 @@ public class LodRenderer
// TODO re-enable once rendering is totally working
boolean cullingDisabled = true; //LodConfig.CLIENT.graphics.advancedGraphicsOption.disableDirectionalCulling.get();
boolean renderBufferStorage = LodConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.get() == GpuUploadMethod.BUFFER_STORAGE && glProxy.bufferStorageSupported;
boolean renderBufferStorage = ForgeConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.get() == GpuUploadMethod.BUFFER_STORAGE && glProxy.bufferStorageSupported;
// used to determine what type of fog to render
int halfWidth = vbos.length / 2;
@@ -463,7 +463,7 @@ public class LodRenderer
if (fogQuality == FogQuality.FANCY)
{
// for more realistic fog when using FAR
if (LodConfig.CLIENT.graphics.fogQualityOption.fogDistance.get() == FogDistance.NEAR_AND_FAR)
if (ForgeConfig.CLIENT.graphics.fogQualityOption.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
|| LodConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.get())
|| ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.get())
{
// Make fog render a infinite distance away.
// This doesn't technically disable Minecraft's fog
@@ -572,7 +572,7 @@ public class LodRenderer
Mat4f lodProj = Mat4f.perspective(
getFov(partialTicks, true),
(float) this.mc.getWindow().getScreenWidth() / (float) this.mc.getWindow().getScreenHeight(),
LodConfig.CLIENT.graphics.advancedGraphicsOption.useExtendedNearClipPlane.get() ? vanillaBlockRenderedDistance / 5 : 1,
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.useExtendedNearClipPlane.get() ? vanillaBlockRenderedDistance / 5 : 1,
farPlaneBlockDistance * LodUtil.CHUNK_WIDTH / 2);
@@ -698,7 +698,7 @@ public class LodRenderer
FogQuality quality = ReflectionHandler.INSTANCE.getFogQuality();
FogDrawOverride override = LodConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.get();
FogDrawOverride override = ForgeConfig.CLIENT.graphics.fogQualityOption.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 (LodConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
switch (ForgeConfig.CLIENT.graphics.fogQualityOption.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 (LodConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
switch (ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
{
case NEAR_AND_FAR:
case NEAR:
@@ -801,23 +801,23 @@ public class LodRenderer
//=============//
// check if the view distance changed
if (ApiShared.previousLodRenderDistance != LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get()
if (ApiShared.previousLodRenderDistance != ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get()
|| chunkRenderDistance != prevRenderDistance
|| prevFogDistance != LodConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
|| prevFogDistance != ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get())
{
vanillaRenderedChunks = new boolean[vanillaRenderedChunksWidth][vanillaRenderedChunksWidth];
DetailDistanceUtil.updateSettings();
fullRegen = true;
previousPos = LevelPosUtil.createLevelPos((byte) 4, mc.getPlayerChunkPos().getZ(), mc.getPlayerChunkPos().getZ());
prevFogDistance = LodConfig.CLIENT.graphics.fogQualityOption.fogDistance.get();
prevFogDistance = ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get();
prevRenderDistance = chunkRenderDistance;
}
// did the user change the debug setting?
if (LodConfig.CLIENT.advancedModOptions.debugging.debugMode.get() != previousDebugMode)
if (ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get() != previousDebugMode)
{
previousDebugMode = LodConfig.CLIENT.advancedModOptions.debugging.debugMode.get();
previousDebugMode = ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get();
fullRegen = true;
}
@@ -825,7 +825,7 @@ public class LodRenderer
long newTime = System.currentTimeMillis();
// check if the player has moved
if (newTime - prevPlayerPosTime > LodConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().playerMoveTimeout)
if (newTime - prevPlayerPosTime > ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().playerMoveTimeout)
{
if (LevelPosUtil.getDetailLevel(previousPos) == 0
|| mc.getPlayerChunkPos().getX() != LevelPosUtil.getPosX(previousPos)
@@ -846,7 +846,7 @@ public class LodRenderer
// the max brightness is 1 and the minimum is 0.2
float skyBrightness = lodDim.dimension.hasSkyLight() ? mc.getSkyDarken(partialTicks) : 0.2f;
float minLightingDifference;
switch (LodConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get())
switch (ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get())
{
case FREQUENT:
minLightingDifference = 0.025f;
@@ -885,7 +885,7 @@ public class LodRenderer
// check if the vanilla rendered chunks changed
if (newTime - prevVanillaChunkTime > LodConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().renderedChunkTimeout)
if (newTime - prevVanillaChunkTime > ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().renderedChunkTimeout)
{
if (vanillaRenderedChunksChanged)
{
@@ -897,7 +897,7 @@ public class LodRenderer
// check if there is any newly generated terrain to show
if (newTime - prevChunkTime > LodConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().chunkChangeTimeout)
if (newTime - prevChunkTime > ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get().chunkChangeTimeout)
{
if (lodDim.regenDimensionBuffers)
{
@@ -19,7 +19,7 @@
package com.seibel.lod.util;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
import com.seibel.lod.enums.config.HorizontalQuality;
import com.seibel.lod.enums.config.HorizontalResolution;
@@ -35,12 +35,12 @@ public class DetailDistanceUtil
private static final double genMultiplier = 1.0;
private static final double treeGenMultiplier = 1.0;
private static final double treeCutMultiplier = 1.0;
private static byte minGenDetail = LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel;
private static byte minDrawDetail = (byte) Math.max(LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel, LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel);
private static byte minGenDetail = ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel;
private static byte minDrawDetail = (byte) Math.max(ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel, ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel);
private static final int maxDetail = LodUtil.REGION_DETAIL_LEVEL + 1;
private static final int minDistance = 0;
private static int minDetailDistance = (int) (MinecraftWrapper.INSTANCE.getRenderDistance()*16 * 1.42f);
private static int maxDistance = LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 16 * 2;
private static int maxDistance = ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 16 * 2;
private static final HorizontalResolution[] lodGenDetails = {
@@ -61,9 +61,9 @@ public class DetailDistanceUtil
public static void updateSettings()
{
minDetailDistance = (int) (MinecraftWrapper.INSTANCE.getRenderDistance()*16 * 1.42f);
minGenDetail = LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel;
minDrawDetail = (byte) Math.max(LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel, LodConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel);
maxDistance = LodConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 16 * 8;
minGenDetail = ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel;
minDrawDetail = (byte) Math.max(ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel, ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get().detailLevel);
maxDistance = ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get() * 16 * 8;
}
public static int baseDistanceFunction(int detail)
@@ -73,15 +73,15 @@ public class DetailDistanceUtil
if (detail >= maxDetail)
return maxDistance;
if (LodConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.get())
if (ForgeConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.get())
return detail * 0x10000; //if you want more you are doing wrong
int distanceUnit = LodConfig.CLIENT.graphics.qualityOption.horizontalScale.get().distanceUnit;
if (LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.get() == HorizontalQuality.LOWEST)
int distanceUnit = ForgeConfig.CLIENT.graphics.qualityOption.horizontalScale.get().distanceUnit;
if (ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.get() == HorizontalQuality.LOWEST)
return (detail * distanceUnit);
else
{
double base = LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.get().quadraticBase;
double base = ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.get().quadraticBase;
return (int) (Math.pow(base, detail) * distanceUnit);
}
}
@@ -96,14 +96,14 @@ public class DetailDistanceUtil
int detail;
if (distance == 0
|| (distance < minDetailDistance && useRenderMinDistance)
|| LodConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.get())
|| ForgeConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.get())
return minDetail;
int distanceUnit = LodConfig.CLIENT.graphics.qualityOption.horizontalScale.get().distanceUnit;
if (LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.get() == HorizontalQuality.LOWEST)
int distanceUnit = ForgeConfig.CLIENT.graphics.qualityOption.horizontalScale.get().distanceUnit;
if (ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.get() == HorizontalQuality.LOWEST)
detail = (byte) distance / distanceUnit;
else
{
double base = LodConfig.CLIENT.graphics.qualityOption.horizontalQuality.get().quadraticBase;
double base = ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.get().quadraticBase;
double logBase = Math.log(base);
//noinspection IntegerDivisionInFloatingPointContext
detail = (byte) (Math.log(distance / distanceUnit) / logBase);
@@ -133,7 +133,7 @@ public class DetailDistanceUtil
public static DistanceGenerationMode getDistanceGenerationMode(int detail)
{
return LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
return ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
}
public static byte getLodDrawDetail(int detail)
@@ -165,7 +165,7 @@ public class DetailDistanceUtil
public static int getMaxVerticalData(int detail)
{
return LodConfig.CLIENT.graphics.qualityOption.verticalQuality.get().maxVerticalData[LodUtil.clamp(minGenDetail, detail, LodUtil.REGION_DETAIL_LEVEL)];
return ForgeConfig.CLIENT.graphics.qualityOption.verticalQuality.get().maxVerticalData[LodUtil.clamp(minGenDetail, detail, LodUtil.REGION_DETAIL_LEVEL)];
}
}
@@ -23,7 +23,7 @@ import java.awt.Color;
import java.io.File;
import java.util.HashSet;
import com.seibel.lod.api.forge.LodConfig;
import com.seibel.lod.api.forge.ForgeConfig;
import com.seibel.lod.enums.LodDirection;
import com.seibel.lod.enums.config.HorizontalResolution;
import com.seibel.lod.enums.config.VanillaOverdraw;
@@ -352,8 +352,8 @@ public class LodUtil
ChunkPosWrapper centerChunk = new ChunkPosWrapper(blockPosWrapper);
int skipRadius;
VanillaOverdraw overdraw = LodConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.get();
HorizontalResolution drawRes = LodConfig.CLIENT.graphics.qualityOption.drawResolution.get();
VanillaOverdraw overdraw = ForgeConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.get();
HorizontalResolution drawRes = ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get();
// apply distance based rules for dynamic overdraw
if (overdraw == VanillaOverdraw.DYNAMIC
@@ -0,0 +1,383 @@
package com.seibel.lod.wrappers.config;
import com.seibel.lod.api.forge.ForgeConfig;
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;
/**
* 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 LodConfigWrapper
{
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 HorizontalResolution getDrawResolution()
{
return ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.get();
}
public void setDrawResolution(HorizontalResolution newHorizontalResolution)
{
ForgeConfig.CLIENT.graphics.qualityOption.drawResolution.set(newHorizontalResolution);
}
public int getLodChunkRenderDistance()
{
return ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.get();
}
public void setLodChunkRenderDistance(int newLodChunkRenderDistance)
{
ForgeConfig.CLIENT.graphics.qualityOption.lodChunkRenderDistance.set(newLodChunkRenderDistance);
}
public VerticalQuality getVerticalQuality()
{
return ForgeConfig.CLIENT.graphics.qualityOption.verticalQuality.get();
}
public void setVerticalQuality(VerticalQuality newVerticalQuality)
{
ForgeConfig.CLIENT.graphics.qualityOption.verticalQuality.set(newVerticalQuality);
}
public HorizontalScale getHorizontalScale()
{
return ForgeConfig.CLIENT.graphics.qualityOption.horizontalScale.get();
}
public void setHorizontalScale(HorizontalScale newHorizontalScale)
{
ForgeConfig.CLIENT.graphics.qualityOption.horizontalScale.set(newHorizontalScale);
}
public HorizontalQuality getHorizontalQuality()
{
return ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.get();
}
public void setHorizontalQuality(HorizontalQuality newHorizontalQuality)
{
ForgeConfig.CLIENT.graphics.qualityOption.horizontalQuality.set(newHorizontalQuality);
}
}
public static class FogQualityOption
{
public FogDistance getFogDistance()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.get();
}
public void setFogDistance(FogDistance newFogDistance)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.fogDistance.set(newFogDistance);
}
public FogDrawOverride getFogDrawOverride()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.get();
}
public void setFogDrawOverride(FogDrawOverride newFogDrawOverride)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.fogDrawOverride.set(newFogDrawOverride);
}
public boolean getDisableVanillaFog()
{
return ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.get();
}
public void setDisableVanillaFog(boolean newDisableVanillaFog)
{
ForgeConfig.CLIENT.graphics.fogQualityOption.disableVanillaFog.set(newDisableVanillaFog);
}
}
public static class AdvancedGraphicsOption
{
public LodTemplate getLodTemplate()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.lodTemplate.get();
}
public void setLodTemplate(LodTemplate newLodTemplate)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.lodTemplate.set(newLodTemplate);
}
public boolean getDisableDirectionalCulling()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.disableDirectionalCulling.get();
}
public void setDisableDirectionalCulling(boolean newDisableDirectionalCulling)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.disableDirectionalCulling.set(newDisableDirectionalCulling);
}
public boolean getAlwaysDrawAtMaxQuality()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.get();
}
public void setAlwaysDrawAtMaxQuality(boolean newAlwaysDrawAtMaxQuality)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.alwaysDrawAtMaxQuality.set(newAlwaysDrawAtMaxQuality);
}
public VanillaOverdraw getVanillaOverdraw()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.get();
}
public void setVanillaOverdraw(VanillaOverdraw newVanillaOverdraw)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.vanillaOverdraw.set(newVanillaOverdraw);
}
public GpuUploadMethod getGpuUploadMethod()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.get();
}
public void setGpuUploadMethod(GpuUploadMethod newDisableVanillaFog)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.gpuUploadMethod.set(newDisableVanillaFog);
}
public boolean getUseExtendedNearClipPlane()
{
return ForgeConfig.CLIENT.graphics.advancedGraphicsOption.useExtendedNearClipPlane.get();
}
public void setUseExtendedNearClipPlane(boolean newUseExtendedNearClipPlane)
{
ForgeConfig.CLIENT.graphics.advancedGraphicsOption.useExtendedNearClipPlane.set(newUseExtendedNearClipPlane);
}
}
}
//========================//
// WorldGenerator Configs //
//========================//
public static class WorldGenerator
{
public GenerationPriority getGenerationPriority()
{
return ForgeConfig.CLIENT.worldGenerator.generationPriority.get();
}
public void setGenerationPriority(GenerationPriority newGenerationPriority)
{
ForgeConfig.CLIENT.worldGenerator.generationPriority.set(newGenerationPriority);
}
public DistanceGenerationMode getDistanceGenerationMode()
{
return ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
}
public void setDistanceGenerationMode(DistanceGenerationMode newDistanceGenerationMode)
{
ForgeConfig.CLIENT.worldGenerator.distanceGenerationMode.set(newDistanceGenerationMode);
}
public boolean getAllowUnstableFeatureGeneration()
{
return ForgeConfig.CLIENT.worldGenerator.allowUnstableFeatureGeneration.get();
}
public void setAllowUnstableFeatureGeneration(boolean newAllowUnstableFeatureGeneration)
{
ForgeConfig.CLIENT.worldGenerator.allowUnstableFeatureGeneration.set(newAllowUnstableFeatureGeneration);
}
public BlockToAvoid getBlockToAvoid()
{
return ForgeConfig.CLIENT.worldGenerator.blockToAvoid.get();
}
public void setBlockToAvoid(BlockToAvoid newBlockToAvoid)
{
ForgeConfig.CLIENT.worldGenerator.blockToAvoid.set(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 int getNumberOfWorldGenerationThreads()
{
return ForgeConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.get();
}
public void setNumberOfWorldGenerationThreads(int newNumberOfWorldGenerationThreads)
{
ForgeConfig.CLIENT.advancedModOptions.threading.numberOfWorldGenerationThreads.set(newNumberOfWorldGenerationThreads);
}
public int getNumberOfBufferBuilderThreads()
{
return ForgeConfig.CLIENT.advancedModOptions.threading.numberOfBufferBuilderThreads.get();
}
public void setNumberOfBufferBuilderThreads(int newNumberOfWorldBuilderThreads)
{
ForgeConfig.CLIENT.advancedModOptions.threading.numberOfBufferBuilderThreads.set(newNumberOfWorldBuilderThreads);
}
}
//===============//
// Debug Options //
//===============//
public static class Debugging
{
public boolean getDrawLods()
{
return ForgeConfig.CLIENT.advancedModOptions.debugging.drawLods.get();
}
public void setDrawLods(boolean newDrawLods)
{
ForgeConfig.CLIENT.advancedModOptions.debugging.drawLods.set(newDrawLods);
}
public DebugMode getDebugMode()
{
return ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.get();
}
public void setDebugMode(DebugMode newDebugMode)
{
ForgeConfig.CLIENT.advancedModOptions.debugging.debugMode.set(newDebugMode);
}
public boolean getEnableDebugKeybindings()
{
return ForgeConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.get();
}
public void setEnableDebugKeybindings(boolean newEnableDebugKeybindings)
{
ForgeConfig.CLIENT.advancedModOptions.debugging.enableDebugKeybindings.set(newEnableDebugKeybindings);
}
}
public static class Buffers
{
public BufferRebuildTimes getRebuildTimes()
{
return ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.get();
}
public void setRebuildTimes(BufferRebuildTimes newBufferRebuildTimes)
{
ForgeConfig.CLIENT.advancedModOptions.buffers.rebuildTimes.set(newBufferRebuildTimes);
}
}
}
}
}
@@ -7,7 +7,7 @@ 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.api.forge.ForgeConfig;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.builders.lodBuilding.LodBuilderConfig;
import com.seibel.lod.enums.config.DistanceGenerationMode;
@@ -267,7 +267,7 @@ public class WorldGeneratorWrapper
}
}
boolean allowUnstableFeatures = LodConfig.CLIENT.worldGenerator.allowUnstableFeatureGeneration.get();
boolean allowUnstableFeatures = ForgeConfig.CLIENT.worldGenerator.allowUnstableFeatureGeneration.get();
// generate all the features related to this chunk.
// this may or may not be thread safe