Some general fixes
This commit is contained in:
@@ -17,7 +17,7 @@ It should be automatically included when pulling the full mod.
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LZ4 for Java (data compression)\
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LZ4 for Java (data compression)\
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https://github.com/lz4/lz4-java
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https://github.com/lz4/lz4-java
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Json & Toml for Java (config handling)\
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NightConfig for Json & Toml (config handling)\
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https://github.com/TheElectronWill/night-config
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https://github.com/TheElectronWill/night-config
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SVG Salamander for SVG's\
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SVG Salamander for SVG's\
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@@ -59,7 +59,7 @@ public class BaseJFrame extends JFrame {
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// Creates a list with all the options in it
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// Creates a list with all the options in it
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List<String> langsToChoose = new ArrayList<>();
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List<String> langsToChoose = new ArrayList<>();
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try(
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try(
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final InputStreamReader isr = new InputStreamReader(JarUtils.accessFile("assets/lod/lang"), StandardCharsets.UTF_8);
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final InputStreamReader isr = new InputStreamReader(JarUtils.accessFile("assets/distanthorizons/lang"), StandardCharsets.UTF_8);
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final BufferedReader br = new BufferedReader(isr)
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final BufferedReader br = new BufferedReader(isr)
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) {
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) {
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List<Object> col = Collections.unmodifiableList(new ArrayList<>(Arrays.asList(br.lines().toArray())));
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List<Object> col = Collections.unmodifiableList(new ArrayList<>(Arrays.asList(br.lines().toArray())));
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@@ -87,11 +87,11 @@ public class BaseJFrame extends JFrame {
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// Try to set the icons for them
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// Try to set the icons for them
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try {
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try {
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lightMode = new JButton(new ImageIcon(
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lightMode = new JButton(new ImageIcon(
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new FlatSVGIcon(JarUtils.accessFile("assets/lod/textures/jar/themeLight.svg")).getImage() // Get the image
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new FlatSVGIcon(JarUtils.accessFile("assets/distanthorizons/textures/jar/themeLight.svg")).getImage() // Get the image
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.getScaledInstance(themeButtonSize, themeButtonSize, Image.SCALE_DEFAULT) // Scale it to the correct size
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.getScaledInstance(themeButtonSize, themeButtonSize, Image.SCALE_DEFAULT) // Scale it to the correct size
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));
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));
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darkMode = new JButton(new ImageIcon(
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darkMode = new JButton(new ImageIcon(
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new FlatSVGIcon(JarUtils.accessFile("assets/lod/textures/jar/themeDark.svg")).getImage() // Get the image
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new FlatSVGIcon(JarUtils.accessFile("assets/distanthorizons/textures/jar/themeDark.svg")).getImage() // Get the image
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.getScaledInstance(themeButtonSize, themeButtonSize, Image.SCALE_DEFAULT) // Scale it to the correct size
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.getScaledInstance(themeButtonSize, themeButtonSize, Image.SCALE_DEFAULT) // Scale it to the correct size
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));
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));
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} catch (Exception e) {e.printStackTrace();}
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} catch (Exception e) {e.printStackTrace();}
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@@ -139,8 +139,7 @@ public class BaseJFrame extends JFrame {
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// This part of the code is taken from the official java docs at https://docs.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html
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// This part of the code is taken from the official java docs at https://docs.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html
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// Specify the look and feel to use by defining the LOOKANDFEEL constant
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// Specify the look and feel to use by defining the LOOKANDFEEL constant
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// Valid values are: null (use the default), "Metal", "System", "Motif",
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// Valid values are: null (use the default), "Metal", "System", "Motif", and "GTK"
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// and "GTK"
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final static String LOOKANDFEEL = "GTK";
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final static String LOOKANDFEEL = "GTK";
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private static void initLookAndFeel() {
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private static void initLookAndFeel() {
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String lookAndFeel = null;
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String lookAndFeel = null;
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@@ -224,7 +224,7 @@
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"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff":
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"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff":
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"Noise Dropoff",
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"Noise Dropoff",
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"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip":
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"distanthorizons.config.client.advanced.graphics.noiseTextureSettings.noiseDropoff.@tooltip":
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"How far should the noise texture render before it fades away? \n\n0.0 - the noise texture will render the entire LOD render distance. \n3.0 - the noise texture will fade away at 1/3 of the LOD render distance. ",
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"Defines how far should the noise texture render before it fades away. (in blocks). \nSet to 0 to disable noise from fading away.",
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"distanthorizons.config.client.advanced.graphics.advancedGraphics":
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"distanthorizons.config.client.advanced.graphics.advancedGraphics":
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@@ -104,9 +104,9 @@ void main()
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vec3 vertexNormal = normalize(cross(dFdx(vPos.xyz), dFdy(vPos.xyz)));
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vec3 vertexNormal = normalize(cross(dFdx(vPos.xyz), dFdy(vPos.xyz)));
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// This bit of code is required to fix the vertex position problem cus of floats in the verted world position varuable
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// This bit of code is required to fix the vertex position problem cus of floats in the verted world position varuable
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vec3 fixedVPos = vec3(
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vec3 fixedVPos = vec3(
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vPos.x - vertexNormal.x * 0.001,
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vPos.x - vertexNormal.x * 0.001,
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vPos.y - vertexNormal.y * 0.001,
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vPos.y - vertexNormal.y * 0.001,
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vPos.z - vertexNormal.z * 0.001
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vPos.z - vertexNormal.z * 0.001
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);
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);
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@@ -116,9 +116,9 @@ void main()
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// Random value for each position
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// Random value for each position
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float randomValue = rand(vec3(
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float randomValue = rand(vec3(
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quantize(fixedVPos.x, noiseSteps),
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quantize(fixedVPos.x, noiseSteps),
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quantize(fixedVPos.y, noiseSteps),
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quantize(fixedVPos.y, noiseSteps),
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quantize(fixedVPos.z, noiseSteps)
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quantize(fixedVPos.z, noiseSteps)
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))
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))
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* 2. * noiseAmplification - noiseAmplification;
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* 2. * noiseAmplification - noiseAmplification;
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@@ -129,22 +129,22 @@ void main()
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// Clamps it and turns it back into a vec4
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// Clamps it and turns it back into a vec4
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if (noiseDropoff == 0)
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if (noiseDropoff == 0)
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fragColor = vec4(
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fragColor = vec4(
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clamp(newCol.r, 0., 1.),
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clamp(newCol.r, 0., 1.),
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clamp(newCol.g, 0., 1.),
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clamp(newCol.g, 0., 1.),
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clamp(newCol.b, 0., 1.),
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clamp(newCol.b, 0., 1.),
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fragColor.w
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fragColor.w
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);
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);
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else
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else
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fragColor = mix(
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fragColor = mix(
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vec4(
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vec4(
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clamp(newCol.r, 0., 1.),
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clamp(newCol.r, 0., 1.),
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clamp(newCol.g, 0., 1.),
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clamp(newCol.g, 0., 1.),
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clamp(newCol.b, 0., 1.),
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clamp(newCol.b, 0., 1.),
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fragColor.w
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fragColor.w
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), fragColor,
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), fragColor,
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clamp(length(vertexWorldPos) / noiseDropoff, 0., 1.) // The further away it gets, the less noise gets applied
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clamp(length(vertexWorldPos) / noiseDropoff, 0., 1.) // The further away it gets, the less noise gets applied
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);
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);
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// For testing
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// For testing
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// if (fragColor.r != 69420.) {
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// if (fragColor.r != 69420.) {
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@@ -167,15 +167,15 @@ void main()
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float horizontalDist = length(vertexWorldPos.xz) * fogScale;
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float horizontalDist = length(vertexWorldPos.xz) * fogScale;
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float heightDist = calculateHeightFogDepth(
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float heightDist = calculateHeightFogDepth(
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vertexWorldPos.y, vertexYPos) * fogVerticalScale;
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vertexWorldPos.y, vertexYPos) * fogVerticalScale;
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float farDist = calculateFarFogDepth(horizontalDist,
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float farDist = calculateFarFogDepth(horizontalDist,
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length(vertexWorldPos.xyz) * fogScale, nearFogStart);
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length(vertexWorldPos.xyz) * fogScale, nearFogStart);
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float nearFogThickness = getNearFogThickness(horizontalDist);
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float nearFogThickness = getNearFogThickness(horizontalDist);
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float farFogThickness = getFarFogThickness(farDist);
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float farFogThickness = getFarFogThickness(farDist);
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float heightFogThickness = getHeightFogThickness(heightDist);
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float heightFogThickness = getHeightFogThickness(heightDist);
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float mixedFogThickness = clamp(mixFogThickness(
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float mixedFogThickness = clamp(mixFogThickness(
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nearFogThickness, farFogThickness, heightFogThickness), 0.0, 1.0);
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nearFogThickness, farFogThickness, heightFogThickness), 0.0, 1.0);
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fragColor = mix(fragColor, vec4(fogColor.rgb, 1.0), mixedFogThickness);
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fragColor = mix(fragColor, vec4(fogColor.rgb, 1.0), mixedFogThickness);
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}
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}
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