Remove commented out code in FullDataToRenderDataTransformer

This commit is contained in:
James Seibel
2023-09-02 20:17:08 -05:00
parent a60f91ad00
commit dc1ce86cc3
@@ -378,253 +378,4 @@ public class FullDataToRenderDataTransformer
}
// /** creates a vertical DataPoint */
// private void writeVerticalData(long[] data, int dataOffset, int maxVerticalData,
// IChunkWrapper chunk, LodBuilderConfig config, int chunkSubPosX, int chunkSubPosZ)
// {
//
// int totalVerticalData = (chunk.getHeight());
// long[] dataToMerge = new long[totalVerticalData];
//
// boolean hasCeiling = MC.getWrappedClientWorld().getDimensionType().hasCeiling();
// boolean hasSkyLight = MC.getWrappedClientWorld().getDimensionType().hasSkyLight();
// byte generation = config.distanceGenerationMode.complexity;
// int count = 0;
// // FIXME: This yAbs is just messy!
// int x = chunk.getMinX() + chunkSubPosX;
// int z = chunk.getMinZ() + chunkSubPosZ;
// int y = chunk.getMaxY(x, z);
//
// boolean topBlock = true;
// if (y < chunk.getMinBuildHeight())
// dataToMerge[0] = DataPointUtil.createVoidDataPoint(generation);
// int maxConnectedLods = Config.Client.Graphics.Quality.verticalQuality.get().maxVerticalData[0];
// while (y >= chunk.getMinBuildHeight()) {
// int height = determineHeightPointFrom(chunk, config, x, y, z);
// // If the lod is at the default height, it must be void data
// if (height < chunk.getMinBuildHeight()) {
// if (topBlock) dataToMerge[0] = DataPointUtil.createVoidDataPoint(generation);
// break;
// }
// y = height - 1;
// // We search light on above air block
// int depth = determineBottomPointFrom(chunk, config, x, y, z,
// count < maxConnectedLods && (!hasCeiling || !topBlock));
// if (hasCeiling && topBlock)
// y = depth;
// int light = getLightValue(chunk, x, y, z, hasCeiling, hasSkyLight, topBlock);
// int color = generateLodColor(chunk, config, x, y, z);
// int lightBlock = light & 0b1111;
// int lightSky = (light >> 4) & 0b1111;
// dataToMerge[count] = DataPointUtil.createDataPoint(height-chunk.getMinBuildHeight(), depth-chunk.getMinBuildHeight(),
// color, lightSky, lightBlock, generation);
// topBlock = false;
// y = depth - 1;
// count++;
// }
// long[] result = DataPointUtil.mergeMultiData(dataToMerge, totalVerticalData, maxVerticalData);
// if (result.length != maxVerticalData) throw new ArrayIndexOutOfBoundsException();
// System.arraycopy(result, 0, data, dataOffset, maxVerticalData);
// }
//
// public static final EDhDirection[] DIRECTIONS = new EDhDirection[] {
// EDhDirection.UP,
// EDhDirection.DOWN,
// EDhDirection.WEST,
// EDhDirection.EAST,
// EDhDirection.NORTH,
// EDhDirection.SOUTH };
//
// private boolean hasCliffFace(IChunkWrapper chunk, int x, int y, int z) {
// for (EDhDirection dir : DIRECTIONS) {
// IBlockDetailWrapper block = chunk.getBlockDetailAtFace(x, y, z, dir);
// if (block == null || !block.hasFaceCullingFor(EDhDirection.OPPOSITE_DIRECTIONS[dir.ordinal()]))
// return true;
// }
// return false;
// }
//
// /**
// * Find the lowest valid point from the bottom.
// * Used when creating a vertical LOD.
// */
// private int determineBottomPointFrom(IChunkWrapper chunk, LodBuilderConfig builderConfig, int xAbs, int yAbs, int zAbs, boolean strictEdge)
// {
// int depth = chunk.getMinBuildHeight();
// IBlockDetailWrapper currentBlockDetail = null;
// if (strictEdge)
// {
// IBlockDetailWrapper blockAbove = chunk.getBlockDetail(xAbs, yAbs + 1, zAbs);
// if (blockAbove != null && Config.Client.WorldGenerator.tintWithAvoidedBlocks.get() && !blockAbove.shouldRender(Config.Client.WorldGenerator.blocksToAvoid.get()))
// { // The above block is skipped. Lets use its skipped color for current block
// currentBlockDetail = blockAbove;
// }
// if (currentBlockDetail == null) currentBlockDetail = chunk.getBlockDetail(xAbs, yAbs, zAbs);
// }
//
// for (int y = yAbs - 1; y >= chunk.getMinBuildHeight(); y--)
// {
// IBlockDetailWrapper nextBlock = chunk.getBlockDetail(xAbs, y, zAbs);
// if (isLayerValidLodPoint(nextBlock)) {
// if (!strictEdge) continue;
// if (currentBlockDetail.equals(nextBlock)) continue;
// if (!hasCliffFace(chunk, xAbs, y, zAbs)) continue;
// }
// depth = (y + 1);
// break;
// }
// return depth;
// }
//
// /** Find the highest valid point from the Top */
// private int determineHeightPointFrom(IChunkWrapper chunk, LodBuilderConfig config, int xAbs, int yAbs, int zAbs)
// {
// //TODO find a way to skip bottom of the world
// int height = chunk.getMinBuildHeight()-1;
// for (int y = yAbs; y >= chunk.getMinBuildHeight(); y--)
// {
// if (isLayerValidLodPoint(chunk, xAbs, y, zAbs))
// {
// height = (y + 1);
// break;
// }
// }
// return height;
// }
//
//
//
// // =====================//
// // constructor helpers //
// // =====================//
//
// /**
// * Generate the color for the given chunk using biome water color, foliage
// * color, and grass color.
// */
// private int generateLodColor(IChunkWrapper chunk, LodBuilderConfig builderConfig, int x, int y, int z)
// {
// int colorInt;
// if (builderConfig.useBiomeColors)
// {
// // I have no idea why I need to bit shift to the right, but
// // if I don't the biomes don't show up correctly.
// colorInt = chunk.getBiome(x, y, z).getColorForBiome(x, z);
// }
// else
// {
// // if we are skipping non-full and non-solid blocks that means we ignore
// // 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
// colorInt = 0;
// if (chunk.blockPosInsideChunk(x, y+1, z)) {
// IBlockDetailWrapper blockAbove = chunk.getBlockDetail(x, y+1, z);
// if (blockAbove != null && Config.Client.WorldGenerator.tintWithAvoidedBlocks.get() && !blockAbove.shouldRender(Config.Client.WorldGenerator.blocksToAvoid.get()))
// { // The above block is skipped. Lets use its skipped color for current block
// colorInt = blockAbove.getAndResolveFaceColor(null, chunk, new DHBlockPos(x, y+1, z));
// }
// }
//
// // override this block's color if there was a block above this
// // and we were avoiding non-full/non-solid blocks
// if (colorInt == 0) {
// IBlockDetailWrapper detail = chunk.getBlockDetail(x, y, z);
// colorInt = detail.getAndResolveFaceColor(null, chunk, new DHBlockPos(x, y, z));
// }
// }
//
// return colorInt;
// }
//
// /** Gets the light value for the given block position */
// private int getLightValue(IChunkWrapper chunk, int x, int y, int z, boolean hasCeiling, boolean hasSkyLight, boolean topBlock)
// {
// int skyLight;
// int blockLight;
//
// int blockBrightness = chunk.getEmittedBrightness(x, y, z);
// // get the air block above or below this block
// if (hasCeiling && topBlock)
// y--;
// else
// y++;
//
// blockLight = chunk.getBlockLight(x, y, z);
// skyLight = hasSkyLight ? chunk.getSkyLight(x, y, z) : 0;
//
// if (blockLight == -1 || skyLight == -1)
// {
//
// ILevelWrapper world = MC.getWrappedServerWorld();
//
// if (world != null)
// {
// // server world sky light (always accurate)
// blockLight = world.getBlockLight(x, y, z);
//
// if (topBlock && !hasCeiling && hasSkyLight)
// skyLight = DEFAULT_MAX_LIGHT;
// else
// skyLight = hasSkyLight ? world.getSkyLight(x, y, z) : 0;
//
// if (!topBlock && skyLight == 15)
// {
// // we are on predicted terrain, and we don't know what the light here is,
// // lets just take a guess
// skyLight = 12;
// }
// }
// else
// {
// world = MC.getWrappedClientWorld();
// if (world == null)
// {
// blockLight = 0;
// skyLight = 12;
// }
// else
// {
// // client world sky light (almost never accurate)
// blockLight = world.getBlockLight(x, y, z);
// // estimate what the lighting should be
// if (hasSkyLight || !hasCeiling)
// {
// if (topBlock)
// skyLight = DEFAULT_MAX_LIGHT;
// else
// {
// if (hasSkyLight)
// skyLight = world.getSkyLight(x, y, z);
// //else
// // skyLight = 0;
// if (!chunk.isLightCorrect() && (skyLight == 0 || skyLight == 15))
// {
// // we don't know what the light here is,
// // lets just take a guess
// skyLight = 12;
// }
// }
// }
// }
// }
// }
//
// blockLight = LodUtil.clamp(0, Math.max(blockLight, blockBrightness), DEFAULT_MAX_LIGHT);
// return blockLight + (skyLight << 4);
// }
//
// /** Is the block at the given blockPos a valid LOD point? */
// private boolean isLayerValidLodPoint(IBlockDetailWrapper blockDetail)
// {
// EBlocksToAvoid avoid = Config.Client.WorldGenerator.blocksToAvoid.get();
// return blockDetail != null && blockDetail.shouldRender(avoid);
// }
//
// /** Is the block at the given blockPos a valid LOD point? */
// private boolean isLayerValidLodPoint(IChunkWrapper chunk, int x, int y, int z) {
// EBlocksToAvoid avoid = Config.Client.WorldGenerator.blocksToAvoid.get();
// IBlockDetailWrapper block = chunk.getBlockDetail(x, y, z);
// return block != null && block.shouldRender(avoid);
// }
}