WorldGen: Now no longer gen all chunks in higher than chunk details
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@@ -176,6 +176,7 @@ public class LodBuilder
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return;
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// determine how many LODs to generate horizontally
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byte minDetailLevel = region.getMinDetailLevel();
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HorizontalResolution detail = DetailDistanceUtil.getLodGenDetail(minDetailLevel);
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@@ -201,12 +202,14 @@ public class LodBuilder
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//lodDim.clear(detailLevel, posX, posZ);
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if (data != null && data.length != 0)
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{
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posX = LevelPosUtil.convert((byte) 0, chunk.getChunkPosX() * 16 + startX, detail.detailLevel);
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posZ = LevelPosUtil.convert((byte) 0, chunk.getChunkPosZ() * 16 + startZ, detail.detailLevel);
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lodDim.addVerticalData(detailLevel, posX, posZ, data, false);
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posX = LevelPosUtil.convert((byte) 0, chunk.getChunkPosX() * 16 + startX, minDetailLevel);
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posZ = LevelPosUtil.convert((byte) 0, chunk.getChunkPosZ() * 16 + startZ, minDetailLevel);
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if (!lodDim.doesDataExist(minDetailLevel, posX, posZ)) {
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lodDim.addVerticalData(minDetailLevel, posX, posZ, data, false);
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lodDim.updateData(minDetailLevel, posX, posZ);
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}
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}
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}
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lodDim.updateData(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getChunkPosX(), chunk.getChunkPosZ());
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//executeTime = System.currentTimeMillis() - executeTime;
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//if (executeTime > 0) ClientApi.LOGGER.info("generateLodNodeFromChunk level: " + detailLevel + " time ms: " + executeTime);
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}
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@@ -565,128 +565,36 @@ public class LodDimension
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dx = 0;
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dz = -1;
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// We can use two type of generation scheduling
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switch (CONFIG.client().worldGenerator().getGenerationPriority())
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{
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case NEAR_FIRST:
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//in the NEAR_FIRST generation scheduling we prioritize the nearest un-generated position to the player
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//the chunk position to generate will be stored in a posToGenerate object
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posToGenerate = new PosToGenerateContainer((byte) 10, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
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int playerChunkX = LevelPosUtil.getChunkPos(LodUtil.BLOCK_DETAIL_LEVEL, playerBlockPosX);
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int playerChunkZ = LevelPosUtil.getChunkPos(LodUtil.BLOCK_DETAIL_LEVEL, playerBlockPosZ);
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int complexity;
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int xChunkToCheck;
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int zChunkToCheck;
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byte detailLevel;
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int posX;
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int posZ;
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long data;
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int numbChunksWide = (width) * 32;
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int circleLimit = Integer.MAX_VALUE;
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//posToGenerate is using an insertion sort algorithm which can become really fast if the
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//original data order is almost ordered. For this reason we explore the matrix of the position to generate
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//with a spiral matrix visit (a square spiral is almost ordered in the "nearest to farthest" order)
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for (int i = 0; i < numbChunksWide * numbChunksWide; i++)
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{
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//Firstly we check if the posToGenerate has been filled
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if (maxDataToGenerate == 0)
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{
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maxDataToGenerate--;
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//if it has been filled then we set a stop distance
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//the stop distance will be current distance (generically x) per square root of 2
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//this would guarantee a circular generation since (Math.abs(x) * 1.41f) is the
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//radius of a circle that inscribe a square
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circleLimit = (int) (Math.abs(x) * 1.41f);
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}
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//This second if check if we reached the circleLimit decided in the previous if
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//if so we stop
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else if (maxDataToGenerate < 0)
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{
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if (circleLimit < Math.abs(x) && circleLimit < Math.abs(z))
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break;
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}
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xChunkToCheck = x + playerChunkX;
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zChunkToCheck = z + playerChunkZ;
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//we get the lod region in which the chunk is present
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lodRegion = getRegion(LodUtil.CHUNK_DETAIL_LEVEL, xChunkToCheck, zChunkToCheck);
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if (lodRegion == null)
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continue;
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//Now we check if the current chunk has been generated with the correct complexity
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//if(lodRegion.isChunkPreGenerated(xChunkToCheck,zChunkToCheck))
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// complexity = DistanceGenerationMode.SERVER.complexity;
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//else
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complexity = CONFIG.client().worldGenerator().getDistanceGenerationMode().complexity;
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//we create the level position info of the chunk
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detailLevel = lodRegion.getMinDetailLevel();
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posX = LevelPosUtil.convert(LodUtil.CHUNK_DETAIL_LEVEL, xChunkToCheck, detailLevel);
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posZ = LevelPosUtil.convert(LodUtil.CHUNK_DETAIL_LEVEL, zChunkToCheck, detailLevel);
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data = getSingleData(detailLevel, posX, posZ);
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//we will generate the position only if the current generation complexity is lower than the target one.
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//an un-generated area will always have 0 generation
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if (DataPointUtil.getGenerationMode(data) < complexity)
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{
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posToGenerate.addPosToGenerate(detailLevel, posX, posZ);
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if (maxDataToGenerate >= 0)
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maxDataToGenerate--;
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}
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//with this code section we find the next chunk to check
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if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
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{
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t = dx;
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dx = -dz;
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dz = t;
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}
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x += dx;
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z += dz;
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}
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break;
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//in the FAR_FIRST generation we dedicate part of the generation process to the far region with really
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//low detail quality.
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default:
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case FAR_FIRST:
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//in the FAR_FIRST generation we dedicate part of the generation process to the far region with really
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//low detail quality.
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posToGenerate = new PosToGenerateContainer((byte) 8, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
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int xRegion;
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int zRegion;
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for (int i = 0; i < width * width; i++)
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{
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xRegion = x + center.x;
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zRegion = z + center.z;
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posToGenerate = new PosToGenerateContainer((byte) 8, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
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//All of this is handled directly by the region, which scan every pos from top to bottom of the quad tree
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lodRegion = getRegion(xRegion, zRegion);
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if (lodRegion != null)
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lodRegion.getPosToGenerate(posToGenerate, playerBlockPosX, playerBlockPosZ);
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int xRegion;
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int zRegion;
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for (int i = 0; i < width * width; i++)
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//with this code section we find the next chunk to check
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if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
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{
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xRegion = x + center.x;
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zRegion = z + center.z;
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//All of this is handled directly by the region, which scan every pos from top to bottom of the quad tree
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lodRegion = getRegion(xRegion, zRegion);
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if (lodRegion != null)
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lodRegion.getPosToGenerate(posToGenerate, playerBlockPosX, playerBlockPosZ);
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//with this code section we find the next chunk to check
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if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
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{
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t = dx;
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dx = -dz;
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dz = t;
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}
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x += dx;
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z += dz;
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t = dx;
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dx = -dz;
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dz = t;
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}
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break;
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x += dx;
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z += dz;
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}
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return posToGenerate;
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return posToGenerate;
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}
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/**
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@@ -162,7 +162,7 @@ public class LodRegion
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// The dataContainer could have null entries if the
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// detailLevel changes.
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if (this.dataContainer[detailLevel] == null)
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this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
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return false;//this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
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this.dataContainer[detailLevel].addData(data, posX, posZ, verticalIndex);
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@@ -183,7 +183,7 @@ public class LodRegion
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// The dataContainer could have null entries if the
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// detailLevel changes.
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if (this.dataContainer[detailLevel] == null)
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this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
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return false;//this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
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return this.dataContainer[detailLevel].addVerticalData(data, posX, posZ);
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}
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@@ -248,7 +248,7 @@ public class LodRegion
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int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel);
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// calculate what LevelPos are in range to generate
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int maxDistance = LevelPosUtil.maxDistance(detailLevel, childOffsetPosX, childOffsetPosZ, playerPosX, playerPosZ, regionPosX, regionPosZ);
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int minDistance = LevelPosUtil.minDistance(detailLevel, childOffsetPosX, childOffsetPosZ, playerPosX, playerPosZ, regionPosX, regionPosZ);
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// determine this child's levelPos
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byte childDetailLevel = (byte) (detailLevel - 1);
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@@ -257,7 +257,7 @@ public class LodRegion
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int childSize = 1 << (LodUtil.REGION_DETAIL_LEVEL - childDetailLevel);
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byte targetDetailLevel = DetailDistanceUtil.getLodGenDetail(DetailDistanceUtil.getGenerationDetailFromDistance(maxDistance)).detailLevel;
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byte targetDetailLevel = DetailDistanceUtil.getGenerationDetailFromDistance(minDistance);
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if (targetDetailLevel <= detailLevel)
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{
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if (targetDetailLevel == detailLevel)
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@@ -299,14 +299,10 @@ public class LodRegion
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{
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// The detail Level is smaller than a chunk.
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// Only recurse down the top right child.
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if (DetailDistanceUtil.getLodGenDetail(childDetailLevel).detailLevel <= (childDetailLevel))
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{
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if (!doesDataExist(childDetailLevel, childPosX, childPosZ))
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posToGenerate.addPosToGenerate(childDetailLevel, childPosX + regionPosX * childSize, childPosZ + regionPosZ * childSize);
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else
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX, childPosZ, playerPosX, playerPosZ);
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}
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if (!doesDataExist(childDetailLevel, childPosX, childPosZ))
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posToGenerate.addPosToGenerate(childDetailLevel, childPosX + regionPosX * childSize, childPosZ + regionPosZ * childSize);
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else
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getPosToGenerate(posToGenerate, childDetailLevel, childPosX, childPosZ, playerPosX, playerPosZ);
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}
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}
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}
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@@ -47,7 +47,7 @@ public class LodVertexBuffer implements AutoCloseable
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this.id = GL32.glGenBuffers();
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this.isBufferStorage = isBufferStorage;
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count++;
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ClientApi.LOGGER.info("LodVertexBuffer Count: "+count);
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//ClientApi.LOGGER.info("LodVertexBuffer Count: "+count);
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}
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@@ -59,7 +59,7 @@ public class LodVertexBuffer implements AutoCloseable
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GLProxy.getInstance().recordOpenGlCall(() -> GL32.glDeleteBuffers(this.id));
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this.id = -1;
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count--;
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ClientApi.LOGGER.info("LodVertexBuffer Count: "+count);
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//ClientApi.LOGGER.info("LodVertexBuffer Count: "+count);
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}
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}
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}
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