Several chages to converto to quadTree
This commit is contained in:
@@ -0,0 +1,357 @@
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package com.seibel.lod.builders;
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import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarBuffer;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTree;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import com.seibel.lod.render.LodRenderer;
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import com.seibel.lod.util.LodUtil;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.world.biome.BiomeContainer;
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import net.minecraft.world.chunk.ChunkStatus;
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import net.minecraft.world.server.ServerWorld;
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import net.minecraftforge.common.WorldWorkerManager;
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import org.lwjgl.opengl.GL11;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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/**
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* This object is used to create NearFarBuffer objects.
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*
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* @author James Seibel
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* @version 06-19-2021
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*/
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public class LodNodeBufferBuilder
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{
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private Minecraft mc;
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/** This holds the thread used to generate new LODs off the main thread. */
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private ExecutorService genThread = Executors.newSingleThreadExecutor();
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private LodChunkBuilder lodChunkBuilder;
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/** The buffers that are used to create LODs using near fog */
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public volatile BufferBuilder buildableNearBuffer;
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/** The buffers that are used to create LODs using far fog */
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public volatile BufferBuilder buildableFarBuffer;
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/** if this is true the LOD buffers are currently being
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* regenerated. */
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public volatile boolean generatingBuffers = false;
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/** if this is true new LOD buffers have been generated
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* and are waiting to be swapped with the drawable buffers*/
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private volatile boolean switchBuffers = false;
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/** If this is greater than 0 no new chunk generation requests will be made
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* this is to prevent chunks from being generated for a long time in an area
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* the player is no longer in. */
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public volatile int numberOfChunksWaitingToGenerate = 0;
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/** how many chunks to generate outside of the player's
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* view distance at one time. (or more specifically how
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* many requests to make at one time) */
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public int maxChunkGenRequests = Runtime.getRuntime().availableProcessors();
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public LodNodeBufferBuilder(LodChunkBuilder newLodBuilder)
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{
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mc = Minecraft.getInstance();
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lodChunkBuilder = newLodBuilder;
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}
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private BiomeContainer biomeContainer = null;
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private LodDimension previousDimension = null;
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/**
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* Create a thread to asynchronously generate LOD buffers
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* centered around the given camera X and Z.
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* <br>
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* This method will write to the drawableNearBuffers and drawableFarBuffers.
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* <br>
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* After the buildable buffers have been generated they must be
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* swapped with the drawable buffers in the LodRenderer to be drawn.
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*/
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public void generateLodBuffersAsync(LodRenderer renderer, LodQuadTreeDimension lodDim,
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double playerX, double playerZ, int numbChunksWide)
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{
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// only allow one generation process to happen at a time
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if (generatingBuffers)
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return;
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if (buildableNearBuffer == null || buildableFarBuffer == null)
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throw new IllegalStateException("generateLodBuffersAsync was called before the buildableNearBuffer and buildableFarBuffer were created.");
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if (previousDimension != lodDim)
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{
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biomeContainer = LodUtil.getServerWorldFromDimension(lodDim.dimension).getChunk(0, 0, ChunkStatus.EMPTY).getBiomes();
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previousDimension = lodDim;
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}
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generatingBuffers = true;
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// this seemingly useless math is required,
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// just using (int) playerX/Z doesn't work
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int playerXChunkOffset = ((int) playerX / LodChunk.WIDTH) * LodChunk.WIDTH;
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int playerZChunkOffset = ((int) playerZ / LodChunk.WIDTH) * LodChunk.WIDTH;
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// this is where we will start drawing squares
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// (exactly half the total width)
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int startX = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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Thread t = new Thread(()->
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{
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// index of the chunk currently being added to the
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// generation list
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int chunkGenIndex = 0;
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ChunkPos[] chunksToGen = new ChunkPos[maxChunkGenRequests];
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// if we don't have a full number of chunks to generate in chunksToGen
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// we can top it off from the reserve
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ChunkPos[] chunksToGenReserve = new ChunkPos[maxChunkGenRequests];
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int minChunkDist = Integer.MAX_VALUE;
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ChunkPos playerChunkPos = new ChunkPos((int)playerX / LodChunk.WIDTH, (int)playerZ / LodChunk.WIDTH);
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// generate our new buildable buffers
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buildableNearBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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buildableFarBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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// x axis
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for (int i = 0; i < numbChunksWide; i++)
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{
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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// skip any chunks that Minecraft is going to render
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if(isCoordInCenterArea(i, j, (numbChunksWide / 2))
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&& renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkX, chunkZ)))
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{
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continue;
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}
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// set where this square will be drawn in the world
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double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
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startX; // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ;
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LodChunk lod = lodDim.getLodFromCoordinates(chunkX, chunkZ, LodNodeData.CHUNK_LEVEL);
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if (lod == null || lod.isLodEmpty())
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{
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// generate a new chunk if no chunk currently exists
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// and we aren't waiting on any other chunks to generate
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if (lod == null && numberOfChunksWaitingToGenerate < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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// determine if this position is closer to the player
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// than the previous
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int newDistance = playerChunkPos.getChessboardDistance(pos);
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if (newDistance < minChunkDist)
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{
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// this chunk is closer, clear any previous
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// positions and update the new minimum distance
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minChunkDist = newDistance;
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chunksToGenReserve = chunksToGen;
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chunkGenIndex = 0;
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chunksToGen = new ChunkPos[maxChunkGenRequests];
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chunksToGen[chunkGenIndex] = pos;
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chunkGenIndex++;
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}
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else if (newDistance <= minChunkDist)
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{
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// this chunk position is as close or closers than the
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// minimum distance
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if(chunkGenIndex < maxChunkGenRequests)
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{
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// we are still under the number of chunks to generate
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// add this position to the list
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chunksToGen[chunkGenIndex] = pos;
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chunkGenIndex++;
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}
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}
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}
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// don't render this null chunk
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continue;
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}
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BufferBuilder currentBuffer = null;
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if (isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
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currentBuffer = buildableNearBuffer;
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else
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currentBuffer = buildableFarBuffer;
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// get the desired LodTemplate and
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// add this LOD to the buffer
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LodConfig.CLIENT.lodTemplate.get().
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template.addLodToBuffer(currentBuffer, lodDim, lod,
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xOffset, yOffset, zOffset, renderer.debugging);
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}
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}
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// TODO add a way for a server side mod to generate chunks requested here
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if(mc.hasSingleplayerServer())
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{
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ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
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// make sure we have as many chunks to generate as we are allowed
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if (chunkGenIndex < maxChunkGenRequests)
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{
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for(int i = chunkGenIndex, j = 0; i < maxChunkGenRequests; i++, j++)
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{
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chunksToGen[i] = chunksToGenReserve[j];
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}
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}
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// start chunk generation
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for(ChunkPos chunkPos : chunksToGen)
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{
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if(chunkPos == null)
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break;
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numberOfChunksWaitingToGenerate++;
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LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodChunkBuilder, this, lodDim, serverWorld, biomeContainer);
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WorldWorkerManager.addWorker(genWorker);
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}
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}
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// finish the buffer building
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buildableNearBuffer.end();
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buildableFarBuffer.end();
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// mark that the buildable buffers as ready to swap
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generatingBuffers = false;
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switchBuffers = true;
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});
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genThread.execute(t);
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return;
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}
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//====================//
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// generation helpers //
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//====================//
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/**
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* Returns if the given coordinate is in the loaded area of the world.
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* @param centerCoordinate the center of the loaded world
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*/
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private boolean isCoordInCenterArea(int i, int j, int centerCoordinate)
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{
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return (i >= centerCoordinate - mc.options.renderDistance
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&& i <= centerCoordinate + mc.options.renderDistance)
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&&
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(j >= centerCoordinate - mc.options.renderDistance
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&& j <= centerCoordinate + mc.options.renderDistance);
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}
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/**
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* Find the coordinates that are in the center half of the given
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* 2D matrix, starting at (0,0) and going to (2 * lodRadius, 2 * lodRadius).
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*/
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private static boolean isCoordinateInNearFogArea(int chunkX, int chunkZ, int lodRadius)
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{
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int halfRadius = lodRadius / 2;
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return (chunkX >= lodRadius - halfRadius
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&& chunkX <= lodRadius + halfRadius)
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&&
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(chunkZ >= lodRadius - halfRadius
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&& chunkZ <= lodRadius + halfRadius);
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}
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//===============================//
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// BufferBuilder related methods //
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//===============================//
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/**
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* Called from the LodRenderer to create the
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* BufferBuilders at the right size.
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*
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* @param bufferMaxCapacity
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*/
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public void setupBuffers(int bufferMaxCapacity)
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{
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buildableNearBuffer = new BufferBuilder(bufferMaxCapacity);
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buildableFarBuffer = new BufferBuilder(bufferMaxCapacity);
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}
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/**
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* Swap the drawable and buildable buffers and return
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* the old drawable buffers.
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* @param drawableNearBuffer
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* @param drawableFarBuffer
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*/
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public NearFarBuffer swapBuffers(BufferBuilder drawableNearBuffer, BufferBuilder drawableFarBuffer)
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{
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// swap the BufferBuilders
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BufferBuilder tmp = buildableNearBuffer;
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buildableNearBuffer = drawableNearBuffer;
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drawableNearBuffer = tmp;
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tmp = buildableFarBuffer;
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buildableFarBuffer = drawableFarBuffer;
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drawableFarBuffer = tmp;
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// the buffers have been swapped
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switchBuffers = false;
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return new NearFarBuffer(drawableNearBuffer, drawableFarBuffer);
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}
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/**
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* If this is true the buildable near and far
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* buffers have been generated and are ready to be
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* sent to the LodRenderer.
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*/
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public boolean newBuffersAvaliable()
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{
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return switchBuffers;
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}
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}
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@@ -204,7 +204,6 @@ public class LodNodeData {
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}
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public int hashCode(){
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return Objects.hash(this.real, this.level, this.posX, this.posZ, this.color, this.real, this.voidNode);
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}
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@@ -171,10 +171,10 @@ public class LodQuadTree {
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return lodNodeData;
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} else if (targetLevel < currentLevel) {
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short widthRatio = (short) (lodNodeData.width / Math.pow(2, level));
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int NS = (posX / widthRatio) % lodNodeData.posX;
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int WE = (posZ / widthRatio) % lodNodeData.posZ;
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int NS = Math.abs((posX / widthRatio) % lodNodeData.posX);
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int WE = Math.abs((posZ / widthRatio) % lodNodeData.posZ);
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if (getChild(NS, WE) == null) {
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return lodNodeData;
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return null;
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}
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LodQuadTree child = getChild(NS, WE);
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return child.getNodeAtLevelPosition(posX, posZ, level);
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@@ -184,6 +184,7 @@ public class LodQuadTree {
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}
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public LodQuadTree getChild(int NS, int WE) {
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return children[NS][WE];
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}
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@@ -439,9 +440,14 @@ public class LodQuadTree {
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return (lodNodeData != null);
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}
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public LodNodeData getLodFromCoordinate(int x, int z, byte level){
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}
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public boolean isCoordinateInLevel(int x, int z){
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return !(lodNodeData.startX > x || lodNodeData.startZ > z || lodNodeData.endX < x || lodNodeData.endZ < z);
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}
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public String toString(){
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String s = lodNodeData.toString();
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return s;
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@@ -297,15 +297,15 @@ public class LodQuadTreeDimension {
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*/
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public LodNodeData getLodFromCoordinates(int posX, int posZ, byte level)
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{
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/*TODO */
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return null;
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LodQuadTree region = getRegion(posX/(512/Math.pow(level,2)),posZ/(512/Math.pow(level,2)));
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if(region == null)
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return null;
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return region.getLodFromCoordinate(posX, posZ, level);
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/*
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RegionPos pos = LodUtil.convertChunkPosToRegionPos(new ChunkPos(chunkX, chunkZ));
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LodQuadTree region = getRegion(pos.x, pos.z);
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if(region == null)
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return null;
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return region.getNode(chunkX, chunkZ);
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@@ -2,6 +2,7 @@ package com.seibel.lod.objects.quadTree;
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import com.seibel.lod.util.BiomeColorsUtils;
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import kaptainwutax.biomeutils.biome.Biome;
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import kaptainwutax.biomeutils.source.EndBiomeSource;
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import kaptainwutax.biomeutils.source.OverworldBiomeSource;
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import kaptainwutax.mcutils.version.MCVersion;
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@@ -35,7 +36,7 @@ import javax.swing.Timer;
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@SuppressWarnings("serial")
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public class QuadTreeImage extends JPanel {
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private static final int PREF_W = (int) 0.1*16*512;
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private static final int PREF_W = 1000;
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private static final int PREF_H = PREF_W;
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private List<MyDrawable> drawables = new ArrayList<>();
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@@ -74,9 +75,9 @@ public class QuadTreeImage extends JPanel {
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}
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private static void createAndShowGui() {
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int playerX = 8*512;
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int playerZ = (8*512);
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LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 16);
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int playerX = 32*512;
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int playerZ = (32*512);
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LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 64);
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System.out.println(dim.getRegion(0, 0));
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dim.move(playerX/512,playerZ/512);
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System.out.println(dim.getCenterX());
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@@ -92,16 +93,18 @@ public class QuadTreeImage extends JPanel {
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frame.setLocationByPlatform(true);
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frame.setVisible(true);
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List<List<LodNodeData>> listOfList = new ArrayList<>();
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OverworldBiomeSource biomeSource = new OverworldBiomeSource(MCVersion.v1_16_5, 100);
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//OverworldBiomeSource biomeSource = new OverworldBiomeSource(MCVersion.v1_16_5, 1000);
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EndBiomeSource biomeSource = new EndBiomeSource(MCVersion.v1_16_5, 1000);
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int[] distances = {100000,8000,4000,2000,1000,500,250,100,50,25};
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for (int i = 0; i <= (9 - 2); i++) {
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for (int j = 0; j < 1; j++) {
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int dist;
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if (i == 9) {
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dist = 30;
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if (i == 0) {
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dist = 2000;
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} else {
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dist = 30;
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dist = 32;
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}
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List<LodQuadTree> levelToGenerate = dim.getNodeToGenerate(playerX, playerZ, (byte) (9 - i), (int) (dist*Math.pow(9-i,2.5)), 0);
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List<LodQuadTree> levelToGenerate = dim.getNodeToGenerate(playerX, playerZ, (byte) (9 - i), distances[i], 0);
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for (LodQuadTree level : levelToGenerate) {
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Color color;
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int startX = level.getLodNodeData().startX;
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@@ -138,12 +141,15 @@ public class QuadTreeImage extends JPanel {
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}
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}
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}
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List<LodNodeData> lodList = dim.getNodeToRender(playerX,playerZ,(byte) 8, 10000,4000);
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List<LodNodeData> lodList = new ArrayList<>();
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 9, 100000,8000));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 8, 8000,4000));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 7, 4000,2000));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 6, 2000,1000));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 5, 1000,500));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 4, 500,0));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 4, 500,250));
|
||||
lodList.addAll(dim.getNodeToRender(playerX,playerZ,(byte) 3, 250,0));
|
||||
System.out.println(lodList.size());
|
||||
//Collection<LodNodeData> lodList = dim.getNodes(false,false,false);
|
||||
// lodList.addAll(lodQuadTree.getNodeToRender(playerX, playerZ, (byte) 2, 100, 0));
|
||||
// lodList.addAll(lodQuadTree.getNodeToRender(playerX, playerZ, (byte) 3, 200, 100));
|
||||
@@ -171,7 +177,7 @@ public class QuadTreeImage extends JPanel {
|
||||
} else {
|
||||
if(drawCount==0) quadTreeImage.clearAll();
|
||||
final List<MyDrawable> myDrawables = new ArrayList<>();
|
||||
double amp = 0.1;
|
||||
double amp = 0.025;
|
||||
Collection<LodNodeData> lodList = listOfList.get(drawCount);
|
||||
for (LodNodeData data : lodList) {
|
||||
System.out.println();
|
||||
@@ -196,7 +202,7 @@ public class QuadTreeImage extends JPanel {
|
||||
frame.printAll(g2d);
|
||||
g2d.dispose();
|
||||
try {
|
||||
ImageIO.write(img, "png", new File("Img" + drawCount+".png"));
|
||||
ImageIO.write(img, "png", new File("ImgEnd" + drawCount+".png"));
|
||||
} catch (IOException ioException) {
|
||||
ioException.printStackTrace();
|
||||
}
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
package com.seibel.lod.proxy;
|
||||
|
||||
import com.seibel.lod.builders.LodNodeBufferBuilder;
|
||||
import com.seibel.lod.builders.LodNodeBuilder;
|
||||
import com.seibel.lod.objects.quadTree.LodQuadTreeWorld;
|
||||
import com.seibel.lod.render.LodNodeRenderer;
|
||||
import org.apache.logging.log4j.LogManager;
|
||||
import org.apache.logging.log4j.Logger;
|
||||
|
||||
@@ -31,10 +35,10 @@ public class ClientProxy
|
||||
{
|
||||
public static final Logger LOGGER = LogManager.getLogger("LOD");
|
||||
|
||||
private static LodWorld lodWorld = new LodWorld();
|
||||
private static LodChunkBuilder lodChunkBuilder = new LodChunkBuilder();
|
||||
private static LodBufferBuilder lodBufferBuilder = new LodBufferBuilder(lodChunkBuilder);
|
||||
private static LodRenderer renderer = new LodRenderer(lodBufferBuilder);
|
||||
private static LodQuadTreeWorld lodWorld = new LodQuadTreeWorld();
|
||||
private static LodNodeBuilder lodChunkBuilder = new LodNodeBuilder();
|
||||
private static LodNodeBufferBuilder lodBufferBuilder = new LodNodeBufferBuilder(lodChunkBuilder);
|
||||
private static LodNodeRenderer renderer = new LodNodeRenderer(lodBufferBuilder);
|
||||
|
||||
Minecraft mc = Minecraft.getInstance();
|
||||
|
||||
|
||||
@@ -0,0 +1,844 @@
|
||||
package com.seibel.lod.render;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
import com.mojang.blaze3d.platform.GlStateManager;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.seibel.lod.builders.LodBufferBuilder;
|
||||
import com.seibel.lod.builders.LodNodeBufferBuilder;
|
||||
import com.seibel.lod.enums.FogDistance;
|
||||
import com.seibel.lod.enums.FogDrawOverride;
|
||||
import com.seibel.lod.enums.FogQuality;
|
||||
import com.seibel.lod.handlers.LodConfig;
|
||||
import com.seibel.lod.handlers.ReflectionHandler;
|
||||
import com.seibel.lod.objects.LodChunk;
|
||||
import com.seibel.lod.objects.LodDimension;
|
||||
import com.seibel.lod.objects.NearFarBuffer;
|
||||
import com.seibel.lod.objects.NearFarFogSettings;
|
||||
import com.seibel.lod.objects.quadTree.LodNodeData;
|
||||
import com.seibel.lod.proxy.ClientProxy;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.entity.player.ClientPlayerEntity;
|
||||
import net.minecraft.client.renderer.*;
|
||||
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
|
||||
import net.minecraft.client.renderer.vertex.VertexBuffer;
|
||||
import net.minecraft.client.renderer.vertex.VertexFormat;
|
||||
import net.minecraft.potion.Effects;
|
||||
import net.minecraft.profiler.IProfiler;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.util.math.MathHelper;
|
||||
import net.minecraft.util.math.vector.Matrix4f;
|
||||
import net.minecraft.util.math.vector.Vector3d;
|
||||
import net.minecraft.util.math.vector.Vector3f;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.NVFogDistance;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.HashSet;
|
||||
|
||||
|
||||
/**
|
||||
* This is where all the magic happens. <br>
|
||||
* This is where LODs are draw to the world.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 07-4-2021
|
||||
*/
|
||||
public class LodNodeRenderer
|
||||
{
|
||||
/** this is the light used when rendering the LODs,
|
||||
* it should be something different than what is used by Minecraft */
|
||||
private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
|
||||
|
||||
/**
|
||||
* 64 MB by default is the maximum amount of memory that
|
||||
* can be directly allocated. <br><br>
|
||||
*
|
||||
* I know there are commands to change that amount
|
||||
* (specifically "-XX:MaxDirectMemorySize"), but
|
||||
* I have no idea how to access that amount. <br>
|
||||
* So I guess this will be the hard limit for now. <br><br>
|
||||
*
|
||||
* https://stackoverflow.com/questions/50499238/bytebuffer-allocatedirect-and-xmx
|
||||
*/
|
||||
public static final int MAX_ALOCATEABLE_DIRECT_MEMORY = 64 * 1024 * 1024;
|
||||
|
||||
/** Does this computer's GPU support fancy fog? */
|
||||
public static boolean fancyFogAvailable = false;
|
||||
|
||||
|
||||
|
||||
/** If true the LODs colors will be replaced with
|
||||
* a checkerboard, this can be used for debugging. */
|
||||
public boolean debugging = false;
|
||||
|
||||
private Minecraft mc;
|
||||
private GameRenderer gameRender;
|
||||
private IProfiler profiler;
|
||||
private float farPlaneDistance;
|
||||
private ReflectionHandler reflectionHandler;
|
||||
|
||||
|
||||
/** This is used to generate the buildable buffers */
|
||||
private LodNodeBufferBuilder lodNodeBufferBuilder;
|
||||
|
||||
/** The buffers that are used to draw LODs using near fog */
|
||||
private volatile BufferBuilder drawableNearBuffer;
|
||||
/** The buffers that are used to draw LODs using far fog */
|
||||
private volatile BufferBuilder drawableFarBuffer;
|
||||
|
||||
/** This is the VertexBuffer used to draw any LODs that use near fog */
|
||||
private volatile VertexBuffer nearVbo;
|
||||
/** This is the VertexBuffer used to draw any LODs that use far fog */
|
||||
private volatile VertexBuffer farVbo;
|
||||
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
|
||||
|
||||
|
||||
/** This is used to determine if the LODs should be regenerated */
|
||||
private int previousChunkRenderDistance = 0;
|
||||
/** This is used to determine if the LODs should be regenerated */
|
||||
private int prevChunkX = 0;
|
||||
/** This is used to determine if the LODs should be regenerated */
|
||||
private int prevChunkZ = 0;
|
||||
/** This is used to determine if the LODs should be regenerated */
|
||||
private FogDistance prevFogDistance = FogDistance.NEAR_AND_FAR;
|
||||
|
||||
/** if this is true the LOD buffers should be regenerated,
|
||||
* provided they aren't already being regenerated. */
|
||||
private volatile boolean regen = false;
|
||||
|
||||
/** This HashSet contains every chunk that Vanilla Minecraft
|
||||
* is going to render */
|
||||
public HashSet<ChunkPos> vanillaRenderedChunks = new HashSet<>();
|
||||
|
||||
|
||||
|
||||
public LodNodeRenderer(LodNodeBufferBuilder newLodNodeBufferBuilder)
|
||||
{
|
||||
mc = Minecraft.getInstance();
|
||||
gameRender = mc.gameRenderer;
|
||||
|
||||
reflectionHandler = new ReflectionHandler();
|
||||
lodNodeBufferBuilder = newLodNodeBufferBuilder;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Besides drawing the LODs this method also starts
|
||||
* the async process of generating the Buffers that hold those LODs.
|
||||
*
|
||||
* @param newDimension The dimension to draw, if null doesn't replace the current dimension.
|
||||
* @param partialTicks how far into the current tick this method was called.
|
||||
*/
|
||||
public void drawLODs(LodDimension lodDim, float partialTicks, IProfiler newProfiler)
|
||||
{
|
||||
if (lodDim == null)
|
||||
{
|
||||
// if there aren't any loaded LodChunks
|
||||
// don't try drawing anything
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//===============//
|
||||
// initial setup //
|
||||
//===============//
|
||||
|
||||
profiler = newProfiler;
|
||||
profiler.push("LOD setup");
|
||||
|
||||
ClientPlayerEntity player = mc.player;
|
||||
|
||||
// should LODs be regenerated?
|
||||
if ((int)player.getX() / LodChunk.WIDTH != prevChunkX ||
|
||||
(int)player.getZ() / LodChunk.WIDTH != prevChunkZ ||
|
||||
previousChunkRenderDistance != mc.options.renderDistance ||
|
||||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
|
||||
{
|
||||
// yes
|
||||
regen = true;
|
||||
|
||||
prevChunkX = (int)player.getX() / LodChunk.WIDTH;
|
||||
prevChunkZ = (int)player.getZ() / LodChunk.WIDTH;
|
||||
prevFogDistance = LodConfig.CLIENT.fogDistance.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
// nope, the player hasn't moved, the
|
||||
// render distance hasn't changed, and
|
||||
// the dimension is the same
|
||||
}
|
||||
|
||||
// did the user change the debug setting?
|
||||
if (LodConfig.CLIENT.debugMode.get() != debugging)
|
||||
{
|
||||
debugging = LodConfig.CLIENT.debugMode.get();
|
||||
regen = true;
|
||||
}
|
||||
|
||||
|
||||
// determine how far the game's render distance is currently set
|
||||
int renderDistWidth = mc.options.renderDistance;
|
||||
farPlaneDistance = renderDistWidth * LodChunk.WIDTH;
|
||||
|
||||
// set how big the LODs will be and how far they will go
|
||||
int totalLength = (int) farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 10;
|
||||
int numbChunksWide = (totalLength / LodChunk.WIDTH);
|
||||
|
||||
// determine which LODs should not be rendered close to the player
|
||||
HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
|
||||
|
||||
// see if the chunks Minecraft is going to render are the
|
||||
// same as last time
|
||||
if (!vanillaRenderedChunks.containsAll(chunkPosToSkip))
|
||||
{
|
||||
regen = true;
|
||||
vanillaRenderedChunks = chunkPosToSkip;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//=================//
|
||||
// create the LODs //
|
||||
//=================//
|
||||
|
||||
// only regenerate the LODs if:
|
||||
// 1. we want to regenerate LODs
|
||||
// 2. we aren't already regenerating the LODs
|
||||
// 3. we aren't waiting for the build and draw buffers to swap
|
||||
// (this is to prevent thread conflicts)
|
||||
if (regen && !lodNodeBufferBuilder.generatingBuffers && !lodNodeBufferBuilder.newBuffersAvaliable())
|
||||
{
|
||||
// this will mainly happen when the view distance is changed
|
||||
if (drawableNearBuffer == null || drawableFarBuffer == null ||
|
||||
previousChunkRenderDistance != mc.options.renderDistance)
|
||||
setupBuffers(numbChunksWide);
|
||||
|
||||
// generate the LODs on a separate thread to prevent stuttering or freezing
|
||||
lodNodeBufferBuilder.generateLodBuffersAsync(this, lodDim, player.getX(), player.getZ(), numbChunksWide);
|
||||
|
||||
// the regen process has been started,
|
||||
// it will be done when lodBufferBuilder.newBuffersAvaliable
|
||||
// is true
|
||||
regen = false;
|
||||
}
|
||||
|
||||
// replace the buffers used to draw and build,
|
||||
// this is only done when the createLodBufferGenerationThread
|
||||
// has finished executing on a parallel thread.
|
||||
if (lodBufferBuilder.newBuffersAvaliable())
|
||||
{
|
||||
swapBuffers();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//===========================//
|
||||
// GL settings for rendering //
|
||||
//===========================//
|
||||
|
||||
// set the required open GL settings
|
||||
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
|
||||
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
GL11.glDisable(GL11.GL_TEXTURE_2D);
|
||||
GL11.glEnable(GL11.GL_CULL_FACE);
|
||||
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
|
||||
// disable the lights Minecraft uses
|
||||
GL11.glDisable(GL11.GL_LIGHT0);
|
||||
GL11.glDisable(GL11.GL_LIGHT1);
|
||||
|
||||
// get the default projection matrix so we can
|
||||
// reset it after drawing the LODs
|
||||
float[] defaultProjMatrix = new float[16];
|
||||
GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, defaultProjMatrix);
|
||||
|
||||
Matrix4f modelViewMatrix = generateModelViewMatrix(partialTicks);
|
||||
|
||||
setupProjectionMatrix(partialTicks);
|
||||
setupLighting(lodDim, partialTicks);
|
||||
|
||||
NearFarFogSettings fogSettings = determineFogSettings();
|
||||
|
||||
// determine the current fog settings so they can be
|
||||
// reset after drawing the LODs
|
||||
float defaultFogStartDist = GL11.glGetFloat(GL11.GL_FOG_START);
|
||||
float defaultFogEndDist = GL11.glGetFloat(GL11.GL_FOG_END);
|
||||
int defaultFogMode = GL11.glGetInteger(GL11.GL_FOG_MODE);
|
||||
int defaultFogDistance = GL11.glGetInteger(NVFogDistance.GL_FOG_DISTANCE_MODE_NV);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//===========//
|
||||
// rendering //
|
||||
//===========//
|
||||
profiler.popPush("LOD draw");
|
||||
|
||||
setupFog(fogSettings.near.distance, fogSettings.near.quality);
|
||||
sendLodsToGpuAndDraw(nearVbo, modelViewMatrix);
|
||||
|
||||
setupFog(fogSettings.far.distance, fogSettings.far.quality);
|
||||
sendLodsToGpuAndDraw(farVbo, modelViewMatrix);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//=========//
|
||||
// cleanup //
|
||||
//=========//
|
||||
|
||||
profiler.popPush("LOD cleanup");
|
||||
|
||||
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
GL11.glDisable(LOD_GL_LIGHT_NUMBER);
|
||||
// re-enable the lights Minecraft uses
|
||||
GL11.glEnable(GL11.GL_LIGHT0);
|
||||
GL11.glEnable(GL11.GL_LIGHT1);
|
||||
RenderSystem.disableLighting();
|
||||
|
||||
// this can't be called until after the buffers are built
|
||||
// because otherwise the buffers may be set to the wrong size
|
||||
previousChunkRenderDistance = mc.options.renderDistance;
|
||||
|
||||
// reset the fog settings so the normal chunks
|
||||
// will be drawn correctly
|
||||
cleanupFog(fogSettings, defaultFogStartDist, defaultFogEndDist, defaultFogMode, defaultFogDistance);
|
||||
|
||||
// reset the projection matrix so anything drawn after
|
||||
// the LODs will use the correct projection matrix
|
||||
Matrix4f mvm = new Matrix4f(defaultProjMatrix);
|
||||
mvm.transpose();
|
||||
gameRender.resetProjectionMatrix(mvm);
|
||||
|
||||
// clear the depth buffer so anything drawn is drawn
|
||||
// over the LODs
|
||||
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
// end of internal LOD profiling
|
||||
profiler.pop();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* This is where the actual drawing happens.
|
||||
*
|
||||
* @param buffers the buffers sent to the GPU to draw
|
||||
*/
|
||||
private void sendLodsToGpuAndDraw(VertexBuffer vbo, Matrix4f modelViewMatrix)
|
||||
{
|
||||
if (vbo == null)
|
||||
return;
|
||||
|
||||
vbo.bind();
|
||||
// 0L is the starting pointer
|
||||
LOD_VERTEX_FORMAT.setupBufferState(0L);
|
||||
|
||||
vbo.draw(modelViewMatrix, GL11.GL_QUADS);
|
||||
|
||||
VertexBuffer.unbind();
|
||||
LOD_VERTEX_FORMAT.clearBufferState();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//=================//
|
||||
// Setup Functions //
|
||||
//=================//
|
||||
|
||||
@SuppressWarnings("deprecation")
|
||||
private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
|
||||
{
|
||||
if(fogQuality == FogQuality.OFF)
|
||||
{
|
||||
FogRenderer.setupNoFog();
|
||||
RenderSystem.disableFog();
|
||||
return;
|
||||
}
|
||||
|
||||
if(fogDistance == FogDistance.NEAR_AND_FAR)
|
||||
{
|
||||
throw new IllegalArgumentException("setupFog doesn't accept the NEAR_AND_FAR fog distance.");
|
||||
}
|
||||
|
||||
|
||||
// determine the fog distance mode to use
|
||||
int glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
|
||||
if (fogQuality == FogQuality.FANCY)
|
||||
{
|
||||
// fancy fog (fragment distance based fog)
|
||||
glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
|
||||
}
|
||||
else
|
||||
{
|
||||
// fast fog (frustum distance based fog)
|
||||
glFogDistanceMode = NVFogDistance.GL_EYE_PLANE_ABSOLUTE_NV;
|
||||
}
|
||||
|
||||
|
||||
// the multipliers are percentages
|
||||
// of the regular view distance.
|
||||
if(fogDistance == FogDistance.NEAR)
|
||||
{
|
||||
// the reason that I wrote fogEnd then fogStart backwards
|
||||
// is because we are using fog backwards to how
|
||||
// it is normally used, with it hiding near objects
|
||||
// instead of far objects.
|
||||
|
||||
if (fogQuality == FogQuality.FANCY)
|
||||
{
|
||||
RenderSystem.fogEnd(farPlaneDistance * 1.75f);
|
||||
RenderSystem.fogStart(farPlaneDistance * 1.95f);
|
||||
}
|
||||
else if(fogQuality == FogQuality.FAST)
|
||||
{
|
||||
// for the far fog of the normal chunks
|
||||
// to start right where the LODs' end use:
|
||||
// end = 0.8f, start = 1.5f
|
||||
|
||||
RenderSystem.fogEnd(farPlaneDistance * 1.5f);
|
||||
RenderSystem.fogStart(farPlaneDistance * 2.0f);
|
||||
}
|
||||
}
|
||||
else if(fogDistance == FogDistance.FAR)
|
||||
{
|
||||
if (fogQuality == FogQuality.FANCY)
|
||||
{
|
||||
RenderSystem.fogStart(farPlaneDistance * 0.85f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
|
||||
RenderSystem.fogEnd(farPlaneDistance * 1.0f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
|
||||
}
|
||||
else if(fogQuality == FogQuality.FAST)
|
||||
{
|
||||
RenderSystem.fogStart(farPlaneDistance * 0.5f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
|
||||
RenderSystem.fogEnd(farPlaneDistance * 0.75f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GL11.glEnable(GL11.GL_FOG);
|
||||
RenderSystem.enableFog();
|
||||
RenderSystem.setupNvFogDistance();
|
||||
RenderSystem.fogMode(GlStateManager.FogMode.LINEAR);
|
||||
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, glFogDistanceMode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Revert any changes that were made to the fog.
|
||||
*/
|
||||
private void cleanupFog(NearFarFogSettings fogSettings,
|
||||
float defaultFogStartDist, float defaultFogEndDist,
|
||||
int defaultFogMode, int defaultFogDistance)
|
||||
{
|
||||
RenderSystem.fogStart(defaultFogStartDist);
|
||||
RenderSystem.fogEnd(defaultFogEndDist);
|
||||
RenderSystem.fogMode(defaultFogMode);
|
||||
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, defaultFogDistance);
|
||||
|
||||
// disable fog if Minecraft wasn't rendering fog
|
||||
// but we were
|
||||
if(!fogSettings.vanillaIsRenderingFog &&
|
||||
(fogSettings.near.quality != FogQuality.OFF ||
|
||||
fogSettings.far.quality != FogQuality.OFF))
|
||||
{
|
||||
GL11.glDisable(GL11.GL_FOG);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Create the model view matrix to move the LODs
|
||||
* from object space into world space.
|
||||
*/
|
||||
private Matrix4f generateModelViewMatrix(float partialTicks)
|
||||
{
|
||||
// get all relevant camera info
|
||||
ActiveRenderInfo renderInfo = mc.gameRenderer.getMainCamera();
|
||||
Vector3d projectedView = renderInfo.getPosition();
|
||||
|
||||
|
||||
// generate the model view matrix
|
||||
MatrixStack matrixStack = new MatrixStack();
|
||||
matrixStack.pushPose();
|
||||
// translate and rotate to the current camera location
|
||||
matrixStack.mulPose(Vector3f.XP.rotationDegrees(renderInfo.getXRot()));
|
||||
matrixStack.mulPose(Vector3f.YP.rotationDegrees(renderInfo.getYRot() + 180));
|
||||
matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
|
||||
|
||||
return matrixStack.last().pose();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* create a new projection matrix and send it over to the GPU
|
||||
* <br><br>
|
||||
* A lot of this code is copied from renderLevel (line 567)
|
||||
* in the GameRender class. The code copied is anything with
|
||||
* a matrixStack and is responsible for making sure the LOD
|
||||
* objects distort correctly relative to the rest of the world.
|
||||
* Distortions are caused by: standing in a nether portal,
|
||||
* nausea potion effect, walking bobbing.
|
||||
*
|
||||
* @param partialTicks how many ticks into the frame we are
|
||||
*/
|
||||
private void setupProjectionMatrix(float partialTicks)
|
||||
{
|
||||
// Note: if the LOD objects don't distort correctly
|
||||
// compared to regular minecraft terrain, make sure
|
||||
// all the transformations in renderWorld are here too
|
||||
|
||||
MatrixStack matrixStack = new MatrixStack();
|
||||
matrixStack.pushPose();
|
||||
|
||||
gameRender.bobHurt(matrixStack, partialTicks);
|
||||
if (this.mc.options.bobView) {
|
||||
gameRender.bobView(matrixStack, partialTicks);
|
||||
}
|
||||
|
||||
// potion and nausea effects
|
||||
float f = MathHelper.lerp(partialTicks, this.mc.player.oPortalTime, this.mc.player.portalTime) * this.mc.options.screenEffectScale * this.mc.options.screenEffectScale;
|
||||
if (f > 0.0F) {
|
||||
int i = this.mc.player.hasEffect(Effects.CONFUSION) ? 7 : 20;
|
||||
float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
|
||||
f1 = f1 * f1;
|
||||
Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_OF_TWO / 2.0F, MathHelper.SQRT_OF_TWO / 2.0F);
|
||||
matrixStack.mulPose(vector3f.rotationDegrees((gameRender.tick + partialTicks) * i));
|
||||
matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
|
||||
float f2 = -(gameRender.tick + partialTicks) * i;
|
||||
matrixStack.mulPose(vector3f.rotationDegrees(f2));
|
||||
}
|
||||
|
||||
|
||||
|
||||
// this projection matrix allows us to see past the normal
|
||||
// world render distance
|
||||
Matrix4f projectionMatrix =
|
||||
Matrix4f.perspective(
|
||||
getFov(partialTicks, true),
|
||||
(float)this.mc.getWindow().getScreenWidth() / (float)this.mc.getWindow().getScreenHeight(),
|
||||
0.5F,
|
||||
this.farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
|
||||
|
||||
// add the screen space distortions
|
||||
projectionMatrix.multiply(matrixStack.last().pose());
|
||||
gameRender.resetProjectionMatrix(projectionMatrix);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* setup the lighting to be used for the LODs
|
||||
*/
|
||||
private void setupLighting(LodDimension lodDimension, float partialTicks)
|
||||
{
|
||||
float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.level.getSkyDarken(partialTicks) : 0.2f;
|
||||
float gammaMultiplyer = (float)mc.options.gamma - 0.5f;
|
||||
float lightStrength = ((sunBrightness / 2f) - 0.2f) + (gammaMultiplyer * 0.2f);
|
||||
|
||||
float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
|
||||
|
||||
// can be used for debugging
|
||||
// if (partialTicks < 0.005)
|
||||
// ClientProxy.LOGGER.debug(lightStrength);
|
||||
|
||||
ByteBuffer temp = ByteBuffer.allocateDirect(16);
|
||||
temp.order(ByteOrder.nativeOrder());
|
||||
GL11.glLightfv(LOD_GL_LIGHT_NUMBER, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
|
||||
GL11.glEnable(LOD_GL_LIGHT_NUMBER); // Enable the above lighting
|
||||
|
||||
RenderSystem.enableLighting();
|
||||
}
|
||||
|
||||
/**
|
||||
* Create all buffers that will be used.
|
||||
*/
|
||||
private void setupBuffers(int numbChunksWide)
|
||||
{
|
||||
// calculate the max amount of memory needed (in bytes)
|
||||
int bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
|
||||
|
||||
// if the required memory is greater than the
|
||||
// MAX_ALOCATEABLE_DIRECT_MEMORY lower the lodChunkRadiusMultiplier
|
||||
// to fit.
|
||||
if (bufferMemory > MAX_ALOCATEABLE_DIRECT_MEMORY)
|
||||
{
|
||||
int maxRadiusMultiplier = RenderUtil.getMaxRadiusMultiplierWithAvaliableMemory(LodConfig.CLIENT.lodTemplate.get(), LodConfig.CLIENT.lodDetail.get());
|
||||
|
||||
ClientProxy.LOGGER.warn("The lodChunkRadiusMultiplier was set too high "
|
||||
+ "and had to be lowered to fit memory constraints "
|
||||
+ "from " + LodConfig.CLIENT.lodChunkRadiusMultiplier.get() + " "
|
||||
+ "to " + maxRadiusMultiplier);
|
||||
|
||||
LodConfig.CLIENT.lodChunkRadiusMultiplier.set(
|
||||
maxRadiusMultiplier);
|
||||
|
||||
bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(maxRadiusMultiplier);
|
||||
}
|
||||
|
||||
drawableNearBuffer = new BufferBuilder(bufferMemory);
|
||||
drawableFarBuffer = new BufferBuilder(bufferMemory);
|
||||
|
||||
lodNodeBufferBuilder.setupBuffers(bufferMemory);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//======================//
|
||||
// Other Misc Functions //
|
||||
//======================//
|
||||
|
||||
/**
|
||||
* If this is called then the next time "drawLODs" is called
|
||||
* the LODs will be regenerated; the same as if the player moved.
|
||||
*/
|
||||
public void regenerateLODsNextFrame()
|
||||
{
|
||||
regen = true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Replace the current drawable buffers with the newly
|
||||
* created buffers from the lodBufferBuilder.
|
||||
*/
|
||||
private void swapBuffers()
|
||||
{
|
||||
// replace the drawable buffers with
|
||||
// the newly created buffers from the lodBufferBuilder
|
||||
NearFarBuffer newBuffers = lodNodeBufferBuilder.swapBuffers(drawableNearBuffer, drawableFarBuffer);
|
||||
drawableNearBuffer = newBuffers.nearBuffer;
|
||||
drawableFarBuffer = newBuffers.farBuffer;
|
||||
|
||||
|
||||
// bind the buffers with their respective VBOs
|
||||
if (nearVbo != null)
|
||||
nearVbo.close();
|
||||
|
||||
nearVbo = new VertexBuffer(LOD_VERTEX_FORMAT);
|
||||
nearVbo.upload(drawableNearBuffer);
|
||||
|
||||
|
||||
if (farVbo != null)
|
||||
farVbo.close();
|
||||
|
||||
farVbo = new VertexBuffer(LOD_VERTEX_FORMAT);
|
||||
farVbo.upload(drawableFarBuffer);
|
||||
}
|
||||
|
||||
|
||||
private double getFov(float partialTicks, boolean useFovSetting)
|
||||
{
|
||||
return mc.gameRenderer.getFov(mc.gameRenderer.getMainCamera(), partialTicks, useFovSetting);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Return what fog settings should be used when rendering.
|
||||
*/
|
||||
private NearFarFogSettings determineFogSettings()
|
||||
{
|
||||
NearFarFogSettings fogSettings = new NearFarFogSettings();
|
||||
|
||||
|
||||
FogQuality quality = reflectionHandler.getFogQuality();
|
||||
FogDrawOverride override = LodConfig.CLIENT.fogDrawOverride.get();
|
||||
|
||||
|
||||
if (quality == FogQuality.OFF)
|
||||
fogSettings.vanillaIsRenderingFog = false;
|
||||
else
|
||||
fogSettings.vanillaIsRenderingFog = true;
|
||||
|
||||
|
||||
// use any fog overrides the user may have set
|
||||
switch(override)
|
||||
{
|
||||
case ALWAYS_DRAW_FOG_FANCY:
|
||||
quality = FogQuality.FANCY;
|
||||
break;
|
||||
|
||||
case NEVER_DRAW_FOG:
|
||||
quality = FogQuality.OFF;
|
||||
break;
|
||||
|
||||
case ALWAYS_DRAW_FOG_FAST:
|
||||
quality = FogQuality.FAST;
|
||||
break;
|
||||
|
||||
case USE_OPTIFINE_FOG_SETTING:
|
||||
// don't override anything
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// only use fancy fog if the user's GPU can deliver
|
||||
if (!fancyFogAvailable && quality == FogQuality.FANCY)
|
||||
{
|
||||
quality = FogQuality.FAST;
|
||||
}
|
||||
|
||||
|
||||
// how different distances are drawn depends on the quality set
|
||||
switch(quality)
|
||||
{
|
||||
case FANCY:
|
||||
fogSettings.near.quality = FogQuality.FANCY;
|
||||
fogSettings.far.quality = FogQuality.FANCY;
|
||||
|
||||
switch(LodConfig.CLIENT.fogDistance.get())
|
||||
{
|
||||
case NEAR_AND_FAR:
|
||||
fogSettings.near.distance = FogDistance.NEAR;
|
||||
fogSettings.far.distance = FogDistance.FAR;
|
||||
break;
|
||||
|
||||
case NEAR:
|
||||
fogSettings.near.distance = FogDistance.NEAR;
|
||||
fogSettings.far.distance = FogDistance.NEAR;
|
||||
break;
|
||||
|
||||
case FAR:
|
||||
fogSettings.near.distance = FogDistance.FAR;
|
||||
fogSettings.far.distance = FogDistance.FAR;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case FAST:
|
||||
fogSettings.near.quality = FogQuality.FAST;
|
||||
fogSettings.far.quality = FogQuality.FAST;
|
||||
|
||||
// fast fog setting should only have one type of
|
||||
// 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.fogDistance.get())
|
||||
{
|
||||
case NEAR_AND_FAR:
|
||||
fogSettings.near.distance = FogDistance.NEAR;
|
||||
fogSettings.far.distance = FogDistance.NEAR;
|
||||
break;
|
||||
|
||||
case NEAR:
|
||||
fogSettings.near.distance = FogDistance.NEAR;
|
||||
fogSettings.far.distance = FogDistance.NEAR;
|
||||
break;
|
||||
|
||||
case FAR:
|
||||
fogSettings.near.distance = FogDistance.FAR;
|
||||
fogSettings.far.distance = FogDistance.FAR;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case OFF:
|
||||
|
||||
fogSettings.near.quality = FogQuality.OFF;
|
||||
fogSettings.far.quality = FogQuality.OFF;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
|
||||
return fogSettings;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Get a HashSet of all ChunkPos within the normal render distance
|
||||
* that should not be rendered.
|
||||
*/
|
||||
private HashSet<ChunkPos> getNearbyLodChunkPosToSkip(LodDimension lodDim, BlockPos playerPos)
|
||||
{
|
||||
int chunkRenderDist = mc.options.renderDistance;
|
||||
int blockRenderDist = chunkRenderDist * 16;
|
||||
ChunkPos centerChunk = new ChunkPos(playerPos);
|
||||
|
||||
// skip chunks that are already going to be rendered by Minecraft
|
||||
HashSet<ChunkPos> posToSkip = getRenderedChunks();
|
||||
|
||||
|
||||
// go through each chunk within the normal view distance
|
||||
for(int x = centerChunk.x - chunkRenderDist; x < centerChunk.x + chunkRenderDist; x++)
|
||||
{
|
||||
for(int z = centerChunk.z - chunkRenderDist; z < centerChunk.z + chunkRenderDist; z++)
|
||||
{
|
||||
LodNodeData lod = lodDim.getLodFromCoordinates(x, z);
|
||||
if (lod != null)
|
||||
{
|
||||
short lodHighestPoint = lod.height();
|
||||
|
||||
if (playerPos.getY() < lodHighestPoint)
|
||||
{
|
||||
// don't draw Lod's that are taller than the player
|
||||
// to prevent LODs being drawn on top of the player
|
||||
posToSkip.add(new ChunkPos(x, z));
|
||||
}
|
||||
else if (blockRenderDist < Math.abs(playerPos.getY() - lodHighestPoint))
|
||||
{
|
||||
// draw Lod's that are lower than the player's view range
|
||||
posToSkip.remove(new ChunkPos(x, z));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return posToSkip;
|
||||
}
|
||||
|
||||
/**
|
||||
* This method returns the ChunkPos of all chunks that Minecraft
|
||||
* is going to render this frame. <br><br>
|
||||
*
|
||||
* Note: This isn't perfect. It will return some chunks that are outside
|
||||
* the clipping plane. (For example, if you are high above the ground some chunks
|
||||
* will be incorrectly added, even though they are outside render range).
|
||||
*/
|
||||
public static HashSet<ChunkPos> getRenderedChunks()
|
||||
{
|
||||
HashSet<ChunkPos> loadedPos = new HashSet<>();
|
||||
|
||||
Minecraft mc = Minecraft.getInstance();
|
||||
|
||||
// Wow those are some long names!
|
||||
|
||||
// go through every RenderInfo to get the compiled chunks
|
||||
for(WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : mc.levelRenderer.renderChunks)
|
||||
{
|
||||
if (!worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk().hasNoRenderableLayers())
|
||||
{
|
||||
// add the ChunkPos for every empty compiled chunk
|
||||
BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
|
||||
|
||||
loadedPos.add(new ChunkPos(bpos.getX() / 16, bpos.getZ() / 16));
|
||||
}
|
||||
}
|
||||
|
||||
return loadedPos;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user