Extract the main work of the buffer builder into a method for easier hot swapping
This commit is contained in:
@@ -185,259 +185,273 @@ public class LodBufferBuilder
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generatingBuffers = true;
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// round the player's block position down to the nearest chunk BlockPos
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ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
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BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
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Thread thread = new Thread(() ->
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{
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bufferLock.lock();
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try
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{
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long startTime = System.currentTimeMillis();
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ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
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startBuffers(fullRegen, lodDim);
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RegionPos playerRegionPos = new RegionPos(playerChunkPos);
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if (center == null)
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center = playerRegionPos;
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if (setsToRender == null)
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (setsToRender.length != lodDim.getWidth())
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache == null)
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache.length != lodDim.getWidth())
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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// this will be the center of the VBOs once they have been built
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buildableCenterChunkPos = playerChunkPos;
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//================================//
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// create the nodeToRenderThreads //
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//================================//
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for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
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{
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if (lodDim.doesRegionNeedBufferRegen(xRegion, zRegion) || fullRegen)
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{
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RegionPos regionPos = new RegionPos(
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xRegion + lodDim.getCenterRegionPosX() - Math.floorDiv(lodDim.getWidth(), 2),
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zRegion + lodDim.getCenterRegionPosZ() - Math.floorDiv(lodDim.getWidth(), 2));
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder[] currentBuffers = buildableBuffers[xRegion][zRegion];
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LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
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if (region == null)
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continue;
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffers == null || !currentBuffers[0].building())
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return;
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byte minDetail = region.getMinDetailLevel();
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final int xR = xRegion;
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final int zR = zRegion;
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//we create the Callable to use for the buffer builder creation
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Callable<Boolean> dataToRenderThread = () ->
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{
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//Variable initialization
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byte detailLevel;
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int posX;
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int posZ;
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int xAdj;
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int zAdj;
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int chunkXdist;
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int chunkZdist;
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int bufferIndex;
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Box box = ThreadMapUtil.getBox();
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boolean[] adjShadeDisabled = ThreadMapUtil.getAdjShadeDisabledArray();
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// determine how many LODs we can stack vertically
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int maxVerticalData = DetailDistanceUtil.getMaxVerticalData((byte) 0);
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//we get or create the map that will contain the adj data
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Map<Direction, long[]> adjData = ThreadMapUtil.getAdjDataArray(maxVerticalData);
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//previous setToRender cache
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if (setsToRender[xR][zR] == null)
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setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
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PosToRenderContainer posToRender = setsToRender[xR][zR];
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posToRender.clear(minDetail, regionPos.x, regionPos.z);
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lodDim.getPosToRender(
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posToRender,
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ());
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// keep a local version, so we don't have to worry about indexOutOfBounds Exceptions
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// if it changes in the LodRenderer while we are working here
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boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
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short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
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boolean smallRenderDistance = gameChunkRenderDistance <= 4;
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for (int index = 0; index < posToRender.getNumberOfPos(); index++)
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{
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bufferIndex = Math.floorMod(index, currentBuffers.length);
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detailLevel = posToRender.getNthDetailLevel(index);
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posX = posToRender.getNthPosX(index);
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posZ = posToRender.getNthPosZ(index);
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// skip any chunks that Minecraft is going to render
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
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boolean isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!isItBorderPos || smallRenderDistance))
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{
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continue;
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}
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Arrays.fill(adjShadeDisabled, false);
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// skip any chunks that Minecraft is going to render
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for (Direction direction : Box.ADJ_DIRECTIONS)
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{
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xAdj = posX + Box.DIRECTION_NORMAL_MAP.get(direction).getX();
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zAdj = posZ + Box.DIRECTION_NORMAL_MAP.get(direction).getZ();
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
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if (posToRender.contains(detailLevel, xAdj, zAdj)
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&& (gameChunkRenderDistance < Math.abs(chunkXdist)
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|| gameChunkRenderDistance < Math.abs(chunkZdist)
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|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
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{
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
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{
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long data = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
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adjData.get(direction)[verticalIndex] = data;
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}
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}
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else
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{
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
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adjShadeDisabled[Box.DIRECTION_INDEX.get(direction)] = true;
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adjData.get(direction)[0] = DataPointUtil.EMPTY_DATA;
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}
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}
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long data;
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
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{
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data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
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if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
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break;
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LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
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detailLevel, posX, posZ, box, renderer.previousDebugMode, renderer.lightMap, adjShadeDisabled);
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}
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} // for pos to in list to render
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// the thread executed successfully
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return true;
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};
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nodeToRenderThreads.add(dataToRenderThread);
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}
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} // region z
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} // region z
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long executeStart = System.currentTimeMillis();
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// wait for all threads to finish
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List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
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for (Future<Boolean> future : futuresBuffer)
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{
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// the future will be false if its thread failed
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if (!future.get())
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{
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ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
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break;
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}
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}
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long executeEnd = System.currentTimeMillis();
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long endTime = System.currentTimeMillis();
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@SuppressWarnings("unused")
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long buildTime = endTime - startTime;
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@SuppressWarnings("unused")
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long executeTime = executeEnd - executeStart;
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// ClientProxy.LOGGER.info("Thread Build time: " + buildTime + " ms" + '\n' +
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// "thread execute time: " + executeTime + " ms");
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// mark that the buildable buffers as ready to swap
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switchVbos = true;
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}
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catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
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e.printStackTrace();
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}
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finally
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{
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers(fullRegen, lodDim);
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try
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{
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// upload the new buffers
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uploadBuffers(fullRegen, lodDim);
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}
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catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" was unable to upload the buffers to the GPU: " + e.getMessage());
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e.printStackTrace();
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}
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// regardless of whether we were able to successfully create
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// the buffers, we are done generating.
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generatingBuffers = false;
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bufferLock.unlock();
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}
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generateLodBuffersThread(renderer, lodDim, playerBlockPos, fullRegen);
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});
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mainGenThread.execute(thread);
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}
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// this was pulled out as a separate method so that it could be
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// more easily edited by hot swapping. Because, As far as James is aware
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// you can't hot swap lambda expressions.
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private void generateLodBuffersThread(LodRenderer renderer, LodDimension lodDim,
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BlockPos playerBlockPos, boolean fullRegen)
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{
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bufferLock.lock();
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try
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{
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// round the player's block position down to the nearest chunk BlockPos
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ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
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BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
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long startTime = System.currentTimeMillis();
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ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
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startBuffers(fullRegen, lodDim);
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RegionPos playerRegionPos = new RegionPos(playerChunkPos);
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if (center == null)
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center = playerRegionPos;
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if (setsToRender == null)
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (setsToRender.length != lodDim.getWidth())
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache == null)
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache.length != lodDim.getWidth())
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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// this will be the center of the VBOs once they have been built
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buildableCenterChunkPos = playerChunkPos;
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//================================//
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// create the nodeToRenderThreads //
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//================================//
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for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
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{
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if (lodDim.doesRegionNeedBufferRegen(xRegion, zRegion) || fullRegen)
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{
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RegionPos regionPos = new RegionPos(
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xRegion + lodDim.getCenterRegionPosX() - Math.floorDiv(lodDim.getWidth(), 2),
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zRegion + lodDim.getCenterRegionPosZ() - Math.floorDiv(lodDim.getWidth(), 2));
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder[] currentBuffers = buildableBuffers[xRegion][zRegion];
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LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
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if (region == null)
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continue;
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffers == null || !currentBuffers[0].building())
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return;
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byte minDetail = region.getMinDetailLevel();
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final int xR = xRegion;
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final int zR = zRegion;
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//we create the Callable to use for the buffer builder creation
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Callable<Boolean> dataToRenderThread = () ->
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{
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//Variable initialization
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byte detailLevel;
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int posX;
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int posZ;
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int xAdj;
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int zAdj;
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int chunkXdist;
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int chunkZdist;
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int bufferIndex;
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Box box = ThreadMapUtil.getBox();
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boolean[] adjShadeDisabled = ThreadMapUtil.getAdjShadeDisabledArray();
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// determine how many LODs we can stack vertically
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int maxVerticalData = DetailDistanceUtil.getMaxVerticalData((byte) 0);
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//we get or create the map that will contain the adj data
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Map<Direction, long[]> adjData = ThreadMapUtil.getAdjDataArray(maxVerticalData);
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//previous setToRender cache
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if (setsToRender[xR][zR] == null)
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setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
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PosToRenderContainer posToRender = setsToRender[xR][zR];
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posToRender.clear(minDetail, regionPos.x, regionPos.z);
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lodDim.getPosToRender(
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posToRender,
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ());
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// keep a local version, so we don't have to worry about indexOutOfBounds Exceptions
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// if it changes in the LodRenderer while we are working here
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boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
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short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
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boolean smallRenderDistance = gameChunkRenderDistance <= 4;
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for (int index = 0; index < posToRender.getNumberOfPos(); index++)
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{
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bufferIndex = Math.floorMod(index, currentBuffers.length);
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detailLevel = posToRender.getNthDetailLevel(index);
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posX = posToRender.getNthPosX(index);
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posZ = posToRender.getNthPosZ(index);
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// skip any chunks that Minecraft is going to render
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
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boolean isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!isItBorderPos || smallRenderDistance))
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{
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continue;
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}
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Arrays.fill(adjShadeDisabled, false);
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// skip any chunks that Minecraft is going to render
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for (Direction direction : Box.ADJ_DIRECTIONS)
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{
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xAdj = posX + Box.DIRECTION_NORMAL_MAP.get(direction).getX();
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zAdj = posZ + Box.DIRECTION_NORMAL_MAP.get(direction).getZ();
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
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if (posToRender.contains(detailLevel, xAdj, zAdj)
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&& (gameChunkRenderDistance < Math.abs(chunkXdist)
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|| gameChunkRenderDistance < Math.abs(chunkZdist)
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|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
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{
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
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{
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long data = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
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adjData.get(direction)[verticalIndex] = data;
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}
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}
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else
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{
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
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adjShadeDisabled[Box.DIRECTION_INDEX.get(direction)] = true;
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adjData.get(direction)[0] = DataPointUtil.EMPTY_DATA;
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}
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}
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long data;
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
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{
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data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
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if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
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break;
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LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
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detailLevel, posX, posZ, box, renderer.previousDebugMode, renderer.lightMap, adjShadeDisabled);
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}
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} // for pos to in list to render
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// the thread executed successfully
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return true;
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};
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nodeToRenderThreads.add(dataToRenderThread);
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}
|
||||
} // region z
|
||||
} // region z
|
||||
|
||||
|
||||
long executeStart = System.currentTimeMillis();
|
||||
// wait for all threads to finish
|
||||
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
|
||||
for (Future<Boolean> future : futuresBuffer)
|
||||
{
|
||||
// the future will be false if its thread failed
|
||||
if (!future.get())
|
||||
{
|
||||
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
long executeEnd = System.currentTimeMillis();
|
||||
|
||||
|
||||
long endTime = System.currentTimeMillis();
|
||||
@SuppressWarnings("unused")
|
||||
long buildTime = endTime - startTime;
|
||||
@SuppressWarnings("unused")
|
||||
long executeTime = executeEnd - executeStart;
|
||||
|
||||
// ClientProxy.LOGGER.info("Thread Build time: " + buildTime + " ms" + '\n' +
|
||||
// "thread execute time: " + executeTime + " ms");
|
||||
|
||||
// mark that the buildable buffers as ready to swap
|
||||
switchVbos = true;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
|
||||
e.printStackTrace();
|
||||
}
|
||||
finally
|
||||
{
|
||||
// clean up any potentially open resources
|
||||
if (buildableBuffers != null)
|
||||
closeBuffers(fullRegen, lodDim);
|
||||
|
||||
try
|
||||
{
|
||||
// upload the new buffers
|
||||
uploadBuffers(fullRegen, lodDim);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" was unable to upload the buffers to the GPU: " + e.getMessage());
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
// regardless of whether we were able to successfully create
|
||||
// the buffers, we are done generating.
|
||||
generatingBuffers = false;
|
||||
bufferLock.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//===============================//
|
||||
// BufferBuilder related methods //
|
||||
//===============================//
|
||||
|
||||
Reference in New Issue
Block a user