Remove Node from the names of LodRenderer, BufferBuilder, LodTemplates, and LodBuilder
This commit is contained in:
@@ -0,0 +1,520 @@
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/*
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* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
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*
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* Copyright (C) 2020 James Seibel
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.lod.builders;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.atomic.AtomicInteger;
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import org.lwjgl.opengl.GL11;
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import com.seibel.lod.builders.worldGeneration.LodNodeGenWorker;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LevelPos;
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import com.seibel.lod.objects.LodDataPoint;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.RegionPos;
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import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.render.LodRenderer;
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import com.seibel.lod.util.LodThreadFactory;
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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.client.renderer.vertex.VertexBuffer;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.world.server.ServerWorld;
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import net.minecraftforge.common.WorldWorkerManager;
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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 8-17-2021
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*/
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public class LodBufferBuilder
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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 mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
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/** This holds the threads used to generate the buffers. */
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private ExecutorService bufferGenThreads = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors(), new LodThreadFactory(this.getClass().getSimpleName() + " - buffer"));
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private LodBuilder LodQuadTreeNodeBuilder;
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/** The buffers that are used to create LODs using far fog */
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public volatile BufferBuilder[][] buildableBuffers;
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/** Used when building new VBOs */
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public volatile VertexBuffer[][] buildableVbos;
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/** VBOs that are sent over to the LodNodeRenderer */
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public volatile VertexBuffer[][] drawableVbos;
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/** if this is true the LOD buffers are currently being
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* regenerated. */
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public 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 boolean switchVbos = false;
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/** This keeps track of how many chunk generation requests are on going.
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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 AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(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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* I multiply by 8 to make sure there is always a buffer of chunk requests,
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* to make sure the CPU is always busy and we can generate LODs as quickly as
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* possible. */
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public int maxChunkGenRequests = LodConfig.CLIENT.numberOfWorldGenerationThreads.get() * 8;
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public LodBufferBuilder(LodBuilder newLodBuilder)
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{
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mc = Minecraft.getInstance();
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LodQuadTreeNodeBuilder = newLodBuilder;
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}
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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 drawable near and far buffers.
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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, LodDimension lodDim,
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BlockPos playerBlockPos, 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 (buildableBuffers == null)
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throw new IllegalStateException("\"generateLodBuffersAsync\" was called before the \"setupBuffers\" method was called.");
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if (previousDimension != lodDim)
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{
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previousDimension = lodDim;
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}
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// TODO
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maxChunkGenRequests = LodConfig.CLIENT.numberOfWorldGenerationThreads.get() * 8;
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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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// this is where we will start drawing squares
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// (exactly half the total width)
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BlockPos startBlockPos = new BlockPos(-(numbChunksWide * 16 / 2) + playerBlockPosRounded.getX(), 0, -(numbChunksWide * 16 / 2) + playerBlockPosRounded.getZ());
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ChunkPos startChunkPos = new ChunkPos(startBlockPos);
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Thread thread = new Thread(() ->
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{
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try
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{
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long startTime = System.currentTimeMillis();
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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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LevelPos[] levelPosToGen = new LevelPos[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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LevelPos[] levelPosToGenReserve = new LevelPos[maxChunkGenRequests];
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// Used when determining what detail level to use at what distance
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int maxBlockDistance = (numbChunksWide / 2) * 16;
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startBuffers();
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// used when determining which chunks are closer when queuing distance
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// generation
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int minChunkDist = Integer.MAX_VALUE;
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int width;
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List<LevelPos> posListToRender = new ArrayList<>();
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LodDataPoint lodData;
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for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
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{
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RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth()/2, zRegion + lodDim.getCenterZ() - lodDim.getWidth()/2);
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
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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 (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
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return;
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/**TODO make this automatic and config dependant*/
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 0, 200, (byte) 0));
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 200, 400, (byte) 1));
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 400, 600, (byte) 2));
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 600, 800, (byte) 3));
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 800, 1000, (byte) 4));
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posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 1000, 10000000, (byte) 5));
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for (LevelPos pos : posListToRender)
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{
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LevelPos chunkPos = pos.convert((byte) 3);
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int chunkX = chunkPos.posX + startChunkPos.x;
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int chunkZ = chunkPos.posZ + startChunkPos.z;
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// skip any chunks that Minecraft is going to render
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if (isCoordInCenterArea(pos.convert((byte) 3).posX, pos.convert((byte) 3).posZ, (numbChunksWide / 2))
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&& renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkX, chunkZ)))
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{
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}
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else
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{
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// set where this square will be drawn in the world
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double xOffset = (LodUtil.CHUNK_WIDTH * chunkPos.posX) + // offset by the number of LOD blocks
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startBlockPos.getX(); // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodUtil.CHUNK_WIDTH * chunkPos.posZ) + startBlockPos.getZ();
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width = (int) Math.pow(2, pos.detailLevel);
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lodData = lodDim.getData(pos);
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LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, lodDim, lodData,
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pos.posX * width, 0, pos.posZ * width, renderer.debugging, pos.detailLevel);
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}
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}
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posListToRender.clear();
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}
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}
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List<LevelPos> posListToGenerate = new ArrayList<>();
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//posListToGenerate.addAll(lodDim.getDataToGenerate( playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 0, 10000000, (byte) DistanceGenerationMode.SURFACE.complexity, (byte) 9, 8));
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posListToGenerate.addAll(lodDim.getDataToGenerate( playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), 0, 10000000, (byte) DistanceGenerationMode.SURFACE.complexity, (byte) 0, 16));
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for(LevelPos levelPos : posListToGenerate){
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LevelPos chunkLevelPos = levelPos.convert((byte) 3);
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int chunkX = chunkLevelPos.posX;
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int chunkZ = chunkLevelPos.posZ;
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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 (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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// alternate determining logic that
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// can be used for debugging
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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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// issue #40
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// TODO optimize this code,
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// using the purely optimized code above we can achieve close to
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// 100% CPU utilization, this code generally achieves 40 - 50%
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// after a certain point; and I'm sure there is a better data
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// structure for this.
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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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// move all the old chunks into the reserve
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ChunkPos[] newReserve = new ChunkPos[maxChunkGenRequests];
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int oldToGenIndex = 0;
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int oldReserveIndex = 0;
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for (int tmpIndex = 0; tmpIndex < newReserve.length; tmpIndex++)
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{
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// we don't check if the boundaries are good since
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// the tmp array will always be the same length
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// as chunksToGen and chunksToGenReserve
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if (chunksToGen[oldToGenIndex] != null)
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{
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// add all the closest chunks...
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newReserve[tmpIndex] = chunksToGen[oldToGenIndex];
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oldToGenIndex++;
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}
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else if (chunksToGenReserve[oldReserveIndex] != null)
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{
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// ...then add all the previous reserve chunks
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// (which are farther away)
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newReserve[tmpIndex] = chunksToGenReserve[oldToGenIndex];
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oldReserveIndex++;
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}
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else
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{
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// we have moved all the items from
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// the old chunksToGen and reserve
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break;
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}
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}
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chunksToGenReserve = newReserve;
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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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} // lod null and can generate more chunks
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}
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// issue #19
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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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// don't add null chunkPos (which shouldn't happen anyway)
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// or add more to the generation queue
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if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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break;
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// TODO add a list of locations we are waiting to generate so we don't add the
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// same position to the queue multiple times
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DistanceGenerationMode.SURFACE, LodDetail.HALF, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
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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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closeBuffers();
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// upload the new buffers
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uploadBuffers();
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long endTime = System.currentTimeMillis();
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long buildTime = endTime - startTime;
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//ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " 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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// regardless of if we successfully created the buffers
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// we are done generating.
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generatingBuffers = false;
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers();
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}
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});
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mainGenThread.execute(thread);
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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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// 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.
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*/
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public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
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{
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buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
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buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
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drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
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for (int x = 0; x < numbRegionsWide; x++)
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{
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for (int z = 0; z < numbRegionsWide; z++)
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{
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buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
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buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
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drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
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}
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}
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}
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/**
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* Calls begin on each of the buildable BufferBuilders.
|
||||
*/
|
||||
public void startBuffers()
|
||||
{
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for (int x = 0; x < buildableBuffers.length; x++)
|
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for (int z = 0; z < buildableBuffers.length; z++)
|
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buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
|
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}
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/**
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* Calls end on each of the buildable BufferBuilders.
|
||||
*/
|
||||
public void closeBuffers()
|
||||
{
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for (int x = 0; x < buildableBuffers.length; x++)
|
||||
for (int z = 0; z < buildableBuffers.length; z++)
|
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if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building())
|
||||
buildableBuffers[x][z].end();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called from the LodRenderer to create the
|
||||
* BufferBuilders at the right size.
|
||||
*
|
||||
* @param bufferMaxCapacity
|
||||
*/
|
||||
public void uploadBuffers()
|
||||
{
|
||||
for (int x = 0; x < buildableVbos.length; x++)
|
||||
{
|
||||
for (int z = 0; z < buildableVbos.length; z++)
|
||||
{
|
||||
buildableVbos[x][z].upload(buildableBuffers[x][z]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get the newly created VBOs
|
||||
*/
|
||||
public VertexBuffer[][] getVertexBuffers()
|
||||
{
|
||||
VertexBuffer[][] tmp = drawableVbos;
|
||||
drawableVbos = buildableVbos;
|
||||
buildableVbos = tmp;
|
||||
|
||||
// the vbos have been swapped
|
||||
switchVbos = false;
|
||||
|
||||
return drawableVbos;
|
||||
}
|
||||
|
||||
/**
|
||||
* If this is true the buildable near and far
|
||||
* buffers have been generated and are ready to be
|
||||
* sent to the LodRenderer.
|
||||
*/
|
||||
public boolean newBuffersAvaliable()
|
||||
{
|
||||
return switchVbos;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user