Remove Node from the names of LodRenderer, BufferBuilder, LodTemplates, and LodBuilder

This commit is contained in:
James Seibel
2021-08-20 20:28:37 -05:00
parent ee416a10ec
commit 163f8ca979
11 changed files with 68 additions and 68 deletions
@@ -30,7 +30,7 @@ import org.lwjgl.opengl.NVFogDistance;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.LodNodeBufferBuilder;
import com.seibel.lod.builders.LodBufferBuilder;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.FogQuality;
@@ -69,7 +69,7 @@ import net.minecraft.util.math.vector.Vector3f;
* @author James Seibel
* @version 8-20-2021
*/
public class LodNodeRenderer
public class LodRenderer
{
/**
* this is the light used when rendering the LODs,
@@ -112,7 +112,7 @@ public class LodNodeRenderer
/**
* This is used to generate the buildable buffers
*/
private LodNodeBufferBuilder lodNodeBufferBuilder;
private LodBufferBuilder lodBufferBuilder;
/**
* Each VertexBuffer represents 1 region
@@ -147,13 +147,13 @@ public class LodNodeRenderer
public HashSet<ChunkPos> vanillaRenderedChunks = new HashSet<>();
public LodNodeRenderer(LodNodeBufferBuilder newLodNodeBufferBuilder)
public LodRenderer(LodBufferBuilder newLodNodeBufferBuilder)
{
mc = Minecraft.getInstance();
gameRender = mc.gameRenderer;
reflectionHandler = new ReflectionHandler();
lodNodeBufferBuilder = newLodNodeBufferBuilder;
lodBufferBuilder = newLodNodeBufferBuilder;
}
@@ -255,10 +255,10 @@ public class LodNodeRenderer
// 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())
if (regen && !lodBufferBuilder.generatingBuffers && !lodBufferBuilder.newBuffersAvaliable())
{
// generate the LODs on a separate thread to prevent stuttering or freezing
lodNodeBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), numbChunksWide);
lodBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), numbChunksWide);
// the regen process has been started,
// it will be done when lodBufferBuilder.newBuffersAvaliable
@@ -269,7 +269,7 @@ public class LodNodeRenderer
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
if (lodNodeBufferBuilder.newBuffersAvaliable())
if (lodBufferBuilder.newBuffersAvaliable())
{
swapBuffers();
}
@@ -627,7 +627,7 @@ public class LodNodeRenderer
+ " It tried to allocate \"" + bufferMemory + "\" bytes, when \"" + MAX_ALOCATEABLE_DIRECT_MEMORY + "\" is the max.");
}
lodNodeBufferBuilder.setupBuffers(numbRegionsWide, bufferMemory);
lodBufferBuilder.setupBuffers(numbRegionsWide, bufferMemory);
}
@@ -653,7 +653,7 @@ public class LodNodeRenderer
{
// replace the drawable buffers with
// the newly created buffers from the lodBufferBuilder
vbos = lodNodeBufferBuilder.getVertexBuffers();
vbos = lodBufferBuilder.getVertexBuffers();
}
@@ -100,7 +100,7 @@ public class RenderUtil
*/
public static int getMaxRadiusMultiplierWithAvaliableMemory(LodTemplate lodTemplate, int detailLevel)
{
int maxNumberOfLods = LodNodeRenderer.MAX_ALOCATEABLE_DIRECT_MEMORY / lodTemplate.getBufferMemoryForSingleLod(detailLevel);
int maxNumberOfLods = LodRenderer.MAX_ALOCATEABLE_DIRECT_MEMORY / lodTemplate.getBufferMemoryForSingleLod(detailLevel);
int numbLodsWide = (int) Math.sqrt(maxNumberOfLods);
return numbLodsWide / (2 * mc.options.renderDistance);