Partially close #43 (add SSAO)
I am surprised how much this small change improves how things look. I may still implement SSAO in the future but for the time being this is a big improvement for how things look.
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@@ -31,6 +31,7 @@ import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.enums.LodTemplate;
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import com.seibel.lod.enums.ShadingMode;
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import net.minecraftforge.common.ForgeConfigSpec;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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@@ -40,7 +41,7 @@ import net.minecraftforge.fml.config.ModConfig;
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/**
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*
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* @author James Seibel
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* @version 7-5-2021
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* @version 7-25-2021
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*/
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@Mod.EventBusSubscriber
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public class LodConfig
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@@ -65,6 +66,8 @@ public class LodConfig
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public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
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public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
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/** this is multiplied by the default view distance
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* to determine how far out to generate/render LODs */
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public ForgeConfigSpec.IntValue lodChunkRadiusMultiplier;
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@@ -210,6 +213,18 @@ public class LodConfig
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)
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.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
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shadingMode = builder
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.comment("\n\n"
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+ " What kind of shading should LODs have? \n"
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+ " " + ShadingMode.NONE.toString() + " \n"
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+ " " + "LODs will have the same lighting on every side. \n"
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+ " " + "Can make large similarly colored areas hard to differentiate. \n"
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+ " " + "Fastest"
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+ "/n"
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+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
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+ " " + "LODs will have darker sides and bottoms to simulate top down lighting."
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+ " " + "Fastest /n")
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.defineEnum("lightingMode", ShadingMode.DARKEN_SIDES);
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builder.pop();
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}
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