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.
This commit is contained in:
James Seibel
2021-07-25 12:19:14 -05:00
parent 814ac5df84
commit 196e02e61a
4 changed files with 77 additions and 66 deletions
@@ -31,6 +31,7 @@ import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@@ -40,7 +41,7 @@ import net.minecraftforge.fml.config.ModConfig;
/**
*
* @author James Seibel
* @version 7-5-2021
* @version 7-25-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
@@ -65,6 +66,8 @@ public class LodConfig
public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
/** this is multiplied by the default view distance
* to determine how far out to generate/render LODs */
public ForgeConfigSpec.IntValue lodChunkRadiusMultiplier;
@@ -210,6 +213,18 @@ public class LodConfig
)
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should LODs have? \n"
+ " " + ShadingMode.NONE.toString() + " \n"
+ " " + "LODs will have the same lighting on every side. \n"
+ " " + "Can make large similarly colored areas hard to differentiate. \n"
+ " " + "Fastest"
+ "/n"
+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
+ " " + "LODs will have darker sides and bottoms to simulate top down lighting."
+ " " + "Fastest /n")
.defineEnum("lightingMode", ShadingMode.DARKEN_SIDES);
builder.pop();
}