Added DetailUtil and it's use in the buffer builder +

small fixes
This commit is contained in:
Leonardo
2021-08-22 11:27:40 +02:00
parent e2a983e4ac
commit 1a7655e752
8 changed files with 245 additions and 995 deletions
@@ -0,0 +1,27 @@
package com.seibel.lod.builders;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.objects.LevelPos;
import net.minecraft.util.math.ChunkPos;
/**
* @author Leonardo Amato
* @version 22-08-2021
*/
public class GenerationRequest
{
public final LevelPos levelPos;
public final DistanceGenerationMode generationMode;
public GenerationRequest(LevelPos levelPos, DistanceGenerationMode generationMode)
{
this.levelPos = levelPos;
this.generationMode = generationMode;
}
public ChunkPos getChunkPos()
{
LevelPos chunkLevelPos = levelPos.convert((byte) 3);
return new ChunkPos(chunkLevelPos.posX, chunkLevelPos.posZ);
}
}
@@ -26,6 +26,7 @@ import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import com.seibel.lod.util.DetailUtil;
import org.lwjgl.opengl.GL11;
import com.seibel.lod.builders.worldGeneration.LodNodeGenWorker;
@@ -177,34 +178,6 @@ public class LodBufferBuilder
// we can top it off from the reserve
ArrayList<ChunkPos> chunksToGenReserve = new ArrayList<>(maxChunkGenRequests);
/*
DistanceGenerationMode[] distancesGenerators = {DistanceGenerationMode.FEATURES,
DistanceGenerationMode.FEATURES,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.BIOME_ONLY,
DistanceGenerationMode.BIOME_ONLY,
DistanceGenerationMode.BIOME_ONLY,
DistanceGenerationMode.BIOME_ONLY,
DistanceGenerationMode.BIOME_ONLY}
*/
DistanceGenerationMode[] distancesGenerators = {
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE};
int[] distancesLinear = {0, 200, 400, 600, 800, 1000, 1500, 2000, 3000, 4000, 8000};
int[] distancesExponential = {0, 100, 200, 400, 800, 1600, 3200, 3200, 3200, 3200, 8000};
startBuffers();
// used when determining which chunks are closer when queuing distance
@@ -231,11 +204,17 @@ public class LodBufferBuilder
/**TODO make this automatic and config dependent*/
for (byte detail = LodUtil.BLOCK_DETAIL_LEVEL; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
{
posListToRender.addAll(lodDim.getDataToRender(regionPos, playerBlockPosRounded.getX(), playerBlockPosRounded.getZ(), distancesLinear[detail], distancesLinear[detail + 1], detail));
posListToRender.addAll(lodDim.getDataToRender(
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceRendering(detail),
DetailUtil.getDistanceRendering(detail + 1),
detail));
}
for (LevelPos pos : posListToRender)
{
LevelPos chunkPos = pos.convert((byte) 2);
LevelPos chunkPos = pos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
int chunkX = chunkPos.posX + startChunkPos.x;
int chunkZ = chunkPos.posZ + startChunkPos.z;
// skip any chunks that Minecraft is going to render
@@ -246,19 +225,18 @@ public class LodBufferBuilder
if (lodDim.doesDataExist(pos))
{
try
{
width = (int) Math.pow(2, pos.detailLevel);
lodData = lodDim.getData(pos);
LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, lodDim, lodData,
pos.posX * width, 0, pos.posZ * width, renderer.debugging, pos.detailLevel);
}
catch (ArrayIndexOutOfBoundsException e)
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
closeBuffers();
return;
}
try
{
width = (int) Math.pow(2, pos.detailLevel);
lodData = lodDim.getData(pos);
LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, lodDim, lodData,
pos.posX * width, 0, pos.posZ * width, renderer.debugging, pos.detailLevel);
} catch (ArrayIndexOutOfBoundsException e)
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
closeBuffers();
return;
}
}
}
@@ -291,18 +269,24 @@ public class LodBufferBuilder
}
*/
int requesting = maxChunkGenRequests;
for (byte detailGen = LodUtil.BLOCK_DETAIL_LEVEL; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
if (requesting == 0) break;
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
(int) (distancesLinear[detailGen] * 1.5),
(int) (distancesLinear[detailGen + 1] * 1.5),
(byte) distancesGenerators[detailGen].complexity,
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
DetailUtil.getDistanceGenerationMode(detailGen).complexity,
(byte) 8,
requesting));
requesting = maxChunkGenRequests - posListToGenerate.size();
for (LevelPos levelPos : posListToGenerate)
{
}
}
for (byte detailGen = LodUtil.BLOCK_DETAIL_LEVEL; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
@@ -310,118 +294,114 @@ public class LodBufferBuilder
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
(int) (distancesLinear[detailGen] * 1.5),
(int) (distancesLinear[detailGen + 1] * 1.5),
(byte) distancesGenerators[detailGen].complexity,
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
DetailUtil.getDistanceGenerationMode(detailGen).complexity,
(byte) 0,
maxChunkGenRequests));
requesting = maxChunkGenRequests - posListToGenerate.size();
}
if (LodConfig.CLIENT.distanceGenerationMode.get() != DistanceGenerationMode.NONE)
{
// determine which points in the posListToGenerate
// should actually be queued up
for (LevelPos levelPos : posListToGenerate)
{
LevelPos chunkLevelPos = levelPos.convert((byte) 3);
int chunkX = Math.floorDiv(chunkLevelPos.posX, 2);
int chunkZ = Math.floorDiv(chunkLevelPos.posZ, 2);
if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
if (positionWaitingToBeGenerated.contains(pos))
{
ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
continue;
}
// determine if this position is closer to the player
// than the previous
int newDistance = playerChunkPos.getChessboardDistance(pos);
if (newDistance < minChunkDist)
{
// this chunk is closer, clear any previous
// positions and update the new minimum distance
minChunkDist = newDistance;
// move all the old chunks into the reserve
ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
chunksToGenReserve.clear();
chunksToGenReserve.addAll(chunksToGen);
// top off reserve with whatever was in oldReerve
for (int i = 0; i < oldReserve.size(); i++)
{
if (chunksToGenReserve.size() < maxChunkGenRequests)
chunksToGenReserve.add(oldReserve.get(i));
else
break;
}
chunksToGen.clear();
chunksToGen.add(pos);
}
else if (newDistance == minChunkDist)
{
// this chunk position as close as the minimum distance
if (chunksToGen.size() < maxChunkGenRequests)
{
// we are still under the number of chunks to generate
// add this position to the list
chunksToGen.add(pos);
}
}
else
{
// this chunk is farther away than the minimum distance,
// add it to the reserve to make sure we always have a full reserve
chunksToGenReserve.add(pos);
}
} // lod null and can generate more chunks
} // positions to generate
// queue up chunks to be generated
if (mc.hasSingleplayerServer())
{
// issue #19
// TODO add a way for a server side mod to generate chunks requested here
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
// make sure we have as many chunks to generate as we are allowed
if (chunksToGen.size() < maxChunkGenRequests)
{
Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
{
chunksToGen.add(reserveIterator.next());
}
}
// start chunk generation
for (ChunkPos chunkPos : chunksToGen)
{
// don't add null chunkPos (which shouldn't happen anyway)
// or add more to the generation queue
if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
continue;
positionWaitingToBeGenerated.add(chunkPos);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DistanceGenerationMode.SURFACE, LodDetail.FULL, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
}
} // if distanceGenerationMode != DistanceGenerationMode.NONE
if (LodConfig.CLIENT.distanceGenerationMode.get() != DistanceGenerationMode.NONE)
{
// determine which points in the posListToGenerate
// should actually be queued up
for (LevelPos levelPos : posListToGenerate)
{
LevelPos chunkLevelPos = levelPos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
int chunkX = chunkLevelPos.posX;
int chunkZ = chunkLevelPos.posZ;
if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
if (positionWaitingToBeGenerated.contains(pos))
{
ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
continue;
}
// determine if this position is closer to the player
// than the previous
int newDistance = playerChunkPos.getChessboardDistance(pos);
if (newDistance < minChunkDist)
{
// this chunk is closer, clear any previous
// positions and update the new minimum distance
minChunkDist = newDistance;
// move all the old chunks into the reserve
ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
chunksToGenReserve.clear();
chunksToGenReserve.addAll(chunksToGen);
// top off reserve with whatever was in oldReerve
for (int i = 0; i < oldReserve.size(); i++)
{
if (chunksToGenReserve.size() < maxChunkGenRequests)
chunksToGenReserve.add(oldReserve.get(i));
else
break;
}
chunksToGen.clear();
chunksToGen.add(pos);
} else if (newDistance == minChunkDist)
{
// this chunk position as close as the minimum distance
if (chunksToGen.size() < maxChunkGenRequests)
{
// we are still under the number of chunks to generate
// add this position to the list
chunksToGen.add(pos);
}
} else
{
// this chunk is farther away than the minimum distance,
// add it to the reserve to make sure we always have a full reserve
chunksToGenReserve.add(pos);
}
} // lod null and can generate more chunks
} // positions to generate
// queue up chunks to be generated
if (mc.hasSingleplayerServer())
{
// issue #19
// TODO add a way for a server side mod to generate chunks requested here
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
// make sure we have as many chunks to generate as we are allowed
if (chunksToGen.size() < maxChunkGenRequests)
{
Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
{
chunksToGen.add(reserveIterator.next());
}
}
// start chunk generation
for (ChunkPos chunkPos : chunksToGen)
{
// don't add null chunkPos (which shouldn't happen anyway)
// or add more to the generation queue
if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
continue;
positionWaitingToBeGenerated.add(chunkPos);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DistanceGenerationMode.SURFACE, LodDetail.FULL, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
}
} // if distanceGenerationMode != DistanceGenerationMode.NONE
// finish the buffer building
closeBuffers();
@@ -434,15 +414,13 @@ public class LodBufferBuilder
//ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " 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
{
switchVbos = true;
} catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
} finally
{
// regardless of if we successfully created the buffers
// we are done generating.
generatingBuffers = false;
@@ -27,13 +27,9 @@ import com.seibel.lod.objects.LevelPos;
import com.seibel.lod.objects.LodDataPoint;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodWorld;
//import com.seibel.lod.util.BiomeColorsUtils;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
//import kaptainwutax.biomeutils.source.OverworldBiomeSource;
//import kaptainwutax.mcutils.version.MCVersion;
//import kaptainwutax.terrainutils.TerrainGenerator;
import net.minecraft.block.AbstractPlantBlock;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
@@ -42,7 +38,6 @@ import net.minecraft.block.GrassBlock;
import net.minecraft.block.IGrowable;
import net.minecraft.block.LeavesBlock;
import net.minecraft.block.material.MaterialColor;
//import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.DimensionType;
import net.minecraft.world.IWorld;
import net.minecraft.world.biome.Biome;
@@ -190,52 +185,6 @@ public class LodBuilder
}
}
/**
* Creates a LodChunk for a chunk in the given world.
*
* @throws IllegalArgumentException thrown if either the chunk or world is null.
*/
/**TODO if we want to test biome utils and terrain utils
public void generateLodNodeFromChunk(LodDimension lodDim, ChunkPos chunkPos , LodDetail detail, long seed)
throws IllegalArgumentException
{
if (chunkPos == null)
throw new IllegalArgumentException("generateLodFromChunk given a null chunk pos");
int startX;
int startZ;
int endX;
int endZ;
Color color;
short height;
short depth;
LevelPos levelPos;
LodDataPoint data;
OverworldBiomeSource biomeSource = new OverworldBiomeSource(MCVersion.v1_16_5, seed);
TerrainGenerator terrainGenerator= TerrainGenerator.of(biomeSource);
for (int i = 0; i < detail.dataPointLengthCount * detail.dataPointLengthCount; i++)
{
startX = detail.startX[i];
startZ = detail.startZ[i];
endX = detail.endX[i];
endZ = detail.endZ[i];
color = generateLodColorForArea(biomeSource, chunkPos, startX, startZ, endX, endZ);
height = determineHeightPoint(terrainGenerator, chunkPos, startX, startZ, endX, endZ);
levelPos = new LevelPos((byte) 0,
chunkPos.x * 16 + startX,
chunkPos.z * 16 + startZ);
data = new LodDataPoint(height, 0, color);
lodDim.addData(levelPos.convert((byte) detail.detailLevel),
data,
DistanceGenerationMode.SURFACE,
true,
false);
}
}*/
// =====================//
// constructor helpers //
@@ -362,26 +311,6 @@ public class LodBuilder
return highest;
}
/**
* Find the highest point from the Top
*/
/**TODO if we want to test biome utils and terrain utils
private short determineHeightPoint(TerrainGenerator terrainGenerator, ChunkPos chunkPos, int startX, int startZ, int endX, int endZ)
{
short newHeight = 0;
int num = 0;
for (int x = startX; x < endX; x++)
{
for (int z = startZ; z < endZ; z++)
{
num++;
newHeight += (short) terrainGenerator.getFirstHeightInColumn(chunkPos.x*16 + x,chunkPos.z*16 + z, TerrainGenerator.WORLD_SURFACE_WG);;
}
}
return (short) (newHeight/num);
}*/
/**
* Generate the color for the given chunk using biome water color, foliage
* color, and grass color.
@@ -481,39 +410,6 @@ public class LodBuilder
return new Color(red, green, blue);
}
/**TODO if we want to test biome utils and terrain utils
private Color generateLodColorForArea(OverworldBiomeSource biomeSource, ChunkPos chunkPos, int startX, int startZ, int endX,
int endZ)
{
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
for (int x = startX; x < endX; x++)
{
for (int z = startZ; z < endZ; z++)
{
Color color = BiomeColorsUtils.getColorFromBiomeManual(biomeSource.getBiome(chunkPos.x*16 + x,0,chunkPos.z*16 + z));
red += color.getBlue();
green += color.getGreen();
blue += color.getBlue();
}
}
if (numbOfBlocks == 0)
numbOfBlocks = 1;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
*/
/**
* Returns a color int for a given block.
*/
@@ -0,0 +1,14 @@
package com.seibel.lod.enums;
/**
* @author Leonardo Amato
* @version 22-08-2021
*/
public enum DistanceCalculatorType
{
/** different Lod detail render and generate linearly to the distance */
LINEAR,
/** different Lod detail render and generate quadratically to the distance */
QUADRATIC,
}
@@ -34,14 +34,14 @@ package com.seibel.lod.enums;
public enum DistanceGenerationMode
{
/** Don't generate anything */
NONE(0),
NONE((byte) 0),
/** Only generate the biomes and use biome
* grass/foliage color, water color, or ice color
* to generate the color.
* Doesn't generate height, everything is shown at sea level.
* Multithreaded - Fastest (2-5 ms) */
BIOME_ONLY(1),
BIOME_ONLY((byte) 1),
/**
* Same as BIOME_ONLY, except instead
@@ -49,32 +49,32 @@ public enum DistanceGenerationMode
* different biome types (mountain, ocean, forest, etc.)
* use predetermined heights to simulate having height data.
*/
BIOME_ONLY_SIMULATE_HEIGHT(2),
BIOME_ONLY_SIMULATE_HEIGHT((byte) 2),
/** Generate the world surface,
* this does NOT include caves, trees,
* or structures.
* Multithreaded - Faster (10-20 ms) */
SURFACE(3),
SURFACE((byte) 3),
/** Generate everything except structures.
* NOTE: This may cause world generation bugs or instability,
* since some features cause concurrentModification exceptions.
* Multithreaded - Fast (15-20 ms) */
FEATURES(4),
FEATURES((byte) 4),
/** Ask the server to generate/load each chunk.
* This is the most compatible, but causes server/simulation lag.
* This will also show player made structures if you
* are adding the mod to a pre-existing world.
* Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) */
SERVER(5);
SERVER((byte) 5);
/** The higher the number the more complete the generation is. */
public final int complexity;
public final byte complexity;
DistanceGenerationMode(int complexity)
DistanceGenerationMode(byte complexity)
{
this.complexity = complexity;
}
@@ -321,7 +321,7 @@ public class LodDimension
region = new LodRegion((byte) 0, regionPos);
addOrOverwriteRegion(region);
}
boolean nodeAdded = region.setData(levelPos, lodDataPoint, (byte) generationMode.complexity, true);
boolean nodeAdded = region.setData(levelPos, lodDataPoint, generationMode.complexity, true);
// only save valid LODs to disk
if (!dontSave && fileHandler != null)
{
@@ -1,719 +0,0 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.util;
import net.minecraft.block.Blocks;
import net.minecraft.world.biome.*;
import java.awt.*;
public class BiomeColorsUtils {
//public static OverworldBiomeSource overworldBiomeSource = new OverworldBiomeSource(MCVersion.v1_16_4, 64971835648254);
public static Color getColorFromBiome(Biome biome,double x, double y){
int color = 0;
switch(biome.getBiomeCategory()) {
case BEACH:
case DESERT:
color = Blocks.SAND.defaultMaterialColor().col;
break;
case EXTREME_HILLS:
color = Blocks.SNOW.defaultMaterialColor().col;
break;
case NONE:
break;
case FOREST:
case JUNGLE:
case TAIGA:
color = biome.getFoliageColor();
break;
case MUSHROOM:
color = Blocks.MYCELIUM.defaultMaterialColor().col;
break;
case PLAINS:
case SAVANNA:
color = biome.getGrassColor(x,y);
break;
case OCEAN:
case RIVER:
case SWAMP:
color = biome.getWaterColor();
break;
case ICY:
color = Blocks.PACKED_ICE.defaultMaterialColor().col;
break;
case THEEND:
color = Blocks.END_STONE.defaultMaterialColor().col;
break;
case NETHER:
color = Blocks.NETHERRACK.defaultMaterialColor().col;
break;
case MESA:
color = Blocks.RED_SAND.defaultMaterialColor().col;
break;
default:
color = 0;
}
return new Color(color);
}
public static Color getColorFromBiome(Biome biome){
int color = 0;
switch(biome.getBiomeCategory()) {
case BEACH:
case DESERT:
color = Blocks.SAND.defaultMaterialColor().col;
break;
case EXTREME_HILLS:
color = Blocks.SNOW.defaultMaterialColor().col;
break;
case FOREST:
case SAVANNA:
case JUNGLE:
case TAIGA:
color = biome.getFoliageColor();
break;
case MUSHROOM:
color = Blocks.MYCELIUM.defaultMaterialColor().col;
break;
case PLAINS:
color = Blocks.GRASS_BLOCK.defaultMaterialColor().col;
break;
case OCEAN:
case RIVER:
case SWAMP:
color = biome.getWaterColor();
break;
case ICY:
color = Blocks.PACKED_ICE.defaultMaterialColor().col;
break;
case THEEND:
color = Blocks.END_STONE.defaultMaterialColor().col;
break;
case NETHER:
color = Blocks.NETHERRACK.defaultMaterialColor().col;
break;
case MESA:
color = Blocks.RED_SAND.defaultMaterialColor().col;
break;
case NONE:
default:
color = 0;
}
return new Color(color);
}
/**
* methods that gives the ChunkBase color of biomes
* @param biome to check
* @return color of the biome
*/
public static Color getColorFromIdRealistic(kaptainwutax.biomeutils.biome.Biome biome){
Biome.Builder builder = new Biome.Builder();
int color = 0;
switch(biome.getCategory()) {
case BEACH:
case DESERT:
color = Blocks.SAND.defaultMaterialColor().col;
break;
case EXTREME_HILLS:
color = Blocks.SNOW.defaultMaterialColor().col;
break;
case FOREST:
builder.biomeCategory(Biome.Category.FOREST);
color = builder.build().getFoliageColor();
break;
case SAVANNA:
builder.biomeCategory(Biome.Category.SAVANNA);
color = builder.build().getFoliageColor();
break;
case JUNGLE:
builder.biomeCategory(Biome.Category.JUNGLE);
color = builder.build().getFoliageColor();
break;
case TAIGA:
builder.biomeCategory(Biome.Category.TAIGA);
color = builder.build().getFoliageColor();
break;
case MUSHROOM:
color = Blocks.MYCELIUM.defaultMaterialColor().col;
break;
case PLAINS:
color = Blocks.GRASS_BLOCK.defaultMaterialColor().col;
break;
case OCEAN:
builder.biomeCategory(Biome.Category.OCEAN);
color = builder.build().getWaterColor();
break;
case RIVER:
builder.biomeCategory(Biome.Category.RIVER);
color = builder.build().getWaterColor();
break;
case SWAMP:
builder.biomeCategory(Biome.Category.SWAMP);
color = builder.build().getWaterColor();
break;
case ICY:
color = Blocks.PACKED_ICE.defaultMaterialColor().col;
break;
case THE_END:
color = Blocks.END_STONE.defaultMaterialColor().col;
break;
case NETHER:
color = Blocks.NETHERRACK.defaultMaterialColor().col;
break;
case BADLANDS_PLATEAU:
case MESA:
color = Blocks.RED_SAND.defaultMaterialColor().col;
break;
case NONE:
default:
color = 0;
}
return new Color(color);
}
/**
* methods that gives the ChunkBase color of biomes
* @param biome to check
* @return color of the biome
*/
public static Color getColorFromBiomeBlock(kaptainwutax.biomeutils.biome.Biome biome){
int color = 0;
switch(biome.getCategory()) {
case BEACH:
case DESERT:
color = Blocks.SAND.defaultMaterialColor().col;
break;
case EXTREME_HILLS:
color = Blocks.SNOW.defaultMaterialColor().col;
break;
case FOREST:
color = Blocks.OAK_LEAVES.defaultMaterialColor().col;
break;
case SAVANNA:
color = Blocks.ACACIA_LEAVES.defaultMaterialColor().col;
break;
case JUNGLE:
color = Blocks.JUNGLE_LEAVES.defaultMaterialColor().col;
break;
case TAIGA:
color = Blocks.SPRUCE_LEAVES.defaultMaterialColor().col;
break;
case MUSHROOM:
color = Blocks.MYCELIUM.defaultMaterialColor().col;
break;
case PLAINS:
color = Blocks.GRASS_BLOCK.defaultMaterialColor().col;
break;
case OCEAN:
case RIVER:
color = Blocks.WATER.defaultMaterialColor().col;
case SWAMP:
color = Blocks.LILY_PAD.defaultMaterialColor().col;
break;
case ICY:
color = Blocks.PACKED_ICE.defaultMaterialColor().col;
break;
case THE_END:
color = Blocks.END_STONE.defaultMaterialColor().col;
break;
case NETHER:
color = Blocks.NETHERRACK.defaultMaterialColor().col;
break;
case BADLANDS_PLATEAU:
case MESA:
color = Blocks.RED_SAND.defaultMaterialColor().col;
break;
case NONE:
default:
color = 0;
}
return new Color(color);
}
/**
* methods that gives the ChunkBase color of biomes
* @param biome to check
* @return color of the biome
*/
public static Color getColorFromBiomeManual(kaptainwutax.biomeutils.biome.Biome biome){
Color color;
switch(biome.getCategory()) {
case BEACH:
case DESERT:
color = new Color(220,214,170);
break;
case EXTREME_HILLS:
color = new Color(81,129,60);
break;
case FOREST:
color = new Color(81,129,60);
break;
case SAVANNA:
color = new Color(119,113,53);
break;
case JUNGLE:
color = new Color(41,141,4);
break;
case TAIGA:
color = new Color(70,95,68);
break;
case MUSHROOM:
color = new Color(123,105,109);
break;
case PLAINS:
color = new Color(96,125,59);
break;
case OCEAN:
case RIVER:
color = new Color(54,73,229);
break;
case SWAMP:
color = new Color(83,86,67);
break;
case ICY:
color = new Color(199,217,254);
break;
case THE_END:
color = new Color(100,100,0);
break;
case NETHER:
color = new Color(100,0,0);
break;
case BADLANDS_PLATEAU:
case MESA:
color = new Color(188,103,39);
break;
case NONE:
color = new Color(96,125,59);
break;
default:
color = new Color(0,0,0,0);
}
return color;
}
/**
* methods that gives the ChunkBase color of biomes
* @param biomeId id of the biome
* @return color of the biome
*/
public static Color getColorFromIdCB(int biomeId){
int red=0;
int green=0;
int blue=0;
switch(biomeId) {
case 0:
red = 0;
green = 0;
blue = 112;
break;
case 1:
red = 141;
green = 179;
blue = 96;
break;
case 2:
red = 250;
green = 148;
blue = 24;
break;
case 3:
red = 96;
green = 96;
blue = 96;
break;
case 4:
red = 5;
green = 102;
blue = 33;
break;
case 5:
red = 11;
green = 2;
blue = 89;
break;
case 6:
red = 7;
green = 249;
blue = 178;
break;
case 7:
red = 0;
green = 0;
blue = 255;
break;
case 8:
red = 255;
green = 0;
blue = 0;
break;
case 9:
red = 128;
green = 128;
blue = 255;
break;
case 10:
red = 112;
green = 112;
blue = 214;
break;
case 11:
red = 160;
green = 160;
blue = 255;
break;
case 12:
red = 255;
green = 255;
blue = 255;
break;
case 13:
red = 160;
green = 160;
blue = 160;
break;
case 14:
red = 255;
green = 0;
blue = 255;
break;
case 15:
red = 160;
green = 0;
blue = 255;
break;
case 16:
red = 250;
green = 222;
blue = 85;
break;
case 17:
red = 210;
green = 95;
blue = 18;
break;
case 18:
red = 34;
green = 85;
blue = 28;
break;
case 19:
red = 22;
green = 57;
blue = 51;
break;
case 20:
red = 114;
green = 120;
blue = 154;
break;
case 21:
red = 83;
green = 123;
blue = 9;
break;
case 22:
red = 44;
green = 66;
blue = 5;
break;
case 23:
red = 98;
green = 139;
blue = 23;
break;
case 24:
red = 0;
green = 0;
blue = 48;
break;
case 25:
red = 162;
green = 162;
blue = 132;
break;
case 26:
red = 250;
green = 240;
blue = 192;
break;
case 27:
red = 48;
green = 116;
blue = 68;
break;
case 28:
red = 31;
green = 5;
blue = 50;
break;
case 29:
red = 64;
green = 81;
blue = 26;
break;
case 30:
red = 49;
green = 85;
blue = 74;
break;
case 31:
red = 36;
green = 63;
blue = 54;
break;
case 32:
red = 89;
green = 102;
blue = 81;
break;
case 33:
red = 69;
green = 7;
blue = 62;
break;
case 34:
red = 80;
green = 112;
blue = 80;
break;
case 35:
red = 189;
green = 18;
blue = 95;
break;
case 36:
red = 167;
green = 157;
blue = 100;
break;
case 37:
red = 217;
green = 69;
blue = 21;
break;
case 38:
red = 17;
green = 151;
blue = 101;
break;
case 39:
red = 202;
green = 140;
blue = 101;
break;
case 40:
red = 128;
green = 128;
blue = 255;
break;
case 41:
red = 128;
green = 128;
blue = 255;
break;
case 42:
red = 128;
green = 128;
blue = 255;
break;
case 43:
red = 128;
green = 128;
blue = 255;
break;
case 44:
red = 0;
green = 0;
blue = 172;
break;
case 45:
red = 0;
green = 0;
blue = 144;
break;
case 46:
red = 32;
green = 32;
blue = 112;
break;
case 47:
red = 0;
green = 0;
blue = 80;
break;
case 48:
red = 0;
green = 0;
blue = 64;
break;
case 49:
red = 32;
green = 32;
blue = 56;
break;
case 50:
red = 64;
green = 64;
blue = 144;
break;
case 127:
red = 0;
green = 0;
blue = 0;
break;
case 129:
red = 181;
green = 219;
blue = 136;
break;
case 130:
red = 255;
green = 188;
blue = 64;
break;
case 131:
red = 136;
green = 136;
blue = 136;
break;
case 132:
red = 45;
green = 142;
blue = 73;
break;
case 133:
red = 51;
green = 142;
blue = 19;
break;
case 134:
red = 47;
green = 255;
blue = 18;
break;
case 140:
red = 180;
green = 20;
blue = 220;
break;
case 149:
red = 123;
green = 13;
blue = 49;
break;
case 151:
red = 138;
green = 179;
blue = 63;
break;
case 155:
red = 88;
green = 156;
blue = 108;
break;
case 156:
red = 71;
green = 15;
blue = 90;
break;
case 157:
red = 104;
green = 121;
blue = 66;
break;
case 158:
red = 89;
green = 125;
blue = 114;
break;
case 160:
red = 129;
green = 142;
blue = 121;
break;
case 161:
red = 109;
green = 119;
blue = 102;
break;
case 162:
red = 120;
green = 52;
blue = 120;
break;
case 163:
red = 229;
green = 218;
blue = 135;
break;
case 164:
red = 207;
green = 197;
blue = 140;
break;
case 165:
red = 255;
green = 109;
blue = 61;
break;
case 166:
red = 216;
green = 191;
blue = 141;
break;
case 167:
red = 242;
green = 180;
blue = 141;
break;
case 168:
red = 118;
green = 142;
blue = 20;
break;
case 169:
red = 59;
green = 71;
blue = 10;
break;
case 170:
red = 82;
green = 41;
blue = 33;
break;
case 171:
red = 221;
green = 8;
blue = 8;
break;
case 172:
red = 73;
green = 144;
blue = 123;
break;
default:
red = 255;
green = 0;
blue = 0;
}
return new Color(red, green, blue);
}
}
@@ -0,0 +1,54 @@
package com.seibel.lod.util;
import com.seibel.lod.enums.DistanceCalculatorType;
import com.seibel.lod.enums.DistanceGenerationMode;
public class DetailUtil
{
private static int initial = 200;
private static double genMultiplier = 1.5;
private static DistanceCalculatorType calculator = DistanceCalculatorType.LINEAR;
private static final int maxDetail = 10;
private static final int minDistance = 0;
private static final int maxDistance = 1000000;
private static DistanceGenerationMode[] distancesGenerators = {
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE,
DistanceGenerationMode.SURFACE};
public static int getDistanceRendering(int detail)
{
int distance = 0;
switch (calculator)
{
case LINEAR:
distance = (detail * initial);
break;
case QUADRATIC:
if (detail == 0)
distance = minDistance;
else if(detail == maxDetail)
distance = maxDistance;
else
distance = (int) (Math.pow(2, detail) * initial);
break;
}
return distance;
}
public static int getDistanceGeneration(int detail)
{
return (int) (getDistanceRendering(detail) * genMultiplier);
}
public static DistanceGenerationMode getDistanceGenerationMode(int detail)
{
return distancesGenerators[detail];
}
}