auto-format

This commit is contained in:
James Seibel
2021-09-19 17:58:22 -05:00
parent d8200422b2
commit 28764bc16c
@@ -28,7 +28,6 @@ import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.locks.ReentrantLock;
import com.seibel.lod.util.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
@@ -44,6 +43,11 @@ import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.proxy.GlProxy;
import com.seibel.lod.proxy.GlProxy.GlProxyContext;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.DataPointUtil;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LevelPosUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.vertex.VertexBuffer;
@@ -67,70 +71,69 @@ public class LodBufferBuilder
* This holds the threads used to generate buffers.
*/
public static ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfBufferBuilderThreads.get(), new LodThreadFactory(LodBufferBuilder.class.getSimpleName() + " - builder"));
/**
* The buffers that are used to create LODs using far fog
*/
public volatile BufferBuilder[][] buildableBuffers;
/**
* Used when building new VBOs
*/
public volatile VertexBuffer[][] buildableVbos;
/**
* VBOs that are sent over to the LodNodeRenderer
*/
public volatile VertexBuffer[][] drawableVbos;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public boolean generatingBuffers = false;
/**
* if this is true new LOD buffers have been generated
* and are waiting to be swapped with the drawable buffers
*/
private boolean switchVbos = false;
/**
* Size of the buffer builders in bytes last time we created them
*/
public int previousBufferSize = 0;
/**
* Width of the dimension in regions last time we created the buffers
*/
public int previousRegionWidth = 0;
/**
* this is used to prevent multiple threads creating, destroying, or using the buffers at the same time
*/
private ReentrantLock bufferLock = new ReentrantLock();
// private static final int NUMBER_OF_DIRECTION = 4;
// private static final int NUMBER_OF_DIRECTION = 4;
//in order -x, +x, -z, +z
// private static final int[][] ADJ_VECTOR = new int[][]{{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
// private static final int[][] ADJ_VECTOR = new int[][]{{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private volatile Box[][] boxCache;
private volatile PosToRenderContainer[][] setsToRender;
private volatile RegionPos center;
/**
* This is the ChunkPos the player was at the last time the buffers were built.
* IE the center of the buffers last time they were built
*/
private volatile ChunkPos drawableCenterChunkPos = new ChunkPos(0, 0);
private volatile ChunkPos buildableCenterChunkPos = new ChunkPos(0, 0);
public LodBufferBuilder()
{
}
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
@@ -141,61 +144,61 @@ public class LodBufferBuilder
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, boolean fullRegen)
BlockPos playerBlockPos, boolean fullRegen)
{
// only allow one generation process to happen at a time
if (generatingBuffers)
return;
if (buildableBuffers == null)
// setupBuffers hasn't been called yet
return;
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long treeStart = System.currentTimeMillis();
long treeEnd = System.currentTimeMillis();
long startTime = System.currentTimeMillis();
ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
startBuffers(fullRegen, lodDim);
// =====================//
// RENDERING PART //
// =====================//
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (setsToRender.length != lodDim.getWidth())
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache == null)
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache.length != lodDim.getWidth())
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
@@ -205,11 +208,12 @@ public class LodBufferBuilder
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterZ() - Math.floorDiv(lodDim.getWidth(), 2));
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
if (region == null) continue;
if (region == null)
continue;
byte minDetail = region.getMinDetailLevel();
// make sure the buffers weren't
// changed while we were running this method
@@ -225,11 +229,12 @@ public class LodBufferBuilder
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
{
maxVerticalData = 1;
} else
}
else
{
maxVerticalData = DetailDistanceUtil.getMaxVerticalData(0);
}
for (Direction direction : Box.ADJ_DIRECTIONS)
{
if (adjData.containsKey(direction) && LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.MULTI_LOD)
@@ -242,20 +247,20 @@ public class LodBufferBuilder
{
setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
}
if (boxCache[xR][zR] == null)
{
boxCache[xR][zR] = new Box();
}
PosToRenderContainer posToRender = setsToRender[xR][zR];
posToRender.clear(minDetail, regionPos.x, regionPos.z);
lodDim.getDataToRender(
posToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
byte detailLevel;
int posX;
int posZ;
@@ -263,12 +268,12 @@ public class LodBufferBuilder
int zAdj;
int chunkXdist;
int chunkZdist;
// keep a local version so we don't have to worry about indexOutOfBounds Exceptions
// if it changes in the LodRenderer while we are working here
boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
detailLevel = posToRender.getNthDetailLevel(index);
@@ -278,9 +283,9 @@ public class LodBufferBuilder
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
{
continue;
}
@@ -296,48 +301,62 @@ public class LodBufferBuilder
if (gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
{
if (!vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& posToRender.contains(detailLevel, xAdj, zAdj))
&& posToRender.contains(detailLevel, xAdj, zAdj))
{
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
{
adjData.get(direction)[0] = lodDim.getSingleData(detailLevel, xAdj, zAdj);
} else
}
else
{
adjData.put(direction, new long[DetailDistanceUtil.getMaxVerticalData(lodDim.getMaxVerticalData(detailLevel,posX,posZ))]);
adjData.put(direction, new long[DetailDistanceUtil.getMaxVerticalData(lodDim.getMaxVerticalData(detailLevel, posX, posZ))]);
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
adjData.get(direction)[verticalIndex] = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
}
} else
}
else
{
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
{
adjData.get(direction)[0] = DataPointUtil.createVoidDataPoint(0);
} else
}
else
{
adjData.put(direction, null);
}
}
} else
}
else
{
if (posToRender.contains(detailLevel, xAdj, zAdj))
{
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
{
adjData.get(direction)[0] = lodDim.getSingleData(detailLevel, xAdj, zAdj);
} else
try
{
adjData.get(direction)[0] = lodDim.getSingleData(detailLevel, xAdj, zAdj);
}
catch (NullPointerException e)
{
e.printStackTrace();
}
}
else
{
adjData.put(direction, new long[DetailDistanceUtil.getMaxVerticalData(lodDim.getMaxVerticalData(detailLevel,posX,posZ))]);
adjData.put(direction, new long[DetailDistanceUtil.getMaxVerticalData(lodDim.getMaxVerticalData(detailLevel, posX, posZ))]);
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
adjData.get(direction)[verticalIndex] = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
}
} else
}
else
{
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == LodQualityMode.HEIGHTMAP)
{
adjData.get(direction)[0] = DataPointUtil.createVoidDataPoint(0);
} else
}
else
{
adjData.put(direction, null);
}
@@ -353,8 +372,9 @@ public class LodBufferBuilder
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, dataPoint, adjData,
detailLevel, posX, posZ, boxCache[xR][zR], renderer.previousDebugMode, renderer.lightMap);
}
} else if (region.getLodQualityMode() == LodQualityMode.MULTI_LOD)
}
else if (region.getLodQualityMode() == LodQualityMode.MULTI_LOD)
{
long data;
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
@@ -366,15 +386,16 @@ public class LodBufferBuilder
detailLevel, posX, posZ, boxCache[xR][zR], renderer.previousDebugMode, renderer.lightMap);
}
}
} catch (ArrayIndexOutOfBoundsException e)
}
catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
return false;
}
} // for pos to in list to render
// the thread executed successfully
// the thread executed successfully
return true;
};
nodeToRenderThreads.add(dataToRenderThread);
@@ -395,7 +416,7 @@ public class LodBufferBuilder
}
}
long renderEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@@ -403,43 +424,45 @@ public class LodBufferBuilder
long treeTime = treeEnd - treeStart;
@SuppressWarnings("unused")
long renderingTime = renderEnd - renderStart;
// ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms" + '\n' +
// "Tree cutting time: " + treeTime + " ms" + '\n' +
// "Rendering time: " + renderingTime + " ms");
// ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms" + '\n' +
// "Tree cutting time: " + treeTime + " ms" + '\n' +
// "Rendering time: " + renderingTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
} catch (Exception e)
}
catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
} finally
}
finally
{
// regardless of if we successfully created the buffers
// we are done generating.
generatingBuffers = false;
// clean up any potentially open resources
if (buildableBuffers != null)
closeBuffers(fullRegen, lodDim);
// upload the new buffers
uploadBuffers(fullRegen, lodDim);
bufferLock.unlock();
}
});
mainGenThread.execute(thread);
return;
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
@@ -449,30 +472,29 @@ public class LodBufferBuilder
public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
{
bufferLock.lock();
previousRegionWidth = numbRegionsWide;
previousBufferSize = bufferMaxCapacity;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
for (int x = 0; x < numbRegionsWide; x++)
{
for (int z = 0; z < numbRegionsWide; z++)
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
}
}
bufferLock.unlock();
}
/**
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
* <p>
@@ -481,14 +503,14 @@ public class LodBufferBuilder
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
@@ -505,7 +527,7 @@ public class LodBufferBuilder
}
}
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
@@ -516,21 +538,20 @@ public class LodBufferBuilder
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building() && (fullRegen || lodDim.getRegenByArrayIndex(x, z)))
buildableBuffers[x][z].end();
}
/**
* Upload all buildableBuffers to the GPU.
*/
private void uploadBuffers(boolean fullRegen, LodDimension lodDim)
{
GlProxy glProxy = GlProxy.getInstance();
try
{
// make sure we are uploading to a different OpenGL context,
// to prevent interference (IE stuttering) with the Minecraft context.
glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
@@ -543,28 +564,29 @@ public class LodBufferBuilder
}
}
}
// make sure all the buffers have been uploaded.
// this probably is necessary, but it makes me feel good :)
GL11.glFlush();
} catch (IllegalStateException e)
}
catch (IllegalStateException e)
{
ClientProxy.LOGGER.error(LodBufferBuilder.class.getSimpleName() + " - UploadBuffers failed: " + e.getMessage());
e.printStackTrace();
} finally
}
finally
{
// make sure no buffer is bound
if (glProxy.getGlContext() == GlProxyContext.LOD_BUILDER)
{
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
// make sure the context is disabled
glProxy.setGlContext(GlProxyContext.NONE);
}
}
/**
* Uploads the uploadBuffer into the VBO in GPU memory.
*/
@@ -575,25 +597,22 @@ public class LodBufferBuilder
{
// this is how many points will be rendered
vbo.vertexCount = (uploadBuffer.remaining() / vbo.format.getVertexSize());
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
// subData only works if the memory is allocated beforehand.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.remaining(), GL15C.GL_DYNAMIC_DRAW);
// interestingly bufferSubData renders faster than glMapBuffer
// even though OpenGLInsights-AsynchronousBufferTransfers says glMapBuffer
// is faster for transferring data. They must put the data in different memory
// or something.
GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, uploadBuffer);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
}
/**
* Get the newly created VBOs
*/
@@ -606,17 +625,17 @@ public class LodBufferBuilder
VertexBuffer[][] tmpVbo = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmpVbo;
drawableCenterChunkPos = buildableCenterChunkPos;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
}
return new VertexBuffersAndOffset(drawableVbos, drawableCenterChunkPos);
}
/**
* A simple container to pass multiple objects back in the getVertexBuffers method.
*/
@@ -624,14 +643,14 @@ public class LodBufferBuilder
{
public VertexBuffer[][] vbos;
public ChunkPos drawableCenterChunkPos;
public VertexBuffersAndOffset(VertexBuffer[][] newVbos, ChunkPos newDrawableCenterChunkPos)
{
vbos = newVbos;
drawableCenterChunkPos = newDrawableCenterChunkPos;
}
}
/**
* If this is true the buildable near and far
* buffers have been generated and are ready to be
@@ -641,5 +660,5 @@ public class LodBufferBuilder
{
return switchVbos;
}
}