Partially address #28 (improve LOD chunk generation outside normal view distance)
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@@ -14,6 +14,8 @@ import com.seibel.lod.util.LodUtils;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.world.biome.BiomeContainer;
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import net.minecraft.world.chunk.ChunkStatus;
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import net.minecraft.world.server.ServerWorld;
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import net.minecraftforge.common.WorldWorkerManager;
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@@ -21,7 +23,7 @@ import net.minecraftforge.common.WorldWorkerManager;
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* This object is used to create NearFarBuffer objects.
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*
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* @author James Seibel
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* @version 05-06-2021
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* @version 06-19-2021
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*/
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public class LodBufferBuilder
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{
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@@ -48,7 +50,7 @@ public class LodBufferBuilder
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/** If this is greater than 0 no new chunk generation requests will be made
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* this is to prevent chunks from being generated for a long time in an area
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* the player is no longer in. */
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public int numberOfChunksWaitingToGenerate = 0;
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public volatile int numberOfChunksWaitingToGenerate = 0;
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/** how many chunks to generate outside of the player's
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* view distance at one time. (or more specifically how
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@@ -63,7 +65,8 @@ public class LodBufferBuilder
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}
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private BiomeContainer biomeContainer = null;
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private LodDimension previousDimension = null;
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/**
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@@ -85,6 +88,12 @@ public class LodBufferBuilder
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if (buildableNearBuffer == null || buildableFarBuffer == null)
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throw new IllegalStateException("generateLodBuffersAsync was called before the buildableNearBuffer and buildableFarBuffer were created.");
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if (previousDimension != lodDim)
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{
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biomeContainer = LodUtils.getServerWorldFromDimension(lodDim.dimension).getChunk(0, 0, ChunkStatus.EMPTY).getBiomes();
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previousDimension = lodDim;
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}
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generatingBuffers = true;
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@@ -108,6 +117,9 @@ public class LodBufferBuilder
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int chunkGenIndex = 0;
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ChunkPos[] chunksToGen = new ChunkPos[maxChunkGenRequests];
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// if we don't have a full number of chunks to generate in chunksToGen
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// we can top it off from the reserve
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ChunkPos[] chunksToGenReserve = new ChunkPos[maxChunkGenRequests];
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int minChunkDist = Integer.MAX_VALUE;
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ChunkPos playerChunkPos = new ChunkPos((int)playerX / LodChunk.WIDTH, (int)playerZ / LodChunk.WIDTH);
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@@ -145,7 +157,7 @@ public class LodBufferBuilder
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{
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// generate a new chunk if no chunk currently exists
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// and we aren't waiting on any other chunks to generate
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if (lod == null && numberOfChunksWaitingToGenerate == 0)
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if (lod == null && numberOfChunksWaitingToGenerate < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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@@ -158,6 +170,7 @@ public class LodBufferBuilder
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// this chunk is closer, clear any previous
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// positions and update the new minimum distance
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minChunkDist = newDistance;
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chunksToGenReserve = chunksToGen;
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chunkGenIndex = 0;
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chunksToGen = new ChunkPos[maxChunkGenRequests];
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@@ -202,6 +215,15 @@ public class LodBufferBuilder
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{
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ServerWorld serverWorld = LodUtils.getServerWorldFromDimension(lodDim.dimension);
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// make sure we have as many chunks to generate as we are allowed
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if (chunkGenIndex < maxChunkGenRequests)
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{
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for(int i = chunkGenIndex, j = 0; i < maxChunkGenRequests; i++, j++)
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{
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chunksToGen[i] = chunksToGenReserve[j];
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}
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}
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// start chunk generation
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for(ChunkPos chunkPos : chunksToGen)
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{
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@@ -210,7 +232,7 @@ public class LodBufferBuilder
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numberOfChunksWaitingToGenerate++;
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LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodBuilder, this, lodDim, serverWorld);
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LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodBuilder, this, lodDim, serverWorld, biomeContainer);
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WorldWorkerManager.addWorker(genWorker);
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}
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}
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@@ -238,7 +260,6 @@ public class LodBufferBuilder
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//====================//
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// generation helpers //
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//====================//
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