Start merging in 1.16.5_QuadTree
The mod does compile and render, however distance LODs don't generate or render correctly and there are other problems as well.
This commit is contained in:
@@ -0,0 +1,468 @@
|
||||
/*
|
||||
* 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.builders;
|
||||
|
||||
import java.awt.Color;
|
||||
import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
|
||||
import com.seibel.lod.enums.DistanceGenerationMode;
|
||||
import com.seibel.lod.objects.LodDataPoint;
|
||||
import com.seibel.lod.objects.LodQuadTreeDimension;
|
||||
import com.seibel.lod.objects.LodQuadTreeNode;
|
||||
import com.seibel.lod.objects.LodQuadTreeWorld;
|
||||
import com.seibel.lod.util.LodUtil;
|
||||
|
||||
import net.minecraft.block.BlockState;
|
||||
import net.minecraft.block.Blocks;
|
||||
import net.minecraft.block.FlowingFluidBlock;
|
||||
import net.minecraft.block.GrassBlock;
|
||||
import net.minecraft.block.LeavesBlock;
|
||||
import net.minecraft.world.DimensionType;
|
||||
import net.minecraft.world.IWorld;
|
||||
import net.minecraft.world.biome.Biome;
|
||||
import net.minecraft.world.chunk.ChunkSection;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.gen.Heightmap;
|
||||
|
||||
public class LodNodeBuilder {
|
||||
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
|
||||
private long seed;
|
||||
private DimensionType dimension;
|
||||
|
||||
public static final int CHUNK_DATA_WIDTH = LodQuadTreeNode.CHUNK_WIDTH;
|
||||
public static final int CHUNK_SECTION_HEIGHT = CHUNK_DATA_WIDTH;
|
||||
public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
|
||||
|
||||
/**
|
||||
* Default size of any LOD regions we use
|
||||
*/
|
||||
public int regionWidth = 5;
|
||||
|
||||
|
||||
/**
|
||||
* fast biome calculator
|
||||
*/
|
||||
//private BiomeSource biomeSource;
|
||||
//Biome biome=biomeSource.getBiome(x,y,z); // here y is always 0 no matter what you pass
|
||||
|
||||
public LodNodeBuilder() {
|
||||
|
||||
}
|
||||
/*
|
||||
public setApproxGenerator(long seed){
|
||||
//Dimension.OVERWORLD;
|
||||
//Dimension.END;
|
||||
//Dimension.NETHER;
|
||||
biomeSource = BiomeSource.of(Dimension.OVERWORLD ,MCVersion.v1_16_4, seed);
|
||||
}
|
||||
public void generateLodNodeAsync(List<LodNodeData> dataList){
|
||||
Thread thread = new Thread(() ->{
|
||||
for(LodNodeData data : dataList){
|
||||
|
||||
}
|
||||
});
|
||||
thread.setPriority(4);
|
||||
lodGenThreadPool.execute(thread);
|
||||
|
||||
return;
|
||||
}
|
||||
*/
|
||||
|
||||
public void generateLodNodeAsync(IChunk chunk, LodQuadTreeWorld lodWorld, IWorld world) {
|
||||
if (lodWorld == null || !lodWorld.getIsWorldLoaded()) {
|
||||
System.out.println("This case?");
|
||||
return;
|
||||
}
|
||||
|
||||
// don't try to create an LOD object
|
||||
// if for some reason we aren't
|
||||
// given a valid chunk object
|
||||
if (chunk == null)
|
||||
return;
|
||||
|
||||
Thread thread = new Thread(() ->
|
||||
{
|
||||
try {
|
||||
DimensionType dim = world.dimensionType();
|
||||
|
||||
LodQuadTreeNode node = generateLodNodeFromChunk(chunk);
|
||||
|
||||
LodQuadTreeDimension lodDim;
|
||||
|
||||
if (lodWorld.getLodDimension(dim) == null)
|
||||
{
|
||||
//System.out.println("Adding");
|
||||
lodDim = new LodQuadTreeDimension(dim, lodWorld, regionWidth);
|
||||
lodWorld.addLodDimension(lodDim);
|
||||
}
|
||||
else
|
||||
{
|
||||
//System.out.println("Not adding");
|
||||
lodDim = lodWorld.getLodDimension(dim);
|
||||
}
|
||||
|
||||
lodDim.addNode(node);
|
||||
} catch (IllegalArgumentException | NullPointerException e) {
|
||||
e.printStackTrace();
|
||||
// if the world changes while LODs are being generated
|
||||
// they will throw errors as they try to access things that no longer
|
||||
// exist.
|
||||
}
|
||||
});
|
||||
lodGenThreadPool.execute(thread);
|
||||
//System.out.println("Is this ENDING?");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Creates a LodChunk for a chunk in the given world.
|
||||
*
|
||||
* @throws IllegalArgumentException thrown if either the chunk or world is null.
|
||||
*/
|
||||
public LodQuadTreeNode generateLodNodeFromChunk(IChunk chunk) throws IllegalArgumentException {
|
||||
return generateLodNodeFromChunk(chunk, new LodBuilderConfig());
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a LodChunk for a chunk in the given world.
|
||||
*
|
||||
* @throws IllegalArgumentException thrown if either the chunk or world is null.
|
||||
* @return
|
||||
*/
|
||||
public LodQuadTreeNode generateLodNodeFromChunk(IChunk chunk, LodBuilderConfig config) throws IllegalArgumentException {
|
||||
if (chunk == null)
|
||||
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
|
||||
|
||||
// TODO startX/Z and endX/Z are relative coordinates
|
||||
// getMin/Max appears to return world block coordinates
|
||||
int startX = 0; //chunk.getPos().getMinBlockX();
|
||||
int startZ = 0; //chunk.getPos().getMinBlockZ();
|
||||
int endX = 15; //chunk.getPos().getMaxBlockX();
|
||||
int endZ = 15; //chunk.getPos().getMaxBlockZ();
|
||||
|
||||
Color color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
|
||||
|
||||
short height;
|
||||
short depth;
|
||||
|
||||
/**TODO I HAVE TO RE-ADD THE HEIGHTMAP**/
|
||||
height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
|
||||
depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
|
||||
|
||||
|
||||
return new LodQuadTreeNode(LodQuadTreeNode.CHUNK_LEVEL, chunk.getPos().x, chunk.getPos().z, new LodDataPoint(height, depth, color) , DistanceGenerationMode.SERVER);
|
||||
}
|
||||
|
||||
|
||||
//=====================//
|
||||
// constructor helpers //
|
||||
//=====================//
|
||||
|
||||
|
||||
/**
|
||||
* Find the lowest valid point from the bottom.
|
||||
*
|
||||
* @param chunkSections
|
||||
* @param startX
|
||||
* @param startZ
|
||||
* @param endX
|
||||
* @param endZ
|
||||
*/
|
||||
private short determineBottomPointForArea(ChunkSection[] chunkSections,
|
||||
int startX, int startZ, int endX, int endZ) {
|
||||
int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
|
||||
|
||||
// search from the bottom up
|
||||
for (int section = 0; section < CHUNK_DATA_WIDTH; section++) {
|
||||
for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++) {
|
||||
int numberOfBlocksFound = 0;
|
||||
|
||||
for (int x = startX; x < endX; x++) {
|
||||
for (int z = startZ; z < endZ; z++) {
|
||||
if (isLayerValidLodPoint(chunkSections, section, y, x, z)) {
|
||||
numberOfBlocksFound++;
|
||||
|
||||
if (numberOfBlocksFound >= numberOfBlocksRequired) {
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + (section * CHUNK_SECTION_HEIGHT));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we never found a valid LOD point
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the lowest valid point from the bottom.
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private short determineBottomPoint(Heightmap heightmap) {
|
||||
// the heightmap only shows how high the blocks go, it
|
||||
// doesn't have any info about how low they go
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Find the highest valid point from the Top
|
||||
*
|
||||
* @param chunkSections
|
||||
* @param startX
|
||||
* @param startZ
|
||||
* @param endX
|
||||
* @param endZ
|
||||
*/
|
||||
private short determineHeightPointForArea(ChunkSection[] chunkSections,
|
||||
int startX, int startZ, int endX, int endZ) {
|
||||
int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
|
||||
// search from the top down
|
||||
for (int section = chunkSections.length - 1; section >= 0; section--) {
|
||||
for (int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--) {
|
||||
int numberOfBlocksFound = 0;
|
||||
|
||||
for (int x = startX; x < endX; x++) {
|
||||
for (int z = startZ; z < endZ; z++) {
|
||||
if (isLayerValidLodPoint(chunkSections, section, y, x, z)) {
|
||||
numberOfBlocksFound++;
|
||||
|
||||
if (numberOfBlocksFound >= numberOfBlocksRequired) {
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + (section * CHUNK_SECTION_HEIGHT));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we never found a valid LOD point
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the highest point from the Top
|
||||
*/
|
||||
private short determineHeightPoint(Heightmap heightmap,
|
||||
int startX, int startZ, int endX, int endZ)
|
||||
{
|
||||
short highest = 0;
|
||||
for (int x = startX; x < endX; x++) {
|
||||
for (int z = startZ; z < endZ; z++) {
|
||||
short newHeight = (short) heightmap.getFirstAvailable(x, z);
|
||||
if (newHeight > highest)
|
||||
highest = newHeight;
|
||||
}
|
||||
}
|
||||
|
||||
return highest;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the color for the given chunk using biome
|
||||
* water color, foliage color, and grass color.
|
||||
*
|
||||
* @param config_useSolidBlocksInColorGen <br>
|
||||
* If true we look down from the top of the <br>
|
||||
* chunk until we find a non-invisible block, and then use <br>
|
||||
* its color. If false we generate the color immediately for <br>
|
||||
* each x and z.
|
||||
* @param config_useBiomeColors <br>
|
||||
* If true use biome foliage, water, and grass colors, <br>
|
||||
* otherwise only use the block's material color
|
||||
*/
|
||||
private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX, int endZ)
|
||||
{
|
||||
ChunkSection[] chunkSections = chunk.getSections();
|
||||
|
||||
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++)
|
||||
{
|
||||
boolean foundBlock = false;
|
||||
|
||||
// go top down
|
||||
for(int i = chunkSections.length - 1; !foundBlock && i >= 0; i--)
|
||||
{
|
||||
if( !foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen))
|
||||
{
|
||||
for(int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--)
|
||||
{
|
||||
int colorInt = 0;
|
||||
BlockState blockState = null;
|
||||
|
||||
if (chunkSections[i] != null)
|
||||
{
|
||||
blockState = chunkSections[i].getBlockState(x, y, z);
|
||||
colorInt = blockState.materialColor.col;
|
||||
}
|
||||
|
||||
if(colorInt == 0 && config.useSolidBlocksInColorGen)
|
||||
{
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
if (config.useBiomeColors)
|
||||
{
|
||||
// the bit shift is equivalent to dividing by 4
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2, z >> 2);
|
||||
|
||||
if (biome.getBiomeCategory() == Biome.Category.OCEAN ||
|
||||
biome.getBiomeCategory() == Biome.Category.RIVER)
|
||||
{
|
||||
if (config.useSolidBlocksInColorGen &&
|
||||
blockState != Blocks.WATER.defaultBlockState())
|
||||
{
|
||||
// non-water block
|
||||
colorInt = getColorForBlock(x, z, blockState, biome);
|
||||
}
|
||||
else
|
||||
{
|
||||
// water block
|
||||
colorInt = biome.getWaterColor();
|
||||
}
|
||||
}
|
||||
else if (biome.getBiomeCategory() == Biome.Category.EXTREME_HILLS)
|
||||
{
|
||||
colorInt = Blocks.STONE.defaultMaterialColor().col;
|
||||
}
|
||||
else if (biome.getBiomeCategory() == Biome.Category.ICY)
|
||||
{
|
||||
colorInt = LodUtil.colorToInt(Color.WHITE);
|
||||
}
|
||||
else if (biome.getBiomeCategory() == Biome.Category.THEEND)
|
||||
{
|
||||
colorInt = Blocks.END_STONE.defaultBlockState().materialColor.col;
|
||||
}
|
||||
else if (config.useSolidBlocksInColorGen)
|
||||
{
|
||||
colorInt = getColorForBlock(x, z, blockState, biome);
|
||||
}
|
||||
else
|
||||
{
|
||||
colorInt = biome.getGrassColor(x, z);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// I have no idea why I need to bit shift to the right, but
|
||||
// if I don't the biomes don't show up correctly.
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2, z >> 2);
|
||||
colorInt = getColorForBlock(x,z, blockState, biome);
|
||||
}
|
||||
|
||||
|
||||
Color c = LodUtil.intToColor(colorInt);
|
||||
|
||||
red += c.getRed();
|
||||
green += c.getGreen();
|
||||
blue += c.getBlue();
|
||||
|
||||
numbOfBlocks++;
|
||||
|
||||
|
||||
// we found a valid block, skip to the
|
||||
// next x and z
|
||||
foundBlock = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
*/
|
||||
private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
|
||||
{
|
||||
int colorInt = 0;
|
||||
|
||||
if (blockState == Blocks.AIR.defaultBlockState()) {
|
||||
colorInt = biome.getGrassColor(x, z);
|
||||
} else if (blockState.getBlock() instanceof LeavesBlock) {
|
||||
Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
|
||||
colorInt = LodUtil.colorToInt(leafColor);
|
||||
} else if (blockState.getBlock() instanceof GrassBlock) {
|
||||
colorInt = biome.getGrassColor(x, z);
|
||||
} else if (blockState.getBlock() instanceof FlowingFluidBlock) {
|
||||
colorInt = biome.getWaterColor();
|
||||
} else {
|
||||
colorInt = blockState.materialColor.col;
|
||||
}
|
||||
|
||||
return colorInt;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Is the layer between the given X, Z, and dataIndex
|
||||
* values a valid LOD point?
|
||||
*/
|
||||
private boolean isLayerValidLodPoint(
|
||||
ChunkSection[] chunkSections,
|
||||
int sectionIndex, int y,
|
||||
int x, int z)
|
||||
{
|
||||
if (chunkSections[sectionIndex] == null)
|
||||
{
|
||||
// this section doesn't have any blocks,
|
||||
// it is not a valid section
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (chunkSections[sectionIndex].getBlockState(x, y, z) != null &&
|
||||
chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user