diff --git a/src/main/java/com/seibel/lod/config/LodConfig.java b/src/main/java/com/seibel/lod/config/LodConfig.java index 2c9a2e6a7..4101ed388 100644 --- a/src/main/java/com/seibel/lod/config/LodConfig.java +++ b/src/main/java/com/seibel/lod/config/LodConfig.java @@ -50,7 +50,7 @@ import net.minecraftforge.fml.config.ModConfig; /** * This handles any configuration the user has access to. * @author James Seibel - * @version 10-11-2021 + * @version 10-19-2021 */ @Mod.EventBusSubscriber public class LodConfig @@ -78,6 +78,7 @@ public class LodConfig public final WorldGenerator worldGenerator; public final AdvancedModOptions advancedModOptions; + //================// // Client Configs // //================// @@ -105,7 +106,7 @@ public class LodConfig Graphics(ForgeConfigSpec.Builder builder) { - builder.comment("These settings control how mod will look in game").push("Graphics"); + builder.comment("These settings control how the mod will look in game").push("Graphics"); { qualityOption = new QualityOption(builder); advancedGraphicsOption = new AdvancedGraphicsOption(builder); @@ -114,6 +115,7 @@ public class LodConfig builder.pop(); } + public static class QualityOption { public final ForgeConfigSpec.EnumValue drawResolution; @@ -129,11 +131,11 @@ public class LodConfig QualityOption(ForgeConfigSpec.Builder builder) { - builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName()); + builder.comment("These settings control how detailed the fake chunks will be.").push(this.getClass().getSimpleName()); verticalQuality = builder .comment("\n\n" - + " This indicates how detailed LODs will represent \n" + + " This indicates how detailed fake chunks will represent \n" + " overhangs, caves, floating islands, ect. \n" + " Higher options will use more memory and increase GPU usage. \n" + " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n" @@ -141,10 +143,9 @@ public class LodConfig + " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n") .defineEnum("Vertical Quality", VerticalQuality.MEDIUM); - horizontalScale = builder .comment("\n\n" - + " This indicates how quickly LODs drop off in quality. \n" + + " This indicates how quickly fake chunks drop off in quality. \n" + " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n" + " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n" + " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n") @@ -161,7 +162,7 @@ public class LodConfig drawResolution = builder .comment("\n\n" - + " What is the maximum detail LODs should be drawn at? \n" + + " What is the maximum detail fake chunks should be drawn at? \n" + " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n" + " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n" + " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n" @@ -178,6 +179,7 @@ public class LodConfig } } + public static class FogQualityOption { public final ForgeConfigSpec.EnumValue fogDistance; @@ -191,7 +193,7 @@ public class LodConfig fogDistance = builder .comment("\n\n" - + " At what distance should Fog be drawn on the LODs? \n" + + " At what distance should Fog be drawn on the fake chunks? \n" + " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n" + " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n") .defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR); @@ -208,6 +210,7 @@ public class LodConfig } } + public static class AdvancedGraphicsOption { public final ForgeConfigSpec.EnumValue lodTemplate; @@ -229,14 +232,14 @@ public class LodConfig + " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n" + " \n" + " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n" - + " " + LodTemplate.TRIANGULAR + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between other. \n" - + " " + LodTemplate.DYNAMIC + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between each other, \n" + + " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n" + + " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n" + " " + " unless a neighboring chunk is at a significantly different height. \n") .defineEnum("LOD Template", LodTemplate.CUBIC); disableDirectionalCulling = builder .comment("\n\n" - + " If false LODs that are behind the player's camera \n" + + " If false fake chunks behind the player's camera \n" + " aren't drawn, increasing performance. \n\n" + "" + " If true all LODs are drawn, even those behind \n" @@ -248,8 +251,8 @@ public class LodConfig alwaysDrawAtMaxQuality = builder .comment("\n\n" - + " Disable LOD quality falloff, \n" - + " all LODs will be drawn at the highest \n" + + " Disable quality falloff, \n" + + " all fake chunks will be drawn at the highest \n" + " available detail level. \n\n" + " " + " WARNING: \n" @@ -289,7 +292,7 @@ public class LodConfig WorldGenerator(ForgeConfigSpec.Builder builder) { - builder.comment("These settings control how LODs outside your normal view range are generated.").push("Generation"); + builder.comment("These settings control how fake chunks outside your normal view range are generated.").push("Generation"); generationPriority = builder .comment("\n\n" @@ -311,44 +314,44 @@ public class LodConfig + " different generation options. Your mileage may vary. \n" + "\n" - + " " + DistanceGenerationMode.NONE + " \n" - + " Don't run the distance generator. \n" - - + "\n" - + " " + DistanceGenerationMode.BIOME_ONLY + " \n" - + " Only generate the biomes and use the biome's \n" - + " grass color, water color, or snow color. \n" - + " Doesn't generate height, everything is shown at sea level. \n" - + " Multithreaded - Fastest (2-5 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n" - + " Same as BIOME_ONLY, except instead \n" - + " of always using sea level as the LOD height \n" - + " different biome types (mountain, ocean, forest, etc.) \n" - + " use predetermined heights to simulate having height data. \n" - + " Multithreaded - Fastest (2-5 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.SURFACE + " \n" - + " Generate the world surface, \n" - + " this does NOT include trees, \n" - + " or structures. \n" - + " Multithreaded - Faster (10-20 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.FEATURES + " \n" - + " Generate everything except structures. \n" - + " WARNING: This may cause world generation bugs or instability! \n" - + " Multithreaded - Fast (15-20 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.SERVER + " \n" - + " Ask the server to generate/load each chunk. \n" - + " This will show player made structures, which can \n" - + " be useful if you are adding the mod to a pre-existing world. \n" - + " This is the most compatible, but causes server/simulation lag. \n" - + " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n") + + " " + DistanceGenerationMode.NONE + " \n" + + " Don't run the distance generator. \n" + + + "\n" + + " " + DistanceGenerationMode.BIOME_ONLY + " \n" + + " Only generate the biomes and use the biome's \n" + + " grass color, water color, or snow color. \n" + + " Doesn't generate height, everything is shown at sea level. \n" + + " Multithreaded - Fastest (2-5 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n" + + " Same as BIOME_ONLY, except instead \n" + + " of always using sea level as the LOD height \n" + + " different biome types (mountain, ocean, forest, etc.) \n" + + " use predetermined heights to simulate having height data. \n" + + " Multithreaded - Fastest (2-5 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.SURFACE + " \n" + + " Generate the world surface, \n" + + " this does NOT include trees, \n" + + " or structures. \n" + + " Multithreaded - Faster (10-20 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.FEATURES + " \n" + + " Generate everything except structures. \n" + + " WARNING: This may cause world generation bugs or instability! \n" + + " Multithreaded - Fast (15-20 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.SERVER + " \n" + + " Ask the server to generate/load each chunk. \n" + + " This will show player made structures, which can \n" + + " be useful if you are adding the mod to a pre-existing world. \n" + + " This is the most compatible, but causes server/simulation lag. \n" + + " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n") .defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE); allowUnstableFeatureGeneration = builder @@ -372,25 +375,21 @@ public class LodConfig blockToAvoid = builder .comment("\n\n" - + " " + BlockToAvoid.NONE + " \n" - + " Use all block in the generation \n" - + "\n" - + " " + BlockToAvoid.NON_FULL + " \n" - + " Avoid block that are not full (slab, lantern, grass, torches ..) \n" - + "\n" - + " " + BlockToAvoid.NO_COLLISION + " \n" - + " Avoid block that have no collision (grass, torches ..) \n" - + "\n" - + " " + BlockToAvoid.BOTH + " \n" - + " Avoid both type of blocks \n" + + " " + BlockToAvoid.NONE + ": Use all blocks when generating fake chunks \n\n" + + "" + + " " + BlockToAvoid.NON_FULL + ": Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, grass, etc.) \n\n" + + "" + + " " + BlockToAvoid.NO_COLLISION + ": Only use solid blocks when generating fake chunks (ignores grass, torches, etc.) \n" + + "" + + " " + BlockToAvoid.BOTH + ": Only use full solid blocks when generating fake chunks \n" + "\n") .defineEnum("Block to avoid", BlockToAvoid.BOTH); /*useExperimentalPreGenLoading = builder - .comment("\n\n" - + " if a chunk has been pre-generated, then the mod would use the real chunk for the \n" - + "fake chunk creation. May require a deletion of the lod file to see the result. \n") - .define("Use pre-generated chunks", false);*/ + .comment("\n\n" + + " if a chunk has been pre-generated, then the mod would use the real chunk for the \n" + + "fake chunk creation. May require a deletion of the lod file to see the result. \n") + .define("Use pre-generated chunks", false);*/ builder.pop(); } } @@ -434,8 +433,8 @@ public class LodConfig + " the normal render distance. \n" + " If you experience stuttering when generating distant LODs, decrease \n" + " this number. If you want to increase LOD generation speed, \n" - + " increase this number. \n" - + " \n" + + " increase this number. \n\n" + + "" + " The maximum value is the number of logical processors on your CPU. \n" + " Requires a restart to take effect. \n") .defineInRange("numberOfWorldGenerationThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors()); @@ -443,9 +442,9 @@ public class LodConfig numberOfBufferBuilderThreads = builder .comment("\n\n" + " This is how many threads are used when building vertex buffers \n" - + " (The things sent to your GPU to draw the LODs). \n" + + " (The things sent to your GPU to draw the fake chunks). \n" + " If you experience high CPU usage when NOT generating distant \n" - + " LODs, lower this number. \n" + + " fake chunks, lower this number. \n" + " \n" + " The maximum value is the number of logical processors on your CPU. \n" + " Requires a restart to take effect. \n") @@ -454,7 +453,13 @@ public class LodConfig builder.pop(); } } + + + + //===============// + // Debug Options // + //===============// public static class Debugging { public final ForgeConfigSpec.BooleanValue drawLods; @@ -467,40 +472,41 @@ public class LodConfig drawLods = builder .comment("\n\n" - + " If true, the mod is enabled and LODs will be drawn. \n" - + " If false, the mod will still generate LODs, \n" + + " If true, the mod is enabled and fake chunks will be drawn. \n" + + " If false, the mod will still generate fake chunks, \n" + " but they won't be rendered. \n") - .define("Disable Draw", true); + .define("Disable Drawing", true); debugMode = builder .comment("\n\n" - + " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n" - + " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail level. \n" - + " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail level, drawn as a wireframe. \n") - .defineEnum("debugMode", DebugMode.OFF); + + " " + DebugMode.OFF + ": Fake chunks will be drawn with their normal colors. \n" + + " " + DebugMode.SHOW_DETAIL + ": Fake chunks color will be based on their detail level. \n" + + " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": Fake chunks color will be based on their detail level, drawn as a wireframe. \n") + .defineEnum("Debug Mode", DebugMode.OFF); enableDebugKeybindings = builder .comment("\n\n" + " If true the F4 key can be used to cycle through the different debug modes. \n" + " and the F6 key can be used to enable and disable LOD rendering.") - .define("enableDebugKeybinding", false); + .define("Enable Debug Keybinding", false); builder.pop(); } } + public static class Buffers { public final ForgeConfigSpec.EnumValue rebuildTimes; Buffers(ForgeConfigSpec.Builder builder) { - builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName()); + builder.comment("These settings affect how often geometry is are built.").push(this.getClass().getSimpleName()); rebuildTimes = builder .comment("\n\n" + " How frequently should geometry be rebuilt and sent to the GPU? \n" - + " Faster settings may cause stuttering, but will prevent holes in the world \n") + + " Higher settings may cause stuttering, but will prevent holes in the world \n") .defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL); builder.pop(); @@ -510,9 +516,7 @@ public class LodConfig } - /** - * {@link Path} to the configuration file of this mod - */ + /** {@link Path} to the configuration file of this mod */ private static final Path CONFIG_PATH = Paths.get("config", ModInfo.MODNAME + ".toml"); public static final ForgeConfigSpec CLIENT_SPEC;