Update comments for many enums

This commit is contained in:
James Seibel
2021-09-25 23:17:17 -05:00
parent d7a42d3a51
commit 4c76a48e84
11 changed files with 78 additions and 56 deletions
@@ -33,7 +33,6 @@ import com.seibel.lod.enums.DistanceQualityDropOff;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.GenerationPriority;
import com.seibel.lod.enums.HorizontalQuality;
import com.seibel.lod.enums.HorizontalResolution;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.VerticalQuality;
@@ -89,7 +88,7 @@ public class LodConfig
// public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
// public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
public ForgeConfigSpec.EnumValue<DetailDropOff> detailDropOff;
@@ -135,13 +134,13 @@ public class LodConfig
.comment("\n\n"
+ " How smooth should the detail transition for LODs be? \n"
+ DetailDropOff.BY_CHUNK + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n"
+ DetailDropOff.BY_REGION_FANCY + ": quality is determiend per-region (quality option)\n"
+ DetailDropOff.BY_REGION_FAST + ": quality is determiend per-region (performance option)\n")
+ DetailDropOff.BY_REGION_FANCY + ": quality is determined per-region (quality option)\n"
+ DetailDropOff.BY_REGION_FAST + ": quality is determined per-region (performance option)\n")
.defineEnum("detailDropOff", DetailDropOff.BY_CHUNK);
drawResolution = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be drawn at? \n"
+ " What is the maximum detail LODs 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"
@@ -149,13 +148,13 @@ public class LodConfig
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
horizontalQuality = builder
.comment("\n\n"
+ " This indicates how quickly LODs drop off in quality. \n"
+ " " + HorizontalQuality.LOW + ": quality drops every 4 chunks. \n"
+ " " + HorizontalQuality.MEDIUM + ": quality drops every 8 chunks. \n"
+ " " + HorizontalQuality.HIGH + ": quality drops every 16 chunks. \n")
.defineEnum("lodDrawQuality", HorizontalQuality.MEDIUM);
// horizontalQuality = builder
// .comment("\n\n"
// + " This indicates how quickly LODs drop off in quality. \n"
// + " " + HorizontalQuality.LOW + ": quality drops every 4 chunks. \n"
// + " " + HorizontalQuality.MEDIUM + ": quality drops every 8 chunks. \n"
// + " " + HorizontalQuality.HIGH + ": quality drops every 16 chunks. \n")
// .defineEnum("lodDrawQuality", HorizontalQuality.MEDIUM);
lodChunkRenderDistance = builder
.comment("\n\n"
@@ -25,6 +25,7 @@ package com.seibel.lod.enums;
*/
public enum DebugMode
{
/** LODs are rendered normally */
OFF,
/** LOD colors are based on their detail */
@@ -18,11 +18,21 @@
package com.seibel.lod.enums;
/**
*
* By_Region_Fast, <br>
* By_Region_Fancy, <br>
* By_Chunk
*
* @author Leonardo Amato
* @version 9-25-2021
*/
public enum DetailDropOff
{
/** quality is determined per-region, using the lowest quality that would be used in BY_CHUNK */
BY_REGION_FAST,
/** quality is determined per-region, using the highest quality that would be used in BY_CHUNK */
BY_REGION_FANCY,
/** quality is determined per-chunk (best quality option, may cause stuttering when moving) */
BY_CHUNK,
}
@@ -1,18 +1,16 @@
package com.seibel.lod.enums;
/**
*
*
* @author Leonardo Amato
* @version 22-08-2021
* @version 8-22-2021
*/
public enum DistanceQualityDropOff
{
/**
* different Lod detail render and generate linearly to the distance
*/
/** detail drops off linearly to the distance */
LINEAR,
/**
* different Lod detail render and generate quadratically to the distance
*/
/** detail drops off quadratically to the distance */
QUADRATIC,
}
@@ -24,7 +24,7 @@ package com.seibel.lod.enums;
* ALWAYS_DRAW_FOG_FANCY <br>
*
* @author James Seibel
* @version 7-03-2021
* @version 7-3-2021
*/
public enum FogDrawOverride
{
@@ -18,12 +18,18 @@
package com.seibel.lod.enums;
/**
* @author James Seibel
* Near_First <br>
* Far_First <br>
* <br>
* Determines which LODs should have priority when generating
* outside the normal view distance.
*
* @author Leonardo Amato
* @version 9-25-2021
*/
public enum GenerationPriority
{
NEAR_FIRST,
FAR_FIRST;
}
@@ -18,27 +18,28 @@
package com.seibel.lod.enums;
/**
* USE_OPTIFINE_FOG_SETTING, <br>
* NEVER_DRAW_FOG, <br>
* ALWAYS_DRAW_FOG_FAST, <br>
* ALWAYS_DRAW_FOG_FANCY <br>
*
* @author James Seibel
* @version 7-03-2021
* Low <br>
* Medium <br>
* High <br>
* <br>
* TODO what will the represent when it is hooked up?
*
* @author Leonardo Amato
* @version 9-25-2021
*/
public enum HorizontalQuality
{
/** Lods are 2D with heightMap */
LOW(64),
/** Lods expand in three dimension */
MEDIUM(128),
/** Lods expand in three dimension */
HIGH(256);
public int distanceUnit;
HorizontalQuality(int distanceUnit)
{
this.distanceUnit = distanceUnit;
@@ -23,10 +23,15 @@ import java.util.Collections;
import com.seibel.lod.util.LodUtil;
/**
* single, double, quad, half, full
* chunk <Br>
* half_chunk <Br>
* four_blocks <br>
* two_blocks <Br>
* block <br>
*
* @author James Seibel
* @version 8-11-2021
* @author Leonardo Amato
* @version 9-25-2021
*/
public enum HorizontalResolution
{
@@ -48,8 +53,10 @@ public enum HorizontalResolution
/** How many DataPoints should
* be drawn per side per LodChunk */
public final int dataPointLengthCount;
/** How wide each LOD DataPoint is */
public final int dataPointWidth;
/** This is the same as detailLevel in LodQuadTreeNode,
* lowest is 0 highest is 9 */
public final byte detailLevel;
@@ -30,18 +30,16 @@ import com.seibel.lod.builders.lodTemplates.TriangularLodTemplate;
*/
public enum LodTemplate
{
// used for position
/** Chunks are rendered as
/** LODs are rendered as
* rectangular prisms. */
CUBIC(new CubicLodTemplate()),
/** Chunks smoothly transition between
/** LODs smoothly transition between
* each other. */
TRIANGULAR(new TriangularLodTemplate()),
/** Chunks smoothly transition between
* each other, unless a neighboring chunk
/** LODs smoothly transition between
* each other, unless a neighboring LOD
* is at a significantly different height. */
DYNAMIC(new DynamicLodTemplate());
@@ -1,18 +1,22 @@
package com.seibel.lod.enums;
/**
* NONE, DARKEN_SIDES
* NONE, GAME_SHADING
*
* @author James Seibel
* @version 7-25-2020
*/
public enum ShadingMode
{
/** LODs will have the same lighting on every side.
Fastest, but can make large similarly colored areas hard to differentiate */
/**
* LODs will have the same lighting on every side.
* can make large similarly colored areas hard to differentiate
*/
NONE,
/** LODs will have darker sides and bottoms to simulate top down lighting.
Fastest */
/**
* LODs will have darker sides and bottoms to simulate
* Minecraft's fast, top down lighting.
*/
GAME_SHADING;
}
@@ -18,19 +18,17 @@
package com.seibel.lod.enums;
/**
* USE_OPTIFINE_FOG_SETTING, <br>
* NEVER_DRAW_FOG, <br>
* ALWAYS_DRAW_FOG_FAST, <br>
* ALWAYS_DRAW_FOG_FANCY <br>
*
* @author James Seibel
* heightmap <br>
* multi_lod <br>
*
* @author Leonardo Amato
* @version 7-03-2021
*/
public enum VerticalQuality
{
/** Lods are 2D with heightMap */
/** Lods only have height and depth data */
HEIGHTMAP,
/** Lods expand in three dimension */
/** Lods expand in three dimensions */
MULTI_LOD;
}