Implement async buffer generation
This commit is contained in:
@@ -90,6 +90,7 @@ public class LodRenderer
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/** if this is true the LODs should be regenerated */
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private boolean regen = false;
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private volatile boolean regenerating = false;
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@@ -104,6 +105,7 @@ public class LodRenderer
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reflectionHandler = new ReflectionHandler();
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}
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private ExecutorService genThread = Executors.newSingleThreadExecutor();
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public void drawLODs(LodDimension newDimension, float partialTicks)
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@@ -216,11 +218,6 @@ public class LodRenderer
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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// this is where we store the LOD objects
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AxisAlignedBB lodArray[][] = new AxisAlignedBB[numbChunksWide][numbChunksWide];
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// this is where we store the color for each LOD object
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Color colorArray[][] = new Color[numbChunksWide][numbChunksWide];
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@@ -229,87 +226,103 @@ public class LodRenderer
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// create the LODs //
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//=================//
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if (regen)
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if (regen && !regenerating)
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{
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mc.mcProfiler.endStartSection("LOD generation");
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regenerating = true;
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// x axis
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for (int i = 0; i < numbChunksWide; i++)
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// this is where we store the LOD objects
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AxisAlignedBB lodArray[][] = new AxisAlignedBB[numbChunksWide][numbChunksWide];
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// this is where we store the color for each LOD object
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Color colorArray[][] = new Color[numbChunksWide][numbChunksWide];
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setupBufferThreads(lodArray);
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Thread t = new Thread(()->
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{
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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// x axis
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for (int i = 0; i < numbChunksWide; i++)
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{
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// skip the middle
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// (As the player moves some chunks will overlap or be missing,
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// this is just how chunk loading/unloading works. This can hopefully
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// be hidden with careful use of fog)
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int middle = (numbChunksWide / 2);
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if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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continue;
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}
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// set where this square will be drawn in the world
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double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
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startX; // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ;
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ); // new LodChunk(); //
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if (lod == null)
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{
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// note: for some reason if any color or lod object are set here
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// it causes the game to use 100% gpu, all of it undefined in the debug menu
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// and drop to ~6 fps.
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// colorArray[i][j] = null;
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// lodArray[i][j] = null;
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// skip the middle
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// (As the player moves some chunks will overlap or be missing,
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// this is just how chunk loading/unloading works. This can hopefully
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// be hidden with careful use of fog)
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int middle = (numbChunksWide / 2);
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if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
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{
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continue;
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}
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continue;
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}
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Color c = new Color(
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(lod.colors[ColorDirection.TOP.value].getRed()),
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(lod.colors[ColorDirection.TOP.value].getGreen()),
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(lod.colors[ColorDirection.TOP.value].getBlue()),
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lod.colors[ColorDirection.TOP.value].getAlpha());
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if (!debugging)
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{
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// add the color to the array
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colorArray[i][j] = c;
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}
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else
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{
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// if debugging draw the squares as a black and white checker board
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if ((chunkX + chunkZ) % 2 == 0)
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c = white;
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// set where this square will be drawn in the world
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double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
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startX; // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ;
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ);
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if (lod == null)
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{
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// note: for some reason if any color or lod object are set here
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// it causes the game to use 100% gpu, all of it undefined in the debug menu
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// and drop to ~6 fps.
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colorArray[i][j] = null;
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lodArray[i][j] = null;
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continue;
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}
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Color c = new Color(
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(lod.colors[ColorDirection.TOP.value].getRed()),
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(lod.colors[ColorDirection.TOP.value].getGreen()),
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(lod.colors[ColorDirection.TOP.value].getBlue()),
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lod.colors[ColorDirection.TOP.value].getAlpha());
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if (!debugging)
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{
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// add the color to the array
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colorArray[i][j] = c;
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}
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else
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c = black;
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// draw the first square as red
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if (i == 0 && j == 0)
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c = red;
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{
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// if debugging draw the squares as a black and white checker board
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if ((chunkX + chunkZ) % 2 == 0)
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c = white;
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else
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c = black;
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// draw the first square as red
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if (i == 0 && j == 0)
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c = red;
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colorArray[i][j] = c;
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}
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colorArray[i][j] = c;
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// add the new box to the array
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int topPoint = getLodHeightPoint(lod.top);
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int bottomPoint = getLodHeightPoint(lod.bottom);
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// don't draw an LOD if it is empty
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if (topPoint == -1 && bottomPoint == -1)
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continue;
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lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
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}
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// add the new box to the array
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int topPoint = getLodHeightPoint(lod.top);
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int bottomPoint = getLodHeightPoint(lod.bottom);
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// don't draw an LOD if it is empty
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if (topPoint == -1 && bottomPoint == -1)
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continue;
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lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
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}
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}
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generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
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regenerating = false;
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});
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// t.run();
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genThread.execute(t);
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}
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@@ -331,7 +344,7 @@ public class LodRenderer
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setProjectionMatrix(partialTicks);
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setupLighting(partialTicks);
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setupBufferThreads(lodArray);
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// setupBufferThreads(lodArray);
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@@ -342,9 +355,9 @@ public class LodRenderer
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// rendering //
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//===========//
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mc.mcProfiler.endStartSection("LOD build buffer");
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if (regen)
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generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
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// mc.mcProfiler.endStartSection("LOD build buffer");
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// if (regen)
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// generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
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switch(LodConfig.fogDistance)
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{
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