Merge remote-tracking branch 'origin/1.16.5' into 1.16.5

This commit is contained in:
Leonardo
2021-09-18 10:09:14 +02:00
5 changed files with 80 additions and 79 deletions
+2 -10
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@@ -10,7 +10,7 @@ buildscript {
maven { url 'https://jitpack.io' }
}
dependencies {
classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true
classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '5.1.+', changing: true
classpath group: 'org.spongepowered', name: 'mixingradle', version: '0.7-SNAPSHOT'
}
}
@@ -19,20 +19,12 @@ apply plugin: 'org.spongepowered.mixin'
// Only edit below this line, the above code adds and enables the necessary things for Forge to be setup.
apply plugin: 'eclipse'
apply plugin: 'maven-publish'
apply plugin: 'java' // needed for compileJava
version = 'a1.4.1'
group = 'com.seibel.lod'
archivesBaseName = 'lod_1.16.5'
sourceCompatibility = targetCompatibility = compileJava.sourceCompatibility = compileJava.targetCompatibility = '1.8' // Need this here so eclipse task generates correctly.
compileJava {
// release 8 is needed because otherwise FloatBuffer.flip() will crash
// on some machines
// example thread: https://github.com/eclipse/jetty.project/issues/3244
options.compilerArgs.addAll(['-Xlint:unchecked', '-Xlint:deprecation'])
}
java.toolchain.languageVersion = JavaLanguageVersion.of(8) // Mojang ships Java 8 to end users, so your mod should target Java 8.
println('Java: ' + System.getProperty('java.version') + ' JVM: ' + System.getProperty('java.vm.version') + '(' + System.getProperty('java.vendor') + ') Arch: ' + System.getProperty('os.arch'))
minecraft {
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+1 -1
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@@ -1,5 +1,5 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-7.1.1-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-4.10.3-bin.zip
@@ -20,13 +20,21 @@ package com.seibel.lod.config;
import java.nio.file.Path;
import java.nio.file.Paths;
import com.seibel.lod.enums.*;
import org.apache.commons.lang3.tuple.Pair;
import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.enums.DebugMode;
import com.seibel.lod.enums.DistanceCalculatorType;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodQualityMode;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@@ -37,7 +45,7 @@ import net.minecraftforge.fml.config.ModConfig;
* This handles any configuration the user has access to.
*
* @author James Seibel
* @version 9-1-2021
* @version 9-17-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
@@ -87,6 +95,8 @@ public class LodConfig
public ForgeConfigSpec.IntValue lodChunkRenderDistance;
public ForgeConfigSpec.BooleanValue disableDirectionalCulling;
public ForgeConfigSpec.DoubleValue brightnessMultiplier;
public ForgeConfigSpec.DoubleValue saturationMultiplier;
@@ -150,6 +160,18 @@ public class LodConfig
+ " This is the render distance of the mod \n")
.defineInRange("lodChunkRenderDistance", 64, 32, 512);
disableDirectionalCulling = builder
.comment("\n\n"
+ " If false LODs that are behind the player's camera \n"
+ " aren't drawn, increasing performance. \n\n"
+ ""
+ " If true all LODs are drawn, even those behind \n"
+ " the player's camera, decreasing performance. \n\n"
+ ""
+ " Disable this if you see LODs disapearing. \n"
+ " (This may happen if you are using a camera mod) \n")
.define("disableDirectionalCulling", false);
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should the LODs have? \n"
@@ -23,7 +23,6 @@ import java.nio.FloatBuffer;
import java.util.HashSet;
import java.util.Iterator;
import net.minecraft.client.renderer.texture.NativeImage;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
@@ -53,6 +52,7 @@ import com.seibel.lod.wrappers.MinecraftWrapper;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.texture.NativeImage;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexBuffer;
import net.minecraft.client.renderer.vertex.VertexFormat;
@@ -62,7 +62,6 @@ import net.minecraft.potion.Effects;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraft.util.math.vector.Vector3f;
@@ -73,7 +72,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 9-14-2021
* @version 9-17-2021
*/
public class LodRenderer
{
@@ -124,7 +123,10 @@ public class LodRenderer
* This is used to determine if the LODs should be regenerated
*/
private int[] previousPos = new int[]{0,0,0};
public NativeImage lightMap = null;
// these variables are used to determine if the buffers should be rebuilt
private long prevDayTime = 0;
private double prevBrightness = 0;
private int prevRenderDistance = 0;
@@ -245,15 +247,20 @@ public class LodRenderer
// get the default projection matrix so we can
// reset it after drawing the LODs
float[] defaultProjMatrix = new float[16];
GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, defaultProjMatrix);
float[] mcProjMatrixRaw = new float[16];
GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
Matrix4f mcProjectionMatrix = new Matrix4f(mcProjMatrixRaw);
// OpenGl outputs their matricies in col,row form instead of row,col
// (or maybe vice versa I have no idea :P)
mcProjectionMatrix.transpose();
Matrix4f modelViewMatrix = generateModelViewMatrix(partialTicks);
// required for setupFog and setupProjectionMatrix
farPlaneBlockDistance = LodConfig.CLIENT.graphics.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
setupProjectionMatrix(partialTicks);
setupProjectionMatrix(mcProjectionMatrix, partialTicks);
// commented out until we can add shaders to handle lighting
//setupLighting(lodDim, partialTicks);
NearFarFogSettings fogSettings = determineFogSettings();
@@ -278,6 +285,7 @@ public class LodRenderer
Vector3d cameraDir = cameraEntity.getLookAngle().normalize();
cameraDir = mc.getOptions().getCameraType().isMirrored() ? cameraDir.reverse() : cameraDir;
boolean cullingDisabled = LodConfig.CLIENT.graphics.disableDirectionalCulling.get();
// used to determine what type of fog to render
int halfWidth = vbos.length / 2;
@@ -288,7 +296,7 @@ public class LodRenderer
for (int j = 0; j < vbos.length; j++)
{
RegionPos vboPos = new RegionPos(i + lodDim.getCenterX() - lodDim.getWidth() / 2, j + lodDim.getCenterZ() - lodDim.getWidth() / 2);
if (RenderUtil.isRegionInViewFrustum(cameraEntity.blockPosition(), cameraDir, vboPos.blockPos()))
if (cullingDisabled || RenderUtil.isRegionInViewFrustum(cameraEntity.blockPosition(), cameraDir, vboPos.blockPos()))
{
if ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
setupFog(fogSettings.near.distance, fogSettings.near.quality);
@@ -323,10 +331,8 @@ public class LodRenderer
// reset the projection matrix so anything drawn after
// the LODs will use the correct projection matrix
Matrix4f mvm = new Matrix4f(defaultProjMatrix);
mvm.transpose();
gameRender.resetProjectionMatrix(mvm);
gameRender.resetProjectionMatrix(mcProjectionMatrix);
// clear the depth buffer so anything drawn is drawn
// over the LODs
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
@@ -495,62 +501,43 @@ public class LodRenderer
/**
* create a new projection matrix and send it over to the GPU
* <br><br>
* A lot of this code is copied from renderLevel (line 567)
* in the GameRender class. The code copied is anything with
* a matrixStack and is responsible for making sure the LOD
* objects distort correctly relative to the rest of the world.
* Distortions are caused by: standing in a nether portal,
* nausea potion effect, walking bobbing.
*
*
* @param currentProjectionMatrix this is Minecraft's current projection matrix
* @param partialTicks how many ticks into the frame we are
*/
private void setupProjectionMatrix(float partialTicks)
private void setupProjectionMatrix(Matrix4f currentProjectionMatrix, float partialTicks)
{
// Note: if the LOD objects don't distort correctly
// compared to regular minecraft terrain, make sure
// all the transformations in renderWorld are here too
MatrixStack matrixStack = new MatrixStack();
matrixStack.pushPose();
gameRender.bobHurt(matrixStack, partialTicks);
if (this.mc.getOptions().bobView)
{
gameRender.bobView(matrixStack, partialTicks);
}
// potion and nausea effects
float f = MathHelper.lerp(partialTicks, this.mc.getPlayer().oPortalTime, this.mc.getPlayer().portalTime) * this.mc.getOptions().screenEffectScale * this.mc.getOptions().screenEffectScale;
if (f > 0.0F)
{
int i = this.mc.getPlayer().hasEffect(Effects.CONFUSION) ? 7 : 20;
float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
f1 = f1 * f1;
Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_OF_TWO / 2.0F, MathHelper.SQRT_OF_TWO / 2.0F);
matrixStack.mulPose(vector3f.rotationDegrees((gameRender.tick + partialTicks) * i));
matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
float f2 = -(gameRender.tick + partialTicks) * i;
matrixStack.mulPose(vector3f.rotationDegrees(f2));
}
// this projection matrix allows us to see past the normal
// world render distance
Matrix4f projectionMatrix =
Matrix4f.perspective(
getFov(partialTicks, true),
(float) this.mc.getWindow().getScreenWidth() / (float) this.mc.getWindow().getScreenHeight(),
// it is possible to see the near clip plane, but
// you have to be flying quickly in spectator mode through ungenerated
// terrain, so I don't think it is much of an issue.
mc.getRenderDistance()/2,
farPlaneBlockDistance * LodUtil.CHUNK_WIDTH * 2);
// add the screen space distortions
projectionMatrix.multiply(matrixStack.last().pose());
gameRender.resetProjectionMatrix(projectionMatrix);
return;
// create the new projection matrix
Matrix4f lodPoj =
Matrix4f.perspective(
getFov(partialTicks, true),
(float) this.mc.getWindow().getScreenWidth() / (float) this.mc.getWindow().getScreenHeight(),
mc.getRenderDistance()/2,
farPlaneBlockDistance * LodUtil.CHUNK_WIDTH * 2 / 4);
// get Minecraft's un-edited projection matrix
// (this is before it is zoomed, distorted, etc.)
Matrix4f defaultMcProj = mc.getGameRenderer().getProjectionMatrix(mc.getGameRenderer().getMainCamera(), partialTicks, true);
// true here means use "use fov setting" (probably)
// this logic strips away the defaultMcProj matrix so we
// can get the distortionMatrix, which represents all
// transformations, zooming, distortions, etc. done
// to Minecraft's Projection matrix
Matrix4f defaultMcProjInv = defaultMcProj.copy();
defaultMcProjInv.invert();
Matrix4f distortionMatrix = defaultMcProjInv.copy();
distortionMatrix.multiply(currentProjectionMatrix);
// edit the lod projection to match Minecraft's
// (so the LODs line up with the real world)
lodPoj.multiply(distortionMatrix);
// send the projection over to the GPU
gameRender.resetProjectionMatrix(lodPoj);
}
@@ -858,7 +845,7 @@ public class LodRenderer
prevChunkTime = newTime;
}
// check if there is any newly generated terrain to show
// check if the lighting has changed
if (mc.getWorld().getDayTime() - prevDayTime > 1000 || mc.getOptions().gamma != prevBrightness || lightMap == null)
{
fullRegen = true;