Refactoring, removed unused class/enum, fixed a small array bug

This commit is contained in:
Leonardo
2021-09-20 14:59:42 +02:00
parent cb42683774
commit 772de1b869
12 changed files with 55 additions and 310 deletions
@@ -31,7 +31,7 @@ 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.LodResolution;
import com.seibel.lod.enums.LodQualityMode;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
@@ -87,7 +87,7 @@ public class LodConfig
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public ForgeConfigSpec.EnumValue<LodDetail> maxDrawDetail;
public ForgeConfigSpec.EnumValue<LodResolution> maxDrawDetail;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
@@ -142,12 +142,12 @@ public class LodConfig
maxDrawDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be drawn at? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodDrawQuality", LodDetail.FULL);
+ " " + LodResolution.CHUNK.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodResolution.HALF_CHUNK.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodResolution.FOUR_BLOCKS.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodResolution.TWO_BLOCKS.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodResolution.BLOCK.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodDrawQuality", LodResolution.BLOCK);
lodQuality = builder
.comment("\n\n"
@@ -208,7 +208,7 @@ public class LodConfig
public static class WorldGenerator
{
public ForgeConfigSpec.EnumValue<LodQualityMode> lodQualityMode;
public ForgeConfigSpec.EnumValue<LodDetail> maxGenerationDetail;
public ForgeConfigSpec.EnumValue<LodResolution> maxGenerationDetail;
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public ForgeConfigSpec.EnumValue<DistanceCalculatorType> lodDistanceCalculatorType;
@@ -228,12 +228,12 @@ public class LodConfig
maxGenerationDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be generated at? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodGenerationQuality", LodDetail.HALF);
+ " " + LodResolution.CHUNK.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodResolution.HALF_CHUNK.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodResolution.FOUR_BLOCKS.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodResolution.TWO_BLOCKS.toString() + ": render 64 LODs for each Chunk. \n"
+ " " + LodResolution.BLOCK.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodGenerationQuality", LodResolution.TWO_BLOCKS);
lodDistanceCalculatorType = builder
.comment("\n\n"
@@ -244,11 +244,6 @@ public class LodConfig
+ "\n"
+ " " + DistanceCalculatorType.QUADRATIC + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n"
+ "\n"
+ " " + DistanceCalculatorType.RENDER_DEPENDANT + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n")
.defineEnum("lodDistanceComputation", DistanceCalculatorType.LINEAR);