Changed configs

This commit is contained in:
Leonardo
2021-10-07 17:20:39 +02:00
parent 028aed53f8
commit 78ab4b8598
9 changed files with 341 additions and 329 deletions
@@ -191,7 +191,7 @@ public class LodBuilder
// determine how many LODs to generate vertically
VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.lodQualityMode.get();
VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.verticalQuality.get();
byte detailLevel = detail.detailLevel;
@@ -210,43 +210,25 @@ public class LodBuilder
long[] data;
switch (verticalQuality)
{
default:
case HEIGHTMAP:
long singleData;
long[] dataToMergeSingle = createSingleDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
singleData = DataPointUtil.mergeSingleData(dataToMergeSingle);
lodDim.addData(detailLevel,
posX,
posZ,
0,
singleData,
false);
break;
long[] dataToMergeVertical = createVerticalDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
data = DataPointUtil.mergeMultiData(dataToMergeVertical, DataPointUtil.worldHeight, DetailDistanceUtil.getMaxVerticalData(detailLevel));
case VOXEL:
long[] dataToMergeVertical = createVerticalDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
data = DataPointUtil.mergeMultiData(dataToMergeVertical, DataPointUtil.worldHeight, DetailDistanceUtil.getMaxVerticalData(detailLevel));
//lodDim.clear(detailLevel, posX, posZ);
if (data != null && data.length != 0)
//lodDim.clear(detailLevel, posX, posZ);
if (data != null && data.length != 0)
{
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
if (!DataPointUtil.doesItExist(data[verticalIndex]))
break;
lodDim.addData(detailLevel,
posX,
posZ,
verticalIndex,
data[verticalIndex],
false);
}
if (!DataPointUtil.doesItExist(data[verticalIndex]))
break;
lodDim.addData(detailLevel,
posX,
posZ,
verticalIndex,
data[verticalIndex],
false);
}
break;
}
}
lodDim.updateData(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z);
@@ -742,19 +724,19 @@ public class LodBuilder
private boolean useGrassTint(Block block)
{
return block instanceof GrassBlock
|| block instanceof BushBlock
|| block instanceof IGrowable
|| block instanceof AbstractPlantBlock
|| block instanceof AbstractTopPlantBlock
|| block instanceof TallGrassBlock;
|| block instanceof BushBlock
|| block instanceof IGrowable
|| block instanceof AbstractPlantBlock
|| block instanceof AbstractTopPlantBlock
|| block instanceof TallGrassBlock;
}
/** determine if the given block should use the biome's foliage color */
private boolean useLeafTint(Block block)
{
return block instanceof LeavesBlock
|| block == Blocks.VINE
|| block == Blocks.SUGAR_CANE;
|| block == Blocks.VINE
|| block == Blocks.SUGAR_CANE;
}
/** determine if the given block should use the biome's water color */
@@ -783,8 +765,8 @@ public class LodBuilder
// block special cases
// TODO: this needs to be replaced by a config file of some sort
if (blockState == Blocks.AIR.defaultBlockState()
|| blockState == Blocks.CAVE_AIR.defaultBlockState()
|| blockState == Blocks.BARRIER.defaultBlockState())
|| blockState == Blocks.CAVE_AIR.defaultBlockState()
|| blockState == Blocks.BARRIER.defaultBlockState())
{
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
tmp = tmp.darker();
@@ -891,9 +873,9 @@ public class LodBuilder
if (avoidSmallBlock || avoidNonFullBlock)
{
if (!smallBlock.containsKey(blockState.getBlock())
|| smallBlock.get(blockState.getBlock()) == null
|| !notFullBlock.containsKey(blockState.getBlock())
|| notFullBlock.get(blockState.getBlock()) == null
|| smallBlock.get(blockState.getBlock()) == null
|| !notFullBlock.containsKey(blockState.getBlock())
|| notFullBlock.get(blockState.getBlock()) == null
)
{
VoxelShape voxelShape = blockState.getShape(chunk, blockPos);
@@ -934,8 +916,8 @@ public class LodBuilder
return blockState.getBlock() != Blocks.AIR
&& blockState.getBlock() != Blocks.CAVE_AIR
&& blockState.getBlock() != Blocks.BARRIER;
&& blockState.getBlock() != Blocks.CAVE_AIR
&& blockState.getBlock() != Blocks.BARRIER;
}
return false;
+203 -229
View File
@@ -15,28 +15,19 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
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.DetailDropOff;
import com.seibel.lod.enums.DistanceGenerationMode;
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.HorizontalScale;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.VerticalQuality;
import com.seibel.lod.render.LodRenderer.FovTest;
import net.minecraftforge.common.ForgeConfigSpec;
@@ -81,8 +72,6 @@ public class LodConfig
public static class Graphics
{
public ForgeConfigSpec.BooleanValue drawLods;
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
@@ -90,9 +79,6 @@ public class LodConfig
public ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
// public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
public ForgeConfigSpec.EnumValue<DetailDropOff> detailDropOff;
public ForgeConfigSpec.IntValue lodChunkRenderDistance;
@@ -101,6 +87,8 @@ public class LodConfig
public ForgeConfigSpec.BooleanValue alwaysDrawAtMaxQuality;
public ForgeConfigSpec.BooleanValue drawLods;
public ForgeConfigSpec.EnumValue<FovTest> useFovSetting;
@@ -109,80 +97,80 @@ public class LodConfig
builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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"
+ " but they won't be rendered. \n")
.define("drawLODs", true);
.comment("\n\n"
+ " If true, the mod is enabled and LODs will be drawn. \n"
+ " If false, the mod will still generate LODs, \n"
+ " but they won't be rendered. \n")
.define("drawLODs", true);
fogDistance = builder
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ". \n"
+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ". \n"
+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
lodTemplate = builder
.comment("\n\n"
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
.comment("\n\n"
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
detailDropOff = builder
.comment("\n\n"
+ " How smooth should the detail transition for LODs be? \n"
+ DetailDropOff.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n"
+ DetailDropOff.FAST + ": quality is determined per-region (performance option)\n")
.defineEnum("detailDropOff", DetailDropOff.FANCY);
.comment("\n\n"
+ " How smooth should the detail transition for LODs be? \n"
+ DetailDropOff.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n"
+ DetailDropOff.FAST + ": quality is determined per-region (performance option)\n")
.defineEnum("detailDropOff", DetailDropOff.FANCY);
drawResolution = builder
.comment("\n\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"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
.comment("\n\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"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
lodChunkRenderDistance = builder
.comment("\n\n"
+ " The mod's render distance, measured in chunks. \n")
.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
.comment("\n\n"
+ " The mod's render distance, measured in chunks. \n")
.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
useFovSetting = builder
.comment("\n\n"
+ " Experimental text value. \n"
+ " " + FovTest.BOTH + ": is the normal value \n")
.defineEnum("useFovSetting", FovTest.BOTH);
.comment("\n\n"
+ " Experimental text value. \n"
+ " " + FovTest.BOTH + ": is the normal value \n")
.defineEnum("useFovSetting", FovTest.BOTH);
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);
.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"
@@ -196,15 +184,15 @@ public class LodConfig
// .defineEnum("lightingMode", ShadingMode.GAME_SHADING);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"
+ " Disable LOD quality falloff, "
+ " all LODs will be drawn at the highest "
+ " available detail level. "
+ " "
+ " WARNING "
+ " This could cause a Out Of Memory crash on render "
+ " distances higher than 128 \n")
.define("alwaysDrawAtMaxQuality", false);
.comment("\n\n"
+ " Disable LOD quality falloff, "
+ " all LODs will be drawn at the highest "
+ " available detail level. "
+ " "
+ " WARNING "
+ " This could cause a Out Of Memory crash on render "
+ " distances higher than 128 \n")
.define("alwaysDrawAtMaxQuality", false);
builder.pop();
}
@@ -212,7 +200,7 @@ public class LodConfig
public static class WorldGenerator
{
public ForgeConfigSpec.EnumValue<VerticalQuality> lodQualityMode;
public ForgeConfigSpec.EnumValue<VerticalQuality> verticalQuality;
public ForgeConfigSpec.EnumValue<HorizontalResolution> generationResolution;
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public ForgeConfigSpec.EnumValue<GenerationPriority> generationPriority;
@@ -224,118 +212,120 @@ public class LodConfig
{
builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
lodQualityMode = builder
.comment("\n\n"
+ " Use 3d lods or 2d lods? \n"
+ " " + VerticalQuality.HEIGHTMAP + ": LODs are solid from the lowest point to the highest. Creates pillars for floating islands. Faster \n"
+ " " + VerticalQuality.VOXEL + ": LODs have gaps between vertical blocks. Good for floating islands and caves. Slower \n"
+ " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n")
.defineEnum("lodQualityMode", VerticalQuality.HEIGHTMAP);
verticalQuality = builder
.comment("\n\n"
+ " this indicate how complex the vertical data will be \n"
+ " the higher value will take more memory and lower the performance \n"
+ " " + VerticalQuality.LOW + ": uses at max 2 column per position. (performance option)\n"
+ " " + VerticalQuality.MEDIUM + ": uses at max 4 column per position. \n"
+ " " + VerticalQuality.HIGH + ": uses at max 8 column per position. \n"
+ " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n")
.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
generationResolution = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be generated 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"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
.comment("\n\n"
+ " What is the maximum detail level that LODs should be generated 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"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
horizontalScale = builder
.comment("\n\n"
+ " This indicates how quickly LODs 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")
.defineEnum("horizontal scale", HorizontalScale.MEDIUM);
.comment("\n\n"
+ " This indicates how quickly LODs 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")
.defineEnum("horizontal scale", HorizontalScale.MEDIUM);
horizontalQuality = builder
.comment("\n\n"
+ " This indicates the exponential base of the quadratic drop-off \n"
+ " " + HorizontalQuality.LINEAR + ": base " + HorizontalQuality.LINEAR.quadraticBase + ". \n"
+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n")
.defineEnum("horizontal quality", HorizontalQuality.MEDIUM);
.comment("\n\n"
+ " This indicates the exponential base of the quadratic drop-off \n"
+ " " + HorizontalQuality.LINEAR + ": base " + HorizontalQuality.LINEAR.quadraticBase + ". \n"
+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n")
.defineEnum("horizontal quality", HorizontalQuality.MEDIUM);
generationPriority = builder
.comment("\n\n"
+ " " + GenerationPriority.FAR_FIRST + " \n"
+ " LODs are generated from low to high detail\n"
+ " with a small priority for far regions. \n"
+ " This fills in the world fastest. \n"
.comment("\n\n"
+ " " + GenerationPriority.FAR_FIRST + " \n"
+ " LODs are generated from low to high detail\n"
+ " with a small priority for far regions. \n"
+ " This fills in the world fastest. \n"
+ "\n"
+ " " + GenerationPriority.NEAR_FIRST + " \n"
+ " LODs are generated around the player \n"
+ " in a spiral, similar to vanilla minecraft. \n")
.defineEnum("Generation priority", GenerationPriority.NEAR_FIRST);
+ "\n"
+ " " + GenerationPriority.NEAR_FIRST + " \n"
+ " LODs are generated around the player \n"
+ " in a spiral, similar to vanilla minecraft. \n")
.defineEnum("Generation priority", GenerationPriority.NEAR_FIRST);
distanceGenerationMode = builder
.comment("\n\n"
+ " Note: The times listed here are the amount of time it took \n"
+ " one of the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
.comment("\n\n"
+ " Note: The times listed here are the amount of time it took \n"
+ " one of the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.NONE + " \n"
+ " Don't run the distance generator. \n"
+ " " + DistanceGenerationMode.NONE + " \n"
+ " Don't run the distance generator. \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"
+ " " + 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.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 caves, trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SURFACE + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include caves, 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.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 is the most compatible, but causes server/simulation lag. \n"
+ " This will show player made structures, which can \n"
+ " be useful if you are adding the mod to a pre-existing world. \n"
+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
+ "\n"
+ " " + DistanceGenerationMode.SERVER + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " This will show player made structures, which can \n"
+ " be useful if you are adding the mod to a pre-existing world. \n"
+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
.define("allowUnstableFeatureGeneration", false);
.comment("\n\n"
+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
.define("allowUnstableFeatureGeneration", false);
builder.pop();
}
@@ -351,27 +341,27 @@ public class LodConfig
builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " This is how many threads are used when generating LODs outside \n"
+ " 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"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
.comment("\n\n"
+ " This is how many threads are used when generating LODs outside \n"
+ " 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"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
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"
+ " If you experience high CPU useage when NOT generating distant \n"
+ " LODs, 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")
.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
.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"
+ " If you experience high CPU useage when NOT generating distant \n"
+ " LODs, 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")
.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
builder.pop();
}
@@ -387,17 +377,17 @@ public class LodConfig
builder.comment("These settings can be used to look for bugs, or see how certain aspects of the mod work.").push(this.getClass().getSimpleName());
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);
.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);
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);
.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);
builder.pop();
}
@@ -405,33 +395,17 @@ public class LodConfig
public static class Buffers
{
public ForgeConfigSpec.IntValue bufferRebuildPlayerMoveTimeout;
public ForgeConfigSpec.IntValue bufferRebuildChunkChangeTimeout;
public ForgeConfigSpec.IntValue bufferRebuildLodChangeTimeout;
public ForgeConfigSpec.EnumValue<BufferRebuildTimes> rebuildTimes;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
bufferRebuildPlayerMoveTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the player moves \n"
+ " a chunk or more? \n")
.defineInRange("bufferRebuildPlayerMoveTimeout", 2000, 1, 60000);
bufferRebuildChunkChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the vanilla rendered \n"
+ " chunks change? \n")
.defineInRange("bufferRebuildChunkChangeTimeout", 1000, 1, 60000);
bufferRebuildLodChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the LOD regions change? \n")
.defineInRange("bufferRebuildLodChangeTimeout", 5000, 1, 60000);
rebuildTimes = builder
.comment("\n\n"
+ "How frequently we rebuild the buffers?" + "\n"
+ "more frequent rebuild implies more stuttering" + "\n")
.defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL);
builder.pop();
}
@@ -451,8 +425,8 @@ public class LodConfig
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
@@ -0,0 +1,49 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
import net.minecraftforge.common.ForgeConfigSpec;
/**
* Near_First <br>
* Far_First <br>
* <br>
* Determines how fast the buffers need to be regenerated
*
* @author Leonardo Amato
* @version 9-25-2021
*/
public enum BufferRebuildTimes
{
FREQUENT(1000, 500, 2500),
NORMAL(2000, 1000, 5000),
RARE(5000, 2000, 10000);
public int playerMoveTimeout;
public int renderdChunkTimeout;
public int chunkChangeTimeout;
BufferRebuildTimes(int playerMoveTimeout, int renderdChunkTimeout, int chunkChangeTimeout)
{
this.playerMoveTimeout = playerMoveTimeout;
this.renderdChunkTimeout = renderdChunkTimeout;
this.chunkChangeTimeout = chunkChangeTimeout;
}
}
@@ -26,9 +26,53 @@ package com.seibel.lod.enums;
*/
public enum VerticalQuality
{
/** Lods only have height and depth data */
HEIGHTMAP,
/** Lods expand in three dimensions */
VOXEL;
LOW(
new int[]{2,
2,
2,
2,
1,
1,
1,
1,
1,
1,
1}
),
MEDIUM(
new int[]{4,
4,
2,
2,
2,
1,
1,
1,
1,
1,
1}
),
HIGH(
new int[]{
8,
8,
4,
4,
2,
2,
2,
1,
1,
1,
1}
);
public final int[] maxVerticalData;
VerticalQuality(int[] maxVerticalData)
{
this.maxVerticalData = maxVerticalData;
}
}
@@ -174,16 +174,7 @@ public class LodDimensionFileHandler
// add the data to our region
switch (region.getVerticalQuality())
{
default:
case HEIGHTMAP:
region.addLevelContainer(new SingleLevelContainer(data));
break;
case VOXEL:
region.addLevelContainer(new VerticalLevelContainer(data));
break;
}
region.addLevelContainer(new VerticalLevelContainer(data));
}
catch (IOException ioEx)
{
@@ -387,7 +387,7 @@ public class LodDimension
{
DistanceGenerationMode generationMode = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
ChunkPos newPlayerChunk = new ChunkPos(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.lodQualityMode.get();
VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.verticalQuality.get();
if (lastExpandedChunk == null)
@@ -79,16 +79,7 @@ public class LodRegion
// Initialize all the different matrices
for (byte lod = minDetailLevel; lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
{
switch (verticalQuality)
{
default:
case HEIGHTMAP:
dataContainer[lod] = new SingleLevelContainer(lod);
break;
case VOXEL:
dataContainer[lod] = new VerticalLevelContainer(lod);
break;
}
dataContainer[lod] = new VerticalLevelContainer(lod);
}
}
@@ -109,10 +100,7 @@ public class LodRegion
// detailLevel changes.
if (this.dataContainer[detailLevel] == null)
{
if (verticalQuality == VerticalQuality.HEIGHTMAP)
this.dataContainer[detailLevel] = new SingleLevelContainer(detailLevel);
else
this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
this.dataContainer[detailLevel] = new VerticalLevelContainer(detailLevel);
}
this.dataContainer[detailLevel].addData(data, posX, posZ, verticalIndex);
@@ -798,7 +798,7 @@ public class LodRenderer
if (LodConfig.CLIENT.graphics.detailDropOff.get() == DetailDropOff.FANCY)
{
// check if the player has moved
if (newTime - prevPlayerPosTime > LodConfig.CLIENT.buffers.bufferRebuildPlayerMoveTimeout.get())
if (newTime - prevPlayerPosTime > LodConfig.CLIENT.buffers.rebuildTimes.get().playerMoveTimeout)
{
if (LevelPosUtil.getDetailLevel(previousPos) == 0
|| mc.getPlayer().xChunk != LevelPosUtil.getPosX(previousPos)
@@ -819,7 +819,7 @@ public class LodRenderer
// check if the vanilla rendered chunks changed
if (newTime - prevVanillaChunkTime > LodConfig.CLIENT.buffers.bufferRebuildChunkChangeTimeout.get())
if (newTime - prevVanillaChunkTime > LodConfig.CLIENT.buffers.rebuildTimes.get().renderdChunkTimeout)
{
if (vanillaRenderedChunksChanged)
{
@@ -832,7 +832,7 @@ public class LodRenderer
// check if there is any newly generated terrain to show
if (newTime - prevChunkTime > LodConfig.CLIENT.buffers.bufferRebuildLodChangeTimeout.get())
if (newTime - prevChunkTime > LodConfig.CLIENT.buffers.rebuildTimes.get().chunkChangeTimeout)
{
if (lodDim.regenDimensionBuffers)
{
@@ -3,7 +3,6 @@ package com.seibel.lod.util;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.HorizontalResolution;
import com.seibel.lod.enums.VerticalQuality;
public class DetailDistanceUtil
{
@@ -16,20 +15,7 @@ public class DetailDistanceUtil
private static int minDistance = 0;
private static int maxDistance = LodConfig.CLIENT.graphics.lodChunkRenderDistance.get() * 16 * 2;
private static int[] maxVerticalData = {
4,
4,
4,
2,
2,
1,
1,
1,
1,
1,
1};
private static HorizontalResolution[] lodGenDetails = {
HorizontalResolution.BLOCK,
HorizontalResolution.TWO_BLOCKS,
@@ -165,9 +151,7 @@ public class DetailDistanceUtil
public static int getMaxVerticalData(int detail)
{
if(LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == VerticalQuality.HEIGHTMAP)
return 1;
return maxVerticalData[LodUtil.clamp(minGenDetail, detail, LodUtil.REGION_DETAIL_LEVEL)];
return LodConfig.CLIENT.worldGenerator.verticalQuality.get().maxVerticalData[LodUtil.clamp(minGenDetail, detail, LodUtil.REGION_DETAIL_LEVEL)];
}
}