Changed configs
This commit is contained in:
@@ -191,7 +191,7 @@ public class LodBuilder
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// determine how many LODs to generate vertically
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VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.lodQualityMode.get();
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VerticalQuality verticalQuality = LodConfig.CLIENT.worldGenerator.verticalQuality.get();
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byte detailLevel = detail.detailLevel;
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@@ -210,43 +210,25 @@ public class LodBuilder
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long[] data;
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switch (verticalQuality)
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{
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default:
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case HEIGHTMAP:
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long singleData;
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long[] dataToMergeSingle = createSingleDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
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singleData = DataPointUtil.mergeSingleData(dataToMergeSingle);
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lodDim.addData(detailLevel,
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posX,
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posZ,
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0,
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singleData,
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false);
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break;
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long[] dataToMergeVertical = createVerticalDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
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data = DataPointUtil.mergeMultiData(dataToMergeVertical, DataPointUtil.worldHeight, DetailDistanceUtil.getMaxVerticalData(detailLevel));
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case VOXEL:
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long[] dataToMergeVertical = createVerticalDataToMerge(detail, chunk, config, startX, startZ, endX, endZ);
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data = DataPointUtil.mergeMultiData(dataToMergeVertical, DataPointUtil.worldHeight, DetailDistanceUtil.getMaxVerticalData(detailLevel));
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//lodDim.clear(detailLevel, posX, posZ);
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if (data != null && data.length != 0)
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//lodDim.clear(detailLevel, posX, posZ);
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if (data != null && data.length != 0)
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{
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
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{
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
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{
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if (!DataPointUtil.doesItExist(data[verticalIndex]))
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break;
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lodDim.addData(detailLevel,
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posX,
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posZ,
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verticalIndex,
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data[verticalIndex],
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false);
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}
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if (!DataPointUtil.doesItExist(data[verticalIndex]))
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break;
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lodDim.addData(detailLevel,
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posX,
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posZ,
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verticalIndex,
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data[verticalIndex],
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false);
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}
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break;
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}
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}
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lodDim.updateData(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z);
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@@ -742,19 +724,19 @@ public class LodBuilder
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private boolean useGrassTint(Block block)
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{
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return block instanceof GrassBlock
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|| block instanceof BushBlock
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|| block instanceof IGrowable
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|| block instanceof AbstractPlantBlock
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|| block instanceof AbstractTopPlantBlock
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|| block instanceof TallGrassBlock;
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|| block instanceof BushBlock
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|| block instanceof IGrowable
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|| block instanceof AbstractPlantBlock
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|| block instanceof AbstractTopPlantBlock
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|| block instanceof TallGrassBlock;
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}
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/** determine if the given block should use the biome's foliage color */
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private boolean useLeafTint(Block block)
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{
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return block instanceof LeavesBlock
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|| block == Blocks.VINE
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|| block == Blocks.SUGAR_CANE;
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|| block == Blocks.VINE
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|| block == Blocks.SUGAR_CANE;
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}
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/** determine if the given block should use the biome's water color */
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@@ -783,8 +765,8 @@ public class LodBuilder
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// block special cases
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// TODO: this needs to be replaced by a config file of some sort
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if (blockState == Blocks.AIR.defaultBlockState()
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|| blockState == Blocks.CAVE_AIR.defaultBlockState()
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|| blockState == Blocks.BARRIER.defaultBlockState())
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|| blockState == Blocks.CAVE_AIR.defaultBlockState()
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|| blockState == Blocks.BARRIER.defaultBlockState())
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{
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Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
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tmp = tmp.darker();
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@@ -891,9 +873,9 @@ public class LodBuilder
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if (avoidSmallBlock || avoidNonFullBlock)
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{
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if (!smallBlock.containsKey(blockState.getBlock())
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|| smallBlock.get(blockState.getBlock()) == null
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|| !notFullBlock.containsKey(blockState.getBlock())
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|| notFullBlock.get(blockState.getBlock()) == null
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|| smallBlock.get(blockState.getBlock()) == null
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|| !notFullBlock.containsKey(blockState.getBlock())
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|| notFullBlock.get(blockState.getBlock()) == null
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)
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{
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VoxelShape voxelShape = blockState.getShape(chunk, blockPos);
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@@ -934,8 +916,8 @@ public class LodBuilder
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return blockState.getBlock() != Blocks.AIR
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&& blockState.getBlock() != Blocks.CAVE_AIR
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&& blockState.getBlock() != Blocks.BARRIER;
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&& blockState.getBlock() != Blocks.CAVE_AIR
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&& blockState.getBlock() != Blocks.BARRIER;
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}
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return false;
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@@ -15,28 +15,19 @@
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.lod.config;
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import java.nio.file.Path;
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import java.nio.file.Paths;
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import com.seibel.lod.enums.*;
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import org.apache.commons.lang3.tuple.Pair;
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import org.apache.logging.log4j.LogManager;
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import com.electronwill.nightconfig.core.file.CommentedFileConfig;
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import com.electronwill.nightconfig.core.io.WritingMode;
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import com.seibel.lod.ModInfo;
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import com.seibel.lod.enums.DebugMode;
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import com.seibel.lod.enums.DetailDropOff;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.GenerationPriority;
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import com.seibel.lod.enums.HorizontalQuality;
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import com.seibel.lod.enums.HorizontalResolution;
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import com.seibel.lod.enums.HorizontalScale;
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import com.seibel.lod.enums.LodTemplate;
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import com.seibel.lod.enums.VerticalQuality;
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import com.seibel.lod.render.LodRenderer.FovTest;
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import net.minecraftforge.common.ForgeConfigSpec;
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@@ -81,8 +72,6 @@ public class LodConfig
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public static class Graphics
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{
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public ForgeConfigSpec.BooleanValue drawLods;
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public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
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public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
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@@ -90,9 +79,6 @@ public class LodConfig
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public ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
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// public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
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public ForgeConfigSpec.EnumValue<DetailDropOff> detailDropOff;
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public ForgeConfigSpec.IntValue lodChunkRenderDistance;
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@@ -101,6 +87,8 @@ public class LodConfig
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public ForgeConfigSpec.BooleanValue alwaysDrawAtMaxQuality;
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public ForgeConfigSpec.BooleanValue drawLods;
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public ForgeConfigSpec.EnumValue<FovTest> useFovSetting;
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@@ -109,80 +97,80 @@ public class LodConfig
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builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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drawLods = builder
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.comment("\n\n"
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+ " If true, the mod is enabled and LODs will be drawn. \n"
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+ " If false, the mod will still generate LODs, \n"
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+ " but they won't be rendered. \n")
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.define("drawLODs", true);
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.comment("\n\n"
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+ " If true, the mod is enabled and LODs will be drawn. \n"
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+ " If false, the mod will still generate LODs, \n"
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+ " but they won't be rendered. \n")
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.define("drawLODs", true);
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fogDistance = builder
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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fogDrawOverride = builder
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.comment("\n\n"
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+ " When should fog be drawn? \n"
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+ " " + 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"
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+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
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.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
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.comment("\n\n"
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+ " When should fog be drawn? \n"
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+ " " + 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"
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+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
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.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
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lodTemplate = builder
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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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detailDropOff = builder
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.comment("\n\n"
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+ " How smooth should the detail transition for LODs be? \n"
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+ DetailDropOff.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.FAST + ": quality is determined per-region (performance option)\n")
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.defineEnum("detailDropOff", DetailDropOff.FANCY);
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.comment("\n\n"
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+ " How smooth should the detail transition for LODs be? \n"
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+ DetailDropOff.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.FAST + ": quality is determined per-region (performance option)\n")
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.defineEnum("detailDropOff", DetailDropOff.FANCY);
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drawResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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.comment("\n\n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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lodChunkRenderDistance = builder
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.comment("\n\n"
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+ " The mod's render distance, measured in chunks. \n")
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.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
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.comment("\n\n"
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+ " The mod's render distance, measured in chunks. \n")
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.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
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useFovSetting = builder
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.comment("\n\n"
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+ " Experimental text value. \n"
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+ " " + FovTest.BOTH + ": is the normal value \n")
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.defineEnum("useFovSetting", FovTest.BOTH);
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.comment("\n\n"
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+ " Experimental text value. \n"
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+ " " + FovTest.BOTH + ": is the normal value \n")
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.defineEnum("useFovSetting", FovTest.BOTH);
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disableDirectionalCulling = builder
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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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+ ""
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+ " Disable this if you see LODs disapearing. \n"
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+ " (This may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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+ ""
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+ " Disable this if you see LODs disapearing. \n"
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+ " (This may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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// shadingMode = builder
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// .comment("\n\n"
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// + " What kind of shading should the LODs have? \n"
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@@ -196,15 +184,15 @@ public class LodConfig
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// .defineEnum("lightingMode", ShadingMode.GAME_SHADING);
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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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+ " Disable LOD quality falloff, "
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+ " all LODs will be drawn at the highest "
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+ " available detail level. "
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+ " "
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+ " WARNING "
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+ " This could cause a Out Of Memory crash on render "
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+ " distances higher than 128 \n")
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.define("alwaysDrawAtMaxQuality", false);
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.comment("\n\n"
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+ " Disable LOD quality falloff, "
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+ " all LODs will be drawn at the highest "
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+ " available detail level. "
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+ " "
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+ " WARNING "
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+ " This could cause a Out Of Memory crash on render "
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+ " distances higher than 128 \n")
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.define("alwaysDrawAtMaxQuality", false);
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builder.pop();
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}
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@@ -212,7 +200,7 @@ public class LodConfig
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public static class WorldGenerator
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{
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public ForgeConfigSpec.EnumValue<VerticalQuality> lodQualityMode;
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public ForgeConfigSpec.EnumValue<VerticalQuality> verticalQuality;
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public ForgeConfigSpec.EnumValue<HorizontalResolution> generationResolution;
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public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
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public ForgeConfigSpec.EnumValue<GenerationPriority> generationPriority;
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@@ -224,118 +212,120 @@ public class LodConfig
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{
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builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
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lodQualityMode = builder
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.comment("\n\n"
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+ " Use 3d lods or 2d lods? \n"
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+ " " + VerticalQuality.HEIGHTMAP + ": LODs are solid from the lowest point to the highest. Creates pillars for floating islands. Faster \n"
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+ " " + VerticalQuality.VOXEL + ": LODs have gaps between vertical blocks. Good for floating islands and caves. Slower \n"
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+ " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n")
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.defineEnum("lodQualityMode", VerticalQuality.HEIGHTMAP);
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verticalQuality = builder
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.comment("\n\n"
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+ " this indicate how complex the vertical data will be \n"
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+ " the higher value will take more memory and lower the performance \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 column per position. (performance option)\n"
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+ " " + VerticalQuality.MEDIUM + ": uses at max 4 column per position. \n"
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+ " " + VerticalQuality.HIGH + ": uses at max 8 column per position. \n"
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+ " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n")
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.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
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generationResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be generated at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
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.comment("\n\n"
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+ " 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)];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user