Move getRenderedChunks to LodUtil
This commit is contained in:
@@ -36,7 +36,6 @@ import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.FogQuality;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.handlers.ReflectionHandler;
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import com.seibel.lod.objects.LevelPos;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarFogSettings;
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import com.seibel.lod.objects.RegionPos;
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@@ -48,14 +47,12 @@ import net.minecraft.client.entity.player.ClientPlayerEntity;
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import net.minecraft.client.renderer.ActiveRenderInfo;
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import net.minecraft.client.renderer.FogRenderer;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexBuffer;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.potion.EffectInstance;
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import net.minecraft.potion.Effects;
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import net.minecraft.profiler.IProfiler;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.vector.Matrix4f;
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@@ -233,7 +230,7 @@ public class LodRenderer
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int numbChunksWide =LodConfig.CLIENT.lodChunkRenderDistance.get() * 2;
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// determine which LODs should not be rendered close to the player
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HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
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HashSet<ChunkPos> chunkPosToSkip = LodUtil.getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
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// see if the chunks Minecraft is going to render are the
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// same as last time
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@@ -796,78 +793,4 @@ public class LodRenderer
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}
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/**
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* Get a HashSet of all ChunkPos within the normal render distance
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* that should not be rendered.
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*/
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private HashSet<ChunkPos> getNearbyLodChunkPosToSkip(LodDimension lodDim, BlockPos playerPos)
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{
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int chunkRenderDist = mc.options.renderDistance;
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int blockRenderDist = chunkRenderDist * 16;
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ChunkPos centerChunk = new ChunkPos(playerPos);
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// skip chunks that are already going to be rendered by Minecraft
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HashSet<ChunkPos> posToSkip = getRenderedChunks();
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// go through each chunk within the normal view distance
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for (int x = centerChunk.x - chunkRenderDist; x < centerChunk.x + chunkRenderDist; x++)
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{
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for (int z = centerChunk.z - chunkRenderDist; z < centerChunk.z + chunkRenderDist; z++)
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{
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LevelPos levelPos = new LevelPos((byte) 4, x, z);
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if (lodDim.doesDataExist(levelPos))
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{
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short lodHighestPoint = lodDim.getData(levelPos).height;
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if (playerPos.getY() < lodHighestPoint)
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{
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// don't draw Lod's that are taller than the player
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// to prevent LODs being drawn on top of the player
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posToSkip.add(new ChunkPos(x, z));
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} else if (blockRenderDist < Math.abs(playerPos.getY() - lodHighestPoint))
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{
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// draw Lod's that are lower than the player's view range
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posToSkip.remove(new ChunkPos(x, z));
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}
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}
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}
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}
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return posToSkip;
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}
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/**
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* This method returns the ChunkPos of all chunks that Minecraft
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* is going to render this frame. <br><br>
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* <p>
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* Note: This isn't perfect. It will return some chunks that are outside
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* the clipping plane. (For example, if you are high above the ground some chunks
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* will be incorrectly added, even though they are outside render range).
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*/
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public static HashSet<ChunkPos> getRenderedChunks()
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{
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HashSet<ChunkPos> loadedPos = new HashSet<>();
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Minecraft mc = Minecraft.getInstance();
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// Wow those are some long names!
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// go through every RenderInfo to get the compiled chunks
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for (WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : mc.levelRenderer.renderChunks)
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{
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if (!worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk().hasNoRenderableLayers())
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{
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// add the ChunkPos for every empty compiled chunk
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BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
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loadedPos.add(new ChunkPos(bpos.getX() / 16, bpos.getZ() / 16));
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}
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}
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return loadedPos;
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}
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}
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@@ -19,12 +19,18 @@ package com.seibel.lod.util;
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import java.awt.Color;
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import java.io.File;
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import java.util.HashSet;
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import com.seibel.lod.objects.LevelPos;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.RegionPos;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.multiplayer.ServerData;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.server.integrated.IntegratedServer;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.world.DimensionType;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.chunk.ChunkSection;
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@@ -294,4 +300,77 @@ public class LodUtil
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}
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/**
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* Get a HashSet of all ChunkPos within the normal render distance
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* that should not be rendered.
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*/
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public static HashSet<ChunkPos> getNearbyLodChunkPosToSkip(LodDimension lodDim, BlockPos playerPos)
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{
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int chunkRenderDist = mc.options.renderDistance;
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int blockRenderDist = chunkRenderDist * 16;
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ChunkPos centerChunk = new ChunkPos(playerPos);
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// skip chunks that are already going to be rendered by Minecraft
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HashSet<ChunkPos> posToSkip = getRenderedChunks();
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// go through each chunk within the normal view distance
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for (int x = centerChunk.x - chunkRenderDist; x < centerChunk.x + chunkRenderDist; x++)
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{
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for (int z = centerChunk.z - chunkRenderDist; z < centerChunk.z + chunkRenderDist; z++)
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{
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LevelPos levelPos = new LevelPos((byte) 4, x, z);
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if (lodDim.doesDataExist(levelPos))
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{
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short lodHighestPoint = lodDim.getData(levelPos).height;
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if (playerPos.getY() < lodHighestPoint)
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{
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// don't draw Lod's that are taller than the player
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// to prevent LODs being drawn on top of the player
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posToSkip.add(new ChunkPos(x, z));
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} else if (blockRenderDist < Math.abs(playerPos.getY() - lodHighestPoint))
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{
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// draw Lod's that are lower than the player's view range
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posToSkip.remove(new ChunkPos(x, z));
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}
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}
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}
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}
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return posToSkip;
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}
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/**
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* This method returns the ChunkPos of all chunks that Minecraft
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* is going to render this frame. <br><br>
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* <p>
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* Note: This isn't perfect. It will return some chunks that are outside
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* the clipping plane. (For example, if you are high above the ground some chunks
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* will be incorrectly added, even though they are outside render range).
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*/
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public static HashSet<ChunkPos> getRenderedChunks()
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{
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HashSet<ChunkPos> loadedPos = new HashSet<>();
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Minecraft mc = Minecraft.getInstance();
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// Wow those are some long names!
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// go through every RenderInfo to get the compiled chunks
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for (WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : mc.levelRenderer.renderChunks)
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{
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if (!worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk().hasNoRenderableLayers())
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{
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// add the ChunkPos for every empty compiled chunk
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BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
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loadedPos.add(new ChunkPos(bpos.getX() / 16, bpos.getZ() / 16));
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}
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}
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return loadedPos;
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}
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}
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