Improve variable naming in LodNodeRenderer

This commit is contained in:
James Seibel
2021-08-14 16:00:12 -05:00
parent 64c3ba297b
commit 997513231c
@@ -100,7 +100,7 @@ public class LodNodeRenderer
private Minecraft mc;
private GameRenderer gameRender;
private IProfiler profiler;
private float farPlaneDistance;
private int farPlaneBlockDistance;
private ReflectionHandler reflectionHandler;
@@ -222,12 +222,10 @@ public class LodNodeRenderer
// determine how far the game's render distance is currently set
int renderDistWidth = mc.options.renderDistance;
farPlaneDistance = renderDistWidth * LodUtil.CHUNK_WIDTH;
farPlaneBlockDistance = mc.options.renderDistance * LodUtil.CHUNK_WIDTH;
// set how big the LODs will be and how far they will go
int totalLength = (int) farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2;
int numbChunksWide = (totalLength / LodUtil.CHUNK_WIDTH);
// set how how far the LODs will go
int numbChunksWide = mc.options.renderDistance * 2 * LodConfig.CLIENT.lodChunkRadiusMultiplier.get();
// determine which LODs should not be rendered close to the player
HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
@@ -446,8 +444,8 @@ public class LodNodeRenderer
if (fogQuality == FogQuality.FANCY)
{
RenderSystem.fogEnd(farPlaneDistance * 1.75f);
RenderSystem.fogStart(farPlaneDistance * 1.95f);
RenderSystem.fogEnd(farPlaneBlockDistance * 1.75f);
RenderSystem.fogStart(farPlaneBlockDistance * 1.95f);
}
else if(fogQuality == FogQuality.FAST)
{
@@ -455,21 +453,21 @@ public class LodNodeRenderer
// to start right where the LODs' end use:
// end = 0.8f, start = 1.5f
RenderSystem.fogEnd(farPlaneDistance * 1.5f);
RenderSystem.fogStart(farPlaneDistance * 2.0f);
RenderSystem.fogEnd(farPlaneBlockDistance * 1.5f);
RenderSystem.fogStart(farPlaneBlockDistance * 2.0f);
}
}
else if(fogDistance == FogDistance.FAR)
{
if (fogQuality == FogQuality.FANCY)
{
RenderSystem.fogStart(farPlaneDistance * 0.85f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneDistance * 1.0f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogStart(farPlaneBlockDistance * 0.85f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
}
else if(fogQuality == FogQuality.FAST)
{
RenderSystem.fogStart(farPlaneDistance * 0.5f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneDistance * 0.75f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogStart(farPlaneBlockDistance * 0.5f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneBlockDistance * 0.75f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
}
}
@@ -579,7 +577,7 @@ public class LodNodeRenderer
// you have to be flying quickly in spectator mode through ungenerated
// terrain, so I don't think it is much of an issue.
LodConfig.CLIENT.lodChunkRadiusMultiplier.get(),
this.farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
this.farPlaneBlockDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
// add the screen space distortions
projectionMatrix.multiply(matrixStack.last().pose());