Remove the direct memory Buffer limit

Now the LOD multiplier won't be lowered when the detail is increased.
This commit is contained in:
James Seibel
2021-08-17 22:44:50 -05:00
parent 10d66a4775
commit aa1778cf82
7 changed files with 199 additions and 210 deletions
@@ -38,7 +38,6 @@ import com.seibel.lod.handlers.ReflectionHandler;
import com.seibel.lod.objects.LodQuadTreeDimension;
import com.seibel.lod.objects.LodQuadTreeNode;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.objects.NearFarVbos;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodUtil;
@@ -66,7 +65,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 8-15-2021
* @version 8-17-2021
*/
public class LodNodeRenderer
{
@@ -106,15 +105,12 @@ public class LodNodeRenderer
/** This is used to generate the buildable buffers */
private LodNodeBufferBuilder lodNodeBufferBuilder;
/** This is the VertexBuffer used to draw any LODs that use near fog */
private VertexBuffer nearVbo;
/** This is the VertexBuffer used to draw any LODs that use far fog */
private VertexBuffer farVbo;
/** Each VertexBuffer represents 1 region */
private VertexBuffer[][] vbos;
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
/** This is used to determine if the LODs should be regenerated */
private int previousChunkRenderDistance = 0;
/** This is used to determine if the LODs should be regenerated */
private int prevChunkX = 0;
/** This is used to determine if the LODs should be regenerated */
@@ -189,9 +185,10 @@ public class LodNodeRenderer
// should LODs be regenerated?
if ((int)player.getX() / LodUtil.CHUNK_WIDTH != prevChunkX ||
(int)player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.options.renderDistance ||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
(int)player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
ClientProxy.previousChunkRenderDistance != mc.options.renderDistance ||
ClientProxy.previousLodMultiplierDistance != LodConfig.CLIENT.lodChunkRadiusMultiplier.get() ||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
{
// yes
regen = true;
@@ -248,8 +245,11 @@ public class LodNodeRenderer
if (regen && !lodNodeBufferBuilder.generatingBuffers && !lodNodeBufferBuilder.newBuffersAvaliable())
{
// this will mainly happen when the view distance is changed
if (previousChunkRenderDistance != mc.options.renderDistance)
setupBuffers(numbChunksWide);
int renderDistance = mc.options.renderDistance;
int lodMultiplier = LodConfig.CLIENT.lodChunkRadiusMultiplier.get();
if (renderDistance != ClientProxy.previousChunkRenderDistance ||
lodMultiplier != ClientProxy.previousLodMultiplierDistance)
setupBuffers(lodDim.getWidth());
// generate the LODs on a separate thread to prevent stuttering or freezing
lodNodeBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), numbChunksWide);
@@ -317,11 +317,17 @@ public class LodNodeRenderer
//===========//
profiler.popPush("LOD draw");
setupFog(fogSettings.near.distance, fogSettings.near.quality);
sendLodsToGpuAndDraw(nearVbo, modelViewMatrix);
setupFog(fogSettings.far.distance, fogSettings.far.quality);
sendLodsToGpuAndDraw(farVbo, modelViewMatrix);
if (vbos != null)
{
for (int i = 0; i < vbos.length; i++)
{
for (int j = 0; j < vbos.length; j++)
{
setupFog(fogSettings.near.distance, fogSettings.near.quality);
sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
}
}
}
@@ -341,10 +347,6 @@ public class LodNodeRenderer
GL11.glEnable(GL11.GL_LIGHT1);
RenderSystem.disableLighting();
// this can't be called until after the buffers are built
// because otherwise the buffers may be set to the wrong size
previousChunkRenderDistance = mc.options.renderDistance;
// reset the fog settings so the normal chunks
// will be drawn correctly
cleanupFog(fogSettings, defaultFogStartDist, defaultFogEndDist, defaultFogMode, defaultFogDistance);
@@ -606,30 +608,21 @@ public class LodNodeRenderer
/**
* Create all buffers that will be used.
*/
private void setupBuffers(int numbChunksWide)
private void setupBuffers(int numbRegionsWide)
{
// calculate the max amount of memory needed (in bytes)
int bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
int bufferMemory = RenderUtil.getBufferMemoryForRegion();
// if the required memory is greater than the
// MAX_ALOCATEABLE_DIRECT_MEMORY lower the lodChunkRadiusMultiplier
// to fit.
if (bufferMemory > MAX_ALOCATEABLE_DIRECT_MEMORY)
{
int maxRadiusMultiplier = RenderUtil.getMaxRadiusMultiplierWithAvaliableMemory(LodConfig.CLIENT.lodTemplate.get(), LodUtil.CHUNK_DETAIL_LEVEL);
ClientProxy.LOGGER.warn("The lodChunkRadiusMultiplier was set too high "
+ "and had to be lowered to fit memory constraints "
+ "from " + LodConfig.CLIENT.lodChunkRadiusMultiplier.get() + " "
+ "to " + maxRadiusMultiplier);
LodConfig.CLIENT.lodChunkRadiusMultiplier.set(
maxRadiusMultiplier);
bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(maxRadiusMultiplier);
ClientProxy.LOGGER.warn("setupBuffers tried to allocate too much memory for the BufferBuilders."
+ " It tried to allocate \"" + bufferMemory + "\" bytes, when \"" + MAX_ALOCATEABLE_DIRECT_MEMORY + "\" is the max.");
}
lodNodeBufferBuilder.setupBuffers(bufferMemory);
lodNodeBufferBuilder.setupBuffers(numbRegionsWide, bufferMemory);
}
@@ -658,11 +651,7 @@ public class LodNodeRenderer
{
// replace the drawable buffers with
// the newly created buffers from the lodBufferBuilder
NearFarVbos newVbos = lodNodeBufferBuilder.getVertexBuffers();
// bind the buffers with their respective VBOs
nearVbo = newVbos.nearVbo;
farVbo = newVbos.farVbo;
vbos = lodNodeBufferBuilder.getVertexBuffers();
}
@@ -29,7 +29,7 @@ import net.minecraft.util.math.ChunkPos;
* to be used in the rendering process.
*
* @author James Seibel
* @version 6-17-2021
* @version 8-17-2021
*/
public class RenderUtil
{
@@ -86,13 +86,10 @@ public class RenderUtil
/**
* Get how much buffer memory would be required for the given radius multiplier
*/
public static int getBufferMemoryForRadiusMultiplier(int radiusMultiplier)
{
int numbChunksWide = mc.options.renderDistance *
radiusMultiplier * 2;
public static int getBufferMemoryForRegion()
{
// calculate the max amount of buffer memory needed (in bytes)
return numbChunksWide * numbChunksWide *
return LodUtil.REGION_WIDTH_IN_CHUNKS * LodUtil.REGION_WIDTH_IN_CHUNKS *
LodConfig.CLIENT.lodTemplate.get().
getBufferMemoryForSingleLod(LodUtil.CHUNK_DETAIL_LEVEL);
}