new z fix

This commit is contained in:
Leonardo
2021-08-27 18:27:37 +02:00
parent 2630d50147
commit af4e30588f
3 changed files with 24 additions and 146 deletions
@@ -22,6 +22,7 @@ import java.util.concurrent.*;
import java.util.concurrent.locks.ReentrantLock;
import com.seibel.lod.objects.DataPoint;
import com.sun.org.apache.xpath.internal.operations.Bool;
import net.minecraft.world.chunk.Chunk;
import org.lwjgl.opengl.GL11;
@@ -158,12 +159,16 @@ public class LodBufferBuilder
// =====================//
// RENDERING PART //
// =====================//
Object[][] nodeToRenderMatrix = new Object[lodDim.regions.length][lodDim.regions.length];
ConcurrentMap<RegionPos, SortedSet<LevelPos>> nodeToRenderMap = new ConcurrentHashMap();
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
final RegionPos regionPosIndex = new RegionPos(
xRegion,
zRegion);
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterZ() - Math.floorDiv(lodDim.getWidth(), 2));
@@ -177,145 +182,24 @@ public class LodBufferBuilder
return;
final int xR = xRegion;
final int zR = zRegion;
nodeToRenderMatrix[xR][zR] = new ConcurrentSkipListSet(LevelPos.getComparator());
Callable<Boolean> dataToRenderThread = () ->
{
byte detailToRender;
boolean zFix;
SortedSet<LevelPos> nodeToRender = new TreeSet();
for (byte detail = LodUtil.REGION_DETAIL_LEVEL; detail >= LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detail--)
{
detailToRender = (byte) 4;
if (detail < detailToRender)
{
zFix = true;
} else
{
detailToRender = detail;
zFix = false;
}
detailToRender = detail;
nodeToRenderMatrix[xR][zR] = lodDim.getDataToRender(
(ConcurrentSkipListSet<LevelPos>) nodeToRenderMatrix[xR][zR],
lodDim.getDataToRender(
nodeToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailDistanceUtil.getDistanceRendering(detail),
DetailDistanceUtil.getDistanceRendering(detail + 1),
DetailDistanceUtil.getLodDetail(detail).detailLevel,
zFix);
/**DetailDistanceUtil.getLodDetail(detail).detailLevel has to be used otherwise the zfix won't work
* i'll fix this in the future*/
detail,
true);
}
// the thread executed successfully
return true;
};// buffer builder worker thread
nodeToRenderThreads.add(dataToRenderThread);
}// region z
}// region z
long renderStart = System.currentTimeMillis();
// wait for all threads to finish
List<Future<Boolean>> futures = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
for (Future<Boolean> future : futures)
{
// the future will be false if its thread failed
if (!future.get())
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
closeBuffers();
return;
}
}
long renderEnd = System.currentTimeMillis();
/**THIS SHOULD AVOID Z-FIGHTING AND BLANK SPOT*/
/**TODO it could be improved*/
/*
ConcurrentNavigableMap<LevelPos, List<List<Integer>>> adjMap = new ConcurrentSkipListMap<>();
LevelPos tempPos;
LevelPos tempAdj;
for (byte tempDetailLevel = LodConfig.CLIENT.maxDrawDetail.get().detailLevel; tempDetailLevel <= LodUtil.REGION_DETAIL_LEVEL; tempDetailLevel++)
{
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
byte detailLevel;
int posX;
int posZ;
boolean contain;
SortedSet<LevelPos> set = (SortedSet<LevelPos>) nodeToRenderMatrix[xRegion][zRegion];
while (detailLevel != set.first().detailLevel)
{
tempPos = set.first();
detailLevel = tempPos.detailLevel;
posX = tempPos.posX;
posZ = tempPos.posZ;
contain = false;
/**First step, check if there is any bigger block in same position*/
/*
for (byte higherLevel = (byte) (detailLevel + 1); higherLevel <= LodUtil.REGION_DETAIL_LEVEL; higherLevel++)
{
tempPos.convert(higherLevel);
if (set.contains(tempPos)){
contain = true;
}
}
if(!contain)
adjMap.put(tempPos,null);
else
set.remove(tempPos);
}
}
}
}
((SortedSet<LevelPos>) nodeToRenderMatrix[xRegion][zRegion])
LevelPos adjLevelPos;
for(LevelPos levelPos : adjMap.keySet()){
if(adjMap.get(levelPos) == null){
for (int x : new int[]{0, 1})
{
adjLevelPos.changeParameters(posToRender.detailLevel, posToRender.posX + x * 2 - 1, posToRender.posZ);
if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
adjData[0][x] = lodDim.getData(adjLevelPos);
}
for (int z : new int[]{0, 1})
{
}
}
}*/
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
return;
byte detailLevel = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel;
final int xR = xRegion;
final int zR = zRegion;
Callable<Boolean> bufferBuildingThread = () ->
{
LevelPos adjPos = new LevelPos();
for (LevelPos posToRender : (SortedSet<LevelPos>) nodeToRenderMatrix[xR][zR])
for (LevelPos posToRender : nodeToRender)
{
LevelPos chunkPos = posToRender.getConvertedLevelPos(LodUtil.CHUNK_DETAIL_LEVEL);
// skip any chunks that Minecraft is going to render
@@ -344,7 +228,6 @@ public class LodBufferBuilder
if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
adjData[1][z] = lodDim.getData(adjPos);
}
LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPos, lodData, adjData,
posToRender, renderer.debugging);
}
@@ -360,14 +243,13 @@ public class LodBufferBuilder
};// buffer builder worker thread
builderThreads.add(bufferBuildingThread);
nodeToRenderThreads.add(dataToRenderThread);
}// region z
}// region z
long renderBufferStart = System.currentTimeMillis();
long renderStart = System.currentTimeMillis();
// wait for all threads to finish
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(builderThreads);
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
for (Future<Boolean> future : futuresBuffer)
{
// the future will be false if its thread failed
@@ -378,7 +260,7 @@ public class LodBufferBuilder
return;
}
}
long renderBufferEnd = System.currentTimeMillis();
long renderEnd = System.currentTimeMillis();
// finish the buffer building