auto-format
This commit is contained in:
@@ -18,19 +18,21 @@
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package com.seibel.lod.builders.bufferBuilding;
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import java.nio.ByteBuffer;
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import java.util.*;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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import java.util.Map;
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import java.util.concurrent.Callable;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.Future;
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import java.util.concurrent.locks.ReentrantLock;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.lod.util.*;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL15C;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.lod.builders.bufferBuilding.lodTemplates.Box;
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import com.seibel.lod.config.LodConfig;
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import com.seibel.lod.objects.LodDimension;
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@@ -41,6 +43,12 @@ import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.proxy.GlProxy;
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import com.seibel.lod.proxy.GlProxy.GlProxyContext;
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import com.seibel.lod.render.LodRenderer;
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import com.seibel.lod.util.DataPointUtil;
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import com.seibel.lod.util.DetailDistanceUtil;
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import com.seibel.lod.util.LevelPosUtil;
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import com.seibel.lod.util.LodThreadFactory;
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import com.seibel.lod.util.LodUtil;
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import com.seibel.lod.util.ThreadMapUtil;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.vertex.VertexBuffer;
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@@ -64,87 +72,87 @@ public class LodBufferBuilder
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* This holds the threads used to generate buffers.
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*/
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public static ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfBufferBuilderThreads.get(), new ThreadFactoryBuilder().setNameFormat("Buffer-Builder-%d").build());
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/**
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* This boolean matrix indicate the buffer builder in that position has to be regenerated
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*/
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public volatile boolean[][] regenPos;
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/**
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* This boolean indicate that all buffer need to be regenerated
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*/
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public volatile boolean fullRegeneration = false;
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/**
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* max capacity of buffers
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*/
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//public volatile int BUFFER_MAX_CAPACITY = 1 << (26);
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public volatile int BUFFER_MAX_CAPACITY = (int) (64 * Math.pow(10, 6));
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/**
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* buffer builder for the vertex
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*/
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public volatile int[][] bufferSize;
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/**
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* buffer builder for the vertex
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*/
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public volatile BufferBuilder[][][] buildableBuffers;
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/**
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* Used when building new VBOs
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*/
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public volatile VertexBuffer[][][] buildableVbos;
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/**
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* VBOs that are sent over to the LodNodeRenderer
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*/
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public volatile VertexBuffer[][][] drawableVbos;
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/**
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* if this is true the LOD buffers are currently being
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* regenerated.
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*/
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public boolean generatingBuffers = false;
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/**
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* if this is true new LOD buffers have been generated
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* and are waiting to be swapped with the drawable buffers
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*/
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private boolean switchVbos = false;
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/**
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* Size of the buffer builders in bytes last time we created them
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*/
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public int previousBufferSize = 0;
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/**
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* Width of the dimension in regions last time we created the buffers
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*/
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public int previousRegionWidth = 0;
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/**
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* this is used to prevent multiple threads creating, destroying, or using the buffers at the same time
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*/
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private ReentrantLock bufferLock = new ReentrantLock();
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private volatile Box[][] boxCache;
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private volatile PosToRenderContainer[][] setsToRender;
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private volatile RegionPos center;
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/**
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* This is the ChunkPos the player was at the last time the buffers were built.
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* IE the center of the buffers last time they were built
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*/
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private volatile ChunkPos drawableCenterChunkPos = new ChunkPos(0, 0);
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private volatile ChunkPos buildableCenterChunkPos = new ChunkPos(0, 0);
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public LodBufferBuilder()
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{
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}
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/**
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* Create a thread to asynchronously generate LOD buffers
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* centered around the given camera X and Z.
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@@ -155,60 +163,60 @@ public class LodBufferBuilder
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* swapped with the drawable buffers in the LodRenderer to be drawn.
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*/
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public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
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BlockPos playerBlockPos, boolean fullRegen)
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BlockPos playerBlockPos, boolean fullRegen)
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{
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// only allow one generation process to happen at a time
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if (generatingBuffers)
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return;
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if (buildableBuffers == null)
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// setupBuffers hasn't been called yet
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return;
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generatingBuffers = true;
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// round the player's block position down to the nearest chunk BlockPos
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ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
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BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
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Thread thread = new Thread(() ->
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{
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bufferLock.lock();
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try
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{
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long startTime = System.currentTimeMillis();
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ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.getWidth() * lodDim.getWidth());
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startBuffers(fullRegen, lodDim);
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RegionPos playerRegionPos = new RegionPos(playerChunkPos);
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if (center == null)
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center = playerRegionPos;
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if (setsToRender == null)
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (setsToRender.length != lodDim.getWidth())
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setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache == null)
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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if (boxCache.length != lodDim.getWidth())
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boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
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// this will be the center of the VBOs once they have been built
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buildableCenterChunkPos = playerChunkPos;
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//================================//
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// create the nodeToRenderThreads //
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//================================//
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for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
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@@ -218,25 +226,25 @@ public class LodBufferBuilder
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RegionPos regionPos = new RegionPos(
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xRegion + lodDim.getCenterRegionPosX() - Math.floorDiv(lodDim.getWidth(), 2),
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zRegion + lodDim.getCenterRegionPosZ() - Math.floorDiv(lodDim.getWidth(), 2));
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder[] currentBuffers = buildableBuffers[xRegion][zRegion];
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LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
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if (region == null)
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continue;
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffers == null || !currentBuffers[0].building())
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return;
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byte minDetail = region.getMinDetailLevel();
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final int xR = xRegion;
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final int zR = zRegion;
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//we create the Callable to use for the buffer builder creation
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Callable<Boolean> dataToRenderThread = () ->
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{
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@@ -251,55 +259,55 @@ public class LodBufferBuilder
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int bufferIndex;
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Box box = ThreadMapUtil.getBox();
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boolean[] adjShadeDisabled = ThreadMapUtil.getAdjShadeDisabledArray();
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// determine how many LODs we can stack vertically
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int maxVerticalData = DetailDistanceUtil.getMaxVerticalData((byte) 0);
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//we get or create the map that will contain the adj data
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Map<Direction, long[]> adjData = ThreadMapUtil.getAdjDataArray(maxVerticalData);
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//previous setToRender cache
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if (setsToRender[xR][zR] == null)
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setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
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PosToRenderContainer posToRender = setsToRender[xR][zR];
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posToRender.clear(minDetail, regionPos.x, regionPos.z);
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lodDim.getDataToRender(
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posToRender,
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ());
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// keep a local version so we don't have to worry about indexOutOfBounds Exceptions
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// if it changes in the LodRenderer while we are working here
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boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
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short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
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boolean smallRenderDistance = gameChunkRenderDistance <= 4;
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for (int index = 0; index < posToRender.getNumberOfPos(); index++)
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{
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bufferIndex = Math.floorMod(index, currentBuffers.length);
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detailLevel = posToRender.getNthDetailLevel(index);
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posX = posToRender.getNthPosX(index);
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posZ = posToRender.getNthPosZ(index);
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// skip any chunks that Minecraft is going to render
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
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boolean isItBorderPos = LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1);
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!isItBorderPos || smallRenderDistance))
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!isItBorderPos || smallRenderDistance))
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{
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continue;
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}
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@@ -312,54 +320,55 @@ public class LodBufferBuilder
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chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
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chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
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if (posToRender.contains(detailLevel, xAdj, zAdj)
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&& (gameChunkRenderDistance < Math.abs(chunkXdist)
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|| gameChunkRenderDistance < Math.abs(chunkZdist)
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|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
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&& (gameChunkRenderDistance < Math.abs(chunkXdist)
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|| gameChunkRenderDistance < Math.abs(chunkZdist)
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|| !(vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance))))
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{
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
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{
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long data = lodDim.getData(detailLevel, xAdj, zAdj, verticalIndex);
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adjData.get(direction)[verticalIndex] = data;
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}
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} else
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}
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else
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{
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if (gameChunkRenderDistance >= Math.abs(chunkXdist)
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
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&& gameChunkRenderDistance >= Math.abs(chunkZdist)
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&& (!LodUtil.isBorderChunk(vanillaRenderedChunks, chunkXdist + gameChunkRenderDistance + 1, chunkZdist + gameChunkRenderDistance + 1) || smallRenderDistance)
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&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& !DataPointUtil.isVoid(lodDim.getSingleData(detailLevel, xAdj, zAdj)))
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adjShadeDisabled[Box.DIRECTION_INDEX.get(direction)] = true;
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adjData.get(direction)[0] = DataPointUtil.EMPTY_DATA;
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}
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}
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long data;
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for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
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{
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data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
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if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
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break;
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LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffers[bufferIndex], playerBlockPosRounded, data, adjData,
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detailLevel, posX, posZ, box, renderer.previousDebugMode, renderer.lightMap, adjShadeDisabled);
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}
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} // for pos to in list to render
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// the thread executed successfully
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// the thread executed successfully
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return true;
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};
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nodeToRenderThreads.add(dataToRenderThread);
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}
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} // region z
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} // region z
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long executeStart = System.currentTimeMillis();
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// wait for all threads to finish
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List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
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@@ -374,47 +383,49 @@ public class LodBufferBuilder
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}
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}
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long executeEnd = System.currentTimeMillis();
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long endTime = System.currentTimeMillis();
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@SuppressWarnings("unused")
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long buildTime = endTime - startTime;
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@SuppressWarnings("unused")
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long executeTime = executeEnd - executeStart;
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// ClientProxy.LOGGER.info("Thread Build time: " + buildTime + " ms" + '\n' +
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// "thread execute time: " + executeTime + " ms");
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// mark that the buildable buffers as ready to swap
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switchVbos = true;
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} catch (Exception e)
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}
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catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
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e.printStackTrace();
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} finally
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}
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finally
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{
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// regardless of if we successfully created the buffers
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// we are done generating.
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generatingBuffers = false;
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers(fullRegen, lodDim);
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// upload the new buffers
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uploadBuffers(fullRegen, lodDim);
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bufferLock.unlock();
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}
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});
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mainGenThread.execute(thread);
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}
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//===============================//
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// BufferBuilder related methods //
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//===============================//
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/**
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* Called from the LodRenderer to create the
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* BufferBuilders. <br><br>
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@@ -427,14 +438,14 @@ public class LodBufferBuilder
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int numbRegionsWide = lodDimension.getWidth();
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long memoryRequired;
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int numberOfBuffers;
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previousRegionWidth = numbRegionsWide;
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bufferSize = new int[numbRegionsWide][numbRegionsWide];
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buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide][];
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buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide][];
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drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide][];
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for (int x = 0; x < numbRegionsWide; x++)
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{
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for (int z = 0; z < numbRegionsWide; z++)
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@@ -447,7 +458,8 @@ public class LodBufferBuilder
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buildableBuffers[x][z] = new BufferBuilder[1];
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buildableVbos[x][z] = new VertexBuffer[1];
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drawableVbos[x][z] = new VertexBuffer[1];
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} else
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}
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else
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{
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numberOfBuffers = (int) Math.ceil(memoryRequired / BUFFER_MAX_CAPACITY) + 1;
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System.out.println(numberOfBuffers);
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@@ -457,7 +469,7 @@ public class LodBufferBuilder
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buildableVbos[x][z] = new VertexBuffer[numberOfBuffers];
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drawableVbos[x][z] = new VertexBuffer[numberOfBuffers];
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||||
}
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||||
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||||
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for (int i = 0; i < bufferSize[x][z]; i++)
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{
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buildableBuffers[x][z][i] = new BufferBuilder((int) memoryRequired);
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@@ -466,10 +478,10 @@ public class LodBufferBuilder
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
|
||||
* <p>
|
||||
@@ -478,14 +490,14 @@ public class LodBufferBuilder
|
||||
public void destroyBuffers()
|
||||
{
|
||||
bufferLock.lock();
|
||||
|
||||
|
||||
buildableBuffers = null;
|
||||
buildableVbos = null;
|
||||
drawableVbos = null;
|
||||
|
||||
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Calls begin on each of the buildable BufferBuilders.
|
||||
*/
|
||||
@@ -500,18 +512,18 @@ public class LodBufferBuilder
|
||||
// for some reason BufferBuilder.vertexCounts
|
||||
// isn't reset unless this is called, which can cause
|
||||
// a false indexOutOfBoundsException
|
||||
|
||||
|
||||
for (int i = 0; i < buildableBuffers[x][z].length; i++)
|
||||
{
|
||||
buildableBuffers[x][z][i].discard();
|
||||
|
||||
|
||||
buildableBuffers[x][z][i].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Calls end on each of the buildable BufferBuilders.
|
||||
*/
|
||||
@@ -527,20 +539,20 @@ public class LodBufferBuilder
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Upload all buildableBuffers to the GPU.
|
||||
*/
|
||||
private void uploadBuffers(boolean fullRegen, LodDimension lodDim)
|
||||
{
|
||||
GlProxy glProxy = GlProxy.getInstance();
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
// make sure we are uploading to a different OpenGL context,
|
||||
// to prevent interference (IE stuttering) with the Minecraft context.
|
||||
glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
|
||||
|
||||
|
||||
for (int x = 0; x < buildableVbos.length; x++)
|
||||
{
|
||||
for (int z = 0; z < buildableVbos.length; z++)
|
||||
@@ -556,17 +568,19 @@ public class LodBufferBuilder
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (IllegalStateException e)
|
||||
}
|
||||
catch (IllegalStateException e)
|
||||
{
|
||||
ClientProxy.LOGGER.error(LodBufferBuilder.class.getSimpleName() + " - UploadBuffers failed: " + e.getMessage());
|
||||
e.printStackTrace();
|
||||
} finally
|
||||
}
|
||||
finally
|
||||
{
|
||||
// make sure the context is disabled
|
||||
glProxy.setGlContext(GlProxyContext.NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Uploads the uploadBuffer into the VBO in GPU memory.
|
||||
*/
|
||||
@@ -577,22 +591,22 @@ public class LodBufferBuilder
|
||||
{
|
||||
// this is how many points will be rendered
|
||||
vbo.vertexCount = (uploadBuffer.remaining() / vbo.format.getVertexSize());
|
||||
|
||||
|
||||
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
|
||||
|
||||
|
||||
// subData only works if the memory is allocated beforehand.
|
||||
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.remaining(), GL15C.GL_DYNAMIC_DRAW);
|
||||
|
||||
|
||||
// interestingly bufferSubData renders faster than glMapBuffer
|
||||
// even though OpenGLInsights-AsynchronousBufferTransfers says glMapBuffer
|
||||
// is faster for transferring data. They must put the data in different memory
|
||||
// or something.
|
||||
GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, uploadBuffer);
|
||||
|
||||
|
||||
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get the newly created VBOs
|
||||
*/
|
||||
@@ -605,17 +619,17 @@ public class LodBufferBuilder
|
||||
VertexBuffer[][][] tmpVbo = drawableVbos;
|
||||
drawableVbos = buildableVbos;
|
||||
buildableVbos = tmpVbo;
|
||||
|
||||
|
||||
drawableCenterChunkPos = buildableCenterChunkPos;
|
||||
|
||||
|
||||
// the vbos have been swapped
|
||||
switchVbos = false;
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
|
||||
return new VertexBuffersAndOffset(drawableVbos, drawableCenterChunkPos);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* A simple container to pass multiple objects back in the getVertexBuffers method.
|
||||
*/
|
||||
@@ -623,14 +637,14 @@ public class LodBufferBuilder
|
||||
{
|
||||
public VertexBuffer[][][] vbos;
|
||||
public ChunkPos drawableCenterChunkPos;
|
||||
|
||||
|
||||
public VertexBuffersAndOffset(VertexBuffer[][][] newVbos, ChunkPos newDrawableCenterChunkPos)
|
||||
{
|
||||
vbos = newVbos;
|
||||
drawableCenterChunkPos = newDrawableCenterChunkPos;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* If this is true the buildable near and far
|
||||
* buffers have been generated and are ready to be
|
||||
@@ -640,15 +654,15 @@ public class LodBufferBuilder
|
||||
{
|
||||
return switchVbos;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
public void setPartialRegen()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user