Resolved more warnings. Applied auto format in affected files.
This commit is contained in:
@@ -15,26 +15,16 @@
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.lod.render;
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import java.util.HashSet;
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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 org.lwjgl.opengl.NVFogDistance;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.seibel.lod.builders.bufferBuilding.LodBufferBuilder;
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import com.seibel.lod.builders.bufferBuilding.LodBufferBuilder.VertexBuffersAndOffset;
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import com.seibel.lod.config.LodConfig;
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import com.seibel.lod.enums.DebugMode;
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import com.seibel.lod.enums.DetailDropOff;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.FogQuality;
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import com.seibel.lod.enums.*;
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import com.seibel.lod.handlers.ReflectionHandler;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarFogSettings;
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@@ -45,7 +35,6 @@ 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.LodUtil;
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import com.seibel.lod.wrappers.MinecraftWrapper;
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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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@@ -56,6 +45,12 @@ 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.vector.Matrix4f;
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import net.minecraft.util.math.vector.Vector3d;
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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 org.lwjgl.opengl.NVFogDistance;
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import java.util.HashSet;
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/**
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@@ -90,7 +85,7 @@ public class LodRenderer
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/** Each VertexBuffer represents 1 region */
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private VertexBuffer[][][] vbos;
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/**
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/**
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* the OpenGL IDs for the vbos of the same indices.
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* These have to be separate because we can't override the
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* buffers in the VBOs (and we don't want too)
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@@ -101,7 +96,7 @@ public class LodRenderer
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/** This is used to determine if the LODs should be regenerated */
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private int[] previousPos = new int[]{0, 0, 0};
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private int[] previousPos = new int[] { 0, 0, 0 };
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public NativeImage lightMap = null;
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@@ -227,7 +222,7 @@ public class LodRenderer
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// enable transparent rendering
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glEnable( GL11.GL_BLEND );
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GL11.glEnable(GL11.GL_BLEND);
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// disable the lights Minecraft uses
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GL11.glDisable(GL11.GL_LIGHT0);
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@@ -310,7 +305,7 @@ public class LodRenderer
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(LOD_GL_LIGHT_NUMBER);
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GL11.glDisable( GL11.GL_BLEND );
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GL11.glDisable(GL11.GL_BLEND);
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// re-enable the lights Minecraft uses
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GL11.glEnable(GL11.GL_LIGHT0);
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GL11.glEnable(GL11.GL_LIGHT1);
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@@ -378,7 +373,8 @@ public class LodRenderer
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{
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// fancy fog (fragment distance based fog)
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glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
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} else
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}
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else
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{
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// fast fog (frustum distance based fog)
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glFogDistanceMode = NVFogDistance.GL_EYE_PLANE_ABSOLUTE_NV;
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@@ -400,12 +396,14 @@ public class LodRenderer
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{
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RenderSystem.fogStart(farPlaneBlockDistance * 0.9f);
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RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
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} else
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}
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else
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{
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RenderSystem.fogStart(farPlaneBlockDistance * 0.1f);
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RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
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}
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} else if (fogQuality == FogQuality.FAST)
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}
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else if (fogQuality == FogQuality.FAST)
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{
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// for the far fog of the normal chunks
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// to start right where the LODs' end use:
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@@ -413,13 +411,15 @@ public class LodRenderer
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RenderSystem.fogStart(farPlaneBlockDistance * 1.5f);
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RenderSystem.fogEnd(farPlaneBlockDistance * 2.0f);
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}
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} else if (fogDistance == FogDistance.NEAR)
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}
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else if (fogDistance == FogDistance.NEAR)
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{
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if (fogQuality == FogQuality.FANCY)
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{
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RenderSystem.fogEnd(mc.getRenderDistance() * 16 * 1.41f);
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RenderSystem.fogStart(mc.getRenderDistance() * 16 * 1.6f);
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} else if (fogQuality == FogQuality.FAST)
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}
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else if (fogQuality == FogQuality.FAST)
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{
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RenderSystem.fogEnd(mc.getRenderDistance() * 16 * 1.0f);
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RenderSystem.fogStart(mc.getRenderDistance() * 16 * 1.5f);
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@@ -450,7 +450,7 @@ public class LodRenderer
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// but we were
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if (!fogSettings.vanillaIsRenderingFog &&
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(fogSettings.near.quality != FogQuality.OFF ||
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fogSettings.far.quality != FogQuality.OFF))
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fogSettings.far.quality != FogQuality.OFF))
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{
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GL11.glDisable(GL11.GL_FOG);
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}
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@@ -528,7 +528,7 @@ public class LodRenderer
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getFov(partialTicks, true),
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(float) this.mc.getWindow().getScreenWidth() / (float) this.mc.getWindow().getScreenHeight(),
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mc.getRenderDistance() / 2,
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farPlaneBlockDistance * LodUtil.CHUNK_WIDTH * 2 / 4);
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farPlaneBlockDistance * LodUtil.CHUNK_WIDTH / 2);
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// get Minecraft's un-edited projection matrix
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// (this is before it is zoomed, distorted, etc.)
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@@ -671,15 +671,15 @@ public class LodRenderer
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case ALWAYS_DRAW_FOG_FANCY:
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quality = FogQuality.FANCY;
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break;
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case NEVER_DRAW_FOG:
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quality = FogQuality.OFF;
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break;
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case ALWAYS_DRAW_FOG_FAST:
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quality = FogQuality.FAST;
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break;
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case USE_OPTIFINE_FOG_SETTING:
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// don't override anything
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break;
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@@ -706,19 +706,19 @@ public class LodRenderer
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fogSettings.near.distance = FogDistance.NEAR;
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fogSettings.far.distance = FogDistance.FAR;
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break;
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case NEAR:
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fogSettings.near.distance = FogDistance.NEAR;
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fogSettings.far.distance = FogDistance.NEAR;
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break;
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case FAR:
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fogSettings.near.distance = FogDistance.FAR;
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fogSettings.far.distance = FogDistance.FAR;
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break;
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}
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break;
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case FAST:
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fogSettings.near.quality = FogQuality.FAST;
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fogSettings.far.quality = FogQuality.FAST;
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@@ -733,19 +733,19 @@ public class LodRenderer
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fogSettings.near.distance = FogDistance.NEAR;
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fogSettings.far.distance = FogDistance.NEAR;
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break;
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case NEAR:
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fogSettings.near.distance = FogDistance.NEAR;
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fogSettings.far.distance = FogDistance.NEAR;
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break;
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case FAR:
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fogSettings.near.distance = FogDistance.FAR;
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fogSettings.far.distance = FogDistance.FAR;
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break;
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}
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break;
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case OFF:
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fogSettings.near.quality = FogQuality.OFF;
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@@ -884,7 +884,7 @@ public class LodRenderer
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// if the player is high enough, draw all LODs
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if(chunkPosToSkip.isEmpty() && mc.getPlayer().position().y > 256)
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if (chunkPosToSkip.isEmpty() && mc.getPlayer().position().y > 256)
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{
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vanillaRenderedChunks = new boolean[vanillaRenderedChunksWidth][vanillaRenderedChunksWidth];
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vanillaRenderedChunksChanged = true;
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