Close #28 (Optimize Distance Lod Generation)
This commit is contained in:
@@ -4,6 +4,7 @@ import java.util.concurrent.Executors;
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import org.lwjgl.opengl.GL11;
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import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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@@ -4,7 +4,6 @@ import java.awt.Color;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import com.seibel.lod.enums.ColorDirection;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LodChunk;
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@@ -15,10 +14,12 @@ import com.seibel.lod.util.LodUtil;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.color.BlockColors;
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import net.minecraft.block.FlowingFluidBlock;
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import net.minecraft.block.GrassBlock;
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import net.minecraft.block.LeavesBlock;
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import net.minecraft.world.DimensionType;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.biome.Biome;
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import net.minecraft.world.chunk.ChunkSection;
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import net.minecraft.world.chunk.IChunk;
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import net.minecraft.world.gen.Heightmap;
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@@ -29,12 +30,10 @@ import net.minecraft.world.gen.Heightmap;
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* (specifically: Lod World, Dimension, Region, and Chunk objects)
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*
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* @author James Seibel
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* @version 6-19-2021
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* @version 6-27-2021
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*/
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public class LodBuilder
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{
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private static final Color INVISIBLE = new Color(0,0,0,0);
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private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
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/** Default size of any LOD regions we use */
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@@ -52,18 +51,15 @@ public class LodBuilder
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}
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public void generateLodChunkAsync(IChunk chunk, LodWorld lodWorld, IWorld world)
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{
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generateLodChunkAsync(chunk, new LodBuilderConfig(), lodWorld, world);
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}
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public void generateLodChunkAsync(IChunk chunk, LodBuilderConfig config, LodWorld lodWorld, IWorld world)
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{
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if (lodWorld == null || !lodWorld.getIsWorldLoaded())
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return;
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// is this chunk from the same world as the lodWorld?
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if (!lodWorld.getWorldName().equals(LodUtil.getWorldID(world)))
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// we are not in the same world anymore
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// don't add this LOD
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return;
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// don't try to create an LOD object
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// if for some reason we aren't
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@@ -77,7 +73,7 @@ public class LodBuilder
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{
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DimensionType dim = world.getDimensionType();
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LodChunk lod = generateLodFromChunk(chunk);
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LodChunk lod = generateLodFromChunk(chunk, config);
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LodDimension lodDim;
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@@ -117,7 +113,7 @@ public class LodBuilder
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*/
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public LodChunk generateLodFromChunk(IChunk chunk) throws IllegalArgumentException
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{
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return generateLodFromChunk(chunk, false);
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return generateLodFromChunk(chunk, new LodBuilderConfig());
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}
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/**
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@@ -126,7 +122,7 @@ public class LodBuilder
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* @throws IllegalArgumentException
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* thrown if either the chunk or world is null.
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*/
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public LodChunk generateLodFromChunk(IChunk chunk, boolean useHeightmap) throws IllegalArgumentException
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public LodChunk generateLodFromChunk(IChunk chunk, LodBuilderConfig config) throws IllegalArgumentException
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{
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if(chunk == null)
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throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
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@@ -142,20 +138,22 @@ public class LodBuilder
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int endX = detail.endX[i];
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int endZ = detail.endZ[i];
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Color color;
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Color color = generateLodColorForAreaInDirection(chunk, ColorDirection.TOP, startX, startZ, endX, endZ);
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color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
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short height;
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short depth;
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if (!useHeightmap)
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if (!config.useHeightmap)
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{
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height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
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depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
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}
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else
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{
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height = determineHeightPoint(chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE), startX, startZ, endX, endZ);
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height = determineHeightPoint(chunk.getHeightmap(LodChunk.DEFAULT_HEIGHTMAP), startX, startZ, endX, endZ);
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depth = 0;
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}
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@@ -304,38 +302,156 @@ public class LodBuilder
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}
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/**
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* Generate the color for the given chunk in the given ColorDirection.
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* NOTE: only vertical is currently implemented for area,
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* the horizontal colors will always be the same regardless of the area.
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* Generate the color for the given chunk using biome
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* water color, foliage color, and grass color.
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*
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* @param config_useSolidBlocksInColorGen <br>
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* If true we look down from the top of the <br>
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* chunk until we find a non-invisible block, and then use <br>
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* its color. If false we generate the color immediately for <br>
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* each x and z.
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* @param config_useBiomeColors <br>
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* If true use biome foliage, water, and grass colors, <br>
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* otherwise use the
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*/
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private Color generateLodColorForAreaInDirection(IChunk chunk, ColorDirection colorDir, int startX, int startZ, int endX, int endZ)
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private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX, int endZ)
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{
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Minecraft mc = Minecraft.getInstance();
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BlockColors bc = mc.getBlockColors();
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ChunkSection[] chunkSections = chunk.getSections();
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switch (colorDir)
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int numbOfBlocks = 0;
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int red = 0;
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int green = 0;
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int blue = 0;
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for(int x = startX; x < endX; x++)
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{
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case TOP:
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return generateLodColorVerticalOverArea(chunk, colorDir, bc, startX, startZ, endX, endZ);
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case BOTTOM:
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return generateLodColorVerticalOverArea(chunk, colorDir, bc, startX, startZ, endX, endZ);
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case NORTH:
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return generateLodColorHorizontal(chunk, colorDir, bc);
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case SOUTH:
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return generateLodColorHorizontal(chunk, colorDir, bc);
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case EAST:
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return generateLodColorHorizontal(chunk, colorDir, bc);
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case WEST:
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return generateLodColorHorizontal(chunk, colorDir, bc);
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for(int z = startZ; z < endZ; z++)
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{
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boolean foundBlock = false;
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// go top down
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for(int i = chunkSections.length - 1; !foundBlock && i >= 0; i--)
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{
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if( !foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen))
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{
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for(int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--)
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{
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int colorInt = 0;
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BlockState blockState = null;
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if (chunkSections[i] != null)
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{
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blockState = chunkSections[i].getBlockState(x, y, z);
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colorInt = blockState.materialColor.colorValue;
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}
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if(colorInt == 0 && config.useSolidBlocksInColorGen)
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{
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// skip air or invisible blocks
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continue;
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}
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if (config.useBiomeColors)
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{
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Biome biome = chunk.getBiomes().getNoiseBiome(x, y + i * chunkSections.length, z);
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if (biome.getCategory() == Biome.Category.OCEAN ||
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biome.getCategory() == Biome.Category.RIVER)
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{
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colorInt = biome.getWaterColor();
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}
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else if (biome.getCategory() == Biome.Category.EXTREME_HILLS)
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{
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colorInt = Blocks.STONE.getMaterialColor().colorValue;
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}
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else if (biome.getCategory() == Biome.Category.ICY)
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{
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colorInt = LodUtil.colorToInt(Color.WHITE);
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}
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else if (biome.getCategory() == Biome.Category.THEEND)
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{
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colorInt = Blocks.END_STONE.getDefaultState().materialColor.colorValue;
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}
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else if (config.useSolidBlocksInColorGen)
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{
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colorInt = getColorForBlock(x, z, blockState, biome);
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}
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else
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{
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colorInt = biome.getGrassColor(x, z);
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}
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}
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else
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{
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Biome biome = chunk.getBiomes().getNoiseBiome(x, y + i * chunkSections.length, z);
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colorInt = getColorForBlock(x,z, blockState, biome);
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}
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Color c = LodUtil.intToColor(colorInt);
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red += c.getRed();
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green += c.getGreen();
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blue += c.getBlue();
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numbOfBlocks++;
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// we found a valid block, skip to the
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// next x and z
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foundBlock = true;
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}
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}
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}
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}
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}
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return INVISIBLE;
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if(numbOfBlocks == 0)
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numbOfBlocks = 1;
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red /= numbOfBlocks;
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green /= numbOfBlocks;
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blue /= numbOfBlocks;
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return new Color(red, green, blue);
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}
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/**
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* Returns a color int for a given block.
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*/
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private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
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{
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int colorInt = 0;
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if (blockState == Blocks.AIR.getDefaultState())
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{
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colorInt = biome.getGrassColor(x, z);
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}
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else if (blockState.getBlock() instanceof LeavesBlock)
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{
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Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
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colorInt = LodUtil.colorToInt(leafColor);
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}
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else if (blockState.getBlock() instanceof GrassBlock)
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{
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colorInt = biome.getGrassColor(x, z);
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}
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else if (blockState.getBlock() instanceof FlowingFluidBlock)
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{
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colorInt = biome.getWaterColor();
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}
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else
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{
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colorInt = blockState.materialColor.colorValue;
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}
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return colorInt;
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}
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@@ -366,311 +482,7 @@ public class LodBuilder
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return false;
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}
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/**
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* Generates the color of the top or bottom of the given chunk.
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*
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* @throws IllegalArgumentException if given a ColorDirection other than TOP or BOTTOM
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*/
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private Color generateLodColorVerticalOverArea(
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IChunk chunk, ColorDirection colorDir, BlockColors bc,
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int startX, int startZ, int endX, int endZ)
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{
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if(colorDir != ColorDirection.TOP && colorDir != ColorDirection.BOTTOM)
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{
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throw new IllegalArgumentException("generateLodColorVertical only accepts the ColorDirection TOP or BOTTOM");
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}
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ChunkSection[] chunkSections = chunk.getSections();
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int numbOfBlocks = 0;
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int red = 0;
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int green = 0;
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int blue = 0;
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boolean goTopDown = (colorDir == ColorDirection.TOP);
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// either go top down or bottom up
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int dataStart = goTopDown? chunkSections.length - 1 : 0;
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int dataMax = chunkSections.length;
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int dataMin = 0;
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int dataIncrement = goTopDown? -1 : 1;
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int topStart = goTopDown? CHUNK_SECTION_HEIGHT - 1 : 0;
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int topMax = CHUNK_SECTION_HEIGHT;
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int topMin = 0;
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int topIncrement = goTopDown? -1 : 1;
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for(int x = startX; x < endX; x++)
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{
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for(int z = startZ; z < endZ; z++)
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{
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boolean foundBlock = false;
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for(int i = dataStart; !foundBlock && i >= dataMin && i < dataMax; i += dataIncrement)
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{
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if(!foundBlock && chunkSections[i] != null)
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{
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for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
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{
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int ci;
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ci = chunkSections[i].getBlockState(x, y, z).materialColor.colorValue;
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if(ci == 0)
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{
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// skip air or invisible blocks
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continue;
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}
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Color c = LodUtil.intToColor(ci);
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red += c.getRed();
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green += c.getGreen();
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blue += c.getBlue();
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numbOfBlocks++;
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// we found a valid block, skip to the
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// next x and z
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foundBlock = true;
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}
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}
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}
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}
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}
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if(numbOfBlocks == 0)
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numbOfBlocks = 1;
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red /= numbOfBlocks;
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green /= numbOfBlocks;
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blue /= numbOfBlocks;
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return new Color(red, green, blue);
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}
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/*
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* unused variation that can be used with only the heightmap,
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* although it just returns the foliage color, so it shouldn't
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* be used normally.
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Heightmap heightmap = chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE_WG);
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int numbOfBlocks = CHUNK_DATA_WIDTH * CHUNK_DATA_WIDTH;
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int red = 0;
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int green = 0;
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int blue = 0;
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for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
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{
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Biome biome = chunk.getBiomes().getNoiseBiome(x,z, heightmap.getHeight(x, z));
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Color c = intToColor(biome.getFoliageColor());
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red += c.getRed();
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green += c.getGreen();
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blue += c.getBlue();
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}
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}
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red /= numbOfBlocks;
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green /= numbOfBlocks;
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blue /= numbOfBlocks;
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return new Color(red, green, blue);
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*/
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/**
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* Generates the color for the sides of the given chunk.
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*/
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private Color generateLodColorHorizontal(
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IChunk chunk, ColorDirection colorDir, BlockColors bc)
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{
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if(colorDir != ColorDirection.NORTH && colorDir != ColorDirection.SOUTH && colorDir != ColorDirection.EAST && colorDir != ColorDirection.WEST)
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{
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throw new IllegalArgumentException("generateLodColorHorizontal only accepts the ColorDirection N (North), S (South), E (East), or W (West)");
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}
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ChunkSection[] chunkSections = chunk.getSections();
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int numbOfBlocks = 0;
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int red = 0;
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int green = 0;
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int blue = 0;
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// these don't change since the over direction doesn't matter
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int overStart = 0;
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int overIncrement = 1;
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// determine which direction is "in"
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int inStart = 0;
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int inIncrement = 1;
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switch (colorDir)
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{
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case NORTH:
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inStart = 0;
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inIncrement = 1;
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break;
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case SOUTH:
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inStart = CHUNK_DATA_WIDTH - 1;
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inIncrement = -1;
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break;
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case EAST:
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inStart = 0;
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inIncrement = 1;
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break;
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case WEST:
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inStart = CHUNK_DATA_WIDTH - 1;
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inIncrement = -1;
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break;
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default:
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// we were given an invalid position, return invisible.
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// this shouldn't happen and is mostly here to make the
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// compiler happy
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return INVISIBLE;
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}
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for (int section = 0; section < chunkSections.length; section++)
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{
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if (chunkSections[section] == null)
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continue;
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for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
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{
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boolean foundBlock = false;
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// over moves "over" the side of the chunk
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// in moves "into" the chunk until it finds a block
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for (int over = overStart; !foundBlock && over >= 0 && over < CHUNK_DATA_WIDTH; over += overIncrement)
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{
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for (int in = inStart; !foundBlock && in >= 0 && in < CHUNK_DATA_WIDTH; in += inIncrement)
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{
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int x = -1;
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int z = -1;
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// determine which should be X and Z
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switch(colorDir)
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{
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case NORTH:
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x = over;
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z = in;
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break;
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case SOUTH:
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x = over;
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z = in;
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break;
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case EAST:
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x = in;
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z = over;
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||||
break;
|
||||
case WEST:
|
||||
x = in;
|
||||
z = over;
|
||||
break;
|
||||
default:
|
||||
// here to make the compiler happy
|
||||
break;
|
||||
}
|
||||
|
||||
// if this block is buried, under other blocks
|
||||
// don't add it
|
||||
if(!isBlockPosVisible(chunkSections[section], x,y,z))
|
||||
{
|
||||
// go to the next "over" block location,
|
||||
// don't look at the next "in" location,
|
||||
// since the next "in" location will more than
|
||||
// likely still be covered
|
||||
in = CHUNK_DATA_WIDTH + 2;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
int ci;
|
||||
ci = chunkSections[section].getBlockState(x, y, z).getMaterial().getColor().colorValue;
|
||||
|
||||
if (ci == 0) {
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
Color c = LodUtil.intToColor(ci);
|
||||
|
||||
red += c.getRed();
|
||||
green += c.getGreen();
|
||||
blue += c.getBlue();
|
||||
|
||||
numbOfBlocks++;
|
||||
|
||||
// we found a valid block, skip to the
|
||||
// next x and z
|
||||
foundBlock = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// if we didn't find any blocks return invisible
|
||||
if(numbOfBlocks == 0)
|
||||
return INVISIBLE;
|
||||
|
||||
red /= numbOfBlocks;
|
||||
green /= numbOfBlocks;
|
||||
blue /= numbOfBlocks;
|
||||
|
||||
return new Color(red, green, blue);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private static BlockState airState = Blocks.AIR.getDefaultState();
|
||||
|
||||
/**
|
||||
* returns true if the block at the given coordinates is open to
|
||||
* air on at least one side.
|
||||
*/
|
||||
private boolean isBlockPosVisible(ChunkSection chunkSection, int x, int y, int z)
|
||||
{
|
||||
/*
|
||||
// above
|
||||
if (y+1 < CHUNK_SECTION_HEIGHT) // don't go over the top
|
||||
if (chunkSection.getBlockState(x, y+1, z).getBlock() == (Blocks.AIR))
|
||||
return true;
|
||||
// below
|
||||
if (y-1 >= 0) // don't go below the bottom
|
||||
if (chunkSection.getBlockState(x, y-1, z).getBlock() == (Blocks.AIR))
|
||||
return true;
|
||||
*/
|
||||
|
||||
// north
|
||||
if (z-1 > 0)
|
||||
if (chunkSection.getBlockState(x, y, z-1) == airState)
|
||||
return true;
|
||||
// south
|
||||
if (z+1 < LodChunk.WIDTH)
|
||||
if (chunkSection.getBlockState(x, y, z+1) == airState)
|
||||
return true;
|
||||
|
||||
// east
|
||||
if (x+1 <= LodChunk.WIDTH)
|
||||
if (chunkSection.getBlockState(x+1, y, z) == airState)
|
||||
return true;
|
||||
// west
|
||||
if (x-1 >= 0)
|
||||
if (chunkSection.getBlockState(x-1, y, z) == airState)
|
||||
return true;
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
package com.seibel.lod.builders;
|
||||
|
||||
/**
|
||||
* This is used to easily configure how LodChunks are generated.
|
||||
* Generally this will only be used if we want to generate a
|
||||
* LodChunk using a incomplete Chunk, otherwise the defaults
|
||||
* work best for a fully generated chunk (IE has correct surface blocks).
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
public class LodBuilderConfig
|
||||
{
|
||||
public boolean useHeightmap;
|
||||
public boolean useBiomeColors;
|
||||
public boolean useSolidBlocksInColorGen;
|
||||
|
||||
/** default settings for a normal chunk
|
||||
* useHeightmap = false
|
||||
* useBiomeColors = false
|
||||
* useSolidBlocksInColorGen = true
|
||||
*/
|
||||
public LodBuilderConfig()
|
||||
{
|
||||
useHeightmap = false;
|
||||
useBiomeColors = false;
|
||||
useSolidBlocksInColorGen = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param newUseHeightmap
|
||||
* @param newUseBiomeColors
|
||||
* @param newUseSolidBlocksInBiomeColor
|
||||
*/
|
||||
public LodBuilderConfig(boolean newUseHeightmap, boolean newUseBiomeColors, boolean newUseSolidBlocksInBiomeColor)
|
||||
{
|
||||
useHeightmap = newUseHeightmap;
|
||||
useBiomeColors = newUseBiomeColors;
|
||||
useSolidBlocksInColorGen = newUseSolidBlocksInBiomeColor;
|
||||
}
|
||||
}
|
||||
@@ -1,272 +0,0 @@
|
||||
package com.seibel.lod.builders;
|
||||
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
|
||||
import com.seibel.lod.handlers.LodConfig;
|
||||
import com.seibel.lod.objects.LodChunk;
|
||||
import com.seibel.lod.objects.LodDimension;
|
||||
import com.seibel.lod.objects.LodRegion;
|
||||
import com.seibel.lod.proxy.ClientProxy;
|
||||
import com.seibel.lod.render.LodRenderer;
|
||||
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.util.palette.UpgradeData;
|
||||
import net.minecraft.world.biome.BiomeContainer;
|
||||
import net.minecraft.world.chunk.ChunkPrimer;
|
||||
import net.minecraft.world.chunk.ChunkStatus;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.gen.ChunkGenerator;
|
||||
import net.minecraft.world.gen.feature.BaseTreeFeatureConfig;
|
||||
import net.minecraft.world.gen.feature.ConfiguredFeature;
|
||||
import net.minecraft.world.gen.feature.Features;
|
||||
import net.minecraft.world.gen.feature.IceAndSnowFeature;
|
||||
import net.minecraft.world.gen.feature.NoFeatureConfig;
|
||||
import net.minecraft.world.gen.feature.TreeFeature;
|
||||
import net.minecraft.world.server.ServerWorld;
|
||||
import net.minecraft.world.server.ServerWorldLightManager;
|
||||
import net.minecraftforge.common.WorldWorkerManager.IWorker;
|
||||
|
||||
/**
|
||||
* This is used to generate a LodChunk at a given ChunkPos.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-23-2021
|
||||
*/
|
||||
public class LodChunkGenWorker implements IWorker
|
||||
{
|
||||
public static final ExecutorService genThreads = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors());
|
||||
|
||||
private boolean threadStarted = false;
|
||||
private LodChunkGenThread thread;
|
||||
|
||||
|
||||
public LodChunkGenWorker(ChunkPos newPos, LodRenderer newLodRenderer,
|
||||
LodBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
|
||||
LodDimension newLodDimension, ServerWorld newServerWorld,
|
||||
BiomeContainer newBiomeContainer)
|
||||
{
|
||||
if (newServerWorld == null)
|
||||
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ServerWorld");
|
||||
|
||||
thread = new LodChunkGenThread(newPos, newLodRenderer,
|
||||
newLodBuilder, newLodBufferBuilder,
|
||||
newLodDimension, newServerWorld);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean doWork()
|
||||
{
|
||||
if (!threadStarted)
|
||||
{
|
||||
// make sure we don't generate this chunk again
|
||||
thread.lodDim.addLod(new LodChunk(thread.pos));
|
||||
|
||||
thread.lodBufferBuilder.numberOfChunksWaitingToGenerate--;
|
||||
|
||||
if (LodConfig.CLIENT.distanceBiomeOnlyGeneration.get())
|
||||
{
|
||||
// if we are using biome only generation
|
||||
// that can be done asynchronously
|
||||
genThreads.execute(thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if we are using normal generation that has to be done
|
||||
// synchronously to prevent crashing and harmful
|
||||
// interactions with the normal world generator
|
||||
thread.run();
|
||||
}
|
||||
|
||||
threadStarted = true;
|
||||
|
||||
// useful for debugging
|
||||
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hasWork()
|
||||
{
|
||||
return !threadStarted;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private class LodChunkGenThread implements Runnable
|
||||
{
|
||||
public final ServerWorld serverWorld;
|
||||
public final LodDimension lodDim;
|
||||
public final LodBuilder lodBuilder;
|
||||
public final LodRenderer lodRenderer;
|
||||
private LodBufferBuilder lodBufferBuilder;
|
||||
|
||||
private ChunkPos pos;
|
||||
|
||||
public LodChunkGenThread(ChunkPos newPos, LodRenderer newLodRenderer,
|
||||
LodBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
|
||||
LodDimension newLodDimension, ServerWorld newServerWorld)
|
||||
{
|
||||
pos = newPos;
|
||||
lodRenderer = newLodRenderer;
|
||||
lodBuilder = newLodBuilder;
|
||||
lodBufferBuilder = newLodBufferBuilder;
|
||||
lodDim = newLodDimension;
|
||||
serverWorld = newServerWorld;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
// only generate LodChunks if they can
|
||||
// be added to the current LodDimension
|
||||
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
|
||||
{
|
||||
// long startTime = System.currentTimeMillis();
|
||||
|
||||
if (LodConfig.CLIENT.distanceBiomeOnlyGeneration.get())
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
|
||||
ChunkGenerator chunkGen = serverWorld.getWorld().getChunkProvider().getChunkGenerator();
|
||||
|
||||
ChunkStatus.EMPTY.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
for(IChunk c : chunkList)
|
||||
((ChunkPrimer)c).setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.NOISE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.SURFACE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
|
||||
|
||||
LodServerWorld lodWorld = new LodServerWorld(chunk, serverWorld);
|
||||
|
||||
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.field_236558_a_);
|
||||
snowFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos(), null);
|
||||
|
||||
TreeFeature treeFeature = new TreeFeature(BaseTreeFeatureConfig.CODEC);
|
||||
treeFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos(), Features.SPRUCE.getConfig());
|
||||
treeFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos(), Features.OAK.getConfig());
|
||||
treeFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos(), Features.PINE.getConfig());
|
||||
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
// TODO fix concurrent exception
|
||||
|
||||
ConfiguredFeature<?, ?> configFeature = new ConfiguredFeature(Features.PATCH_TALL_GRASS.feature, Features.PATCH_TALL_GRASS.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_TALL_GRASS_2.feature, Features.PATCH_TALL_GRASS_2.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_TAIGA_GRASS.feature, Features.PATCH_TAIGA_GRASS.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_PLAIN.feature, Features.PATCH_GRASS_PLAIN.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_FOREST.feature, Features.PATCH_GRASS_FOREST.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_BADLANDS.feature, Features.PATCH_GRASS_BADLANDS.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_SAVANNA.feature, Features.PATCH_GRASS_SAVANNA.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_NORMAL.feature, Features.PATCH_GRASS_NORMAL.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_TAIGA_2.feature, Features.PATCH_GRASS_TAIGA_2.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
configFeature = new ConfiguredFeature(Features.PATCH_GRASS_TAIGA.feature, Features.PATCH_GRASS_TAIGA.config);
|
||||
configFeature.generate(lodWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
//e.printStackTrace();
|
||||
// System.out.println();
|
||||
}
|
||||
|
||||
|
||||
|
||||
LodChunk lod = lodBuilder.generateLodFromChunk(chunk, false);
|
||||
lodDim.addLod(lod);
|
||||
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " h:" + lod.getHeight(0, 0) + " c:" + lod.getColor(0, 0));
|
||||
|
||||
// Biome biome = ;// = worldGenRegion.getBiome(pos.asBlockPos());
|
||||
// LodDataPoint[][] details = new LodDataPoint[1][1];
|
||||
// Color color;
|
||||
// if (biome.getCategory() == Biome.Category.OCEAN)
|
||||
// {
|
||||
// color = LodUtil.intToColor(biome.getWaterColor());
|
||||
// }
|
||||
// else if (biome.getCategory() == Biome.Category.ICY ||
|
||||
// biome.getCategory() == Biome.Category.EXTREME_HILLS)
|
||||
// {
|
||||
// color = Color.WHITE;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// color = LodUtil.intToColor(biome.getFoliageColor());
|
||||
// }
|
||||
//
|
||||
//
|
||||
// details[0][0] = new LodDataPoint(serverWorld.getSeaLevel(), 0, color);
|
||||
// LodChunk lod = new LodChunk(pos, details , LodDetail.SINGLE);
|
||||
// lodDim.addLod(lod);
|
||||
}
|
||||
else
|
||||
{
|
||||
lodBuilder.generateLodChunkAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
|
||||
}
|
||||
|
||||
lodRenderer.regenerateLODsNextFrame();
|
||||
|
||||
|
||||
// if (lodDim.getLodFromCoordinates(pos.x, pos.z) != null)
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
|
||||
// else
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z);
|
||||
|
||||
// long endTime = System.currentTimeMillis();
|
||||
// System.out.println(endTime - startTime);
|
||||
|
||||
}// if in range
|
||||
|
||||
}// run
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* performance/generation tests related to
|
||||
* serverWorld.getChunk(x, z, ChunkStatus. *** )
|
||||
|
||||
true/false is whether they generated blocks or not
|
||||
the time is how long it took to generate
|
||||
|
||||
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
|
||||
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
|
||||
ChunkStatus.BIOMES 1 - 10 ms false (no height)
|
||||
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
|
||||
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.FEATURES 7 - 25 ms true
|
||||
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
|
||||
ChunkStatus.LIGHT 20 - 40 ms true
|
||||
ChunkStatus.FULL 30 - 50 ms true
|
||||
ChunkStatus.SPAWN 50 - 80 ms true
|
||||
|
||||
|
||||
At this point I would suggest using FEATURES, as it generates snow and trees
|
||||
(and any other object that is needed to make biomes distinct)
|
||||
|
||||
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
|
||||
*/
|
||||
}
|
||||
@@ -0,0 +1,556 @@
|
||||
package com.seibel.lod.builders.worldGeneration;
|
||||
|
||||
import java.util.ConcurrentModificationException;
|
||||
import java.util.HashSet;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.function.Supplier;
|
||||
|
||||
import com.seibel.lod.builders.LodBufferBuilder;
|
||||
import com.seibel.lod.builders.LodBuilder;
|
||||
import com.seibel.lod.builders.LodBuilderConfig;
|
||||
import com.seibel.lod.enums.DistanceGenerationMode;
|
||||
import com.seibel.lod.handlers.LodConfig;
|
||||
import com.seibel.lod.objects.LodChunk;
|
||||
import com.seibel.lod.objects.LodDimension;
|
||||
import com.seibel.lod.objects.LodRegion;
|
||||
import com.seibel.lod.proxy.ClientProxy;
|
||||
import com.seibel.lod.render.LodRenderer;
|
||||
|
||||
import net.minecraft.block.Block;
|
||||
import net.minecraft.block.BlockState;
|
||||
import net.minecraft.util.WeightedList.Entry;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.util.palette.UpgradeData;
|
||||
import net.minecraft.world.biome.Biome;
|
||||
import net.minecraft.world.biome.BiomeContainer;
|
||||
import net.minecraft.world.chunk.ChunkPrimer;
|
||||
import net.minecraft.world.chunk.ChunkStatus;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.gen.ChunkGenerator;
|
||||
import net.minecraft.world.gen.Heightmap;
|
||||
import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
|
||||
import net.minecraft.world.gen.feature.BlockClusterFeatureConfig;
|
||||
import net.minecraft.world.gen.feature.ConfiguredFeature;
|
||||
import net.minecraft.world.gen.feature.DecoratedFeatureConfig;
|
||||
import net.minecraft.world.gen.feature.FeatureSpread;
|
||||
import net.minecraft.world.gen.feature.FeatureSpreadConfig;
|
||||
import net.minecraft.world.gen.feature.IceAndSnowFeature;
|
||||
import net.minecraft.world.gen.feature.NoFeatureConfig;
|
||||
import net.minecraft.world.gen.placement.ConfiguredPlacement;
|
||||
import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
|
||||
import net.minecraft.world.gen.placement.IPlacementConfig;
|
||||
import net.minecraft.world.gen.placement.NoiseDependant;
|
||||
import net.minecraft.world.server.ServerWorld;
|
||||
import net.minecraft.world.server.ServerWorldLightManager;
|
||||
import net.minecraftforge.common.WorldWorkerManager.IWorker;
|
||||
|
||||
/**
|
||||
* This is used to generate a LodChunk at a given ChunkPos.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
public class LodChunkGenWorker implements IWorker
|
||||
{
|
||||
public static final ExecutorService genThreads = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors());
|
||||
|
||||
private boolean threadStarted = false;
|
||||
private LodChunkGenThread thread;
|
||||
|
||||
|
||||
public LodChunkGenWorker(ChunkPos newPos, LodRenderer newLodRenderer,
|
||||
LodBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
|
||||
LodDimension newLodDimension, ServerWorld newServerWorld,
|
||||
BiomeContainer newBiomeContainer)
|
||||
{
|
||||
if (newServerWorld == null)
|
||||
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ServerWorld");
|
||||
|
||||
thread = new LodChunkGenThread(newPos, newLodRenderer,
|
||||
newLodBuilder, newLodBufferBuilder,
|
||||
newLodDimension, newServerWorld);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean doWork()
|
||||
{
|
||||
if (!threadStarted)
|
||||
{
|
||||
// make sure we don't generate this chunk again
|
||||
thread.lodDim.addLod(new LodChunk(thread.pos));
|
||||
|
||||
thread.lodBufferBuilder.numberOfChunksWaitingToGenerate--;
|
||||
|
||||
if (LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
|
||||
{
|
||||
// if we are using SERVER generation that has to be done
|
||||
// synchronously to prevent crashing and harmful
|
||||
// interactions with the normal world generator
|
||||
thread.run();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Every other method can
|
||||
// be done asynchronously
|
||||
genThreads.execute(thread);
|
||||
}
|
||||
|
||||
threadStarted = true;
|
||||
|
||||
// useful for debugging
|
||||
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hasWork()
|
||||
{
|
||||
return !threadStarted;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private class LodChunkGenThread implements Runnable
|
||||
{
|
||||
public final ServerWorld serverWorld;
|
||||
public final LodDimension lodDim;
|
||||
public final LodBuilder lodBuilder;
|
||||
public final LodRenderer lodRenderer;
|
||||
private LodBufferBuilder lodBufferBuilder;
|
||||
|
||||
private ChunkPos pos;
|
||||
|
||||
public LodChunkGenThread(ChunkPos newPos, LodRenderer newLodRenderer,
|
||||
LodBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
|
||||
LodDimension newLodDimension, ServerWorld newServerWorld)
|
||||
{
|
||||
pos = newPos;
|
||||
lodRenderer = newLodRenderer;
|
||||
lodBuilder = newLodBuilder;
|
||||
lodBufferBuilder = newLodBufferBuilder;
|
||||
lodDim = newLodDimension;
|
||||
serverWorld = newServerWorld;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
// only generate LodChunks if they can
|
||||
// be added to the current LodDimension
|
||||
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
|
||||
{
|
||||
// long startTime = System.currentTimeMillis();
|
||||
|
||||
switch(LodConfig.CLIENT.distanceGenerationMode.get())
|
||||
{
|
||||
case BIOME_ONLY:
|
||||
case BIOME_ONLY_SIMULATE_HEIGHT:
|
||||
// fastest
|
||||
generateUsingBiomesOnly();
|
||||
break;
|
||||
case SURFACE:
|
||||
// faster
|
||||
generateUsingSurface();
|
||||
break;
|
||||
case FEATURES:
|
||||
// fast
|
||||
generateUsingFeatures();
|
||||
break;
|
||||
case SERVER:
|
||||
// very slow
|
||||
generateWithServer();
|
||||
break;
|
||||
}
|
||||
|
||||
lodRenderer.regenerateLODsNextFrame();
|
||||
|
||||
|
||||
// if (lodDim.getLodFromCoordinates(pos.x, pos.z) != null)
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
|
||||
// else
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z);
|
||||
|
||||
// long endTime = System.currentTimeMillis();
|
||||
// System.out.println(endTime - startTime);
|
||||
|
||||
}// if in range
|
||||
|
||||
}// run
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* takes about 2-5 ms
|
||||
*/
|
||||
private void generateUsingBiomesOnly()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
|
||||
ChunkGenerator chunkGen = serverWorld.getWorld().getChunkProvider().getChunkGenerator();
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
|
||||
|
||||
// generate fake height data for this LOD
|
||||
int seaLevel = serverWorld.getSeaLevel();
|
||||
|
||||
boolean simulateHeight = LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
|
||||
boolean inTheEnd = false;
|
||||
|
||||
// add fake heightmap data so our LODs aren't at height 0
|
||||
Heightmap heightmap = new Heightmap(chunk, LodChunk.DEFAULT_HEIGHTMAP);
|
||||
for(int x = 0; x < LodChunk.WIDTH && !inTheEnd; x++)
|
||||
{
|
||||
for(int z = 0; z < LodChunk.WIDTH && !inTheEnd; z++)
|
||||
{
|
||||
if (simulateHeight)
|
||||
{
|
||||
// TODO use the biomes around each block to smooth out the transition
|
||||
|
||||
// these heights are of course aren't super accurate,
|
||||
// they are just to simulate height data where there isn't any
|
||||
switch(chunk.getBiomes().getNoiseBiome(x, seaLevel, z).getCategory())
|
||||
{
|
||||
case NETHER:
|
||||
heightmap.set(x, z, serverWorld.getHeight() / 2);
|
||||
break;
|
||||
|
||||
case EXTREME_HILLS:
|
||||
heightmap.set(x, z, seaLevel + 30);
|
||||
break;
|
||||
case MESA:
|
||||
heightmap.set(x, z, seaLevel + 20);
|
||||
break;
|
||||
case JUNGLE:
|
||||
heightmap.set(x, z, seaLevel + 20);
|
||||
break;
|
||||
case BEACH:
|
||||
heightmap.set(x, z, seaLevel + 5);
|
||||
break;
|
||||
case NONE:
|
||||
heightmap.set(x, z, 0);
|
||||
break;
|
||||
|
||||
case OCEAN:
|
||||
case RIVER:
|
||||
heightmap.set(x, z, seaLevel);
|
||||
break;
|
||||
|
||||
case THEEND:
|
||||
inTheEnd = true;
|
||||
break;
|
||||
|
||||
// DESERT
|
||||
// FOREST
|
||||
// ICY
|
||||
// MUSHROOM
|
||||
// SAVANNA
|
||||
// SWAMP
|
||||
// TAIGA
|
||||
// PLAINS
|
||||
default:
|
||||
heightmap.set(x, z, seaLevel + 10);
|
||||
break;
|
||||
}// heightmap switch
|
||||
}
|
||||
else
|
||||
{
|
||||
// we aren't simulating height
|
||||
// always use sea level
|
||||
heightmap.set(x, z, seaLevel);
|
||||
}
|
||||
}// z
|
||||
}// x
|
||||
|
||||
chunk.setHeightmap(LodChunk.DEFAULT_HEIGHTMAP, heightmap.getDataArray());
|
||||
|
||||
|
||||
LodChunk lod;
|
||||
if (!inTheEnd)
|
||||
{
|
||||
lod = lodBuilder.generateLodFromChunk(chunk, new LodBuilderConfig(true, true, false));
|
||||
}
|
||||
else
|
||||
{
|
||||
// if we are in the end, don't generate any chunks.
|
||||
// Since we don't know where the islands are, everything
|
||||
// generates the same and it looks really bad.
|
||||
lod = new LodChunk(chunk.getPos().x, chunk.getPos().z);
|
||||
}
|
||||
lodDim.addLod(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* takes about 10 - 20 ms
|
||||
*/
|
||||
private void generateUsingSurface()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
LodServerWorld lodServerWorld = new LodServerWorld(chunk);
|
||||
|
||||
ChunkGenerator chunkGen = serverWorld.getWorld().getChunkProvider().getChunkGenerator();
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.NOISE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.SURFACE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
|
||||
// this feature has proved to be thread safe
|
||||
// so we will add it
|
||||
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.field_236558_a_);
|
||||
snowFeature.generate(lodServerWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos(), null);
|
||||
|
||||
|
||||
LodChunk lod = lodBuilder.generateLodFromChunk(chunk, new LodBuilderConfig(false, true, true));
|
||||
lodDim.addLod(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* takes about 15 - 20 ms
|
||||
*
|
||||
* Causes concurrentModification Exceptions,
|
||||
* which could cause instability or world generation bugs
|
||||
*/
|
||||
private void generateUsingFeatures()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
LodServerWorld lodServerWorld = new LodServerWorld(chunk);
|
||||
|
||||
ChunkGenerator chunkGen = serverWorld.getWorld().getChunkProvider().getChunkGenerator();
|
||||
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.NOISE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
ChunkStatus.SURFACE.doGenerationWork(serverWorld, chunkGen, serverWorld.getStructureTemplateManager(), (ServerWorldLightManager) serverWorld.getLightManager(), null, chunkList);
|
||||
|
||||
|
||||
// get all the biomes in the chunk
|
||||
HashSet<Biome> biomes = new HashSet<>();
|
||||
for (int x = 0; x < LodChunk.WIDTH; x++)
|
||||
{
|
||||
for (int z = 0; z < LodChunk.WIDTH; z++)
|
||||
{
|
||||
// should probably use the heightmap here instead of seaLevel,
|
||||
// but this seems to get the job done well enough
|
||||
biomes.add(chunk.getBiomes().getNoiseBiome(x, serverWorld.getSeaLevel(), z));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// generate all the features related to this chunk.
|
||||
// this may or may not be thread safe
|
||||
for (Biome biome : biomes)
|
||||
{
|
||||
List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.biomeGenerationSettings.getFeatures();
|
||||
|
||||
for(int featureStateToGenerate = 0; featureStateToGenerate < featuresForState.size(); featureStateToGenerate++)
|
||||
{
|
||||
for(Supplier<ConfiguredFeature<?, ?>> featureSupplier : featuresForState.get(featureStateToGenerate))
|
||||
{
|
||||
ConfiguredFeature<?, ?> configuredfeature = featureSupplier.get();
|
||||
|
||||
/*
|
||||
// clone any items that aren't thread safe to prevent
|
||||
// them from causing issues
|
||||
if(configuredfeature.config.getClass() == BlockClusterFeatureConfig.class)
|
||||
{
|
||||
config = cloneBlockClusterFeatureConfig((BlockClusterFeatureConfig) configuredfeature.config);
|
||||
}
|
||||
else if (configuredfeature.config.getClass() == DecoratedFeatureConfig.class)
|
||||
{
|
||||
config = cloneDecoratedFeatureConfig((DecoratedFeatureConfig) configuredfeature.config);
|
||||
}
|
||||
*/
|
||||
|
||||
try
|
||||
{
|
||||
configuredfeature.generate(lodServerWorld, chunkGen, serverWorld.rand, chunk.getPos().asBlockPos());
|
||||
}
|
||||
catch(ConcurrentModificationException e)
|
||||
{
|
||||
// This will happen. I'm not sure what to do about it
|
||||
// except pray that it doesn't effect the normal world generation
|
||||
// in any harmful way
|
||||
|
||||
// I tried cloning the config for each feature, but that
|
||||
// path was blocked since I can't clone lambda methods.
|
||||
// I tried using a deep cloning library and discovered
|
||||
// the problem there.
|
||||
// ( https://github.com/kostaskougios/cloning )
|
||||
}
|
||||
catch(UnsupportedOperationException e)
|
||||
{
|
||||
// This will happen when the LodServerWorld
|
||||
// isn't able to return something that a feature
|
||||
// generator needs
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
// I'm not sure what happened, print to the log
|
||||
|
||||
System.out.println();
|
||||
System.out.println();
|
||||
e.printStackTrace();
|
||||
System.out.println();
|
||||
//ClientProxy.LOGGER.error("error class: \"" + configuredfeature.config.getClass() + "\"");
|
||||
System.out.println();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// generate a Lod like normal
|
||||
LodChunk lod = lodBuilder.generateLodFromChunk(chunk);
|
||||
lodDim.addLod(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* on pre generated chunks 0 - 1 ms
|
||||
* on un generated chunks 0 - 50 ms
|
||||
* with the median seeming to hover around 15 - 30 ms
|
||||
* and outliers in the 100 - 200 ms range
|
||||
*
|
||||
* Note this should not be multithreaded and does cause server/simulation lag
|
||||
* (Higher lag for generating than loading)
|
||||
*/
|
||||
private void generateWithServer()
|
||||
{
|
||||
lodBuilder.generateLodChunkAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//================//
|
||||
// Unused methods //
|
||||
//================//
|
||||
|
||||
// Sadly I wasn't able to get these to work,
|
||||
// they are here for documentation purposes
|
||||
|
||||
@SuppressWarnings({ "rawtypes", "unchecked", "unused" })
|
||||
private DecoratedFeatureConfig cloneDecoratedFeatureConfig(DecoratedFeatureConfig config)
|
||||
{
|
||||
IPlacementConfig placementConfig = null;
|
||||
|
||||
Class oldConfigClass = config.decorator.func_242877_b().getClass();
|
||||
|
||||
if (oldConfigClass == FeatureSpreadConfig.class)
|
||||
{
|
||||
FeatureSpreadConfig oldPlacementConfig = (FeatureSpreadConfig) config.decorator.func_242877_b();
|
||||
FeatureSpread oldSpread = oldPlacementConfig.func_242799_a();
|
||||
|
||||
placementConfig = new FeatureSpreadConfig(oldSpread);
|
||||
}
|
||||
else if(oldConfigClass == DecoratedPlacementConfig.class)
|
||||
{
|
||||
DecoratedPlacementConfig oldPlacementConfig = (DecoratedPlacementConfig) config.decorator.func_242877_b();
|
||||
placementConfig = new DecoratedPlacementConfig(oldPlacementConfig.getInner(), oldPlacementConfig.getOuter());
|
||||
}
|
||||
else if(oldConfigClass == NoiseDependant.class)
|
||||
{
|
||||
NoiseDependant oldPlacementConfig = (NoiseDependant) config.decorator.func_242877_b();
|
||||
placementConfig = new NoiseDependant(oldPlacementConfig.noiseLevel, oldPlacementConfig.belowNoise, oldPlacementConfig.aboveNoise);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ClientProxy.LOGGER.debug("unkown decorated placement config: \"" + config.decorator.func_242877_b().getClass() + "\"");
|
||||
return config;
|
||||
}
|
||||
|
||||
|
||||
ConfiguredPlacement<?> newPlacement = new ConfiguredPlacement(config.decorator.decorator, placementConfig);
|
||||
return new DecoratedFeatureConfig(config.feature, newPlacement);
|
||||
}
|
||||
|
||||
|
||||
@SuppressWarnings("unused")
|
||||
private BlockClusterFeatureConfig cloneBlockClusterFeatureConfig(BlockClusterFeatureConfig config)
|
||||
{
|
||||
WeightedBlockStateProvider provider = new WeightedBlockStateProvider();
|
||||
for(Entry<BlockState> state : ((WeightedBlockStateProvider) config.stateProvider).weightedStates.field_220658_a)
|
||||
provider.weightedStates.field_220658_a.add(state);
|
||||
|
||||
HashSet<Block> whitelist = new HashSet<>();
|
||||
for(Block block : config.whitelist)
|
||||
whitelist.add(block);
|
||||
|
||||
HashSet<BlockState> blacklist = new HashSet<>();
|
||||
for(BlockState state : config.blacklist)
|
||||
blacklist.add(state);
|
||||
|
||||
|
||||
BlockClusterFeatureConfig.Builder builder = new BlockClusterFeatureConfig.Builder(provider, config.blockPlacer);
|
||||
builder.whitelist(whitelist);
|
||||
builder.blacklist(blacklist);
|
||||
builder.xSpread(config.xSpread);
|
||||
builder.ySpread(config.ySpread);
|
||||
builder.zSpread(config.zSpread);
|
||||
if(config.isReplaceable) { builder.replaceable(); }
|
||||
if(config.requiresWater) { builder.requiresWater(); }
|
||||
if(config.field_227298_k_) { builder.func_227317_b_(); }
|
||||
builder.tries(config.tryCount);
|
||||
|
||||
|
||||
return builder.build();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* performance/generation tests related to
|
||||
* serverWorld.getChunk(x, z, ChunkStatus. *** )
|
||||
|
||||
true/false is whether they generated blocks or not
|
||||
the time is how long it took to generate
|
||||
|
||||
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
|
||||
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
|
||||
ChunkStatus.BIOMES 1 - 10 ms false (no height)
|
||||
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
|
||||
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.FEATURES 7 - 25 ms true
|
||||
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
|
||||
ChunkStatus.LIGHT 20 - 40 ms true
|
||||
ChunkStatus.FULL 30 - 50 ms true
|
||||
ChunkStatus.SPAWN 50 - 80 ms true
|
||||
|
||||
|
||||
At this point I would suggest using FEATURES, as it generates snow and trees
|
||||
(and any other object that is needed to make biomes distinct)
|
||||
|
||||
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
|
||||
*/
|
||||
}
|
||||
+10
-14
@@ -1,4 +1,4 @@
|
||||
package com.seibel.lod.builders;
|
||||
package com.seibel.lod.builders.worldGeneration;
|
||||
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
@@ -45,27 +45,23 @@ import net.minecraft.world.storage.IWorldInfo;
|
||||
|
||||
|
||||
/**
|
||||
* This is used when generating features.
|
||||
* This is a fake ServerWorld used when generating features.
|
||||
* This allows us to keep each LodChunk generation independent
|
||||
* of the actual ServerWorld, allowing us
|
||||
* to multithread generation.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-23-2021
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
public class LodServerWorld implements ISeedReader {
|
||||
|
||||
public HashMap<Heightmap.Type, Heightmap> heightmaps = new HashMap<>();
|
||||
|
||||
public IChunk chunk;
|
||||
private Random rand;
|
||||
private ServerWorld serverWorld;
|
||||
|
||||
public LodServerWorld(IChunk newChunk, ServerWorld newServerWorld)
|
||||
public LodServerWorld(IChunk newChunk)
|
||||
{
|
||||
chunk = newChunk;
|
||||
rand = newServerWorld.rand;
|
||||
serverWorld = newServerWorld;
|
||||
}
|
||||
|
||||
|
||||
@@ -80,7 +76,7 @@ public class LodServerWorld implements ISeedReader {
|
||||
z = z % LodChunk.WIDTH;
|
||||
z = (z < 0) ? z + 16 : z;
|
||||
|
||||
return chunk.getHeightmap(Type.WORLD_SURFACE_WG).getHeight(x, z);
|
||||
return chunk.getHeightmap(LodChunk.DEFAULT_HEIGHTMAP).getHeight(x, z);
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -126,6 +122,11 @@ public class LodServerWorld implements ISeedReader {
|
||||
return EmptyTickList.get();
|
||||
}
|
||||
|
||||
@Override
|
||||
public IChunk getChunk(int x, int z, ChunkStatus requiredStatus, boolean nonnull) {
|
||||
return chunk;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -207,11 +208,6 @@ public class LodServerWorld implements ISeedReader {
|
||||
throw new UnsupportedOperationException("Not Implemented");
|
||||
}
|
||||
|
||||
@Override
|
||||
public IChunk getChunk(int x, int z, ChunkStatus requiredStatus, boolean nonnull) {
|
||||
throw new UnsupportedOperationException("Not Implemented");
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getSkylightSubtracted() {
|
||||
throw new UnsupportedOperationException("Not Implemented");
|
||||
@@ -0,0 +1,51 @@
|
||||
package com.seibel.lod.enums;
|
||||
|
||||
/**
|
||||
* BIOME_ONLY <br>
|
||||
* BIOME_ONLY_SIMULATE_HEIGHT <br>
|
||||
* SURFACE <br>
|
||||
* FEATURES <br>
|
||||
* SERVER <br><br>
|
||||
*
|
||||
* In order of fastest to slowest.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
public enum DistanceGenerationMode
|
||||
{
|
||||
/** Only generate the biomes and use biome
|
||||
* grass/foliage color, water color, or ice color
|
||||
* to generate the color.
|
||||
* Doesn't generate height, everything is shown at sea level.
|
||||
* Multithreaded - Fastest (2-5 ms) */
|
||||
BIOME_ONLY,
|
||||
|
||||
/**
|
||||
* Same as BIOME_ONLY, except instead
|
||||
* of always using sea level as the LOD height
|
||||
* different biome types (mountain, ocean, forest, etc.)
|
||||
* use predetermined heights to simulate having height data.
|
||||
*/
|
||||
BIOME_ONLY_SIMULATE_HEIGHT,
|
||||
|
||||
/** Generate the world surface,
|
||||
* this does NOT include caves, trees,
|
||||
* or structures.
|
||||
* Multithreaded - Faster (10-20 ms) */
|
||||
SURFACE,
|
||||
|
||||
/** Generate everything except structures.
|
||||
* NOTE: This may cause world generation bugs or instability,
|
||||
* since some features cause concurrentModification exceptions.
|
||||
* Multithreaded - Fast (15-20 ms) */
|
||||
FEATURES,
|
||||
|
||||
/** Ask the server to generate/load each chunk.
|
||||
* This is the most compatible, but causes server/simulation lag.
|
||||
* This will also show player made structures if you
|
||||
* are adding the mod to a pre-existing world.
|
||||
* Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) */
|
||||
SERVER;
|
||||
|
||||
}
|
||||
@@ -9,6 +9,7 @@ import org.apache.logging.log4j.LogManager;
|
||||
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
|
||||
import com.electronwill.nightconfig.core.io.WritingMode;
|
||||
import com.seibel.lod.ModInfo;
|
||||
import com.seibel.lod.enums.DistanceGenerationMode;
|
||||
import com.seibel.lod.enums.FogDistance;
|
||||
import com.seibel.lod.enums.LodDetail;
|
||||
import com.seibel.lod.enums.LodTemplate;
|
||||
@@ -21,7 +22,7 @@ import net.minecraftforge.fml.config.ModConfig;
|
||||
/**
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-19-2021
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
@Mod.EventBusSubscriber
|
||||
public class LodConfig
|
||||
@@ -38,7 +39,7 @@ public class LodConfig
|
||||
|
||||
public ForgeConfigSpec.EnumValue<LodDetail> lodDetail;
|
||||
|
||||
public ForgeConfigSpec.BooleanValue distanceBiomeOnlyGeneration;
|
||||
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
|
||||
|
||||
/** this is multiplied by the default view distance
|
||||
* to determine how far out to generate/render LODs */
|
||||
@@ -49,21 +50,21 @@ public class LodConfig
|
||||
builder.comment(ModInfo.MODNAME + " configuration settings").push("client");
|
||||
|
||||
drawLODs = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " If false LODs will not be drawn, \n"
|
||||
+ " however they will still be generated \n"
|
||||
+ " and saved to file for later use.")
|
||||
.define("drawLODs", true);
|
||||
|
||||
fogDistance = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " At what distance should Fog be drawn on the LODs? \n"
|
||||
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
|
||||
+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ".")
|
||||
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
|
||||
|
||||
debugMode = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " If false the LODs will draw with their normal world colors. \n"
|
||||
+ " If true they will draw as a black and white checkerboard. \n"
|
||||
+ " This can be used for debugging or imagining you are playing a \n"
|
||||
@@ -71,7 +72,7 @@ public class LodConfig
|
||||
.define("drawCheckerBoard", false);
|
||||
|
||||
lodTemplate = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " How should the LODs be drawn? \n"
|
||||
+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
|
||||
+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
|
||||
@@ -80,28 +81,64 @@ public class LodConfig
|
||||
.defineEnum("lodTemplate", LodTemplate.CUBIC);
|
||||
|
||||
lodDetail = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " How detailed should the LODs be? \n"
|
||||
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
|
||||
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk.")
|
||||
.defineEnum("lodGeometryQuality", LodDetail.QUAD);
|
||||
|
||||
lodChunkRadiusMultiplier = builder
|
||||
.comment("\n"
|
||||
.comment("\n\n"
|
||||
+ " This is multiplied by the default view distance \n"
|
||||
+ " to determine how far out to generate/render LODs. \n"
|
||||
+ " A value of 2 means that there is 1 render distance worth \n"
|
||||
+ " of LODs in each cardinal direction. ")
|
||||
.defineInRange("lodChunkRadiusMultiplier", 6, 2, 32);
|
||||
|
||||
distanceBiomeOnlyGeneration = builder
|
||||
.comment("\n"
|
||||
+ " If true LODs generated outside the normal view distance \n"
|
||||
+ " will be created using a simpler faster method \n"
|
||||
+ " at the cost of visual quality. \n"
|
||||
+ " Nearby chunks will still use the full quality method \n"
|
||||
+ " and will overwrite the lower quality ones. ")
|
||||
.define("distanceBiomeOnlyGeneration", false);
|
||||
distanceGenerationMode = builder
|
||||
.comment("\n\n"
|
||||
+ " Note: The times listed here are based on the developer's \n"
|
||||
+ " PC, and are included to show the speed difference \n"
|
||||
+ " between options. Your mileage may vary. \n"
|
||||
+ "\n"
|
||||
|
||||
+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"
|
||||
+ " Only generate the biomes and use biome \n"
|
||||
+ " grass/foliage color, water color, or ice color \n"
|
||||
+ " to generate the color. \n"
|
||||
+ " Doesn't generate height, everything is shown at sea level. \n"
|
||||
+ " Multithreaded - Fastest (2-5 ms) \n"
|
||||
|
||||
+ "\n"
|
||||
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT.toString() + " \n"
|
||||
+ " Same as BIOME_ONLY, except instead \n"
|
||||
+ " of always using sea level as the LOD height \n"
|
||||
+ " different biome types (mountain, ocean, forest, etc.) \n"
|
||||
+ " use predetermined heights to simulate having height data. \n"
|
||||
+ " Multithreaded - Fastest (2-5 ms) \n"
|
||||
|
||||
+ "\n"
|
||||
+ " " + DistanceGenerationMode.SURFACE.toString() + " \n"
|
||||
+ " Generate the world surface, \n"
|
||||
+ " this does NOT include caves, trees, \n"
|
||||
+ " or structures. \n"
|
||||
+ " Multithreaded - Faster (10-20 ms) \n"
|
||||
|
||||
+ "\n"
|
||||
+ " " + DistanceGenerationMode.FEATURES.toString() + " \n"
|
||||
+ " Generate everything except structures. \n"
|
||||
+ " WARNING: This may cause world generation bugs or instability, \n"
|
||||
+ " since some features cause concurrentModification exceptions. \n"
|
||||
+ " Multithreaded - Fast (15-20 ms) \n"
|
||||
|
||||
+ "\n"
|
||||
+ " " + DistanceGenerationMode.SERVER.toString() + " \n"
|
||||
+ " Ask the server to generate/load each chunk. \n"
|
||||
+ " This is the most compatible, but causes server/simulation lag. \n"
|
||||
+ " This will also show player made structures if you \n"
|
||||
+ " are adding the mod to a pre-existing world. \n"
|
||||
+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
|
||||
.defineEnum("distanceBiomeOnlyGeneration", DistanceGenerationMode.FEATURES);
|
||||
|
||||
builder.pop();
|
||||
}
|
||||
|
||||
@@ -6,13 +6,14 @@ import com.seibel.lod.enums.LodDetail;
|
||||
import com.seibel.lod.handlers.LodDimensionFileHandler;
|
||||
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.world.gen.Heightmap;
|
||||
|
||||
/**
|
||||
* This object contains position
|
||||
* and color data for an LOD object.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 6-19-2021
|
||||
* @version 6-27-2021
|
||||
*/
|
||||
public class LodChunk
|
||||
{
|
||||
@@ -28,12 +29,18 @@ public class LodChunk
|
||||
private static final Color DEBUG_WHITE = new Color(255, 255, 255, DEBUG_ALPHA);
|
||||
private static final Color INVISIBLE = new Color(0,0,0,0);
|
||||
|
||||
/** If we ever have to use a heightmap for any reason, use this one. */
|
||||
public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
|
||||
|
||||
|
||||
public LodDetail detail = LodDetail.SINGLE;
|
||||
|
||||
/** If this is set to true then toData will return
|
||||
* the empty string */
|
||||
public boolean dontSave = false;
|
||||
|
||||
// TODO store the DistanceGenerationMethod used for this chunk (so we can upgrade old chunks if we want to)
|
||||
|
||||
|
||||
/** The x coordinate of the chunk. */
|
||||
public int x = 0;
|
||||
|
||||
@@ -25,7 +25,7 @@ import net.minecraftforge.eventbus.api.SubscribeEvent;
|
||||
* and is the starting point for most of this program.
|
||||
*
|
||||
* @author James_Seibel
|
||||
* @version 05-31-2021
|
||||
* @version 06-27-2021
|
||||
*/
|
||||
public class ClientProxy
|
||||
{
|
||||
@@ -98,6 +98,7 @@ public class ClientProxy
|
||||
// LodConfig.CLIENT.lodDetail.set(LodDetail.DOUBLE);
|
||||
// LodConfig.CLIENT.lodColorStyle.set(LodColorStyle.INDIVIDUAL_SIDES);
|
||||
// LodConfig.CLIENT.lodChunkRadiusMultiplier.set(12);
|
||||
// LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.FEATURES);
|
||||
|
||||
// Note to self:
|
||||
// if "unspecified" shows up in the pie chart, it is
|
||||
|
||||
@@ -31,6 +31,14 @@ public net.minecraft.world.chunk.ChunkPrimer field_201661_i # sections
|
||||
public net.minecraft.world.server.ChunkManager field_219269_w # templateManager
|
||||
public net.minecraft.world.server.ChunkManager field_219256_j # lightManager
|
||||
public net.minecraft.world.gen.feature.template.TemplateManager field_186240_a # templates
|
||||
public net.minecraft.world.biome.Biome field_242424_k # biomeGenerationSettings
|
||||
public net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider field_227406_b_ # weightedStates
|
||||
public net.minecraft.world.gen.placement.ConfiguredPlacement field_215096_a # decorator
|
||||
public net.minecraft.world.gen.placement.ConfiguredPlacement field_215097_b # config
|
||||
public net.minecraft.util.WeightedList field_220658_a # weightedEntries
|
||||
public net.minecraft.world.gen.feature.FeatureSpread field_242250_b # base
|
||||
public net.minecraft.world.gen.feature.FeatureSpread field_242251_c # spread
|
||||
|
||||
|
||||
|
||||
#=====================#
|
||||
|
||||
Reference in New Issue
Block a user