Close #28 (Optimize Distance Lod Generation)

This commit is contained in:
James Seibel
2021-06-27 22:00:43 -05:00
parent 46e65704d7
commit bb07e3db9a
11 changed files with 891 additions and 653 deletions
@@ -4,7 +4,6 @@ import java.awt.Color;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.enums.ColorDirection;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
@@ -15,10 +14,12 @@ import com.seibel.lod.util.LodUtil;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.color.BlockColors;
import net.minecraft.block.FlowingFluidBlock;
import net.minecraft.block.GrassBlock;
import net.minecraft.block.LeavesBlock;
import net.minecraft.world.DimensionType;
import net.minecraft.world.IWorld;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.ChunkSection;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.Heightmap;
@@ -29,12 +30,10 @@ import net.minecraft.world.gen.Heightmap;
* (specifically: Lod World, Dimension, Region, and Chunk objects)
*
* @author James Seibel
* @version 6-19-2021
* @version 6-27-2021
*/
public class LodBuilder
{
private static final Color INVISIBLE = new Color(0,0,0,0);
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
/** Default size of any LOD regions we use */
@@ -52,18 +51,15 @@ public class LodBuilder
}
public void generateLodChunkAsync(IChunk chunk, LodWorld lodWorld, IWorld world)
{
generateLodChunkAsync(chunk, new LodBuilderConfig(), lodWorld, world);
}
public void generateLodChunkAsync(IChunk chunk, LodBuilderConfig config, LodWorld lodWorld, IWorld world)
{
if (lodWorld == null || !lodWorld.getIsWorldLoaded())
return;
// is this chunk from the same world as the lodWorld?
if (!lodWorld.getWorldName().equals(LodUtil.getWorldID(world)))
// we are not in the same world anymore
// don't add this LOD
return;
// don't try to create an LOD object
// if for some reason we aren't
@@ -77,7 +73,7 @@ public class LodBuilder
{
DimensionType dim = world.getDimensionType();
LodChunk lod = generateLodFromChunk(chunk);
LodChunk lod = generateLodFromChunk(chunk, config);
LodDimension lodDim;
@@ -117,7 +113,7 @@ public class LodBuilder
*/
public LodChunk generateLodFromChunk(IChunk chunk) throws IllegalArgumentException
{
return generateLodFromChunk(chunk, false);
return generateLodFromChunk(chunk, new LodBuilderConfig());
}
/**
@@ -126,7 +122,7 @@ public class LodBuilder
* @throws IllegalArgumentException
* thrown if either the chunk or world is null.
*/
public LodChunk generateLodFromChunk(IChunk chunk, boolean useHeightmap) throws IllegalArgumentException
public LodChunk generateLodFromChunk(IChunk chunk, LodBuilderConfig config) throws IllegalArgumentException
{
if(chunk == null)
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
@@ -142,20 +138,22 @@ public class LodBuilder
int endX = detail.endX[i];
int endZ = detail.endZ[i];
Color color;
Color color = generateLodColorForAreaInDirection(chunk, ColorDirection.TOP, startX, startZ, endX, endZ);
color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
short height;
short depth;
if (!useHeightmap)
if (!config.useHeightmap)
{
height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
}
else
{
height = determineHeightPoint(chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE), startX, startZ, endX, endZ);
height = determineHeightPoint(chunk.getHeightmap(LodChunk.DEFAULT_HEIGHTMAP), startX, startZ, endX, endZ);
depth = 0;
}
@@ -304,38 +302,156 @@ public class LodBuilder
}
/**
* Generate the color for the given chunk in the given ColorDirection.
* NOTE: only vertical is currently implemented for area,
* the horizontal colors will always be the same regardless of the area.
* Generate the color for the given chunk using biome
* water color, foliage color, and grass color.
*
* @param config_useSolidBlocksInColorGen <br>
* If true we look down from the top of the <br>
* chunk until we find a non-invisible block, and then use <br>
* its color. If false we generate the color immediately for <br>
* each x and z.
* @param config_useBiomeColors <br>
* If true use biome foliage, water, and grass colors, <br>
* otherwise use the
*/
private Color generateLodColorForAreaInDirection(IChunk chunk, ColorDirection colorDir, int startX, int startZ, int endX, int endZ)
private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX, int endZ)
{
Minecraft mc = Minecraft.getInstance();
BlockColors bc = mc.getBlockColors();
ChunkSection[] chunkSections = chunk.getSections();
switch (colorDir)
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
for(int x = startX; x < endX; x++)
{
case TOP:
return generateLodColorVerticalOverArea(chunk, colorDir, bc, startX, startZ, endX, endZ);
case BOTTOM:
return generateLodColorVerticalOverArea(chunk, colorDir, bc, startX, startZ, endX, endZ);
case NORTH:
return generateLodColorHorizontal(chunk, colorDir, bc);
case SOUTH:
return generateLodColorHorizontal(chunk, colorDir, bc);
case EAST:
return generateLodColorHorizontal(chunk, colorDir, bc);
case WEST:
return generateLodColorHorizontal(chunk, colorDir, bc);
for(int z = startZ; z < endZ; z++)
{
boolean foundBlock = false;
// go top down
for(int i = chunkSections.length - 1; !foundBlock && i >= 0; i--)
{
if( !foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen))
{
for(int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--)
{
int colorInt = 0;
BlockState blockState = null;
if (chunkSections[i] != null)
{
blockState = chunkSections[i].getBlockState(x, y, z);
colorInt = blockState.materialColor.colorValue;
}
if(colorInt == 0 && config.useSolidBlocksInColorGen)
{
// skip air or invisible blocks
continue;
}
if (config.useBiomeColors)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x, y + i * chunkSections.length, z);
if (biome.getCategory() == Biome.Category.OCEAN ||
biome.getCategory() == Biome.Category.RIVER)
{
colorInt = biome.getWaterColor();
}
else if (biome.getCategory() == Biome.Category.EXTREME_HILLS)
{
colorInt = Blocks.STONE.getMaterialColor().colorValue;
}
else if (biome.getCategory() == Biome.Category.ICY)
{
colorInt = LodUtil.colorToInt(Color.WHITE);
}
else if (biome.getCategory() == Biome.Category.THEEND)
{
colorInt = Blocks.END_STONE.getDefaultState().materialColor.colorValue;
}
else if (config.useSolidBlocksInColorGen)
{
colorInt = getColorForBlock(x, z, blockState, biome);
}
else
{
colorInt = biome.getGrassColor(x, z);
}
}
else
{
Biome biome = chunk.getBiomes().getNoiseBiome(x, y + i * chunkSections.length, z);
colorInt = getColorForBlock(x,z, blockState, biome);
}
Color c = LodUtil.intToColor(colorInt);
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
numbOfBlocks++;
// we found a valid block, skip to the
// next x and z
foundBlock = true;
}
}
}
}
}
return INVISIBLE;
if(numbOfBlocks == 0)
numbOfBlocks = 1;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
/**
* Returns a color int for a given block.
*/
private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
{
int colorInt = 0;
if (blockState == Blocks.AIR.getDefaultState())
{
colorInt = biome.getGrassColor(x, z);
}
else if (blockState.getBlock() instanceof LeavesBlock)
{
Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
colorInt = LodUtil.colorToInt(leafColor);
}
else if (blockState.getBlock() instanceof GrassBlock)
{
colorInt = biome.getGrassColor(x, z);
}
else if (blockState.getBlock() instanceof FlowingFluidBlock)
{
colorInt = biome.getWaterColor();
}
else
{
colorInt = blockState.materialColor.colorValue;
}
return colorInt;
}
@@ -366,311 +482,7 @@ public class LodBuilder
return false;
}
/**
* Generates the color of the top or bottom of the given chunk.
*
* @throws IllegalArgumentException if given a ColorDirection other than TOP or BOTTOM
*/
private Color generateLodColorVerticalOverArea(
IChunk chunk, ColorDirection colorDir, BlockColors bc,
int startX, int startZ, int endX, int endZ)
{
if(colorDir != ColorDirection.TOP && colorDir != ColorDirection.BOTTOM)
{
throw new IllegalArgumentException("generateLodColorVertical only accepts the ColorDirection TOP or BOTTOM");
}
ChunkSection[] chunkSections = chunk.getSections();
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
boolean goTopDown = (colorDir == ColorDirection.TOP);
// either go top down or bottom up
int dataStart = goTopDown? chunkSections.length - 1 : 0;
int dataMax = chunkSections.length;
int dataMin = 0;
int dataIncrement = goTopDown? -1 : 1;
int topStart = goTopDown? CHUNK_SECTION_HEIGHT - 1 : 0;
int topMax = CHUNK_SECTION_HEIGHT;
int topMin = 0;
int topIncrement = goTopDown? -1 : 1;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
boolean foundBlock = false;
for(int i = dataStart; !foundBlock && i >= dataMin && i < dataMax; i += dataIncrement)
{
if(!foundBlock && chunkSections[i] != null)
{
for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
{
int ci;
ci = chunkSections[i].getBlockState(x, y, z).materialColor.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(numbOfBlocks == 0)
numbOfBlocks = 1;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
/*
* unused variation that can be used with only the heightmap,
* although it just returns the foliage color, so it shouldn't
* be used normally.
Heightmap heightmap = chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE_WG);
int numbOfBlocks = CHUNK_DATA_WIDTH * CHUNK_DATA_WIDTH;
int red = 0;
int green = 0;
int blue = 0;
for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x,z, heightmap.getHeight(x, z));
Color c = intToColor(biome.getFoliageColor());
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
}
}
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
*/
/**
* Generates the color for the sides of the given chunk.
*/
private Color generateLodColorHorizontal(
IChunk chunk, ColorDirection colorDir, BlockColors bc)
{
if(colorDir != ColorDirection.NORTH && colorDir != ColorDirection.SOUTH && colorDir != ColorDirection.EAST && colorDir != ColorDirection.WEST)
{
throw new IllegalArgumentException("generateLodColorHorizontal only accepts the ColorDirection N (North), S (South), E (East), or W (West)");
}
ChunkSection[] chunkSections = chunk.getSections();
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
// these don't change since the over direction doesn't matter
int overStart = 0;
int overIncrement = 1;
// determine which direction is "in"
int inStart = 0;
int inIncrement = 1;
switch (colorDir)
{
case NORTH:
inStart = 0;
inIncrement = 1;
break;
case SOUTH:
inStart = CHUNK_DATA_WIDTH - 1;
inIncrement = -1;
break;
case EAST:
inStart = 0;
inIncrement = 1;
break;
case WEST:
inStart = CHUNK_DATA_WIDTH - 1;
inIncrement = -1;
break;
default:
// we were given an invalid position, return invisible.
// this shouldn't happen and is mostly here to make the
// compiler happy
return INVISIBLE;
}
for (int section = 0; section < chunkSections.length; section++)
{
if (chunkSections[section] == null)
continue;
for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
{
boolean foundBlock = false;
// over moves "over" the side of the chunk
// in moves "into" the chunk until it finds a block
for (int over = overStart; !foundBlock && over >= 0 && over < CHUNK_DATA_WIDTH; over += overIncrement)
{
for (int in = inStart; !foundBlock && in >= 0 && in < CHUNK_DATA_WIDTH; in += inIncrement)
{
int x = -1;
int z = -1;
// determine which should be X and Z
switch(colorDir)
{
case NORTH:
x = over;
z = in;
break;
case SOUTH:
x = over;
z = in;
break;
case EAST:
x = in;
z = over;
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;
}