Close #28 (Optimize Distance Lod Generation)
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@@ -9,6 +9,7 @@ import org.apache.logging.log4j.LogManager;
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import com.electronwill.nightconfig.core.file.CommentedFileConfig;
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import com.electronwill.nightconfig.core.io.WritingMode;
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import com.seibel.lod.ModInfo;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.enums.LodTemplate;
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@@ -21,7 +22,7 @@ import net.minecraftforge.fml.config.ModConfig;
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/**
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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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@Mod.EventBusSubscriber
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public class LodConfig
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@@ -38,7 +39,7 @@ public class LodConfig
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public ForgeConfigSpec.EnumValue<LodDetail> lodDetail;
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public ForgeConfigSpec.BooleanValue distanceBiomeOnlyGeneration;
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public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
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/** this is multiplied by the default view distance
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* to determine how far out to generate/render LODs */
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@@ -49,21 +50,21 @@ public class LodConfig
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builder.comment(ModInfo.MODNAME + " configuration settings").push("client");
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drawLODs = builder
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.comment("\n"
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.comment("\n\n"
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+ " If false LODs will not be drawn, \n"
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+ " however they will still be generated \n"
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+ " and saved to file for later use.")
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.define("drawLODs", true);
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fogDistance = builder
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.comment("\n"
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
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+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ".")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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debugMode = builder
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.comment("\n"
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.comment("\n\n"
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+ " If false the LODs will draw with their normal world colors. \n"
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+ " If true they will draw as a black and white checkerboard. \n"
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+ " This can be used for debugging or imagining you are playing a \n"
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@@ -71,7 +72,7 @@ public class LodConfig
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.define("drawCheckerBoard", false);
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lodTemplate = builder
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.comment("\n"
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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
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@@ -80,28 +81,64 @@ public class LodConfig
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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lodDetail = builder
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.comment("\n"
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.comment("\n\n"
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+ " How detailed should the LODs be? \n"
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+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk.")
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.defineEnum("lodGeometryQuality", LodDetail.QUAD);
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lodChunkRadiusMultiplier = builder
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.comment("\n"
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.comment("\n\n"
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+ " This is multiplied by the default view distance \n"
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+ " to determine how far out to generate/render LODs. \n"
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+ " A value of 2 means that there is 1 render distance worth \n"
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+ " of LODs in each cardinal direction. ")
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.defineInRange("lodChunkRadiusMultiplier", 6, 2, 32);
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distanceBiomeOnlyGeneration = builder
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.comment("\n"
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+ " If true LODs generated outside the normal view distance \n"
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+ " will be created using a simpler faster method \n"
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+ " at the cost of visual quality. \n"
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+ " Nearby chunks will still use the full quality method \n"
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+ " and will overwrite the lower quality ones. ")
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.define("distanceBiomeOnlyGeneration", false);
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distanceGenerationMode = builder
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.comment("\n\n"
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+ " Note: The times listed here are based on the developer's \n"
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+ " PC, and are included to show the speed difference \n"
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+ " between options. Your mileage may vary. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"
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+ " Only generate the biomes and use biome \n"
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+ " grass/foliage color, water color, or ice color \n"
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+ " to generate the color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT.toString() + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE.toString() + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include caves, trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES.toString() + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability, \n"
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+ " since some features cause concurrentModification exceptions. \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SERVER.toString() + " \n"
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+ " Ask the server to generate/load each chunk. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " This will also show player made structures if you \n"
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+ " are adding the mod to a pre-existing world. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceBiomeOnlyGeneration", DistanceGenerationMode.FEATURES);
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builder.pop();
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}
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