Remove the experimental useFovSetting setting

This commit is contained in:
James Seibel
2021-10-09 19:47:26 -05:00
parent e2cdf1549a
commit c3f8b0b677
2 changed files with 3 additions and 24 deletions
@@ -39,7 +39,6 @@ import com.seibel.lod.enums.HorizontalResolution;
import com.seibel.lod.enums.HorizontalScale;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.VerticalQuality;
import com.seibel.lod.render.LodRenderer.FovTest;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@@ -50,7 +49,7 @@ import net.minecraftforge.fml.config.ModConfig;
* This handles any configuration the user has access to.
*
* @author James Seibel
* @version 9-26-2021
* @version 10-9-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
@@ -100,8 +99,6 @@ public class LodConfig
public ForgeConfigSpec.BooleanValue drawLods;
public ForgeConfigSpec.EnumValue<FovTest> useFovSetting;
Graphics(ForgeConfigSpec.Builder builder)
{
@@ -164,12 +161,6 @@ public class LodConfig
+ " The mod's render distance, measured in chunks. \n")
.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
useFovSetting = builder
.comment("\n\n"
+ " Experimental text value. \n"
+ " " + FovTest.BOTH + ": is the normal value \n")
.defineEnum("useFovSetting", FovTest.BOTH);
disableDirectionalCulling = builder
.comment("\n\n"
+ " If false LODs that are behind the player's camera \n"
@@ -182,18 +173,6 @@ public class LodConfig
+ " (This may happen if you are using a camera mod) \n")
.define("disableDirectionalCulling", false);
// shadingMode = builder
// .comment("\n\n"
// + " What kind of shading should the LODs have? \n"
// + " \n"
// + " " + ShadingMode.NONE + " \n"
// + " " + "LODs will have the same lighting on every side. \n"
// + " " + "Can make large similarly colored areas hard to differentiate. \n"
// + "\n"
// + " " + ShadingMode.GAME_SHADING + " \n"
// + " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
// .defineEnum("lightingMode", ShadingMode.GAME_SHADING);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"
+ " Disable LOD quality falloff, "
@@ -525,14 +525,14 @@ public class LodRenderer
// create the new projection matrix
Matrix4f lodPoj =
Matrix4f.perspective(
getFov(partialTicks, LodConfig.CLIENT.graphics.useFovSetting.get().lodProjUseFov),
getFov(partialTicks, true),
(float) this.mc.getWindow().getScreenWidth() / (float) this.mc.getWindow().getScreenHeight(),
mc.getRenderDistance() / 2,
farPlaneBlockDistance * LodUtil.CHUNK_WIDTH * 2 / 4);
// get Minecraft's un-edited projection matrix
// (this is before it is zoomed, distorted, etc.)
Matrix4f defaultMcProj = mc.getGameRenderer().getProjectionMatrix(mc.getGameRenderer().getMainCamera(), partialTicks, LodConfig.CLIENT.graphics.useFovSetting.get().defaultMcProjUseFov);
Matrix4f defaultMcProj = mc.getGameRenderer().getProjectionMatrix(mc.getGameRenderer().getMainCamera(), partialTicks, true);
// true here means use "use fov setting" (probably)