Add simple partially functioning frustum culling
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@@ -39,6 +39,7 @@ import com.seibel.lod.handlers.ReflectionHandler;
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import com.seibel.lod.objects.LevelPos;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarFogSettings;
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import com.seibel.lod.objects.RegionPos;
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import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.util.LodUtil;
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@@ -67,7 +68,7 @@ import net.minecraft.util.math.vector.Vector3f;
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* This is where LODs are draw to the world.
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*
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* @author James Seibel
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* @version 8-20-2021
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* @version 8-21-2021
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*/
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public class LodRenderer
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{
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@@ -318,14 +319,39 @@ public class LodRenderer
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if (vbos != null)
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{
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int rendered = 0;
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int skipped = 0;
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Vector3d cameraDir = mc.cameraEntity.getLookAngle();
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// used to determine what type of fog to render
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int halfWidth = vbos.length/2;
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int quarterWidth = vbos.length/4;
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for (int i = 0; i < vbos.length; i++)
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{
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for (int j = 0; j < vbos.length; j++)
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{
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setupFog(fogSettings.near.distance, fogSettings.near.quality);
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sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
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RegionPos vboPos = new RegionPos(i + lodDim.getCenterX() - lodDim.getWidth()/2, j + lodDim.getCenterZ() - lodDim.getWidth()/2);
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if (RenderUtil.isRegionInViewFrustum(player.blockPosition(), cameraDir, vboPos.blockPos()))
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{
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if ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
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setupFog(fogSettings.near.distance, fogSettings.near.quality);
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else
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setupFog(fogSettings.far.distance, fogSettings.far.quality);
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sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
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rendered++;
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}
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else
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{
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skipped++;
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}
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}
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}
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ClientProxy.LOGGER.info(rendered + " - " + skipped);
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}
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@@ -361,9 +387,10 @@ public class LodRenderer
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// end of internal LOD profiling
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profiler.pop();
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}
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/**
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/**
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* This is where the actual drawing happens.
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*
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* @param buffers the buffers sent to the GPU to draw
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@@ -22,14 +22,16 @@ import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.util.LodUtil;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.util.math.vector.Vector3d;
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/**
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* This holds miscellaneous helper code
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* to be used in the rendering process.
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*
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* @author James Seibel
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* @version 8-17-2021
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* @version 8-21-2021
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*/
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public class RenderUtil
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{
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@@ -105,4 +107,44 @@ public class RenderUtil
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return numbLodsWide / (2 * mc.options.renderDistance);
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}
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/**
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* Returns true if one of the regions 4 corners is in front
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* of the camera.
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*/
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public static boolean isRegionInViewFrustum(BlockPos playerBlockPos, Vector3d cameraDir, BlockPos vboCenterPos)
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{
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// convert the vbo position into a direction vector
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// starting from the player's position
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Vector3d vboVec = new Vector3d(playerBlockPos.getX(), 0, playerBlockPos.getZ());
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Vector3d playerVec = new Vector3d(vboCenterPos.getX(), vboCenterPos.getY(), vboCenterPos.getZ());
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Vector3d vboCenterVec = playerVec.subtract(vboVec);
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int halfRegionWidth = LodUtil.REGION_WIDTH;
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Vector3d vboSeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, 0, vboCenterVec.z + halfRegionWidth).normalize();
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Vector3d vboSwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, 0, vboCenterVec.z + halfRegionWidth).normalize();
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Vector3d vboNwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, 0, vboCenterVec.z - halfRegionWidth).normalize();
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Vector3d vboNeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, 0, vboCenterVec.z - halfRegionWidth).normalize();
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return isNormalizedVectorInViewFrustum(vboSeVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboSwVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboNwVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboNeVec, cameraDir);
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// return isNormalizedVectorInViewFrustum(vboCenterVec.normalize(), cameraDir);
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}
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/**
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* Currently takes the dot product of the two vectors,
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* but in the future could do more complicated frustum culling tests.
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*/
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private static boolean isNormalizedVectorInViewFrustum(Vector3d objectVector, Vector3d cameraDir)
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{
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// take the dot product
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double dot = objectVector.dot(cameraDir);
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return dot >= 0;
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}
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}
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