Replace ByteBuffers with BufferBuilders
This commit is contained in:
@@ -1,83 +1,67 @@
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package com.backsun.lod.renderer;
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import java.awt.Color;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.util.concurrent.Callable;
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import org.lwjgl.opengl.GL11;
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import com.backsun.lod.util.enums.FogDistance;
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import net.minecraft.client.renderer.GLAllocation;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.MathHelper;
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/**
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*
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*
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* @author James Seibel
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* @version 02-13-2021
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* @version 02-21-2021
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*/
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public class BuildBufferThread implements Callable<NearFarBuffer>
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{
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public ByteBuffer nearBuffer;
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public ByteBuffer farBuffer;
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public BufferBuilder nearBuffer;
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public BufferBuilder farBuffer;
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public FogDistance distanceMode;
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public AxisAlignedBB[][] lods;
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public Color[][] colors;
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private int start = 0;
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private int end = -1;
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private int vertexCount = 0;
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private VertexFormat vertexFormat = null;
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private int vertexFormatIndex = 0;
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private VertexFormatElement vertexFormatElement = null;
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private int startLodIndex = 0;
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private int endLodIndex = -1;
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BuildBufferThread()
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{
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vertexCount = 0;
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vertexFormat = DefaultVertexFormats.POSITION_COLOR;
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vertexFormatIndex = 0;
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vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
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}
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BuildBufferThread(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, FogDistance newDistanceMode, int threadNumber, int totalThreads)
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BuildBufferThread(BufferBuilder newNearBufferBuilder, BufferBuilder newFarBufferBuilder, AxisAlignedBB[][] newLods, Color[][] newColors, FogDistance newDistanceMode, int threadNumber, int totalThreads)
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{
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setNewData(newNearByteBuffer, newFarByteBuffer, distanceMode, newLods, newColors, threadNumber, totalThreads);
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vertexCount = 0;
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vertexFormat = DefaultVertexFormats.POSITION_COLOR;
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vertexFormatIndex = 0;
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vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
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setNewData(newNearBufferBuilder, newFarBufferBuilder, distanceMode, newLods, newColors, threadNumber, totalThreads);
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}
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public void setNewData(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, FogDistance newDistanceMode, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
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public void setNewData(BufferBuilder newNearBufferBuilder, BufferBuilder newFarBufferBuilder, FogDistance newDistanceMode, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
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{
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vertexCount = 0;
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vertexFormatIndex = 0;
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nearBuffer = newNearByteBuffer;
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farBuffer = newFarByteBuffer;
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nearBuffer = newNearBufferBuilder;
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farBuffer = newFarBufferBuilder;
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distanceMode = newDistanceMode;
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lods = newLods;
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colors = newColors;
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int numbChunksWide = lods.length;
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int rowsToRender = numbChunksWide / totalThreads;
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start = threadNumber * rowsToRender;
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end = (threadNumber + 1) * rowsToRender;
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startLodIndex = threadNumber * rowsToRender;
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endLodIndex = (threadNumber + 1) * rowsToRender;
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}
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@Override
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public NearFarBuffer call()
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{
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nearBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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farBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
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int numbChunksWide = lods.length;
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ByteBuffer currentBuffer;
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BufferBuilder currentBuffer;
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AxisAlignedBB bb;
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int red;
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int green;
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@@ -95,7 +79,7 @@ public class BuildBufferThread implements Callable<NearFarBuffer>
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// x axis
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for (int i = start; i < end; i++)
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for (int i = startLodIndex; i < endLodIndex; i++)
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{
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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@@ -197,137 +181,16 @@ public class BuildBufferThread implements Callable<NearFarBuffer>
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} // z axis
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} // x axis
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nearBuffer.finishDrawing();
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farBuffer.finishDrawing();
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return new NearFarBuffer(nearBuffer, farBuffer);
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}
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private void addPosAndColor(ByteBuffer buffer, double x, double y, double z, int red, int green, int blue, int alpha)
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private void addPosAndColor(BufferBuilder buffer, double x, double y, double z, int red, int green, int blue, int alpha)
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{
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addPos(buffer, x, y, z);
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addColor(buffer, red, green, blue, alpha);
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endVertex();
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buffer.pos(x, y, z).color(red, green, blue, alpha).endVertex();
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}
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private void addPos(ByteBuffer byteBuffer, double x, double y, double z)
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{
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int i = this.vertexCount * this.vertexFormat.getNextOffset() + this.vertexFormat.getOffset(this.vertexFormatIndex);
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switch (this.vertexFormatElement.getType())
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{
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case FLOAT: // This is the one currently used
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byteBuffer.putFloat(i, (float)(x));
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byteBuffer.putFloat(i + 4, (float)(y));
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byteBuffer.putFloat(i + 8, (float)(z));
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break;
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case UINT:
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case INT:
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byteBuffer.putInt(i, Float.floatToRawIntBits((float)(x)));
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byteBuffer.putInt(i + 4, Float.floatToRawIntBits((float)(y)));
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byteBuffer.putInt(i + 8, Float.floatToRawIntBits((float)(z)));
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break;
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case USHORT:
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case SHORT:
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byteBuffer.putShort(i, (short)((int)(x)));
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byteBuffer.putShort(i + 2, (short)((int)(y)));
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byteBuffer.putShort(i + 4, (short)((int)(z)));
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break;
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case UBYTE:
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case BYTE:
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byteBuffer.put(i, (byte)((int)(x)));
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byteBuffer.put(i + 1, (byte)((int)(y)));
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byteBuffer.put(i + 2, (byte)((int)(z)));
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}
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nextVertexFormatIndex();
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}
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private void addColor(ByteBuffer byteBuffer, int red, int green, int blue, int alpha)
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{
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int i = this.vertexCount * this.vertexFormat.getNextOffset() + this.vertexFormat.getOffset(this.vertexFormatIndex);
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switch (this.vertexFormatElement.getType())
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{
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case FLOAT:
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byteBuffer.putFloat(i, red / 255.0F);
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byteBuffer.putFloat(i + 4, green / 255.0F);
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byteBuffer.putFloat(i + 8, blue / 255.0F);
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byteBuffer.putFloat(i + 12, alpha / 255.0F);
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break;
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case UINT:
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case INT:
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byteBuffer.putFloat(i, red);
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byteBuffer.putFloat(i + 4, green);
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byteBuffer.putFloat(i + 8, blue);
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byteBuffer.putFloat(i + 12, alpha);
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break;
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case USHORT:
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case SHORT:
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byteBuffer.putShort(i, (short)red);
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byteBuffer.putShort(i + 2, (short)green);
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byteBuffer.putShort(i + 4, (short)blue);
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byteBuffer.putShort(i + 6, (short)alpha);
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break;
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case UBYTE:
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case BYTE:
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if (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN)
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{
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// this is the one used currently
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byteBuffer.put(i, (byte)red);
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byteBuffer.put(i + 1, (byte)green);
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byteBuffer.put(i + 2, (byte)blue);
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byteBuffer.put(i + 3, (byte)alpha);
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}
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else
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{
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byteBuffer.put(i, (byte)alpha);
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byteBuffer.put(i + 1, (byte)blue);
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byteBuffer.put(i + 2, (byte)green);
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byteBuffer.put(i + 3, (byte)red);
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}
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}
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nextVertexFormatIndex();
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}
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private void nextVertexFormatIndex()
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{
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++this.vertexFormatIndex;
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this.vertexFormatIndex %= this.vertexFormat.getElementCount();
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this.vertexFormatElement = this.vertexFormat.getElement(this.vertexFormatIndex);
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if (this.vertexFormatElement.getUsage() == VertexFormatElement.EnumUsage.PADDING)
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{
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this.nextVertexFormatIndex();
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}
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}
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private void endVertex()
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{
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++this.vertexCount;
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growBuffer(this.vertexFormat.getNextOffset());
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}
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private void growBuffer(int p_181670_1_)
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{
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//if (MathHelper.roundUp(p_181670_1_, 4) / 4 > this.rawIntBuffer.remaining() || this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > this.byteBuffer.capacity())
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if (this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > nearBuffer.capacity())
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{
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int i = nearBuffer.capacity();
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int j = i + MathHelper.roundUp(p_181670_1_, 2097152);
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// int k = this.rawIntBuffer.position();
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ByteBuffer directBytebuffer = GLAllocation.createDirectByteBuffer(j);
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nearBuffer.position(0);
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directBytebuffer.put(nearBuffer);
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directBytebuffer.rewind();
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nearBuffer = directBytebuffer;
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// this.rawFloatBuffer = buffer.asFloatBuffer().asReadOnlyBuffer();
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// this.rawIntBuffer = buffer.asIntBuffer();
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// this.rawIntBuffer.position(k);
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// this.rawShortBuffer = buffer.asShortBuffer();
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// this.rawShortBuffer.position(k << 1);
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}
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}
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}
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@@ -35,7 +35,7 @@ import net.minecraft.util.math.MathHelper;
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/**
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* @author James Seibel
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* @version 2-13-2021
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* @version 2-21-2021
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*/
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public class LodRenderer
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{
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@@ -68,15 +68,14 @@ public class LodRenderer
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/** How many threads should be used for building the render buffer. */
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private int numbBufferThreads = maxNumbThreads;
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private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
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private volatile ByteBuffer[] nearBuffers = new ByteBuffer[maxNumbThreads];
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private volatile ByteBuffer[] farBuffers = new ByteBuffer[maxNumbThreads];
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private volatile BufferBuilder[] drawableNearBuffers = null;
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private volatile BufferBuilder[] drawableFarBuffers = null;
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private volatile BufferBuilder[] buildableNearBuffers = null;
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private volatile BufferBuilder[] buildableFarBuffers = null;
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private ExecutorService bufferThreadPool = Executors.newFixedThreadPool(maxNumbThreads);
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/*
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* this is the maximum number of bytes a buffer
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* would ever have to hold at once (this prevents the buffer
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* from having to resize and thus save performance)
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*/
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private int bufferMaxCapacity = 0;
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private ExecutorService genThread = Executors.newSingleThreadExecutor();
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/** This is used to determine if the LODs should be regenerated */
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private int previousChunkRenderDistance = 0;
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@@ -91,6 +90,7 @@ public class LodRenderer
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private boolean regen = false;
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private volatile boolean regenerating = false;
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private volatile boolean switchBuffers = false;
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@@ -105,7 +105,6 @@ public class LodRenderer
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reflectionHandler = new ReflectionHandler();
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}
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private ExecutorService genThread = Executors.newSingleThreadExecutor();
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public void drawLODs(LodDimension newDimension, float partialTicks)
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@@ -124,7 +123,16 @@ public class LodRenderer
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return;
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}
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// should the LODs be regenerated?
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if (lodDimension == null && newDimension == null)
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{
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// if there aren't any loaded LodChunks
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// don't try drawing anything
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return;
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}
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// should LODs be regenerated?
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if ((int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH != prevChunkX ||
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(int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH != prevChunkZ ||
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previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
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@@ -146,12 +154,6 @@ public class LodRenderer
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}
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lodDimension = newDimension;
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if (lodDimension == null)
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{
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// if there aren't any loaded LodChunks
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// don't try drawing anything
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return;
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}
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@@ -162,8 +164,6 @@ public class LodRenderer
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mc.mcProfiler.endSection();
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mc.mcProfiler.startSection("LOD");
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mc.mcProfiler.startSection("LOD setup");
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@SuppressWarnings("unused")
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long startTime = System.nanoTime();
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if (LodConfig.drawCheckerBoard)
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{
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if (debugging != LodConfig.drawCheckerBoard)
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@@ -178,18 +178,6 @@ public class LodRenderer
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}
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// color setup
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int alpha = 255; // 0 - 255
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Color red = new Color(255, 0, 0, alpha);
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Color black = new Color(0, 0, 0, alpha);
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Color white = new Color(255, 255, 255, alpha);
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@SuppressWarnings("unused")
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Color invisible = new Color(0,0,0,0);
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@SuppressWarnings("unused")
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Color error = new Color(255, 0, 225, alpha); // bright pink
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// get the camera location
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Entity player = mc.player;
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@@ -208,15 +196,6 @@ public class LodRenderer
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int totalLength = (int) farPlaneDistance * LOD_CHUNK_DISTANCE_RADIUS * 2;
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int numbChunksWide = (totalLength / LodChunk.WIDTH);
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// this seemingly useless math is required,
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// just using (int) camera doesn't work
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int playerXChunkOffset = ((int) cameraX / LodChunk.WIDTH) * LodChunk.WIDTH;
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int playerZChunkOffset = ((int) cameraZ / LodChunk.WIDTH) * LodChunk.WIDTH;
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// this where we will start drawing squares
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// (exactly half the total width)
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int startX = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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@@ -226,7 +205,11 @@ public class LodRenderer
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// create the LODs //
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//=================//
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if (regen && !regenerating)
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// only regenerate LODs if:
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// 1. we want to regenerate LODs
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// 2. we aren't already regenerating LODs
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// 3. we aren't waiting for the build and draw buffers to swap
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if (regen && !regenerating && !switchBuffers)
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{
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mc.mcProfiler.endStartSection("LOD generation");
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regenerating = true;
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@@ -236,95 +219,26 @@ public class LodRenderer
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// this is where we store the color for each LOD object
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Color colorArray[][] = new Color[numbChunksWide][numbChunksWide];
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setupBufferThreads(lodArray);
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if (numbBufferThreads != bufferThreads.size())
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setupBufferThreads();
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Thread t = new Thread(()->
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{
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// x axis
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for (int i = 0; i < numbChunksWide; i++)
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{
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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// skip the middle
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// (As the player moves some chunks will overlap or be missing,
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// this is just how chunk loading/unloading works. This can hopefully
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// be hidden with careful use of fog)
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int middle = (numbChunksWide / 2);
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if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
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{
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continue;
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}
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// set where this square will be drawn in the world
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double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
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startX; // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ;
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ);
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if (lod == null)
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{
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// note: for some reason if any color or lod object are set here
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// it causes the game to use 100% gpu, all of it undefined in the debug menu
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// and drop to ~6 fps.
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colorArray[i][j] = null;
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lodArray[i][j] = null;
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continue;
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}
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Color c = new Color(
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(lod.colors[ColorDirection.TOP.value].getRed()),
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(lod.colors[ColorDirection.TOP.value].getGreen()),
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(lod.colors[ColorDirection.TOP.value].getBlue()),
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lod.colors[ColorDirection.TOP.value].getAlpha());
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if (!debugging)
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{
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// add the color to the array
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colorArray[i][j] = c;
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}
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else
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{
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// if debugging draw the squares as a black and white checker board
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if ((chunkX + chunkZ) % 2 == 0)
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c = white;
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else
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c = black;
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// draw the first square as red
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if (i == 0 && j == 0)
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c = red;
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colorArray[i][j] = c;
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}
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// add the new box to the array
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int topPoint = getLodHeightPoint(lod.top);
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int bottomPoint = getLodHeightPoint(lod.bottom);
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// don't draw an LOD if it is empty
|
||||
if (topPoint == -1 && bottomPoint == -1)
|
||||
continue;
|
||||
|
||||
lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
|
||||
}
|
||||
}
|
||||
|
||||
generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
|
||||
regenerating = false;
|
||||
});
|
||||
// t.run();
|
||||
genThread.execute(t);
|
||||
if (drawableNearBuffers == null || drawableFarBuffers == null ||
|
||||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
|
||||
setupBuffers(lodArray);
|
||||
|
||||
|
||||
genThread.execute(createLodGenerationThread(cameraX, cameraZ, lodArray, colorArray));
|
||||
}
|
||||
|
||||
// replace the buffers used to draw and build,
|
||||
// this is done to keep everything thread safe
|
||||
if (switchBuffers)
|
||||
{
|
||||
swapBuffers();
|
||||
switchBuffers = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -344,7 +258,6 @@ public class LodRenderer
|
||||
|
||||
setProjectionMatrix(partialTicks);
|
||||
setupLighting(partialTicks);
|
||||
// setupBufferThreads(lodArray);
|
||||
|
||||
|
||||
|
||||
@@ -355,30 +268,26 @@ public class LodRenderer
|
||||
// rendering //
|
||||
//===========//
|
||||
|
||||
// mc.mcProfiler.endStartSection("LOD build buffer");
|
||||
// if (regen)
|
||||
// generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
|
||||
|
||||
switch(LodConfig.fogDistance)
|
||||
{
|
||||
case NEAR_AND_FAR:
|
||||
mc.mcProfiler.endStartSection("LOD draw setup");
|
||||
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
|
||||
sendLodsToGpuAndDraw(nearBuffers);
|
||||
sendLodsToGpuAndDraw(drawableNearBuffers);
|
||||
|
||||
mc.mcProfiler.endStartSection("LOD draw setup");
|
||||
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
|
||||
sendLodsToGpuAndDraw(farBuffers);
|
||||
sendLodsToGpuAndDraw(drawableFarBuffers);
|
||||
break;
|
||||
case NEAR:
|
||||
mc.mcProfiler.endStartSection("LOD draw setup");
|
||||
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
|
||||
sendLodsToGpuAndDraw(nearBuffers);
|
||||
sendLodsToGpuAndDraw(drawableNearBuffers);
|
||||
break;
|
||||
case FAR:
|
||||
mc.mcProfiler.endStartSection("LOD draw setup");
|
||||
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
|
||||
sendLodsToGpuAndDraw(farBuffers);
|
||||
sendLodsToGpuAndDraw(drawableFarBuffers);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -399,7 +308,7 @@ public class LodRenderer
|
||||
|
||||
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
GL11.glDisable(GL11.GL_LIGHT1);
|
||||
GL11.glDisable(GL11.GL_LIGHT2);
|
||||
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
|
||||
|
||||
// change the perspective matrix back to prevent incompatibilities
|
||||
@@ -411,18 +320,27 @@ public class LodRenderer
|
||||
previousChunkRenderDistance = mc.gameSettings.renderDistanceChunks;
|
||||
|
||||
|
||||
|
||||
// This is about how long this whole process should take
|
||||
// 16 ms = 60 hz
|
||||
@SuppressWarnings("unused")
|
||||
long endTime = System.nanoTime();
|
||||
|
||||
// end of profiler tracking
|
||||
mc.mcProfiler.endSection();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -437,42 +355,25 @@ public class LodRenderer
|
||||
private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors, FogDistance fogDistance)
|
||||
{
|
||||
List<Future<NearFarBuffer>> bufferFutures = new ArrayList<>();
|
||||
// TODO this should change based on whether we are using near/far or both fog settings
|
||||
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
|
||||
|
||||
for(int i = 0; i < numbBufferThreads; i++)
|
||||
{
|
||||
if (nearBuffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
|
||||
{
|
||||
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
|
||||
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
|
||||
|
||||
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
|
||||
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
|
||||
|
||||
clearBytes = new byte[bufferMaxCapacity];
|
||||
}
|
||||
|
||||
if (regen)
|
||||
{
|
||||
// this is the best way I could find to
|
||||
// overwrite the old data
|
||||
// (which needs to be done otherwise old
|
||||
// LODs may be drawn)
|
||||
nearBuffers[i].clear();
|
||||
nearBuffers[i].put(clearBytes);
|
||||
nearBuffers[i].clear();
|
||||
buildableNearBuffers[i].getByteBuffer().clear();
|
||||
buildableNearBuffers[i].getByteBuffer().put(clearBytes);
|
||||
buildableNearBuffers[i].getByteBuffer().clear();
|
||||
|
||||
farBuffers[i].clear();
|
||||
farBuffers[i].put(clearBytes);
|
||||
farBuffers[i].clear();
|
||||
buildableFarBuffers[i].getByteBuffer().clear();
|
||||
buildableFarBuffers[i].getByteBuffer().put(clearBytes);
|
||||
buildableFarBuffers[i].getByteBuffer().clear();
|
||||
}
|
||||
|
||||
int pos = bufferBuilder.getByteBuffer().position();
|
||||
nearBuffers[i].position(pos);
|
||||
farBuffers[i].position(pos);
|
||||
|
||||
bufferThreads.get(i).setNewData(nearBuffers[i], farBuffers[i], fogDistance, lods, colors, i, numbBufferThreads);
|
||||
|
||||
bufferThreads.get(i).setNewData(buildableNearBuffers[i], buildableFarBuffers[i], fogDistance, lods, colors, i, numbBufferThreads);
|
||||
}
|
||||
|
||||
try
|
||||
@@ -489,8 +390,8 @@ public class LodRenderer
|
||||
{
|
||||
try
|
||||
{
|
||||
nearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
|
||||
farBuffers[i] = bufferFutures.get(i).get().farBuffer;
|
||||
buildableNearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
|
||||
buildableFarBuffers[i] = bufferFutures.get(i).get().farBuffer;
|
||||
}
|
||||
catch(CancellationException | ExecutionException| InterruptedException e)
|
||||
{
|
||||
@@ -501,16 +402,19 @@ public class LodRenderer
|
||||
|
||||
}
|
||||
|
||||
private void sendLodsToGpuAndDraw(ByteBuffer[] buffers)
|
||||
private void sendLodsToGpuAndDraw(BufferBuilder[] buffers)
|
||||
{
|
||||
for(int i = 0; i < numbBufferThreads; i++)
|
||||
{
|
||||
if (buffers[i] == null || buffers[i].getByteBuffer() == null)
|
||||
continue;
|
||||
|
||||
int pos = bufferBuilder.getByteBuffer().position();
|
||||
buffers[i].position(pos);
|
||||
buffers[i].getByteBuffer().position(pos);
|
||||
|
||||
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
|
||||
bufferBuilder.getByteBuffer().clear();
|
||||
bufferBuilder.putBulkData(buffers[i]);
|
||||
bufferBuilder.putBulkData(buffers[i].getByteBuffer());
|
||||
|
||||
mc.mcProfiler.endStartSection("LOD draw");
|
||||
tessellator.draw();
|
||||
@@ -625,40 +529,55 @@ public class LodRenderer
|
||||
|
||||
ByteBuffer temp = ByteBuffer.allocateDirect(16);
|
||||
temp.order(ByteOrder.nativeOrder());
|
||||
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
|
||||
GL11.glEnable(GL11.GL_LIGHT1); // Enable the above lighting
|
||||
GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
|
||||
GL11.glEnable(GL11.GL_LIGHT2); // Enable the above lighting
|
||||
|
||||
GlStateManager.enableLighting();
|
||||
}
|
||||
|
||||
|
||||
private void setupBufferThreads(AxisAlignedBB[][] lods)
|
||||
private void setupBufferThreads()
|
||||
{
|
||||
if (numbBufferThreads != bufferThreads.size())
|
||||
bufferThreads.clear();
|
||||
for(int i = 0; i < numbBufferThreads; i++)
|
||||
bufferThreads.add(new BuildBufferThread());
|
||||
}
|
||||
|
||||
private void setupBuffers(AxisAlignedBB[][] lods)
|
||||
{
|
||||
drawableNearBuffers = new BufferBuilder[numbBufferThreads];
|
||||
drawableFarBuffers = new BufferBuilder[numbBufferThreads];
|
||||
|
||||
buildableNearBuffers = new BufferBuilder[numbBufferThreads];
|
||||
buildableFarBuffers = new BufferBuilder[numbBufferThreads];
|
||||
|
||||
|
||||
// TODO this should change based on whether we are using near/far or both fog settings
|
||||
int bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
|
||||
|
||||
for(int i = 0; i < numbBufferThreads; i++)
|
||||
{
|
||||
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
|
||||
clearBytes = new byte[bufferMaxCapacity];
|
||||
drawableNearBuffers[i] = new BufferBuilder(bufferMaxCapacity);
|
||||
drawableFarBuffers[i] = new BufferBuilder(bufferMaxCapacity);
|
||||
|
||||
bufferThreads.clear();
|
||||
for(int i = 0; i < numbBufferThreads; i++)
|
||||
bufferThreads.add(new BuildBufferThread());
|
||||
regen = true;
|
||||
|
||||
for(int i = 0; i < maxNumbThreads; i++)
|
||||
{
|
||||
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
|
||||
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
|
||||
|
||||
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
|
||||
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
|
||||
}
|
||||
buildableNearBuffers[i] = new BufferBuilder(bufferMaxCapacity);
|
||||
buildableFarBuffers[i] = new BufferBuilder(bufferMaxCapacity);
|
||||
}
|
||||
|
||||
clearBytes = new byte[bufferMaxCapacity];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//======================//
|
||||
// Other Misc Functions //
|
||||
//======================//
|
||||
|
||||
|
||||
/**
|
||||
* Returns -1 if there are no valid points
|
||||
*/
|
||||
@@ -675,6 +594,141 @@ public class LodRenderer
|
||||
|
||||
|
||||
|
||||
private Thread createLodGenerationThread(double cameraX, double cameraZ,
|
||||
AxisAlignedBB[][] lodArray, Color[][] colorArray)
|
||||
{
|
||||
int alpha = 255; // 0 - 255
|
||||
Color red = new Color(255, 0, 0, alpha);
|
||||
Color black = new Color(0, 0, 0, alpha);
|
||||
Color white = new Color(255, 255, 255, alpha);
|
||||
@SuppressWarnings("unused")
|
||||
Color invisible = new Color(0,0,0,0);
|
||||
@SuppressWarnings("unused")
|
||||
Color error = new Color(255, 0, 225, alpha); // bright pink
|
||||
|
||||
int numbChunksWide = lodArray.length;
|
||||
// this seemingly useless math is required,
|
||||
// just using (int) camera doesn't work
|
||||
int playerXChunkOffset = ((int) cameraX / LodChunk.WIDTH) * LodChunk.WIDTH;
|
||||
int playerZChunkOffset = ((int) cameraZ / LodChunk.WIDTH) * LodChunk.WIDTH;
|
||||
// this where we will start drawing squares
|
||||
// (exactly half the total width)
|
||||
int startX = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
|
||||
int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
|
||||
|
||||
|
||||
Thread t = new Thread(()->
|
||||
{
|
||||
// x axis
|
||||
for (int i = 0; i < numbChunksWide; i++)
|
||||
{
|
||||
// z axis
|
||||
for (int j = 0; j < numbChunksWide; j++)
|
||||
{
|
||||
// skip the middle
|
||||
// (As the player moves some chunks will overlap or be missing,
|
||||
// this is just how chunk loading/unloading works. This can hopefully
|
||||
// be hidden with careful use of fog)
|
||||
int middle = (numbChunksWide / 2);
|
||||
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// set where this square will be drawn in the world
|
||||
double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
|
||||
startX; // offset so the center LOD block is centered underneath the player
|
||||
double yOffset = 0;
|
||||
double zOffset = (LodChunk.WIDTH * j) + startZ;
|
||||
|
||||
int chunkX = i + (startX / LodChunk.WIDTH);
|
||||
int chunkZ = j + (startZ / LodChunk.WIDTH);
|
||||
|
||||
LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ);
|
||||
if (lod == null)
|
||||
{
|
||||
// note: for some reason if any color or lod object are set here
|
||||
// it causes the game to use 100% gpu, all of it undefined in the debug menu
|
||||
// and drop to ~6 fps.
|
||||
colorArray[i][j] = null;
|
||||
lodArray[i][j] = null;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
Color c = new Color(
|
||||
(lod.colors[ColorDirection.TOP.value].getRed()),
|
||||
(lod.colors[ColorDirection.TOP.value].getGreen()),
|
||||
(lod.colors[ColorDirection.TOP.value].getBlue()),
|
||||
lod.colors[ColorDirection.TOP.value].getAlpha());
|
||||
|
||||
|
||||
|
||||
if (!debugging)
|
||||
{
|
||||
// add the color to the array
|
||||
colorArray[i][j] = c;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if debugging draw the squares as a black and white checker board
|
||||
if ((chunkX + chunkZ) % 2 == 0)
|
||||
c = white;
|
||||
else
|
||||
c = black;
|
||||
// draw the first square as red
|
||||
if (i == 0 && j == 0)
|
||||
c = red;
|
||||
|
||||
colorArray[i][j] = c;
|
||||
}
|
||||
|
||||
|
||||
// add the new box to the array
|
||||
int topPoint = getLodHeightPoint(lod.top);
|
||||
int bottomPoint = getLodHeightPoint(lod.bottom);
|
||||
|
||||
// don't draw an LOD if it is empty
|
||||
if (topPoint == -1 && bottomPoint == -1)
|
||||
continue;
|
||||
|
||||
lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
|
||||
}
|
||||
}
|
||||
|
||||
generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
|
||||
|
||||
regenerating = false;
|
||||
switchBuffers = true;
|
||||
});
|
||||
return t;
|
||||
}
|
||||
|
||||
/**
|
||||
* Swap buildable and drawable buffers.
|
||||
*/
|
||||
private void swapBuffers()
|
||||
{
|
||||
for(int i = 0; i < buildableNearBuffers.length; i++)
|
||||
{
|
||||
try
|
||||
{
|
||||
BufferBuilder tmp = buildableNearBuffers[i];
|
||||
buildableNearBuffers[i] = drawableNearBuffers[i];
|
||||
drawableNearBuffers[i] = tmp;
|
||||
|
||||
tmp = buildableFarBuffers[i];
|
||||
buildableFarBuffers[i] = drawableFarBuffers[i];
|
||||
drawableFarBuffers[i] = tmp;
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
package com.backsun.lod.renderer;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
|
||||
/**
|
||||
* This object is just a replacement for an array
|
||||
@@ -8,16 +8,16 @@ import java.nio.ByteBuffer;
|
||||
* and BuildBufferThread.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 02-13-2021
|
||||
* @version 02-21-2021
|
||||
*/
|
||||
public class NearFarBuffer
|
||||
{
|
||||
public ByteBuffer nearBuffer;
|
||||
public BufferBuilder nearBuffer;
|
||||
|
||||
public ByteBuffer farBuffer;
|
||||
public BufferBuilder farBuffer;
|
||||
|
||||
|
||||
NearFarBuffer(ByteBuffer newNearBuffer, ByteBuffer newFarBuffer)
|
||||
NearFarBuffer(BufferBuilder newNearBuffer, BufferBuilder newFarBuffer)
|
||||
{
|
||||
nearBuffer = newNearBuffer;
|
||||
farBuffer = newFarBuffer;
|
||||
|
||||
Reference in New Issue
Block a user