add a temporary fix to color debug mode not having shading
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@@ -104,7 +104,7 @@ public class Box
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public int[][] box;
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public long[] order;
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public Map<Direction, int[]> colorMap;
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public int color;
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public int debugColor;
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public Map<Direction, int[][]> adjHeightAndDepth;
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public Map<Direction, boolean[]> culling;
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@@ -142,7 +142,7 @@ public class Box
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public void setColor(int color)
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{
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this.color = color;
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this.debugColor = color;
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for (Direction direction : DIRECTIONS)
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{
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colorMap.get(direction)[0] = ColorUtil.applyShade(color, MinecraftWrapper.INSTANCE.getClientWorld().getShade(direction, true));
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@@ -154,9 +154,10 @@ public class Box
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if (LodConfig.CLIENT.debugging.debugMode.get() != DebugMode.SHOW_DETAIL)
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{
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return colorMap.get(direction)[0];
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} else
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}
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else
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{
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return color;
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return ColorUtil.applyShade(debugColor, MinecraftWrapper.INSTANCE.getClientWorld().getShade(direction, true));
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}
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}
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@@ -400,7 +401,11 @@ public class Box
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return box[OFFSET][Z] + box[WIDTH][Z] * DIRECTION_VERTEX_MAP.get(direction)[vertexIndex][Z];
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}
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public boolean shouldContinue(Direction direction, int adjIndex)
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/**
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* returns true if the given direction should be rendered.
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* TODO what does adjIndex represent?
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*/
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public boolean shouldRenderFace(Direction direction, int adjIndex)
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{
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if (direction == Direction.UP || direction == Direction.DOWN)
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{
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@@ -103,10 +103,8 @@ public class CubicLodTemplate extends AbstractLodTemplate
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{
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for (Direction direction : Box.DIRECTIONS)
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{
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//if(box.isCulled(direction))
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// continue;
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int adjIndex = 0;
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while (box.shouldContinue(direction, adjIndex))
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while (box.shouldRenderFace(direction, adjIndex))
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{
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for (int vertexIndex = 0; vertexIndex < 4; vertexIndex++)
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{
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@@ -124,7 +122,7 @@ public class CubicLodTemplate extends AbstractLodTemplate
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@Override
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public int getBufferMemoryForSingleNode(int maxVerticalData)
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{
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// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints)))
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// TODO, someone please comment what these magic numbers mean
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return 2 * 4 * (3 + 4) + 4 * 4 * Math.max((maxVerticalData+1)/2,1) * (3 + 4);
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}
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@@ -1,11 +1,11 @@
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package com.seibel.lod.util;
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import java.util.Arrays;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import net.minecraft.client.renderer.texture.NativeImage;
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import java.util.Arrays;
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public class DataPointUtil
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{
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/*
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@@ -178,7 +178,6 @@ public class DataPointUtil
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{
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int lightBlock = getLightBlock(dataPoint);
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int lightSky = getLightSky(dataPoint);
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/**TODO ALL of this should be dimension dependent and lightMap dependent*/
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int color = lightMap.getPixelRGBA(lightBlock, lightSky);
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int red = ColorUtil.getBlue(color);
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int green = ColorUtil.getGreen(color);
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