Re-Introduced HEIGHMAP mode correctly.

Added single get and add to the LevelContainer to avoid using temp arrays
This commit is contained in:
Leonardo
2021-09-15 13:23:41 +02:00
parent 6dc94b0cc2
commit cdeba2616c
13 changed files with 426 additions and 222 deletions
@@ -26,6 +26,8 @@ import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.locks.ReentrantLock;
import com.seibel.lod.enums.LodQualityMode;
import com.seibel.lod.util.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
@@ -40,10 +42,6 @@ import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.proxy.GlProxy;
import com.seibel.lod.proxy.GlProxy.GlProxyContext;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.DataPointUtil;
import com.seibel.lod.util.LevelPosUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.LightTexture;
@@ -67,72 +65,70 @@ public class LodBufferBuilder
* This holds the threads used to generate buffers.
*/
public static ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfBufferBuilderThreads.get(), new LodThreadFactory(LodBufferBuilder.class.getSimpleName() + " - builder"));
/**
* The buffers that are used to create LODs using far fog
*/
public volatile BufferBuilder[][] buildableBuffers;
/**
* Used when building new VBOs
*/
public volatile VertexBuffer[][] buildableVbos;
/**
* VBOs that are sent over to the LodNodeRenderer
*/
public volatile VertexBuffer[][] drawableVbos;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public boolean generatingBuffers = false;
/**
* if this is true new LOD buffers have been generated
* and are waiting to be swapped with the drawable buffers
*/
private boolean switchVbos = false;
/**
* Size of the buffer builders in bytes last time we created them
*/
public int previousBufferSize = 0;
/**
* Width of the dimension in regions last time we created the buffers
*/
public int previousRegionWidth = 0;
/**
* this is used to prevent multiple threads creating, destroying, or using the buffers at the same time
*/
private ReentrantLock bufferLock = new ReentrantLock();
private static final int NUMBER_OF_DIRECTION = 4;
//in order -x, +x, -z, +z
private static final int[][] ADJ_DIRECTION = new int[][] { { -1, 0 }, { 1, 0 }, { 0, -1 }, { 0, 1 } };
private static final int[][] ADJ_DIRECTION = new int[][]{{-1, 0}, {1, 0}, {0, -1}, {0, 1}};
private volatile Box[][] boxCache;
private volatile PosToRenderContainer[][] setsToRender;
private volatile RegionPos center;
/**
* This is the ChunkPos the player was at the last time the buffers were built.
* IE the center of the buffers last time they were built
*/
private volatile ChunkPos drawableCenterChunkPos = new ChunkPos(0, 0);
private volatile ChunkPos buildableCenterChunkPos = new ChunkPos(0, 0);
public LodBufferBuilder()
{
}
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
@@ -143,10 +139,10 @@ public class LodBufferBuilder
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, boolean fullRegen)
BlockPos playerBlockPos, boolean fullRegen)
{
/*
for(int i = 0; i<16; i++)
{
for(int j = 0; j<16; j++)
@@ -156,61 +152,61 @@ public class LodBufferBuilder
System.out.print(Integer.toHexString(lightTint) + " ");
}
System.out.println();
}
}*/
// only allow one generation process to happen at a time
if (generatingBuffers)
return;
if (buildableBuffers == null)
// setupBuffers hasn't been called yet
return;
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long treeStart = System.currentTimeMillis();
long treeEnd = System.currentTimeMillis();
long startTime = System.currentTimeMillis();
ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.regions.length * lodDim.regions.length);
startBuffers(fullRegen, lodDim);
// =====================//
// RENDERING PART //
// =====================//
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.regions.length][lodDim.regions.length];
if (setsToRender.length != lodDim.regions.length)
setsToRender = new PosToRenderContainer[lodDim.regions.length][lodDim.regions.length];
if (boxCache == null)
boxCache = new Box[lodDim.regions.length][lodDim.regions.length];
if (boxCache.length != lodDim.regions.length)
boxCache = new Box[lodDim.regions.length][lodDim.regions.length];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
@@ -220,7 +216,7 @@ public class LodBufferBuilder
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterZ() - Math.floorDiv(lodDim.getWidth(), 2));
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
@@ -235,26 +231,26 @@ public class LodBufferBuilder
final int zR = zRegion;
Callable<Boolean> dataToRenderThread = () ->
{
//previous setToRender chache
if (setsToRender[xR][zR] == null)
{
setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
}
if (boxCache[xR][zR] == null)
{
boxCache[xR][zR] = new Box();
}
PosToRenderContainer posToRender = setsToRender[xR][zR];
posToRender.clear(minDetail, regionPos.x, regionPos.z);
lodDim.getDataToRender(
posToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
byte detailLevel;
int posX;
int posZ;
@@ -275,62 +271,77 @@ public class LodBufferBuilder
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
{
continue;
}
// skip any chunks that Minecraft is going to render
try
{
//dataPoint = lodDim.getData(detailLevel, posX, posZ)[0];
for(long dataPoint : lodDim.getData(detailLevel, posX, posZ))
{
if (!DataPointUtil.isItVoid(dataPoint) && DataPointUtil.doesItExist(dataPoint))
if (region.getLodQualityMode() == LodQualityMode.HEIGHTMAP)
{
/*
for (int direction = 0; direction < NUMBER_OF_DIRECTION; direction++)
//dataPoint = lodDim.getData(detailLevel, posX, posZ)[0];
long dataPoint = lodDim.getSingleData(detailLevel, posX, posZ);
if (!DataPointUtil.isItVoid(dataPoint) && DataPointUtil.doesItExist(dataPoint))
{
xAdj = posX + ADJ_DIRECTION[direction][0];
zAdj = posZ + ADJ_DIRECTION[direction][1];
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, xAdj) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
dataPoint = lodDim.getSingleData(detailLevel, posX, posZ);
if(DataPointUtil.getHeight(dataPoint) == LodBuilder.DEFAULT_HEIGHT && DataPointUtil.getDepth(dataPoint) == LodBuilder.DEFAULT_DEPTH)
continue;
for (int direction = 0; direction < NUMBER_OF_DIRECTION; direction++)
{
if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& posToRender.contains(detailLevel, xAdj, zAdj))
xAdj = posX + ADJ_DIRECTION[direction][0];
zAdj = posZ + ADJ_DIRECTION[direction][1];
chunkXdist = LevelPosUtil.getChunkPos(detailLevel,xAdj) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel,zAdj) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
{
adjData[direction] = lodDim.getData(detailLevel, xAdj, zAdj)[0];
} else
if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction] = 0;
}
adjData[direction]= lodDim.getSingleData(detailLevel, xAdj, zAdj);
}else{
adjData[direction]= 0;
}
} else
{
if (posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction] = lodDim.getData(detailLevel, xAdj, zAdj)[0];
} else
if (posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction] = 0;
adjData[direction] = lodDim.getSingleData(detailLevel, xAdj, zAdj);
}else{
adjData[direction]= 0;
}
}
}
}*/
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, dataPoint, adjData,
detailLevel, posX, posZ, boxCache[xR][zR], renderer.previousDebugMode);
}
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, dataPoint, adjData,
detailLevel, posX, posZ, boxCache[xR][zR],renderer.previousDebugMode);
}
} else if (region.getLodQualityMode() == LodQualityMode.MULTI_LOD)
{
//dataPoint = lodDim.getData(detailLevel, posX, posZ)[0];
for (long dataPoint : lodDim.getData(detailLevel, posX, posZ))
{
if (!DataPointUtil.isItVoid(dataPoint) && DataPointUtil.doesItExist(dataPoint))
{
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, dataPoint, adjData,
detailLevel, posX, posZ, boxCache[xR][zR], renderer.previousDebugMode);
}
}
}
} catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
return false;
}
} // for pos to in list to render
// the thread executed successfully
// the thread executed successfully
return true;
};
nodeToRenderThreads.add(dataToRenderThread);
@@ -351,7 +362,7 @@ public class LodBufferBuilder
}
}
long renderEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@@ -366,38 +377,36 @@ public class LodBufferBuilder
// mark that the buildable buffers as ready to swap
switchVbos = true;
}
catch (Exception e)
} catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
}
finally
} finally
{
// regardless of if we successfully created the buffers
// we are done generating.
generatingBuffers = false;
// clean up any potentially open resources
if (buildableBuffers != null)
closeBuffers(fullRegen, lodDim);
// upload the new buffers
uploadBuffers(fullRegen, lodDim);
bufferLock.unlock();
}
});
mainGenThread.execute(thread);
return;
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
@@ -407,30 +416,30 @@ public class LodBufferBuilder
public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
{
bufferLock.lock();
previousRegionWidth = numbRegionsWide;
previousBufferSize = bufferMaxCapacity;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
for (int x = 0; x < numbRegionsWide; x++)
{
for (int z = 0; z < numbRegionsWide; z++)
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
}
}
bufferLock.unlock();
}
/**
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
* <p>
@@ -439,14 +448,14 @@ public class LodBufferBuilder
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
@@ -463,7 +472,7 @@ public class LodBufferBuilder
}
}
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
@@ -472,9 +481,9 @@ public class LodBufferBuilder
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building() && (fullRegen || lodDim.regen[x][z]))
buildableBuffers[x][z].end();
buildableBuffers[x][z].end();
}
/**
* Upload all buildableBuffers to the GPU.
*/
@@ -486,8 +495,8 @@ public class LodBufferBuilder
glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
// only print console debugging for vboUpload once per upload cycle
boolean bufferMapFail = false;
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
@@ -500,14 +509,14 @@ public class LodBufferBuilder
}
}
}
// make sure all the buffers have been uploaded.
// this probably is necessary, but it makes me feel good :)
GL11.glFlush();
glProxy.setGlContext(GlProxyContext.NONE);
}
/**
* Uploads the uploadBuffer into the VBO in GPU memory.
*/
@@ -517,47 +526,46 @@ public class LodBufferBuilder
if (vbo.id != -1)
{
vbo.vertexCount = uploadBuffer.remaining() / vbo.format.getVertexSize();
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
// make sure enough space is allocated to fit the builderBuffer
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.capacity(), GL15C.GL_DYNAMIC_DRAW);
// try to get a pointer to the VBO's byteBuffer in GPU memory
ByteBuffer vboBuffer = GL15C.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY);
// upload the builderBuffer to the GPU
if (vboBuffer != null)
{
// This is the best way to upload lots of data, since writes directly to GPU
// memory, and doesn't pause OpenGL.
vboBuffer.put(uploadBuffer);
}
else
} else
{
// Sometimes the vboBuffer is null (I think it may be due to buffer sizes
// changing or a setup process that didn't complete), so in that case
// we have to use this method which is slower and pauses OpenGL,
// but always succeeds.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer, GL15C.GL_DYNAMIC_DRAW);
// only print to console once per upload cycle
if (!bufferMapFail)
ClientProxy.LOGGER.debug("LOD buffer upload: glMapBuffer failed, used slower glBufferData.");
bufferMapFail = true;
}
GL15C.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
// just used to improve debug printing
return bufferMapFail;
}
/**
* Get the newly created VBOs
*/
@@ -570,17 +578,17 @@ public class LodBufferBuilder
VertexBuffer[][] tmpVbo = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmpVbo;
drawableCenterChunkPos = buildableCenterChunkPos;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
}
return new VertexBuffersAndOffset(drawableVbos, drawableCenterChunkPos);
}
/**
* A simple container to pass multiple objects back in the getVertexBuffers method.
*/
@@ -588,14 +596,14 @@ public class LodBufferBuilder
{
public VertexBuffer[][] vbos;
public ChunkPos drawableCenterChunkPos;
public VertexBuffersAndOffset(VertexBuffer[][] newVbos, ChunkPos newDrawableCenterChunkPos)
{
vbos = newVbos;
drawableCenterChunkPos = newDrawableCenterChunkPos;
}
}
/**
* If this is true the buildable near and far
* buffers have been generated and are ready to be
@@ -605,5 +613,5 @@ public class LodBufferBuilder
{
return switchVbos;
}
}