auto-format

This commit is contained in:
James Seibel
2021-09-22 22:20:03 -05:00
parent 6d489b498e
commit d330083d7b
@@ -71,57 +71,57 @@ 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_VECTOR = 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
@@ -131,9 +131,9 @@ public class LodBufferBuilder
private volatile boolean firstSetup = true;
public LodBufferBuilder()
{
}
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
@@ -144,62 +144,62 @@ 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)
{
// 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.getWidth() * lodDim.getWidth());
//setupBuffers(lodDim);
startBuffers(fullRegen, lodDim);
// =====================//
// RENDERING PART //
// =====================//
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (setsToRender.length != lodDim.getWidth())
setsToRender = new PosToRenderContainer[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache == null)
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
if (boxCache.length != lodDim.getWidth())
boxCache = new Box[lodDim.getWidth()][lodDim.getWidth()];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
for (int xRegion = 0; xRegion < lodDim.getWidth(); xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.getWidth(); zRegion++)
@@ -209,60 +209,60 @@ 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);
if (region == null)
continue;
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffer == null || !currentBuffer.building())
return;
byte minDetail = region.getMinDetailLevel();
final int xR = xRegion;
final int zR = zRegion;
Callable<Boolean> dataToRenderThread = () ->
{
Map<Direction, long[]> adjData = new HashMap<>();
// determine how many LODs we can stack vertically
int maxVerticalData = 1;
if (LodConfig.CLIENT.worldGenerator.lodQualityMode.get() == VerticalQuality.MULTI_LOD)
{
maxVerticalData = DetailDistanceUtil.getMaxVerticalData(LodUtil.BLOCK_DETAIL_LEVEL);
}
// create adjData's arrays
for (Direction direction : Box.ADJ_DIRECTIONS)
{
adjData.put(direction, new long[maxVerticalData]);
}
//previous setToRender cache
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;
@@ -270,30 +270,30 @@ public class LodBufferBuilder
int zAdj;
int chunkXdist;
int chunkZdist;
// keep a local version so we don't have to worry about indexOutOfBounds Exceptions
// if it changes in the LodRenderer while we are working here
boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
detailLevel = posToRender.getNthDetailLevel(index);
posX = posToRender.getNthPosX(index);
posZ = posToRender.getNthPosZ(index);
// skip any chunks that Minecraft is going to render
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
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
{
continue;
}
// skip any chunks that Minecraft is going to render
for (Direction direction : Box.ADJ_DIRECTIONS)
{
@@ -303,10 +303,10 @@ public class LodBufferBuilder
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, zAdj) - playerChunkPos.z;
boolean performFaceCulling = true;
if (performFaceCulling
&& posToRender.contains(detailLevel, xAdj, zAdj)
&& (gameChunkRenderDistance < Math.abs(chunkXdist)
|| gameChunkRenderDistance < Math.abs(chunkZdist)
|| !vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]))
&& posToRender.contains(detailLevel, xAdj, zAdj)
&& (gameChunkRenderDistance < Math.abs(chunkXdist)
|| gameChunkRenderDistance < Math.abs(chunkZdist)
|| !vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]))
{
if (!adjData.containsKey(direction) || adjData.get(direction) == null)
adjData.put(direction, new long[maxVerticalData]);
@@ -320,7 +320,7 @@ public class LodBufferBuilder
adjData.put(direction, null);
}
}
long data;
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
@@ -330,8 +330,8 @@ public class LodBufferBuilder
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, data, adjData,
detailLevel, posX, posZ, boxCache[xR][zR], renderer.previousDebugMode, renderer.lightMap);
}
} // for pos to in list to render
// the thread executed successfully
return true;
@@ -354,7 +354,7 @@ public class LodBufferBuilder
}
}
long renderEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@@ -362,11 +362,11 @@ public class LodBufferBuilder
long treeTime = treeEnd - treeStart;
@SuppressWarnings("unused")
long renderingTime = renderEnd - renderStart;
// ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms" + '\n' +
// "Tree cutting time: " + treeTime + " ms" + '\n' +
// "Rendering time: " + renderingTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
} catch (Exception e)
@@ -378,25 +378,25 @@ public class LodBufferBuilder
// 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);
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
@@ -408,15 +408,15 @@ public class LodBufferBuilder
bufferLock.lock();
int numbRegionsWide = lodDimension.getWidth();
int bufferMaxCapacity;
//if(previousRegionWidth != numbRegionsWide || firstSetup)
//{
firstSetup = false;
previousRegionWidth = numbRegionsWide;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
firstSetup = false;
previousRegionWidth = numbRegionsWide;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
//}
for (int x = 0; x < numbRegionsWide; x++)
{
@@ -424,18 +424,18 @@ public class LodBufferBuilder
{
//if(lodDimension.isBufferToSetup(x,z))
//{
bufferMaxCapacity = lodDimension.getMemoryRequired(x, z, LodConfig.CLIENT.graphics.lodTemplate.get());
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
bufferMaxCapacity = lodDimension.getMemoryRequired(x, z, LodConfig.CLIENT.graphics.lodTemplate.get());
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>
@@ -444,14 +444,14 @@ public class LodBufferBuilder
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
@@ -468,7 +468,7 @@ public class LodBufferBuilder
}
}
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
@@ -479,20 +479,20 @@ public class LodBufferBuilder
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building() && (fullRegen || lodDim.isRegionToRegen(x, z)))
buildableBuffers[x][z].end();
}
/**
* Upload all buildableBuffers to the GPU.
*/
private void uploadBuffers(boolean fullRegen, LodDimension lodDim)
{
GlProxy glProxy = GlProxy.getInstance();
try
{
// make sure we are uploading to a different OpenGL context,
// to prevent interference (IE stuttering) with the Minecraft context.
glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
@@ -505,7 +505,7 @@ public class LodBufferBuilder
}
}
}
// make sure all the buffers have been uploaded.
// this probably is necessary, but it makes me feel good :)
GL11.glFlush();
@@ -522,12 +522,12 @@ public class LodBufferBuilder
{
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
// make sure the context is disabled
glProxy.setGlContext(GlProxyContext.NONE);
}
}
/**
* Uploads the uploadBuffer into the VBO in GPU memory.
*/
@@ -538,22 +538,22 @@ public class LodBufferBuilder
{
// this is how many points will be rendered
vbo.vertexCount = (uploadBuffer.remaining() / vbo.format.getVertexSize());
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
// subData only works if the memory is allocated beforehand.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.remaining(), GL15C.GL_DYNAMIC_DRAW);
// interestingly bufferSubData renders faster than glMapBuffer
// even though OpenGLInsights-AsynchronousBufferTransfers says glMapBuffer
// is faster for transferring data. They must put the data in different memory
// or something.
GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, uploadBuffer);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
}
/**
* Get the newly created VBOs
*/
@@ -566,17 +566,17 @@ 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.
*/
@@ -584,14 +584,14 @@ 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
@@ -601,5 +601,5 @@ public class LodBufferBuilder
{
return switchVbos;
}
}