changed indent
This commit is contained in:
@@ -53,431 +53,431 @@ import javax.xml.crypto.Data;
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*/
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public class LodBufferBuilder
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{
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/**
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* This holds the thread used to generate new LODs off the main thread.
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*/
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private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
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/**
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* This holds the threads used to generate buffers.
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*/
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private ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.numberOfWorldGenerationThreads.get(), new LodThreadFactory(this.getClass().getSimpleName() + " - builder"));
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/**
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* This holds the thread used to generate new LODs off the main thread.
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*/
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private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
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/**
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* This holds the threads used to generate buffers.
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*/
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private ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.numberOfWorldGenerationThreads.get(), new LodThreadFactory(this.getClass().getSimpleName() + " - builder"));
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/**
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* The buffers that are used to create LODs using far fog
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*/
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public volatile BufferBuilder[][] buildableBuffers;
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/**
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* The buffers that are used to create LODs using far fog
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*/
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public volatile BufferBuilder[][] buildableBuffers;
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/**
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* Used when building new VBOs
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*/
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public volatile VertexBuffer[][] buildableVbos;
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/**
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* Used when building new VBOs
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*/
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public volatile VertexBuffer[][] buildableVbos;
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/**
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* VBOs that are sent over to the LodNodeRenderer
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*/
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public volatile VertexBuffer[][] drawableVbos;
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/**
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* VBOs that are sent over to the LodNodeRenderer
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*/
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public volatile VertexBuffer[][] drawableVbos;
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/**
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* if this is true the LOD buffers are currently being
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* regenerated.
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*/
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public boolean generatingBuffers = false;
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/**
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* if this is true the LOD buffers are currently being
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* regenerated.
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*/
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public boolean generatingBuffers = false;
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/**
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* if this is true new LOD buffers have been generated
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* and are waiting to be swapped with the drawable buffers
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*/
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private boolean switchVbos = false;
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/**
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* Size of the buffer builders in bytes last time we created them
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*/
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public int previousBufferSize = 0;
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/**
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* Width of the dimension in regions last time we created the buffers
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*/
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public int previousRegionWidth = 0;
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/**
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* this is used to prevent multiple threads creating, destroying, or using the buffers at the same time
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*/
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private ReentrantLock bufferLock = new ReentrantLock();
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public LodBufferBuilder()
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{
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}
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/**
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* Create a thread to asynchronously generate LOD buffers
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* centered around the given camera X and Z.
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* <br>
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* This method will write to the drawable near and far buffers.
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* <br>
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* After the buildable buffers have been generated they must be
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* swapped with the drawable buffers in the LodRenderer to be drawn.
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*/
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public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
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BlockPos playerBlockPos, int numbChunksWide)
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{
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// only allow one generation process to happen at a time
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if (generatingBuffers)
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return;
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if (buildableBuffers == null)
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throw new IllegalStateException("\"generateLodBuffersAsync\" was called before the \"setupBuffers\" method was called.");
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generatingBuffers = true;
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// round the player's block position down to the nearest chunk BlockPos
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ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
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BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
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Thread thread = new Thread(() ->
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{
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bufferLock.lock();
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try
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{
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long treeStart = System.currentTimeMillis();
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long treeEnd = System.currentTimeMillis();
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long startTime = System.currentTimeMillis();
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ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.regions.length * lodDim.regions.length);
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ArrayList<Callable<Boolean>> builderThreads = new ArrayList<>(lodDim.regions.length * lodDim.regions.length);
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startBuffers();
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// =====================//
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// RENDERING PART //
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// =====================//
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Object[][] nodeToRenderMatrix = new Object[lodDim.regions.length][lodDim.regions.length];
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for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
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{
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nodeToRenderMatrix[xRegion][zRegion] = new ConcurrentSkipListMap<>(LevelPos.getComparator());
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RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
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return;
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byte detailLevel = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel;
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final int xR = xRegion;
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final int zR = zRegion;
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Callable<Boolean> dataToRenderThread = () ->
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{
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byte detailToRender;
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boolean zFix;
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for (byte detail = detailLevel; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
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{
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detailToRender = detail;
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lodDim.getDataToRender(
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(ConcurrentSkipListMap<LevelPos, List<Integer>>) nodeToRenderMatrix[xR][zR],
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ(),
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DetailDistanceUtil.getDistanceRendering(detail),
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DetailDistanceUtil.getDistanceRendering(detail + 1),
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detailToRender,
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true);
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}
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// the thread executed successfully
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return true;
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};// buffer builder worker thread
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nodeToRenderThreads.add(dataToRenderThread);
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}// region z
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}// region z
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long renderStart = System.currentTimeMillis();
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// wait for all threads to finish
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List<Future<Boolean>> futures = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
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for (Future<Boolean> future : futures)
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{
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// the future will be false if its thread failed
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if (!future.get())
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{
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ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
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closeBuffers();
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return;
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}
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}
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long renderEnd = System.currentTimeMillis();
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for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
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{
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for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
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{
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RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
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// local position in the vbo and bufferBuilder arrays
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BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
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return;
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byte detailLevel = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel;
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final int xR = xRegion;
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final int zR = zRegion;
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Callable<Boolean> bufferBuildingThread = () ->
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{
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LevelPos adjPos = new LevelPos();
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for (LevelPos posToRender : ((ConcurrentSkipListMap<LevelPos, List<Integer>>) nodeToRenderMatrix[xR][zR]).keySet())
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{
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LevelPos chunkPos = posToRender.getConvertedLevelPos(LodUtil.CHUNK_DETAIL_LEVEL);
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// skip any chunks that Minecraft is going to render
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if (renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkPos.posX, chunkPos.posZ)))
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{
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continue;
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}
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try
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{
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if (lodDim.doesDataExist(posToRender.clone()))
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{
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short[] lodData = lodDim.getData(posToRender);
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short[][][] adjData = new short[2][2][];
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for (int x : new int[]{0, 1})
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{
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adjPos.changeParameters(posToRender.detailLevel, posToRender.posX + x * 2 - 1, posToRender.posZ);
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if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
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adjData[0][x] = lodDim.getData(adjPos);
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}
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for (int z : new int[]{0, 1})
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{
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adjPos.changeParameters(posToRender.detailLevel, posToRender.posX, posToRender.posZ + z * 2 - 1);
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if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
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adjData[1][z] = lodDim.getData(adjPos);
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}
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LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPos, lodData, adjData,
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posToRender, renderer.debugging);
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}
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} catch (ArrayIndexOutOfBoundsException e)
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{
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return false;
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}
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}// for pos to in list to render
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// the thread executed successfully
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return true;
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};// buffer builder worker thread
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builderThreads.add(bufferBuildingThread);
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}// region z
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}// region z
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long renderBufferStart = System.currentTimeMillis();
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// wait for all threads to finish
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List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(builderThreads);
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for (Future<Boolean> future : futuresBuffer)
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{
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// the future will be false if its thread failed
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if (!future.get())
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{
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ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
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closeBuffers();
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return;
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}
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}
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long renderBufferEnd = System.currentTimeMillis();
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// finish the buffer building
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closeBuffers();
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// upload the new buffers
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uploadBuffers();
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long endTime = System.currentTimeMillis();
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long buildTime = endTime - startTime;
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long treeTime = treeEnd - treeStart;
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long renderingTime = renderEnd - renderStart;
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ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms" + '\n' +
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"Tree cutting time: " + treeTime + " ms" + '\n' +
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"Rendering time: " + renderingTime + " ms");
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// mark that the buildable buffers as ready to swap
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switchVbos = true;
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} catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
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e.printStackTrace();
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} finally
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{
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// regardless of if we successfully created the buffers
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// we are done generating.
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generatingBuffers = false;
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers();
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bufferLock.unlock();
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}
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});
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mainGenThread.execute(thread);
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return;
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}
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//===============================//
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// BufferBuilder related methods //
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//===============================//
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/**
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* Called from the LodRenderer to create the
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* BufferBuilders. <br><br>
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* <p>
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* May have to wait for the bufferLock to open.
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*/
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public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
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{
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bufferLock.lock();
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previousRegionWidth = numbRegionsWide;
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previousBufferSize = bufferMaxCapacity;
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buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
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buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
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drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
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for (int x = 0; x < numbRegionsWide; x++)
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{
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for (int z = 0; z < numbRegionsWide; z++)
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{
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buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
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buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
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drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
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}
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}
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bufferLock.unlock();
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}
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/**
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* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
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* <p>
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* May have to wait for the bufferLock to open.
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*/
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public void destroyBuffers()
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{
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bufferLock.lock();
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buildableBuffers = null;
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buildableVbos = null;
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drawableVbos = null;
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bufferLock.unlock();
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}
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/**
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* Calls begin on each of the buildable BufferBuilders.
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*/
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private void startBuffers()
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{
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for (int x = 0; x < buildableBuffers.length; x++)
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for (int z = 0; z < buildableBuffers.length; z++)
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buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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}
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/**
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* Calls end on each of the buildable BufferBuilders.
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*/
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private void closeBuffers()
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{
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for (int x = 0; x < buildableBuffers.length; x++)
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for (int z = 0; z < buildableBuffers.length; z++)
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if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building())
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buildableBuffers[x][z].end();
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}
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/**
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* Called from the LodRenderer to create the
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* BufferBuilders at the right size.
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*/
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private void uploadBuffers()
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{
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for (int x = 0; x < buildableVbos.length; x++)
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{
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for (int z = 0; z < buildableVbos.length; z++)
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{
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buildableVbos[x][z].upload(buildableBuffers[x][z]);
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}
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}
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}
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||||
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/**
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* Get the newly created VBOs
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*/
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public VertexBuffer[][] getVertexBuffers()
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{
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// don't wait for the lock to open
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// since this is called on the main render thread
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if (bufferLock.tryLock())
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{
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VertexBuffer[][] tmp = drawableVbos;
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drawableVbos = buildableVbos;
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buildableVbos = tmp;
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// the vbos have been swapped
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switchVbos = false;
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bufferLock.unlock();
|
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}
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return drawableVbos;
|
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}
|
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|
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/**
|
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* If this is true the buildable near and far
|
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* buffers have been generated and are ready to be
|
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* sent to the LodRenderer.
|
||||
*/
|
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public boolean newBuffersAvaliable()
|
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{
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return switchVbos;
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}
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||||
/**
|
||||
* 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();
|
||||
|
||||
|
||||
public LodBufferBuilder()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Create a thread to asynchronously generate LOD buffers
|
||||
* centered around the given camera X and Z.
|
||||
* <br>
|
||||
* This method will write to the drawable near and far buffers.
|
||||
* <br>
|
||||
* After the buildable buffers have been generated they must be
|
||||
* swapped with the drawable buffers in the LodRenderer to be drawn.
|
||||
*/
|
||||
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
|
||||
BlockPos playerBlockPos, int numbChunksWide)
|
||||
{
|
||||
// only allow one generation process to happen at a time
|
||||
if (generatingBuffers)
|
||||
return;
|
||||
|
||||
if (buildableBuffers == null)
|
||||
throw new IllegalStateException("\"generateLodBuffersAsync\" was called before the \"setupBuffers\" method was called.");
|
||||
|
||||
|
||||
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);
|
||||
ArrayList<Callable<Boolean>> builderThreads = new ArrayList<>(lodDim.regions.length * lodDim.regions.length);
|
||||
|
||||
startBuffers();
|
||||
|
||||
// =====================//
|
||||
// RENDERING PART //
|
||||
// =====================//
|
||||
Object[][] nodeToRenderMatrix = new Object[lodDim.regions.length][lodDim.regions.length];
|
||||
|
||||
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
|
||||
{
|
||||
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
|
||||
{
|
||||
nodeToRenderMatrix[xRegion][zRegion] = new ConcurrentSkipListMap<>(LevelPos.getComparator());
|
||||
RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
|
||||
|
||||
// local position in the vbo and bufferBuilder arrays
|
||||
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
|
||||
|
||||
// make sure the buffers weren't
|
||||
// changed while we were running this method
|
||||
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
|
||||
return;
|
||||
|
||||
byte detailLevel = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel;
|
||||
final int xR = xRegion;
|
||||
final int zR = zRegion;
|
||||
Callable<Boolean> dataToRenderThread = () ->
|
||||
{
|
||||
byte detailToRender;
|
||||
boolean zFix;
|
||||
|
||||
for (byte detail = detailLevel; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
|
||||
{
|
||||
detailToRender = detail;
|
||||
lodDim.getDataToRender(
|
||||
(ConcurrentSkipListMap<LevelPos, List<Integer>>) nodeToRenderMatrix[xR][zR],
|
||||
regionPos,
|
||||
playerBlockPosRounded.getX(),
|
||||
playerBlockPosRounded.getZ(),
|
||||
DetailDistanceUtil.getDistanceRendering(detail),
|
||||
DetailDistanceUtil.getDistanceRendering(detail + 1),
|
||||
detailToRender,
|
||||
true);
|
||||
}
|
||||
// the thread executed successfully
|
||||
return true;
|
||||
};// buffer builder worker thread
|
||||
|
||||
|
||||
nodeToRenderThreads.add(dataToRenderThread);
|
||||
|
||||
}// region z
|
||||
}// region z
|
||||
|
||||
long renderStart = System.currentTimeMillis();
|
||||
// wait for all threads to finish
|
||||
List<Future<Boolean>> futures = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
|
||||
for (Future<Boolean> future : futures)
|
||||
{
|
||||
// the future will be false if its thread failed
|
||||
if (!future.get())
|
||||
{
|
||||
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
|
||||
closeBuffers();
|
||||
return;
|
||||
}
|
||||
}
|
||||
long renderEnd = System.currentTimeMillis();
|
||||
|
||||
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
|
||||
{
|
||||
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
|
||||
{
|
||||
RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
|
||||
|
||||
// local position in the vbo and bufferBuilder arrays
|
||||
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
|
||||
|
||||
// make sure the buffers weren't
|
||||
// changed while we were running this method
|
||||
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
|
||||
return;
|
||||
|
||||
|
||||
byte detailLevel = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel;
|
||||
|
||||
final int xR = xRegion;
|
||||
final int zR = zRegion;
|
||||
Callable<Boolean> bufferBuildingThread = () ->
|
||||
{
|
||||
LevelPos adjPos = new LevelPos();
|
||||
for (LevelPos posToRender : ((ConcurrentSkipListMap<LevelPos, List<Integer>>) nodeToRenderMatrix[xR][zR]).keySet())
|
||||
{
|
||||
LevelPos chunkPos = posToRender.getConvertedLevelPos(LodUtil.CHUNK_DETAIL_LEVEL);
|
||||
// skip any chunks that Minecraft is going to render
|
||||
|
||||
if (renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkPos.posX, chunkPos.posZ)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
if (lodDim.doesDataExist(posToRender.clone()))
|
||||
{
|
||||
short[] lodData = lodDim.getData(posToRender);
|
||||
short[][][] adjData = new short[2][2][];
|
||||
for (int x : new int[]{0, 1})
|
||||
{
|
||||
adjPos.changeParameters(posToRender.detailLevel, posToRender.posX + x * 2 - 1, posToRender.posZ);
|
||||
if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
|
||||
adjData[0][x] = lodDim.getData(adjPos);
|
||||
}
|
||||
|
||||
for (int z : new int[]{0, 1})
|
||||
{
|
||||
adjPos.changeParameters(posToRender.detailLevel, posToRender.posX, posToRender.posZ + z * 2 - 1);
|
||||
if (!renderer.vanillaRenderedChunks.contains(adjPos.getChunkPos()))
|
||||
adjData[1][z] = lodDim.getData(adjPos);
|
||||
}
|
||||
|
||||
LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPos, lodData, adjData,
|
||||
posToRender, renderer.debugging);
|
||||
}
|
||||
} catch (ArrayIndexOutOfBoundsException e)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}// for pos to in list to render
|
||||
|
||||
// the thread executed successfully
|
||||
return true;
|
||||
};// buffer builder worker thread
|
||||
|
||||
|
||||
builderThreads.add(bufferBuildingThread);
|
||||
|
||||
}// region z
|
||||
}// region z
|
||||
|
||||
long renderBufferStart = System.currentTimeMillis();
|
||||
// wait for all threads to finish
|
||||
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(builderThreads);
|
||||
for (Future<Boolean> future : futuresBuffer)
|
||||
{
|
||||
// the future will be false if its thread failed
|
||||
if (!future.get())
|
||||
{
|
||||
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
|
||||
closeBuffers();
|
||||
return;
|
||||
}
|
||||
}
|
||||
long renderBufferEnd = System.currentTimeMillis();
|
||||
|
||||
|
||||
// finish the buffer building
|
||||
closeBuffers();
|
||||
|
||||
// upload the new buffers
|
||||
uploadBuffers();
|
||||
|
||||
|
||||
long endTime = System.currentTimeMillis();
|
||||
long buildTime = endTime - startTime;
|
||||
|
||||
long treeTime = treeEnd - treeStart;
|
||||
|
||||
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)
|
||||
{
|
||||
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
|
||||
e.printStackTrace();
|
||||
} 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();
|
||||
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
mainGenThread.execute(thread);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//===============================//
|
||||
// BufferBuilder related methods //
|
||||
//===============================//
|
||||
|
||||
|
||||
/**
|
||||
* Called from the LodRenderer to create the
|
||||
* BufferBuilders. <br><br>
|
||||
* <p>
|
||||
* May have to wait for the bufferLock to open.
|
||||
*/
|
||||
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>
|
||||
* May have to wait for the bufferLock to open.
|
||||
*/
|
||||
public void destroyBuffers()
|
||||
{
|
||||
bufferLock.lock();
|
||||
|
||||
buildableBuffers = null;
|
||||
buildableVbos = null;
|
||||
drawableVbos = null;
|
||||
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Calls begin on each of the buildable BufferBuilders.
|
||||
*/
|
||||
private void startBuffers()
|
||||
{
|
||||
for (int x = 0; x < buildableBuffers.length; x++)
|
||||
for (int z = 0; z < buildableBuffers.length; z++)
|
||||
buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calls end on each of the buildable BufferBuilders.
|
||||
*/
|
||||
private void closeBuffers()
|
||||
{
|
||||
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())
|
||||
buildableBuffers[x][z].end();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called from the LodRenderer to create the
|
||||
* BufferBuilders at the right size.
|
||||
*/
|
||||
private void uploadBuffers()
|
||||
{
|
||||
for (int x = 0; x < buildableVbos.length; x++)
|
||||
{
|
||||
for (int z = 0; z < buildableVbos.length; z++)
|
||||
{
|
||||
buildableVbos[x][z].upload(buildableBuffers[x][z]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Get the newly created VBOs
|
||||
*/
|
||||
public VertexBuffer[][] getVertexBuffers()
|
||||
{
|
||||
// don't wait for the lock to open
|
||||
// since this is called on the main render thread
|
||||
if (bufferLock.tryLock())
|
||||
{
|
||||
VertexBuffer[][] tmp = drawableVbos;
|
||||
drawableVbos = buildableVbos;
|
||||
buildableVbos = tmp;
|
||||
|
||||
// the vbos have been swapped
|
||||
switchVbos = false;
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
return drawableVbos;
|
||||
}
|
||||
|
||||
/**
|
||||
* If this is true the buildable near and far
|
||||
* buffers have been generated and are ready to be
|
||||
* sent to the LodRenderer.
|
||||
*/
|
||||
public boolean newBuffersAvaliable()
|
||||
{
|
||||
return switchVbos;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user