Change the package backsun.lod... to com.backsun.lod...

This commit is contained in:
James Seibel
2021-02-08 09:59:46 -06:00
parent 88f4883639
commit dbd5cc50e5
17 changed files with 49 additions and 43 deletions
@@ -0,0 +1,471 @@
package com.backsun.lod.renderer;
import java.awt.Color;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Project;
import com.backsun.lod.objects.LodChunk;
import com.backsun.lod.objects.LodDimension;
import com.backsun.lod.util.OfConfig;
import com.backsun.lod.util.enums.ColorDirection;
import com.backsun.lod.util.enums.LodLocation;
import com.backsun.lod.util.fog.FogDistanceMode;
import com.backsun.lod.util.fog.FogQuality;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.AxisAlignedBB;
/**
* @author James Seibel
* @version 1-20-2021
*/
public class LodRenderer
{
public boolean debugging = true;
private Minecraft mc;
private float farPlaneDistance;
// make sure this is an even number, or else it won't align with the chunk grid
public static final int VIEW_DISTANCE_MULTIPLIER = 12;
public static final int LOD_WIDTH = 16;
public static final int MINECRAFT_CHUNK_WIDTH = 16;
public int defaultLodHeight = 0;
private Tessellator tessellator;
private BufferBuilder bufferBuilder;
private OfConfig ofConfig;
public LodDimension regions = null;
public LodRenderer()
{
mc = Minecraft.getMinecraft();
tessellator = Tessellator.getInstance();
bufferBuilder = tessellator.getBuffer();
ofConfig = new OfConfig();
// GL11.GL_MODELVIEW //5888
// GL11.GL_PROJECTION //5889
}
public void drawLODs(Minecraft mc, float partialTicks)
{
if (ofConfig.fovMethod == null)
{
// don't continue if we can't get the
// user's FOV
return;
}
if (regions == null)
{
// if there aren't any loaded LodChunks
// don't try drawing anything
return;
}
if (ofConfig.fovMethod == null)
{
// we aren't able to get the user's
// FOV, don't render anything
return;
}
// used for debugging and viewing how long different processes take
mc.mcProfiler.endSection();
mc.mcProfiler.startSection("LOD");
mc.mcProfiler.startSection("LOD setup");
@SuppressWarnings("unused")
long startTime = System.nanoTime();
// color setup
int alpha = 255; // 0 - 255
@SuppressWarnings("unused")
Color error = new Color(255, 0, 225, alpha); // bright pink
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);
// get the camera location
Entity player = mc.player;
double cameraX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
double cameraY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
double cameraZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
int playerXChunkOffset = ((int) cameraX / MINECRAFT_CHUNK_WIDTH) * MINECRAFT_CHUNK_WIDTH;
int playerZChunkOffset = ((int) cameraZ / MINECRAFT_CHUNK_WIDTH) * MINECRAFT_CHUNK_WIDTH;
// determine how far the game's render distance is currently set
farPlaneDistance = mc.gameSettings.renderDistanceChunks * MINECRAFT_CHUNK_WIDTH;
// set how big the LODs will be and how far they will go
int totalLength = (int) farPlaneDistance * VIEW_DISTANCE_MULTIPLIER;
int numbOfBoxesWide = (totalLength / LOD_WIDTH);
// this where we will start drawing squares
// (exactly half the total width)
int startX = (-LOD_WIDTH * (numbOfBoxesWide / 2)) + playerXChunkOffset;
int startZ = (-LOD_WIDTH * (numbOfBoxesWide / 2)) + playerZChunkOffset;
// this is where we store the LOD objects
AxisAlignedBB lodArray[] = new AxisAlignedBB[numbOfBoxesWide * numbOfBoxesWide];
// this is where we store the color for each LOD object
Color colorArray[] = new Color[numbOfBoxesWide * numbOfBoxesWide];
//=================//
// create the LODs //
//=================//
mc.mcProfiler.endStartSection("LOD generation");
// TODO multithread this
// x axis
for (int i = 0; i < numbOfBoxesWide; i++)
{
// z axis
for (int j = 0; j < numbOfBoxesWide; j++)
{
// set where this square will be drawn in the world
double xOffset = -cameraX + // start at x = 0
(LOD_WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double zOffset = -cameraZ + (LOD_WIDTH * j) + startZ;
int chunkX = i + (startX / MINECRAFT_CHUNK_WIDTH);
int chunkZ = j + (startZ / MINECRAFT_CHUNK_WIDTH);
LodChunk lod = regions.getLodFromCoordinates(chunkX, chunkZ); // new LodChunk(); //
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 * numbOfBoxesWide)] = null;
lodArray[i + (j * numbOfBoxesWide)] = null;
continue;
}
Color c = lod.colors[ColorDirection.TOP.value];
double yOffset = -cameraY;
// if debugging draw the squares as a black and white checker board
if (debugging)
{
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 * numbOfBoxesWide)] = c;
}
// 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 = (numbOfBoxesWide / 2) - 1;
int width = mc.gameSettings.renderDistanceChunks + 0;
if ((i >= middle - width && i <= middle + width) && (j >= middle - width && j <= middle + width))
{
colorArray[i + (j * numbOfBoxesWide)] = null;
lodArray[i + (j * numbOfBoxesWide)] = null;
}
else
{
// add the color to the array
colorArray[i + (j * numbOfBoxesWide)] = c;
// add the new box to the array
lodArray[i + (j * numbOfBoxesWide)] = new AxisAlignedBB(0, lod.bottom[LodLocation.NE.value], 0, LOD_WIDTH, lod.top[LodLocation.NE.value], LOD_WIDTH).offset(xOffset, yOffset, zOffset);
}
}
}
//===========================//
// GL settings for rendering //
//===========================//
// set the required open GL settings
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glLineWidth(2.0f);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_BLEND);
setProjectionMatrix(partialTicks);
setupFog(FogDistanceMode.NEAR, ofConfig.getFogType());
//===========//
// rendering //
//===========//
mc.mcProfiler.endStartSection("LOD build buffer");
// send the LODs over to the GPU
sendToGPUAndDraw(lodArray, colorArray, cameraX, cameraY ,cameraZ);
//=========//
// cleanup //
//=========//
mc.mcProfiler.endStartSection("LOD cleanup");
// this must be done otherwise other parts of the screen may be drawn with a fog effect
// IE the GUI
GlStateManager.disableFog();
GL11.glDisable(GL11.GL_BLEND);
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
// TODO
// change the perspective matrix back to prevent incompatibilities
// Project.gluPerspective(this.getFOVModifier(partialTicks, true), (float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
// 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();
}
/**
* create a new projection matrix and send it over to the GPU
* @param partialTicks how many ticks into the frame we are
* @return true if the matrix was successfully created and sent to the GPU, false otherwise
*/
private void setProjectionMatrix(float partialTicks)
{
// create a new view frustum so that the squares can be drawn outside the normal view distance
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.loadIdentity();
// only continue if we can get the FOV
if (ofConfig.fovMethod != null)
{
Project.gluPerspective(ofConfig.getFov(mc, partialTicks, true), (float) mc.displayWidth / (float) mc.displayHeight, 0.5F, farPlaneDistance * 12);
}
// we weren't able to set up the projection matrix
return;
}
/**
* draw an array of cubes (or squares) with the given colors.
* @param bbArray bounding boxes to draw
* @param colorArray color of each box to draw
*/
private void sendToGPUAndDraw(AxisAlignedBB[] bbArray, Color[] colorArray, double cameraX, double cameraY, double cameraZ)
{
int red;
int green;
int blue;
int alpha;
// TODO set the brightness level
// chunk.getWorld().getSunBrightness(partialTicks)
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
int colorIndex = 0;
for (AxisAlignedBB bb : bbArray)
{
if (bb != null && colorArray[colorIndex] != null)
{
// get the color of this LOD object
red = colorArray[colorIndex].getRed();
green = colorArray[colorIndex].getGreen();
blue = colorArray[colorIndex].getBlue();
alpha = colorArray[colorIndex].getAlpha();
double offset = 0.01;
// only draw all 6 sides if there is some thickness to the box
if (bb.minY != bb.maxY)
{
// top (facing up)
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// bottom (facing down)
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// south (facing -Z)
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
// north (facing +Z)
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// west (facing -X)
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// east (facing +X)
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
}
else
{
// bottom (facing up)
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.minX + offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
bufferBuilder.pos(bb.maxX - offset, bb.minY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// top (facing up)
// bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
// bufferBuilder.pos(bb.minX + offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
// bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.maxZ - offset).color(red, green, blue, alpha).endVertex();
// bufferBuilder.pos(bb.maxX - offset, bb.maxY, bb.minZ + offset).color(red, green, blue, alpha).endVertex();
}
}
// so we can get the next color
colorIndex++;
}
mc.mcProfiler.endStartSection("LOD draw");
// draw the LODs
tessellator.draw();
}
private void setupFog(FogDistanceMode fogMode, FogQuality fogQuality)
{
if(fogQuality == FogQuality.OFF)
{
GlStateManager.disableFog();
return;
}
// TODO have fog change based on height
// when higher up have it end up farther away
// (to hide the boarders of the LODs)
if(fogMode == FogDistanceMode.NEAR)
{
// the multipliers are percentages
// of the normal view distance.
// the reason that I wrote fogEnd then fogStart backwards
// is because we are using fog backwards to how
// it is normally used, with it hiding near objects
// instead of far objects.
if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
{
GlStateManager.setFogEnd(farPlaneDistance * 2.0f);
GlStateManager.setFogStart(farPlaneDistance * 2.25f);
}
else //if(fogType == FogType.FAST)
{
// for the far fog of the normal chunks
// to start right where the LODs' end use:
// end = 0.8f, start = 1.5f
GlStateManager.setFogEnd(farPlaneDistance * 2.0f);
GlStateManager.setFogStart(farPlaneDistance * 3.5f);
}
}
else //if(fogMode == FogMode.FAR)
{
// the multipliers are percentages of
// the LOD view distance.
if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
GlStateManager.setFogEnd(farPlaneDistance * 1.0f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
}
else //if(fogType == FogType.FAST)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
GlStateManager.setFogEnd(farPlaneDistance * 0.8f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
}
}
GlStateManager.setFogDensity(0.1f);
GlStateManager.enableFog();
}
}