Implement near and far fog for LODs

This commit is contained in:
James Seibel
2021-02-13 21:36:50 -06:00
parent 608028a09f
commit f3cd9a316e
5 changed files with 205 additions and 105 deletions
@@ -4,19 +4,32 @@ import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.util.concurrent.Callable;
import com.backsun.lod.util.fog.FogDistance;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3i;
public class BuildBufferThread implements Callable<ByteBuffer>
/**
*
*
* @author James Seibel
* @version 02-13-2021
*/
public class BuildBufferThread implements Callable<NearFarBuffer>
{
public ByteBuffer buffer;
public ByteBuffer nearBuffer;
public ByteBuffer farBuffer;
public FogDistance distanceMode;
public AxisAlignedBB[][] lods;
public Color[][] colors;
private int lodStartX = 0;
private int lodStartZ = 0;
private int start = 0;
private int end = -1;
@@ -35,9 +48,9 @@ public class BuildBufferThread implements Callable<ByteBuffer>
vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
}
BuildBufferThread(ByteBuffer newByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
BuildBufferThread(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, FogDistance newDistanceMode, Vec3i newLodStartCoordinate, int threadNumber, int totalThreads)
{
setNewData(newByteBuffer, newLods, newColors, threadNumber, totalThreads);
setNewData(newNearByteBuffer, newFarByteBuffer, distanceMode, newLodStartCoordinate, newLods, newColors, threadNumber, totalThreads);
vertexCount = 0;
vertexFormat = DefaultVertexFormats.POSITION_COLOR;
@@ -45,12 +58,14 @@ public class BuildBufferThread implements Callable<ByteBuffer>
vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
}
public void setNewData(ByteBuffer newByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
public void setNewData(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, FogDistance newDistanceMode, Vec3i newlodStartCoordinate, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
{
vertexCount = 0;
vertexFormatIndex = 0;
buffer = newByteBuffer;
nearBuffer = newNearByteBuffer;
farBuffer = newFarByteBuffer;
distanceMode = newDistanceMode;
lods = newLods;
colors = newColors;
@@ -58,19 +73,26 @@ public class BuildBufferThread implements Callable<ByteBuffer>
int rowsToRender = numbChunksWide / totalThreads;
start = threadNumber * rowsToRender;
end = (threadNumber + 1) * rowsToRender;
lodStartX = newlodStartCoordinate.getX();
lodStartZ = newlodStartCoordinate.getZ();
}
@Override
public ByteBuffer call()
public NearFarBuffer call()
{
int numbChunksWide = lods.length;
ByteBuffer currentBuffer;
AxisAlignedBB bb;
int red;
int green;
int blue;
int alpha;
int chunkX;
int chunkZ;
// x axis
for (int i = start; i < end; i++)
{
@@ -99,84 +121,97 @@ public class BuildBufferThread implements Callable<ByteBuffer>
blue = colors[i][j].getBlue();
alpha = colors[i][j].getAlpha();
// choose which buffer to add these LODs too
if (distanceMode == FogDistance.BOTH)
{
if (RenderUtil.isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
currentBuffer = nearBuffer;
else
currentBuffer = farBuffer;
}
else
{
currentBuffer = nearBuffer;
}
if (bb.minY != bb.maxY)
{
// top (facing up)
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
// bottom (facing down)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
// south (facing -Z)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
// north (facing +Z)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
// west (facing -X)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
// east (facing +X)
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
}
else
{
// render this LOD as one block thick
// top (facing up)
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
// bottom (facing down)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
// south (facing -Z)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
// north (facing +Z)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
// west (facing -X)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
// east (facing +X)
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
}
} // z axis
} // x axis
return buffer;
return new NearFarBuffer(nearBuffer, farBuffer);
}
private void addPosAndColor(ByteBuffer buffer, double x, double y, double z, int red, int green, int blue, int alpha)
@@ -289,16 +324,16 @@ public class BuildBufferThread implements Callable<ByteBuffer>
private void growBuffer(int p_181670_1_)
{
//if (MathHelper.roundUp(p_181670_1_, 4) / 4 > this.rawIntBuffer.remaining() || this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > this.byteBuffer.capacity())
if (this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > buffer.capacity())
if (this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > nearBuffer.capacity())
{
int i = buffer.capacity();
int i = nearBuffer.capacity();
int j = i + MathHelper.roundUp(p_181670_1_, 2097152);
// int k = this.rawIntBuffer.position();
ByteBuffer directBytebuffer = GLAllocation.createDirectByteBuffer(j);
buffer.position(0);
directBytebuffer.put(buffer);
nearBuffer.position(0);
directBytebuffer.put(nearBuffer);
directBytebuffer.rewind();
buffer = directBytebuffer;
nearBuffer = directBytebuffer;
// this.rawFloatBuffer = buffer.asFloatBuffer().asReadOnlyBuffer();
// this.rawIntBuffer = buffer.asIntBuffer();
// this.rawIntBuffer.position(k);
@@ -20,7 +20,7 @@ import com.backsun.lod.objects.LodDimension;
import com.backsun.lod.util.ReflectionHandler;
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.FogDistance;
import com.backsun.lod.util.fog.FogQuality;
import net.minecraft.client.Minecraft;
@@ -31,10 +31,11 @@ import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3i;
/**
* @author James Seibel
* @version 2-10-2021
* @version 2-13-2021
*/
public class LodRenderer
{
@@ -44,9 +45,9 @@ public class LodRenderer
private float farPlaneDistance;
// make sure this is an even number, or else it won't align with the chunk grid
/** this is the total width of the LODs (I.E the diameter, not the radius) */
public static final int VIEW_DISTANCE_MULTIPLIER = 12;
public static final int LOD_WIDTH = 16;
public static final int MINECRAFT_CHUNK_WIDTH = 16;
public static final int VIEW_DISTANCE_MULTIPLIER = 12; // TODO rename and split into 2 variables
public static final int LOD_WIDTH = 16; // TODO remove and replace with the LodChunk variable
public static final int MINECRAFT_CHUNK_WIDTH = 16; // TODO remove and replace with the LodChunk variable
private Tessellator tessellator;
private BufferBuilder bufferBuilder;
@@ -67,7 +68,8 @@ public class LodRenderer
/** How many threads should be used for building the render buffer. */
private int numbBufferThreads = maxThreads;
private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
private volatile ByteBuffer[] buffers = new ByteBuffer[maxThreads];
private volatile ByteBuffer[] nearBuffers = new ByteBuffer[maxThreads];
private volatile ByteBuffer[] farBuffers = new ByteBuffer[maxThreads];
private ExecutorService threadPool = Executors.newFixedThreadPool(maxThreads);
/*
* this is the maximum number of bytes a buffer
@@ -325,13 +327,15 @@ public class LodRenderer
mc.mcProfiler.endStartSection("LOD build buffer");
if (regen)
generateLodBuffers(lodArray, colorArray);
generateLodBuffers(lodArray, colorArray, FogDistance.BOTH, new Vec3i(startX, 0, startZ));
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistanceMode.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw();
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(nearBuffers);
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(farBuffers);
@@ -383,34 +387,44 @@ public class LodRenderer
* @param lods bounding boxes to draw
* @param colors color of each box to draw
*/
private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors)
private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors, FogDistance fogDistance, Vec3i lodStartCoordinate)
{
List<Future<ByteBuffer>> bufferFutures = new ArrayList<>();
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
List<Future<NearFarBuffer>> bufferFutures = new ArrayList<>();
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads; // TODO this should change based on whether we are using near/far or both fog settings
for(int i = 0; i < numbBufferThreads; i++)
for(int i = 0; i < maxThreads; i++)
{
if (buffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
if (nearBuffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
{
buffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
buffers[i].order(ByteOrder.LITTLE_ENDIAN);
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
clearBytes = new byte[bufferMaxCapacity];
}
if (regen)
{
// this is the best way I could find to
// overwrite the old data
// (which needs to be done otherwise the old
// (which needs to be done otherwise old
// LODs may be drawn)
buffers[i].clear();
buffers[i].put(clearBytes);
buffers[i].clear();
nearBuffers[i].clear();
nearBuffers[i].put(clearBytes);
nearBuffers[i].clear();
farBuffers[i].clear();
farBuffers[i].put(clearBytes);
farBuffers[i].clear();
}
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
nearBuffers[i].position(pos);
farBuffers[i].position(pos);
bufferThreads.get(i).setNewData(buffers[i], lods, colors, i, numbBufferThreads);
bufferThreads.get(i).setNewData(nearBuffers[i], farBuffers[i], fogDistance, lodStartCoordinate, lods, colors, i, numbBufferThreads);
}
try
@@ -427,7 +441,8 @@ public class LodRenderer
{
try
{
buffers[i] = bufferFutures.get(i).get();
nearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
farBuffers[i] = bufferFutures.get(i).get().farBuffer;
}
catch(CancellationException | ExecutionException| InterruptedException e)
{
@@ -438,7 +453,7 @@ public class LodRenderer
}
private void sendLodsToGpuAndDraw()
private void sendLodsToGpuAndDraw(ByteBuffer[] buffers)
{
for(int i = 0; i < numbBufferThreads; i++)
{
@@ -467,20 +482,25 @@ public class LodRenderer
// Setup Functions //
//=================//
private void setupFog(FogDistanceMode fogMode, FogQuality fogQuality)
private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
{
if(fogQuality == FogQuality.OFF)
{
GlStateManager.disableFog();
return;
}
if(fogDistance == FogDistance.BOTH)
{
throw new IllegalArgumentException("setupFog only accepts NEAR or FAR fog distances.");
}
// the multipliers are percentages
// of the regular view distance.
// TODO add the ability to change the fogDistanceMode
// in the mod settings
if(fogMode == FogDistanceMode.NEAR)
if(fogDistance == FogDistance.NEAR)
{
// the reason that I wrote fogEnd then fogStart backwards
// is because we are using fog backwards to how
@@ -489,8 +509,8 @@ public class LodRenderer
if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
{
GlStateManager.setFogEnd(farPlaneDistance * 2.0f);
GlStateManager.setFogStart(farPlaneDistance * 2.5f);
GlStateManager.setFogEnd(farPlaneDistance * 0.3f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
GlStateManager.setFogStart(farPlaneDistance * 0.35f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
}
else if(fogQuality == FogQuality.FAST)
{
@@ -502,17 +522,17 @@ public class LodRenderer
GlStateManager.setFogStart(farPlaneDistance * 3.5f);
}
}
else if(fogMode == FogDistanceMode.FAR)
else if(fogDistance == FogDistance.FAR)
{
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);
GlStateManager.setFogStart(farPlaneDistance * 0.78f * (VIEW_DISTANCE_MULTIPLIER * 0.5f)); // TODO rename to view_distance_radius
GlStateManager.setFogEnd(farPlaneDistance * 1.0f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
}
else if(fogQuality == FogQuality.FAST)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
GlStateManager.setFogEnd(farPlaneDistance * 0.8f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER);
GlStateManager.setFogEnd(farPlaneDistance * 0.8f * VIEW_DISTANCE_MULTIPLIER);
}
}
@@ -583,8 +603,11 @@ public class LodRenderer
for(int i = 0; i < maxThreads; i++)
{
buffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
buffers[i].order(ByteOrder.LITTLE_ENDIAN);
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
}
}
}
@@ -0,0 +1,25 @@
package com.backsun.lod.renderer;
import java.nio.ByteBuffer;
/**
* This object is just a replacement for an array
* to make things easier to understand in the LodRenderer
* and BuildBufferThread.
*
* @author James Seibel
* @version 02-13-2021
*/
public class NearFarBuffer
{
public ByteBuffer nearBuffer;
public ByteBuffer farBuffer;
NearFarBuffer(ByteBuffer newNearBuffer, ByteBuffer newFarBuffer)
{
nearBuffer = newNearBuffer;
farBuffer = newFarBuffer;
}
}
@@ -7,22 +7,39 @@ import net.minecraft.client.Minecraft;
* to be used in the rendering process.
*
* @author James Seibel
* @version 2-10-2021
* @version 2-13-2021
*/
public class RenderUtil
{
/**
* Returns if the given coordinate is in the loaded area of the world.
* @param middle the center of the loaded world
* @param centerCoordinate the center of the loaded world
*/
public static boolean isCoordinateInLoadedArea(int x, int z, int middle)
public static boolean isCoordinateInLoadedArea(int i, int j, int centerCoordinate)
{
Minecraft mc = Minecraft.getMinecraft();
return (x >= middle - mc.gameSettings.renderDistanceChunks
&& x <= middle + mc.gameSettings.renderDistanceChunks)
return (i >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& i <= centerCoordinate + mc.gameSettings.renderDistanceChunks)
&&
(z >= middle - mc.gameSettings.renderDistanceChunks
&& z <= middle + mc.gameSettings.renderDistanceChunks);
(j >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& j <= centerCoordinate + mc.gameSettings.renderDistanceChunks);
}
/**
* Find the coordinates that are in the center half of the given
* 2D matrix, starting at (0,0) and going to (2 * lodRadius, 2 * lodRadius).
*/
public static boolean isCoordinateInNearFogArea(int i, int j, int lodRadius)
{
int halfRadius = lodRadius / 2;
return (i >= lodRadius - halfRadius
&& i <= lodRadius + halfRadius)
&&
(j >= lodRadius - halfRadius
&& j <= lodRadius + halfRadius);
}
}
@@ -6,7 +6,7 @@ package com.backsun.lod.util.fog;
* @author James Seibel
* @version 01-27-2021
*/
public enum FogDistanceMode
public enum FogDistance
{
/** valid for both fast and fancy qualities. */
NEAR,