Implement near and far fog for LODs
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@@ -20,7 +20,7 @@ import com.backsun.lod.objects.LodDimension;
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import com.backsun.lod.util.ReflectionHandler;
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import com.backsun.lod.util.enums.ColorDirection;
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import com.backsun.lod.util.enums.LodLocation;
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import com.backsun.lod.util.fog.FogDistanceMode;
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import com.backsun.lod.util.fog.FogDistance;
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import com.backsun.lod.util.fog.FogQuality;
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import net.minecraft.client.Minecraft;
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@@ -31,10 +31,11 @@ import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3i;
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/**
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* @author James Seibel
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* @version 2-10-2021
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* @version 2-13-2021
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*/
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public class LodRenderer
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{
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@@ -44,9 +45,9 @@ public class LodRenderer
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private float farPlaneDistance;
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// make sure this is an even number, or else it won't align with the chunk grid
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/** this is the total width of the LODs (I.E the diameter, not the radius) */
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public static final int VIEW_DISTANCE_MULTIPLIER = 12;
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public static final int LOD_WIDTH = 16;
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public static final int MINECRAFT_CHUNK_WIDTH = 16;
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public static final int VIEW_DISTANCE_MULTIPLIER = 12; // TODO rename and split into 2 variables
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public static final int LOD_WIDTH = 16; // TODO remove and replace with the LodChunk variable
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public static final int MINECRAFT_CHUNK_WIDTH = 16; // TODO remove and replace with the LodChunk variable
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private Tessellator tessellator;
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private BufferBuilder bufferBuilder;
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@@ -67,7 +68,8 @@ public class LodRenderer
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/** How many threads should be used for building the render buffer. */
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private int numbBufferThreads = maxThreads;
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private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
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private volatile ByteBuffer[] buffers = new ByteBuffer[maxThreads];
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private volatile ByteBuffer[] nearBuffers = new ByteBuffer[maxThreads];
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private volatile ByteBuffer[] farBuffers = new ByteBuffer[maxThreads];
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private ExecutorService threadPool = Executors.newFixedThreadPool(maxThreads);
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/*
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* this is the maximum number of bytes a buffer
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@@ -325,13 +327,15 @@ public class LodRenderer
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mc.mcProfiler.endStartSection("LOD build buffer");
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if (regen)
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generateLodBuffers(lodArray, colorArray);
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generateLodBuffers(lodArray, colorArray, FogDistance.BOTH, new Vec3i(startX, 0, startZ));
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mc.mcProfiler.endStartSection("LOD draw setup");
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setupFog(FogDistanceMode.NEAR, reflectionHandler.getFogQuality());
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sendLodsToGpuAndDraw();
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setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
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sendLodsToGpuAndDraw(nearBuffers);
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mc.mcProfiler.endStartSection("LOD draw setup");
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setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
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sendLodsToGpuAndDraw(farBuffers);
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@@ -383,34 +387,44 @@ public class LodRenderer
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* @param lods bounding boxes to draw
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* @param colors color of each box to draw
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*/
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private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors)
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private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors, FogDistance fogDistance, Vec3i lodStartCoordinate)
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{
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List<Future<ByteBuffer>> bufferFutures = new ArrayList<>();
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bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
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List<Future<NearFarBuffer>> bufferFutures = new ArrayList<>();
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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
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for(int i = 0; i < numbBufferThreads; i++)
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for(int i = 0; i < maxThreads; i++)
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{
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if (buffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
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if (nearBuffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
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{
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buffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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buffers[i].order(ByteOrder.LITTLE_ENDIAN);
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nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
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farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
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clearBytes = new byte[bufferMaxCapacity];
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}
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if (regen)
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{
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// this is the best way I could find to
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// overwrite the old data
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// (which needs to be done otherwise the old
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// (which needs to be done otherwise old
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// LODs may be drawn)
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buffers[i].clear();
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buffers[i].put(clearBytes);
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buffers[i].clear();
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nearBuffers[i].clear();
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nearBuffers[i].put(clearBytes);
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nearBuffers[i].clear();
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farBuffers[i].clear();
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farBuffers[i].put(clearBytes);
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farBuffers[i].clear();
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}
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int pos = bufferBuilder.getByteBuffer().position();
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buffers[i].position(pos);
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nearBuffers[i].position(pos);
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farBuffers[i].position(pos);
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bufferThreads.get(i).setNewData(buffers[i], lods, colors, i, numbBufferThreads);
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bufferThreads.get(i).setNewData(nearBuffers[i], farBuffers[i], fogDistance, lodStartCoordinate, lods, colors, i, numbBufferThreads);
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}
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try
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@@ -427,7 +441,8 @@ public class LodRenderer
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{
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try
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{
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buffers[i] = bufferFutures.get(i).get();
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nearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
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farBuffers[i] = bufferFutures.get(i).get().farBuffer;
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}
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catch(CancellationException | ExecutionException| InterruptedException e)
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{
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@@ -438,7 +453,7 @@ public class LodRenderer
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}
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private void sendLodsToGpuAndDraw()
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private void sendLodsToGpuAndDraw(ByteBuffer[] buffers)
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{
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for(int i = 0; i < numbBufferThreads; i++)
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{
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@@ -467,20 +482,25 @@ public class LodRenderer
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// Setup Functions //
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//=================//
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private void setupFog(FogDistanceMode fogMode, FogQuality fogQuality)
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private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
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{
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if(fogQuality == FogQuality.OFF)
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{
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GlStateManager.disableFog();
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return;
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}
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if(fogDistance == FogDistance.BOTH)
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{
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throw new IllegalArgumentException("setupFog only accepts NEAR or FAR fog distances.");
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}
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// the multipliers are percentages
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// of the regular view distance.
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// TODO add the ability to change the fogDistanceMode
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// in the mod settings
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if(fogMode == FogDistanceMode.NEAR)
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if(fogDistance == FogDistance.NEAR)
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{
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// the reason that I wrote fogEnd then fogStart backwards
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// is because we are using fog backwards to how
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@@ -489,8 +509,8 @@ public class LodRenderer
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if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
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{
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GlStateManager.setFogEnd(farPlaneDistance * 2.0f);
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GlStateManager.setFogStart(farPlaneDistance * 2.5f);
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GlStateManager.setFogEnd(farPlaneDistance * 0.3f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
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GlStateManager.setFogStart(farPlaneDistance * 0.35f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
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}
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else if(fogQuality == FogQuality.FAST)
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{
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@@ -502,17 +522,17 @@ public class LodRenderer
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GlStateManager.setFogStart(farPlaneDistance * 3.5f);
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}
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}
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else if(fogMode == FogDistanceMode.FAR)
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else if(fogDistance == FogDistance.FAR)
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{
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if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
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{
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GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
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GlStateManager.setFogEnd(farPlaneDistance * 1.0f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
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GlStateManager.setFogStart(farPlaneDistance * 0.78f * (VIEW_DISTANCE_MULTIPLIER * 0.5f)); // TODO rename to view_distance_radius
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GlStateManager.setFogEnd(farPlaneDistance * 1.0f * (VIEW_DISTANCE_MULTIPLIER * 0.5f));
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}
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else if(fogQuality == FogQuality.FAST)
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{
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GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
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GlStateManager.setFogEnd(farPlaneDistance * 0.8f * VIEW_DISTANCE_MULTIPLIER / 2.0f);
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GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER);
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GlStateManager.setFogEnd(farPlaneDistance * 0.8f * VIEW_DISTANCE_MULTIPLIER);
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}
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}
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@@ -583,8 +603,11 @@ public class LodRenderer
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for(int i = 0; i < maxThreads; i++)
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{
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buffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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buffers[i].order(ByteOrder.LITTLE_ENDIAN);
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nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
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farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
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farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
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}
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}
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}
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