Initial work to update to 1.16.4

This commit is contained in:
James Seibel
2021-02-21 08:31:03 -06:00
parent 36c0244047
commit f754467450
56 changed files with 2651 additions and 1165 deletions
@@ -13,7 +13,6 @@ import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Project;
import com.backsun.lod.objects.LodChunk;
import com.backsun.lod.objects.LodDimension;
@@ -23,15 +22,19 @@ import com.backsun.lod.util.enums.ColorDirection;
import com.backsun.lod.util.enums.FogDistance;
import com.backsun.lod.util.enums.FogQuality;
import com.backsun.lod.util.enums.LodLocation;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.Entity;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraft.world.chunk.Chunk;
/**
* @author James Seibel
@@ -44,6 +47,8 @@ public class LodRenderer
public boolean debugging = false;
private Minecraft mc;
private GameRenderer gameRender;
private IProfiler profiler;
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) */
@@ -66,10 +71,10 @@ public class LodRenderer
private int maxNumbThreads = Runtime.getRuntime().availableProcessors();
/** How many threads should be used for building the render buffer. */
private int numbBufferThreads = maxNumbThreads;
private int numbBufferThreads = 1;
private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
private volatile ByteBuffer[] nearBuffers = new ByteBuffer[maxNumbThreads];
private volatile ByteBuffer[] farBuffers = new ByteBuffer[maxNumbThreads];
private volatile BufferBuilder[] nearBuffers = new BufferBuilder[maxNumbThreads];
private volatile BufferBuilder[] farBuffers = new BufferBuilder[maxNumbThreads];
private ExecutorService bufferThreadPool = Executors.newFixedThreadPool(maxNumbThreads);
/*
* this is the maximum number of bytes a buffer
@@ -90,12 +95,14 @@ public class LodRenderer
/** if this is true the LODs should be regenerated */
private boolean regen = false;
private volatile boolean regenerating = false;
public LodRenderer()
{
mc = Minecraft.getMinecraft();
mc = Minecraft.getInstance();
gameRender = mc.gameRenderer;
// for some reason "Tessellator.getInstance()" won't work here, we have to create a new one
tessellator = new Tessellator(2097152);
@@ -104,36 +111,24 @@ public class LodRenderer
reflectionHandler = new ReflectionHandler();
}
private ExecutorService genThread = Executors.newSingleThreadExecutor();
private ExecutorService loadQueueThread = Executors.newSingleThreadExecutor();
public void drawLODs(LodDimension newDimension, float partialTicks)
public void drawLODs(LodDimension newDimension, float partialTicks, IProfiler newProfiler)
{
if (reflectionHandler.fovMethod == null)
{
// don't continue if we can't get the
// user's FOV
return;
}
if (reflectionHandler.fovMethod == null)
{
// we aren't able to get the user's
// FOV, don't render anything
return;
}
// should the LODs be regenerated?
if ((int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH != prevChunkX ||
(int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH != prevChunkZ ||
if ((int)mc.player.getPosX() / LodChunk.WIDTH != prevChunkX ||
(int)mc.player.getPosZ() / LodChunk.WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
prevFogDistance != LodConfig.fogDistance ||
prevFogDistance != LodConfig.COMMON.fogDistance.get() ||
lodDimension != newDimension)
{
regen = true;
prevChunkX = (int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH;
prevChunkZ = (int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH;
prevFogDistance = LodConfig.fogDistance;
prevChunkX = (int)mc.player.getPosX() / LodChunk.WIDTH;
prevChunkZ = (int)mc.player.getPosZ() / LodChunk.WIDTH;
prevFogDistance = LodConfig.COMMON.fogDistance.get();
}
else
{
@@ -143,6 +138,7 @@ public class LodRenderer
regen = false;
}
profiler = newProfiler;
lodDimension = newDimension;
if (lodDimension == null)
{
@@ -157,20 +153,19 @@ public class LodRenderer
// used for debugging and viewing how long different processes take
mc.mcProfiler.endSection();
mc.mcProfiler.startSection("LOD");
mc.mcProfiler.startSection("LOD setup");
profiler.startSection("LOD_setup");
@SuppressWarnings("unused")
long startTime = System.nanoTime();
if (LodConfig.drawCheckerBoard)
if (LodConfig.COMMON.drawCheckerBoard.get())
{
if (debugging != LodConfig.drawCheckerBoard)
if (debugging != LodConfig.COMMON.drawCheckerBoard.get())
regen = true;
debugging = true;
}
else
{
if (debugging != LodConfig.drawCheckerBoard)
if (debugging != LodConfig.COMMON.drawCheckerBoard.get())
regen = true;
debugging = false;
}
@@ -190,10 +185,11 @@ public class LodRenderer
// 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;
ActiveRenderInfo renderInfo = mc.gameRenderer.getActiveRenderInfo();
Vector3d projectedView = renderInfo.getProjectedView();
double cameraX = projectedView.x;
double cameraY = projectedView.y;
double cameraZ = projectedView.z;
@@ -224,113 +220,147 @@ public class LodRenderer
//=================//
// create the LODs //
//=================//
profiler.endStartSection("LOD_generation");
if (regen)
{
mc.mcProfiler.endStartSection("LOD generation");
// x axis
for (int i = 0; i < numbChunksWide; i++)
Thread t = new Thread(()->
{
// z axis
for (int j = 0; j < numbChunksWide; j++)
int numbChunksGen = 0;
int maxChunkGen = 640;
// x axis
for (int i = 0; i < numbChunksWide; i++)
{
// 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 = (numbChunksWide / 2);
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
// z axis
for (int j = 0; j < numbChunksWide; j++)
{
continue;
}
// set where this square will be drawn in the world
double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double yOffset = 0;
double zOffset = (LodChunk.WIDTH * j) + startZ;
int chunkX = i + (startX / LodChunk.WIDTH);
int chunkZ = j + (startZ / LodChunk.WIDTH);
LodChunk lod = lodDimension.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] = null;
// lodArray[i][j] = null;
// 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 = (numbChunksWide / 2);
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
{
continue;
}
continue;
}
Color c = new Color(
(lod.colors[ColorDirection.TOP.value].getRed()),
(lod.colors[ColorDirection.TOP.value].getGreen()),
(lod.colors[ColorDirection.TOP.value].getBlue()),
lod.colors[ColorDirection.TOP.value].getAlpha());
if (!debugging)
{
// add the color to the array
colorArray[i][j] = c;
}
else
{
// if debugging draw the squares as a black and white checker board
if ((chunkX + chunkZ) % 2 == 0)
c = white;
// set where this square will be drawn in the world
double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double yOffset = 0;
double zOffset = (LodChunk.WIDTH * j) + startZ;
int chunkX = i + (startX / LodChunk.WIDTH);
int chunkZ = j + (startZ / LodChunk.WIDTH);
LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ);
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] = null;
// lodArray[i][j] = null;
// TODO this partially works, but not fully
if (numbChunksGen < maxChunkGen)
{
// if (lod == null)
// {
// LodChunk placeholder = new LodChunk();
// placeholder.x = chunkX;
// placeholder.z = chunkZ;
// placeholder.colors[ColorDirection.TOP.value] = error;
// lodDimension.addLod(placeholder);
// }
// Thread loadT = new Thread(()-> {
Chunk newChunk = mc.world.getChunk(chunkX, chunkZ);
lodDimension.addLod(new LodChunk(newChunk, newChunk.getWorld()));
System.out.println(chunkX + "," + chunkZ + "\t" + numbChunksGen);
// });
// loadQueueThread.execute(loadT);
numbChunksGen++;
}
continue;
}
Color c = new Color(
(lod.colors[ColorDirection.TOP.value].getRed()),
(lod.colors[ColorDirection.TOP.value].getGreen()),
(lod.colors[ColorDirection.TOP.value].getBlue()),
lod.colors[ColorDirection.TOP.value].getAlpha());
if (!debugging)
{
// add the color to the array
colorArray[i][j] = c;
}
else
c = black;
// draw the first square as red
if (i == 0 && j == 0)
c = red;
{
// if debugging draw the squares as a black and white checker board
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] = c;
}
colorArray[i][j] = c;
// add the new box to the array
int topPoint = getLodHeightPoint(lod.top);
int bottomPoint = getLodHeightPoint(lod.bottom);
// don't draw an LOD if it is empty
if (topPoint == -1 && bottomPoint == -1)
continue;
lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
}
// add the new box to the array
int topPoint = getLodHeightPoint(lod.top);
int bottomPoint = getLodHeightPoint(lod.bottom);
// don't draw an LOD if it is empty
if (topPoint == -1 && bottomPoint == -1)
continue;
lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
}
}
});
t.run();
// genThread.execute(t);
}
//===========================//
// GL settings for rendering //
//===========================//
profiler.endStartSection("LOD_setup");
// 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.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GlStateManager.translate(-cameraX, -cameraY, -cameraZ);
RenderSystem.pushMatrix();
RenderSystem.rotatef(renderInfo.getPitch(), 1, 0, 0); // Fixes camera rotation.
RenderSystem.rotatef(renderInfo.getYaw() + 180, 0, 1, 0); // Fixes camera rotation.
RenderSystem.translated(-cameraX, -cameraY, -cameraZ);
setProjectionMatrix(partialTicks);
setupLighting(partialTicks);
// setupProjectionMatrix(partialTicks);
// setupLighting(partialTicks);
setupBufferThreads(lodArray);
@@ -338,32 +368,41 @@ public class LodRenderer
//===========//
// rendering //
//===========//
mc.mcProfiler.endStartSection("LOD build buffer");
profiler.endStartSection("LOD build buffer");
if (regen)
generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
generateLodBuffers(lodArray, colorArray, LodConfig.COMMON.fogDistance.get());
switch(LodConfig.fogDistance)
profiler.endStartSection("LOD draw");
switch(LodConfig.COMMON.fogDistance.get())
{
case NEAR_AND_FAR:
mc.mcProfiler.endStartSection("LOD draw setup");
profiler.startSection("LOD draw near");
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(nearBuffers);
profiler.endSection();
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(farBuffers);
// profiler.startSection("LOD draw far");
// setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
// sendLodsToGpuAndDraw(farBuffers);
// profiler.endSection();
break;
case NEAR:
mc.mcProfiler.endStartSection("LOD draw setup");
profiler.endStartSection("LOD draw near");
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(nearBuffers);
break;
case FAR:
mc.mcProfiler.endStartSection("LOD draw setup");
profiler.endStartSection("LOD draw far");
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(farBuffers);
break;
@@ -372,50 +411,57 @@ public class LodRenderer
//=========//
// cleanup //
//=========//
mc.mcProfiler.endStartSection("LOD cleanup");
profiler.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();
RenderSystem.disableFog();
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_LIGHT1);
GL11.glDisable(GL11.GL_LIGHT2);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
GL11.glDisable(GL11.GL_CULL_FACE);
// undo any projection matrix changes we did to prevent other renders
// from being corrupted
RenderSystem.popMatrix();
// change the perspective matrix back to prevent incompatibilities
// with other mods that may render during forgeRenderLast
Project.gluPerspective(reflectionHandler.getFov(mc, partialTicks, true), (float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
// this can't be called until after the buffers are built
// because otherwise the buffers may be set to the wrong size
previousChunkRenderDistance = mc.gameSettings.renderDistanceChunks;
// 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();
}
/**
* draw an array of cubes (or squares) with the given colors.
* @param lods bounding boxes to draw
@@ -431,11 +477,11 @@ public class LodRenderer
{
if (nearBuffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
{
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
nearBuffers[i] = new BufferBuilder(bufferMaxCapacity); //ByteBuffer.allocateDirect(bufferMaxCapacity);
// nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = new BufferBuilder(bufferMaxCapacity); //ByteBuffer.allocateDirect(bufferMaxCapacity);
// farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
clearBytes = new byte[bufferMaxCapacity];
}
@@ -446,18 +492,18 @@ public class LodRenderer
// overwrite the old data
// (which needs to be done otherwise old
// LODs may be drawn)
nearBuffers[i].clear();
nearBuffers[i].put(clearBytes);
nearBuffers[i].clear();
nearBuffers[i].byteBuffer.clear();
nearBuffers[i].byteBuffer.put(clearBytes);
nearBuffers[i].byteBuffer.clear();
farBuffers[i].clear();
farBuffers[i].put(clearBytes);
farBuffers[i].clear();
farBuffers[i].byteBuffer.clear();
farBuffers[i].byteBuffer.put(clearBytes);
farBuffers[i].byteBuffer.clear();
}
int pos = bufferBuilder.getByteBuffer().position();
nearBuffers[i].position(pos);
farBuffers[i].position(pos);
// int pos = bufferBuilder.byteBuffer.position();
// nearBuffers[i].byteBuffer.position(pos);
// farBuffers[i].byteBuffer.position(pos);
bufferThreads.get(i).setNewData(nearBuffers[i], farBuffers[i], fogDistance, lods, colors, i, numbBufferThreads);
}
@@ -478,6 +524,9 @@ public class LodRenderer
{
nearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
farBuffers[i] = bufferFutures.get(i).get().farBuffer;
nearBuffers[i].finishDrawing();
farBuffers[i].finishDrawing();
}
catch(CancellationException | ExecutionException| InterruptedException e)
{
@@ -488,22 +537,23 @@ public class LodRenderer
}
private void sendLodsToGpuAndDraw(ByteBuffer[] buffers)
private void sendLodsToGpuAndDraw(BufferBuilder[] nearBuffers)
{
for(int i = 0; i < numbBufferThreads; i++)
{
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
profiler.startSection("LOD setup");
// int pos = bufferBuilder.byteBuffer.position();
// nearBuffers[i].byteBuffer.position(pos);
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferBuilder.getByteBuffer().clear();
bufferBuilder.putBulkData(buffers[i]);
bufferBuilder.byteBuffer.clear();
bufferBuilder.putBulkData(nearBuffers[i].byteBuffer);
mc.mcProfiler.endStartSection("LOD draw");
profiler.endStartSection("LOD draw");
tessellator.draw();
mc.mcProfiler.endStartSection("LOD draw setup");
bufferBuilder.getByteBuffer().clear(); // this is required otherwise nothing is drawn
bufferBuilder.byteBuffer.clear(); // this is required otherwise nothing is drawn
profiler.endSection();
}
}
@@ -517,11 +567,12 @@ public class LodRenderer
// Setup Functions //
//=================//
@SuppressWarnings("deprecation")
private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
{
if(fogQuality == FogQuality.OFF)
{
GlStateManager.disableFog();
RenderSystem.disableFog();
return;
}
@@ -542,8 +593,8 @@ public class LodRenderer
if (fogQuality == FogQuality.FANCY)
{
GlStateManager.setFogEnd(farPlaneDistance * 0.3f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogStart(farPlaneDistance * 0.35f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogEnd(farPlaneDistance * 0.3f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogStart(farPlaneDistance * 0.35f * LOD_CHUNK_DISTANCE_RADIUS);
}
else if(fogQuality == FogQuality.FAST)
{
@@ -551,49 +602,55 @@ public class LodRenderer
// to start right where the LODs' end use:
// end = 0.8f, start = 1.5f
GlStateManager.setFogEnd(farPlaneDistance * 1.5f);
GlStateManager.setFogStart(farPlaneDistance * 2.0f);
RenderSystem.fogEnd(farPlaneDistance * 1.5f);
RenderSystem.fogStart(farPlaneDistance * 2.0f);
}
}
else if(fogDistance == FogDistance.FAR)
{
if (fogQuality == FogQuality.FANCY)
{
GlStateManager.setFogStart(farPlaneDistance * 0.78f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogEnd(farPlaneDistance * 1.0f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogStart(farPlaneDistance * 0.78f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogEnd(farPlaneDistance * 1.0f * LOD_CHUNK_DISTANCE_RADIUS);
}
else if(fogQuality == FogQuality.FAST)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogEnd(farPlaneDistance * 0.75f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogStart(farPlaneDistance * 0.5f * LOD_CHUNK_DISTANCE_RADIUS);
RenderSystem.fogEnd(farPlaneDistance * 0.75f * LOD_CHUNK_DISTANCE_RADIUS);
}
}
GlStateManager.setFogDensity(0.1f);
GlStateManager.enableFog();
RenderSystem.fogDensity(0.1f);
RenderSystem.enableFog();
}
/**
* 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)
private void setupProjectionMatrix(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();
// Project.gluPerspective(getFov(partialTicks, true), (float) mc.currentScreen.width / (float) mc.currentScreen.height, 0.5F, farPlaneDistance * 12);
gameRender.resetProjectionMatrix(getCustomProjectionMatrix(partialTicks, false));
// only continue if we can get the FOV
if (reflectionHandler.fovMethod != null)
{
Project.gluPerspective(reflectionHandler.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;
}
/**
* Almost an exact copy of what is in GameRenderer
*/
public Matrix4f getCustomProjectionMatrix(float partialTicks, boolean useFovSetting)
{
ActiveRenderInfo activeRenderInfoIn = mc.gameRenderer.getActiveRenderInfo();
return Matrix4f.perspective(
gameRender.getFOVModifier(activeRenderInfoIn, partialTicks, useFovSetting),
(float)this.mc.getMainWindow().getFramebufferWidth() / (float)this.mc.getMainWindow().getFramebufferHeight(),
0.5F,
this.farPlaneDistance * LOD_CHUNK_DISTANCE_RADIUS * 2);
}
/**
@@ -604,18 +661,18 @@ public class LodRenderer
GL11.glEnable(GL11.GL_COLOR_MATERIAL); // set the color to be used as the material (this allows lighting to be enabled)
// this isn't perfect right now, but it looks pretty good at 50% brightness
float sunBrightness = mc.world.getSunBrightness(partialTicks) * mc.world.provider.getSunBrightnessFactor(partialTicks);
float skyHasLight = mc.world.provider.hasSkyLight()? 1.0f : 0.15f;
float gammaMultiplyer = (mc.gameSettings.gammaSetting * 0.5f + 0.5f);
float sunBrightness = mc.world.getSunBrightness(partialTicks);
float skyHasLight = 1.0f; //mc.world.provider.hasSkyLight()? 1.0f : 0.15f;
float gammaMultiplyer = ((float)mc.gameSettings.gamma * 0.5f + 0.5f);
float lightStrength = sunBrightness * skyHasLight * gammaMultiplyer;
float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
ByteBuffer temp = ByteBuffer.allocateDirect(16);
temp.order(ByteOrder.nativeOrder());
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
GL11.glEnable(GL11.GL_LIGHT1); // Enable the above lighting
GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
GL11.glEnable(GL11.GL_LIGHT2); // Enable the above lighting
GlStateManager.enableLighting();
RenderSystem.enableLighting();
}
@@ -633,11 +690,11 @@ public class LodRenderer
for(int i = 0; i < maxNumbThreads; i++)
{
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
nearBuffers[i] = new BufferBuilder(bufferMaxCapacity); //ByteBuffer.allocateDirect(bufferMaxCapacity);
// nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = new BufferBuilder(bufferMaxCapacity); //ByteBuffer.allocateDirect(bufferMaxCapacity);
// farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
}
}
}
@@ -646,6 +703,7 @@ public class LodRenderer
/**
* Returns -1 if there are no valid points
*/
@@ -661,6 +719,10 @@ public class LodRenderer
}
public double getFov(float partialTicks, boolean useFovSetting)
{
return mc.gameRenderer.getFOVModifier(mc.gameRenderer.getActiveRenderInfo(), partialTicks, useFovSetting);
}