Several chages to converto to quadTree + first fix for negative coordinate

This commit is contained in:
Morippi
2021-07-10 12:43:23 +02:00
parent f91479829d
commit f95d57ab6d
9 changed files with 871 additions and 29 deletions
@@ -1,5 +1,6 @@
package com.seibel.lod.builders;
import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
@@ -134,16 +135,18 @@ public class LodNodeBufferBuilder
buildableFarBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
List<LodNodeData> lodList = new ArrayList<>();
lodList.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 9, 100000,8000));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 8, 8000,4000));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 7, 4000,2000));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 6, 2000,1000));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 5, 1000,500));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 4, 500,250));
lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 3, 250,0));
for(LodNodeData data : lodList){
List<LodNodeData> lodToRender = new ArrayList<>();
lodToRender.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 0, 100000,0));
/*
lodToRender.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 9, 100000,8000));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 8, 8000,4000));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 7, 4000,2000));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 6, 2000,1000));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 5, 1000,500));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 4, 500,250));
lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 3, 250,0));
*/
for(LodNodeData data : lodToRender){
BufferBuilder currentBuffer = null;
/*
if (isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
@@ -156,6 +159,8 @@ public class LodNodeBufferBuilder
// get the desired LodTemplate and
// add this LOD to the buffer
}
// x axis
// finish the buffer building
buildableNearBuffer.end();
@@ -0,0 +1,38 @@
package com.seibel.lod.builders.lodNodeTemplates;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.quadTree.LodNodeData;
import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
import net.minecraft.client.renderer.BufferBuilder;
/**
* This is the abstract class used to create different
* BufferBuilders.
*
* @author James Seibel
* @version 06-16-2021
*/
public abstract class AbstractLodNodeTemplate
{
public abstract void addLodToBuffer(BufferBuilder buffer,
LodQuadTreeDimension lodDim, LodNodeData lod,
double xOffset, double yOffset, double zOffset,
boolean debugging);
/** add the given position and color to the buffer */
protected void addPosAndColor(BufferBuilder buffer,
double x, double y, double z,
int red, int green, int blue, int alpha)
{
buffer.vertex(x, y, z).color(red, green, blue, alpha).endVertex();
}
/** Returns in bytes how much buffer memory is required
* for one LOD object */
public abstract int getBufferMemoryForSingleLod();
}
@@ -0,0 +1,155 @@
package com.seibel.lod.builders.lodNodeTemplates;
import com.seibel.lod.enums.ColorDirection;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.quadTree.LodNodeData;
import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.AxisAlignedBB;
import java.awt.*;
/**
* Builds LODs as rectangular prisms.
*
* @author James Seibel
* @version 06-16-2021
*/
public class CubicLodNodeTemplate extends AbstractLodNodeTemplate {
public CubicLodNodeTemplate() {
}
@Override
public void addLodToBuffer(BufferBuilder buffer,
LodQuadTreeDimension lodDim, LodNodeData lod,
double xOffset, double yOffset, double zOffset,
boolean debugging) {
AxisAlignedBB bbox;
// Add this LOD to the BufferBuilder
// using the quality setting set by the config
LodDetail detail = LodConfig.CLIENT.lodDetail.get();
int halfWidth = lod.width / 2;
int startX = lod.startX;
int startZ = lod.startZ;
int endX = lod.startX + lod.width;
int endZ = lod.startZ + lod.width;
// returns null if the lod is empty at the given location
bbox = generateBoundingBox(
lod.height,
lod.height,
detail.dataPointWidth,
xOffset - (halfWidth / 2) + startX,
yOffset,
zOffset - (halfWidth / 2) + startZ);
if (bbox != null) {
addBoundingBoxToBuffer(buffer, bbox, lod.color);
}
}
private AxisAlignedBB generateBoundingBox(int height, int depth, int width, double xOffset, double yOffset, double zOffset) {
// don't add an LOD if it is empty
if (height == -1 && depth == -1)
return null;
if (depth == height) {
// if the top and bottom points are at the same height
// render this LOD as 1 block thick
height++;
}
return new AxisAlignedBB(0, depth, 0, width, height, width).move(xOffset, yOffset, zOffset);
}
private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color c) {
// top (facing up)
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
// bottom (facing down)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
// south (facing -Z)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
// north (facing +Z)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
// west (facing -X)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
// east (facing +X)
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
}
@SuppressWarnings("unused")
private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color[] c) {
// top (facing up)
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
// bottom (facing down)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
// south (facing -Z)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
// north (facing +Z)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
// west (facing -X)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
// east (facing +X)
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
}
@Override
public int getBufferMemoryForSingleLod() {
// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints))) * howManyPointsPerLodChunk
return (6 * 4 * (3 + 4));
}
}
@@ -0,0 +1,35 @@
package com.seibel.lod.builders.lodNodeTemplates;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.quadTree.LodNodeData;
import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
import net.minecraft.client.renderer.BufferBuilder;
/**
* TODO DynamicLodTemplate
* Chunks smoothly transition between
* each other, unless a neighboring chunk
* is at a significantly different height.
*
* @author James Seibel
* @version 06-16-2021
*/
public class DynamicLodNodeTemplate extends AbstractLodNodeTemplate
{
@Override
public void addLodToBuffer(BufferBuilder buffer,
LodQuadTreeDimension lodDim, LodNodeData lod,
double xOffset, double yOffset, double zOffset,
boolean debugging)
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleLod() {
// TODO Auto-generated method stub
return 0;
}
}
@@ -0,0 +1,33 @@
package com.seibel.lod.builders.lodNodeTemplates;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.quadTree.LodNodeData;
import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
import net.minecraft.client.renderer.BufferBuilder;
/**
* TODO #21 TriangularLodTemplate
* Builds each LOD chunk as a singular rectangular prism.
*
* @author James Seibel
* @version 06-16-2021
*/
public class TriangularLodNodeTemplate extends AbstractLodNodeTemplate
{
@Override
public void addLodToBuffer(BufferBuilder buffer,
LodQuadTreeDimension lodDim, LodNodeData lod,
double xOffset, double yOffset, double zOffset,
boolean debugging)
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleLod() {
// TODO Auto-generated method stub
return 0;
}
}
@@ -0,0 +1,574 @@
package com.seibel.lod.builders.worldGeneration;
import com.seibel.lod.builders.*;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.quadTree.LodNodeData;
import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.render.LodNodeRenderer;
import com.seibel.lod.render.LodRenderer;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.util.WeightedList.Entry;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.palette.UpgradeData;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.biome.BiomeContainer;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.ChunkStatus;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.ChunkGenerator;
import net.minecraft.world.gen.Heightmap;
import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
import net.minecraft.world.gen.feature.*;
import net.minecraft.world.gen.placement.ConfiguredPlacement;
import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
import net.minecraft.world.gen.placement.IPlacementConfig;
import net.minecraft.world.gen.placement.NoiseDependant;
import net.minecraft.world.server.ServerChunkProvider;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.server.ServerWorldLightManager;
import net.minecraftforge.common.WorldWorkerManager.IWorker;
import java.util.ConcurrentModificationException;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
/**
* This is used to generate a LodChunk at a given ChunkPos.
*
* @author James Seibel
* @version 7-4-2021
*/
public class LodNodeGenWorker implements IWorker
{
public static final ExecutorService genThreads = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors());
private boolean threadStarted = false;
private LodChunkGenThread thread;
/** If a configured feature fails for whatever reason,
* add it to this list, this is to hopefully remove any
* features that could cause issues down the line. */
private static ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> configuredFeaturesToAvoid = new ConcurrentHashMap<>();
public LodNodeGenWorker(ChunkPos newPos, LodNodeRenderer newLodRenderer,
LodNodeBuilder newLodBuilder, LodNodeBufferBuilder newLodBufferBuilder,
LodQuadTreeDimension newLodDimension, ServerWorld newServerWorld,
BiomeContainer newBiomeContainer)
{
if (newServerWorld == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ServerWorld");
thread = new LodChunkGenThread(newPos, newLodRenderer,
newLodBuilder, newLodBufferBuilder,
newLodDimension, newServerWorld);
}
@Override
public boolean doWork()
{
if (!threadStarted)
{
// make sure we don't generate this chunk again
thread.lodDim.addNode(new LodNodeData(LodNodeData.CHUNK_LEVEL,thread.pos.x, thread.pos.z));
thread.lodBufferBuilder.numberOfChunksWaitingToGenerate--;
if (LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
{
// if we are using SERVER generation that has to be done
// synchronously to prevent crashing and harmful
// interactions with the normal world generator
thread.run();
}
else
{
// Every other method can
// be done asynchronously
genThreads.execute(thread);
}
threadStarted = true;
// useful for debugging
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
}
return false;
}
@Override
public boolean hasWork()
{
return !threadStarted;
}
private class LodChunkGenThread implements Runnable
{
public final ServerWorld serverWorld;
public final LodQuadTreeDimension lodDim;
public final LodNodeBuilder lodChunkBuilder;
public final LodNodeRenderer lodRenderer;
private LodNodeBufferBuilder lodBufferBuilder;
private ChunkPos pos;
public LodChunkGenThread(ChunkPos newPos, LodNodeRenderer newLodRenderer,
LodNodeBuilder newLodBuilder, LodNodeBufferBuilder newLodBufferBuilder,
LodQuadTreeDimension newLodDimension, ServerWorld newServerWorld)
{
pos = newPos;
lodRenderer = newLodRenderer;
lodChunkBuilder = newLodBuilder;
lodBufferBuilder = newLodBufferBuilder;
lodDim = newLodDimension;
serverWorld = newServerWorld;
}
@Override
public void run()
{
// only generate LodChunks if they can
// be added to the current LodDimension
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
{
// long startTime = System.currentTimeMillis();
switch(LodConfig.CLIENT.distanceGenerationMode.get())
{
case BIOME_ONLY:
case BIOME_ONLY_SIMULATE_HEIGHT:
// fastest
generateUsingBiomesOnly();
break;
case SURFACE:
// faster
generateUsingSurface();
break;
case FEATURES:
// fast
generateUsingFeatures();
break;
case SERVER:
// very slow
generateWithServer();
break;
}
lodRenderer.regenerateLODsNextFrame();
// if (lodDim.getLodFromCoordinates(pos.x, pos.z) != null)
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
// else
// ClientProxy.LOGGER.info(pos.x + " " + pos.z);
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}// if in range
}// run
/**
* takes about 2-5 ms
*/
private void generateUsingBiomesOnly()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
// generate fake height data for this LOD
int seaLevel = serverWorld.getSeaLevel();
boolean simulateHeight = LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
boolean inTheEnd = false;
// add fake heightmap data so our LODs aren't at height 0
Heightmap heightmap = new Heightmap(chunk, LodChunk.DEFAULT_HEIGHTMAP);
for(int x = 0; x < LodChunk.WIDTH && !inTheEnd; x++)
{
for(int z = 0; z < LodChunk.WIDTH && !inTheEnd; z++)
{
if (simulateHeight)
{
// TODO use the biomes around each block to smooth out the transition
// these heights are of course aren't super accurate,
// they are just to simulate height data where there isn't any
switch(chunk.getBiomes().getNoiseBiome(x, seaLevel, z).getBiomeCategory())
{
case NETHER:
heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
break;
case EXTREME_HILLS:
heightmap.setHeight(x, z, seaLevel + 30);
break;
case MESA:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case JUNGLE:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case BEACH:
heightmap.setHeight(x, z, seaLevel + 5);
break;
case NONE:
heightmap.setHeight(x, z, 0);
break;
case OCEAN:
case RIVER:
heightmap.setHeight(x, z, seaLevel);
break;
case THEEND:
inTheEnd = true;
break;
// DESERT
// FOREST
// ICY
// MUSHROOM
// SAVANNA
// SWAMP
// TAIGA
// PLAINS
default:
heightmap.setHeight(x, z, seaLevel + 10);
break;
}// heightmap switch
}
else
{
// we aren't simulating height
// always use sea level
heightmap.setHeight(x, z, seaLevel);
}
}// z
}// x
chunk.setHeightmap(LodChunk.DEFAULT_HEIGHTMAP, heightmap.getRawData());
LodNodeData lod;
if (!inTheEnd)
{
lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
}
else
{
// if we are in the end, don't generate any chunks.
// Since we don't know where the islands are, everything
// generates the same and it looks really bad.
lod = new LodNodeData(LodNodeData.CHUNK_LEVEL,chunk.getPos().x, chunk.getPos().z);
}
lodDim.addNode(lod);
}
/**
* takes about 10 - 20 ms
*/
private void generateUsingSurface()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// this feature has proved to be thread safe
// so we will add it
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
LodNodeData lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
lodDim.addNode(lod);
}
/**
* takes about 15 - 20 ms
*
* Causes concurrentModification Exceptions,
* which could cause instability or world generation bugs
*/
private void generateUsingFeatures()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// get all the biomes in the chunk
HashSet<Biome> biomes = new HashSet<>();
for (int x = 0; x < LodChunk.WIDTH; x++)
{
for (int z = 0; z < LodChunk.WIDTH; z++)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x, serverWorld.getSeaLevel(), z);
// Issue #35
// For some reason Jungle biomes cause incredible lag
// the features here must be interacting with each other
// in unpredictable ways (specifically tree feature generation).
// When generating Features my CPU usage generally hovers around 30 - 40%
// when generating Jungles it spikes to 100%.
if (biome.getBiomeCategory() != Biome.Category.JUNGLE)
{
// should probably use the heightmap here instead of seaLevel,
// but this seems to get the job done well enough
biomes.add(biome);
}
}
}
// generate all the features related to this chunk.
// this may or may not be thread safe
for (Biome biome : biomes)
{
List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.generationSettings.features();
for(int featureStateToGenerate = 0; featureStateToGenerate < featuresForState.size(); featureStateToGenerate++)
{
for(Supplier<ConfiguredFeature<?, ?>> featureSupplier : featuresForState.get(featureStateToGenerate))
{
ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
if (configuredFeaturesToAvoid.containsKey(configuredFeature.hashCode()))
continue;
try
{
configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
}
catch(ConcurrentModificationException e)
{
// This will happen. I'm not sure what to do about it
// except pray that it doesn't effect the normal world generation
// in any harmful way
// Issue #35
// I tried cloning the config for each feature, but that
// path was blocked since I can't clone lambda methods.
// I tried using a deep cloning library and discovered
// the problem there.
// ( https://github.com/kostaskougios/cloning )
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
catch(UnsupportedOperationException e)
{
// This will happen when the LodServerWorld
// isn't able to return something that a feature
// generator needs
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
catch(Exception e)
{
// I'm not sure what happened, print to the log
System.out.println();
System.out.println();
e.printStackTrace();
System.out.println();
//ClientProxy.LOGGER.error("error class: \"" + configuredfeature.config.getClass() + "\"");
System.out.println();
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
}
}
}
// generate a Lod like normal
LodNodeData lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
lodDim.addNode(lod);
}
/**
* on pre generated chunks 0 - 1 ms
* on un generated chunks 0 - 50 ms
* with the median seeming to hover around 15 - 30 ms
* and outliers in the 100 - 200 ms range
*
* Note this should not be multithreaded and does cause server/simulation lag
* (Higher lag for generating than loading)
*/
private void generateWithServer() {
//lodChunkBuilder.generateLodNodeAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
}
//================//
// Unused methods //
//================//
// Sadly I wasn't able to get these to work,
// they are here for documentation purposes
@SuppressWarnings({ "rawtypes", "unchecked", "unused" })
private DecoratedFeatureConfig cloneDecoratedFeatureConfig(DecoratedFeatureConfig config)
{
IPlacementConfig placementConfig = null;
Class oldConfigClass = config.decorator.config().getClass();
if (oldConfigClass == FeatureSpreadConfig.class)
{
FeatureSpreadConfig oldPlacementConfig = (FeatureSpreadConfig) config.decorator.config();
FeatureSpread oldSpread = oldPlacementConfig.count();
placementConfig = new FeatureSpreadConfig(oldSpread);
}
else if(oldConfigClass == DecoratedPlacementConfig.class)
{
DecoratedPlacementConfig oldPlacementConfig = (DecoratedPlacementConfig) config.decorator.config();
placementConfig = new DecoratedPlacementConfig(oldPlacementConfig.inner(), oldPlacementConfig.outer());
}
else if(oldConfigClass == NoiseDependant.class)
{
NoiseDependant oldPlacementConfig = (NoiseDependant) config.decorator.config();
placementConfig = new NoiseDependant(oldPlacementConfig.noiseLevel, oldPlacementConfig.belowNoise, oldPlacementConfig.aboveNoise);
}
else
{
// ClientProxy.LOGGER.debug("unkown decorated placement config: \"" + config.decorator.config().getClass() + "\"");
return config;
}
ConfiguredPlacement<?> newPlacement = new ConfiguredPlacement(config.decorator.decorator, placementConfig);
return new DecoratedFeatureConfig(config.feature, newPlacement);
}
@SuppressWarnings("unused")
private BlockClusterFeatureConfig cloneBlockClusterFeatureConfig(BlockClusterFeatureConfig config)
{
WeightedBlockStateProvider provider = new WeightedBlockStateProvider();
for(Entry<BlockState> state : ((WeightedBlockStateProvider) config.stateProvider).weightedList.entries)
provider.weightedList.entries.add(state);
HashSet<Block> whitelist = new HashSet<>();
for(Block block : config.whitelist)
whitelist.add(block);
HashSet<BlockState> blacklist = new HashSet<>();
for(BlockState state : config.blacklist)
blacklist.add(state);
BlockClusterFeatureConfig.Builder builder = new BlockClusterFeatureConfig.Builder(provider, config.blockPlacer);
builder.whitelist(whitelist);
builder.blacklist(blacklist);
builder.xspread(config.xspread);
builder.yspread(config.yspread);
builder.zspread(config.zspread);
if(config.canReplace) { builder.canReplace(); }
if(config.needWater) { builder.needWater(); }
if(config.project) { builder.noProjection(); }
builder.tries(config.tries);
return builder.build();
}
}
/*
* performance/generation tests related to
* serverWorld.getChunk(x, z, ChunkStatus. *** )
true/false is whether they generated blocks or not
the time is how long it took to generate
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
ChunkStatus.BIOMES 1 - 10 ms false (no height)
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
ChunkStatus.FEATURES 7 - 25 ms true
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
ChunkStatus.LIGHT 20 - 40 ms true
ChunkStatus.FULL 30 - 50 ms true
ChunkStatus.SPAWN 50 - 80 ms true
At this point I would suggest using FEATURES, as it generates snow and trees
(and any other object that is needed to make biomes distinct)
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
*/
}
@@ -133,11 +133,11 @@ public class LodQuadTree {
byte targetLevel = newLodNodeData.level;
byte currentLevel = lodNodeData.level;
if (targetLevel < currentLevel) {
int posX = newLodNodeData.posX;
int posZ = newLodNodeData.posZ;
int posX = Math.abs(newLodNodeData.posX);
int posZ = Math.abs(newLodNodeData.posZ);
short widthRatio = (short) (lodNodeData.width / (2 * newLodNodeData.width));
int NS = Math.abs((posX / widthRatio) % 2);
int WE = Math.abs((posZ / widthRatio) % 2);
int WE = Math.abs((posX / widthRatio) % 2);
int NS = Math.abs((posZ / widthRatio) % 2);
if (getChild(NS, WE) == null) {
setChild(NS, WE);
}
@@ -171,8 +171,8 @@ public class LodQuadTree {
return lodNodeData;
} else if (targetLevel < currentLevel) {
short widthRatio = (short) (lodNodeData.width / Math.pow(2, level));
int NS = Math.abs((posX / widthRatio) % lodNodeData.posX);
int WE = Math.abs((posZ / widthRatio) % lodNodeData.posZ);
int WE = Math.abs((posX / widthRatio) % lodNodeData.posX);
int NS = Math.abs((posZ / widthRatio) % lodNodeData.posZ);
if (getChild(NS, WE) == null) {
return null;
}
@@ -209,8 +209,8 @@ public class LodQuadTree {
*/
public void setChild(LodNodeData newLodNodeData) {
if (newLodNodeData.level == lodNodeData.level - 1) {
int NS = newLodNodeData.posX % lodNodeData.posX;
int WE = newLodNodeData.posZ % lodNodeData.posZ;
int WE = newLodNodeData.posX % lodNodeData.posX;
int NS = newLodNodeData.posZ % lodNodeData.posZ;
children[NS][WE] = new LodQuadTree(this, lodNodeData);
}
}
@@ -200,7 +200,7 @@ public class LodQuadTreeDimension {
regions[xIndex][zIndex] = getRegionFromFile(regionX, regionZ);
if (regions[xIndex][zIndex] == null)
{
regions[xIndex][zIndex] = new LodQuadTree(regionZ, regionX);
regions[xIndex][zIndex] = new LodQuadTree(regionX, regionZ);
}
}
@@ -240,7 +240,7 @@ public class LodQuadTreeDimension {
if (region == null)
{
// if no region exists, create it
region = new LodQuadTree(zIndex, xIndex);
region = new LodQuadTree(xIndex, zIndex);
setRegion(region);
}
}
@@ -271,7 +271,7 @@ public class LodQuadTreeDimension {
if (region == null)
{
// if no region exists, create it
region = new LodQuadTree(pos.z, pos.x);
region = new LodQuadTree(pos.x, pos.z);
setRegion(region);
}
boolean coorectlyAdded = region.setNodeAtLowerLevel(lodNodeData, true);
@@ -344,7 +344,7 @@ public class LodQuadTreeDimension {
zIndex = (zRegion + centerZ) - halfWidth;
region = getRegion(xIndex,zIndex);
if (region == null){
region = new LodQuadTree(zIndex, xIndex);
region = new LodQuadTree(xIndex, zIndex);
setRegion(region);
}
listOfQuadTree.addAll(region.getLevelToGenerate(x,z,level,maxDistance,minDistance));
@@ -75,9 +75,9 @@ public class QuadTreeImage extends JPanel {
}
private static void createAndShowGui() {
int playerX = 32*512;
int playerZ = (32*512);
LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 64);
int playerX =-0*511;
int playerZ =-0*511;
LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 16);
System.out.println(dim.getRegion(0, 0));
dim.move(playerX/512,playerZ/512);
System.out.println(dim.getCenterX());
@@ -105,6 +105,7 @@ public class QuadTreeImage extends JPanel {
dist = 32;
}
List<LodQuadTree> levelToGenerate = dim.getNodeToGenerate(playerX, playerZ, (byte) (9 - i), distances[i], 0);
System.out.println(levelToGenerate);
for (LodQuadTree level : levelToGenerate) {
Color color;
int startX = level.getLodNodeData().startX;
@@ -131,8 +132,9 @@ public class QuadTreeImage extends JPanel {
for (Integer posXI : posXs) {
for (Integer posZI : posZs) {
int posZ = posXI.intValue();
int posX = posZI.intValue();
int posX = posXI.intValue();
int posZ = posZI.intValue();
//System.out.println(posX + " " + posZ);
color = BiomeColorsUtils.getColorFromBiomeManual(biomeSource.getBiome(posZ, 0, posX));
//color = BiomeColorsUtils.getColorFromIdCB(biomeSource.getBiome(posZ, 0, posX).getId());
LodNodeData node = new LodNodeData(otherLevel, posX, posZ, 0, 0, color, true);
@@ -159,6 +161,7 @@ public class QuadTreeImage extends JPanel {
}
System.out.println(listOfList);
int timerDelay = 0;
System.out.println("STARTING");
System.out.println(dim.getWidth());
@@ -177,10 +180,9 @@ public class QuadTreeImage extends JPanel {
} else {
if(drawCount==0) quadTreeImage.clearAll();
final List<MyDrawable> myDrawables = new ArrayList<>();
double amp = 0.025;
double amp = 0.1;
Collection<LodNodeData> lodList = listOfList.get(drawCount);
for (LodNodeData data : lodList) {
System.out.println();
myDrawables.add(new MyDrawable(new Rectangle2D.Double(
((data.startX - xOffset ) * amp),
((data.startZ - zOffset) * amp),