Add the ability for LOD fog rendering to differ from Minecraft's

This commit is contained in:
James Seibel
2021-07-03 21:10:34 -05:00
parent 31ef1d4959
commit f977687ad6
9 changed files with 257 additions and 80 deletions
@@ -11,6 +11,7 @@ import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
@@ -33,6 +34,8 @@ public class LodConfig
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
public ForgeConfigSpec.BooleanValue debugMode;
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
@@ -53,22 +56,31 @@ public class LodConfig
.comment("\n\n"
+ " If false LODs will not be drawn, \n"
+ " however they will still be generated \n"
+ " and saved to file for later use.")
+ " and saved to file for later use. \n")
.define("drawLODs", true);
fogDistance = builder
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ".")
+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING.toString() + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ". \n"
+ " " + FogDrawOverride.NEVER_DRAW_FOG.toString() + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST.toString() + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("fogDrawOverride", FogDrawOverride.USE_OPTIFINE_FOG_SETTING);
debugMode = builder
.comment("\n\n"
+ " If false the LODs will draw with their normal world colors. \n"
+ " If true they will draw as a black and white checkerboard. \n"
+ " This can be used for debugging or imagining you are playing a \n"
+ " giant game of chess ;)")
+ " giant game of chess ;) \n")
.define("drawCheckerBoard", false);
lodTemplate = builder
@@ -77,14 +89,16 @@ public class LodConfig
+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC.toString() + ": LOD Chunks smoothly transition between other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. ")
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
lodDetail = builder
.comment("\n\n"
+ " How detailed should the LODs be? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk.")
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n")
.defineEnum("lodGeometryQuality", LodDetail.QUAD);
lodChunkRadiusMultiplier = builder
@@ -92,14 +106,15 @@ public class LodConfig
+ " This is multiplied by the default view distance \n"
+ " to determine how far out to generate/render LODs. \n"
+ " A value of 2 means that there is 1 render distance worth \n"
+ " of LODs in each cardinal direction. ")
+ " of LODs in each cardinal direction. \n")
.defineInRange("lodChunkRadiusMultiplier", 6, 2, 32);
distanceGenerationMode = builder
.comment("\n\n"
+ " Note: The times listed here are based on the developer's \n"
+ " PC, and are included to show the speed difference \n"
+ " between options. Your mileage may vary. \n"
+ " Note: The times listed here are the amount of time it took"
+ " the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"