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
@@ -6,19 +6,21 @@ import java.nio.FloatBuffer;
import java.util.HashSet;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.NVFogDistance;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.LodBufferBuilder;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.FogQuality;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.handlers.ReflectionHandler;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.NearFarBuffer;
import com.seibel.lod.objects.NearFarFogSetting;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.proxy.ClientProxy;
import net.minecraft.client.Minecraft;
@@ -67,6 +69,10 @@ public class LodRenderer
*/
public static final int MAX_ALOCATEABLE_DIRECT_MEMORY = 64 * 1024 * 1024;
/** Does this computer's GPU support fancy fog? */
public static boolean fancyFogAvailable = false;
/** If true the LODs colors will be replaced with
* a checkerboard, this can be used for debugging. */
@@ -93,6 +99,7 @@ public class LodRenderer
private volatile VertexBuffer farVbo;
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
/** This is used to determine if the LODs should be regenerated */
private int previousChunkRenderDistance = 0;
/** This is used to determine if the LODs should be regenerated */
@@ -266,14 +273,14 @@ public class LodRenderer
setupProjectionMatrix(partialTicks);
setupLighting(lodDim, partialTicks);
NearFarFogSetting fogSetting = determineFogSettings();
NearFarFogSettings fogSettings = determineFogSettings();
// determine the current fog settings so they can be
// reset after drawing the LODs
float defaultFogStartDist = GL11.glGetFloat(GL11.GL_FOG_START);
float defaultFogEndDist = GL11.glGetFloat(GL11.GL_FOG_END);
int defaultFogMode = GL11.glGetInteger(GL11.GL_FOG_MODE);
int defaultFogDistance = GL11.glGetInteger(NVFogDistance.GL_FOG_DISTANCE_MODE_NV);
@@ -285,10 +292,10 @@ public class LodRenderer
//===========//
profiler.popPush("LOD draw");
setupFog(fogSetting.nearFogSetting, reflectionHandler.getFogQuality());
setupFog(fogSettings.near.distance, fogSettings.near.quality);
sendLodsToGpuAndDraw(nearVbo, modelViewMatrix);
setupFog(fogSetting.farFogSetting, reflectionHandler.getFogQuality());
setupFog(fogSettings.far.distance, fogSettings.far.quality);
sendLodsToGpuAndDraw(farVbo, modelViewMatrix);
@@ -315,9 +322,7 @@ public class LodRenderer
// reset the fog settings so the normal chunks
// will be drawn correctly
RenderSystem.fogStart(defaultFogStartDist);
RenderSystem.fogEnd(defaultFogEndDist);
RenderSystem.fogMode(defaultFogMode);
cleanupFog(fogSettings, defaultFogStartDist, defaultFogEndDist, defaultFogMode, defaultFogDistance);
// reset the projection matrix so anything drawn after
// the LODs will use the correct projection matrix
@@ -380,10 +385,24 @@ public class LodRenderer
{
throw new IllegalArgumentException("setupFog doesn't accept the NEAR_AND_FAR fog distance.");
}
// determine the fog distance mode to use
int glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
if (fogQuality == FogQuality.FANCY)
{
// fancy fog (fragment distance based fog)
glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
}
else
{
// fast fog (frustum distance based fog)
glFogDistanceMode = NVFogDistance.GL_EYE_PLANE_ABSOLUTE_NV;
}
// the multipliers are percentages
// of the regular view distance.
if(fogDistance == FogDistance.NEAR)
{
// the reason that I wrote fogEnd then fogStart backwards
@@ -420,8 +439,34 @@ public class LodRenderer
}
}
RenderSystem.fogMode(GlStateManager.FogMode.LINEAR);
GL11.glEnable(GL11.GL_FOG);
RenderSystem.enableFog();
RenderSystem.setupNvFogDistance();
RenderSystem.fogMode(GlStateManager.FogMode.LINEAR);
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, glFogDistanceMode);
}
/**
* Revert any changes that were made to the fog.
*/
private void cleanupFog(NearFarFogSettings fogSettings,
float defaultFogStartDist, float defaultFogEndDist,
int defaultFogMode, int defaultFogDistance)
{
RenderSystem.fogStart(defaultFogStartDist);
RenderSystem.fogEnd(defaultFogEndDist);
RenderSystem.fogMode(defaultFogMode);
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, defaultFogDistance);
// disable fog if Minecraft wasn't rendering fog
// but we were
if(!fogSettings.vanillaIsRenderingFog &&
(fogSettings.near.quality != FogQuality.OFF ||
fogSettings.far.quality != FogQuality.OFF))
{
GL11.glDisable(GL11.GL_FOG);
}
}
@@ -614,68 +659,114 @@ public class LodRenderer
/**
* Based on the fogDistance setting and
* optifine's fogQuality setting return what fog
* settings should be used when rendering.
* Return what fog settings should be used when rendering.
*/
private NearFarFogSetting determineFogSettings()
private NearFarFogSettings determineFogSettings()
{
NearFarFogSetting fogSetting = new NearFarFogSetting();
NearFarFogSettings fogSettings = new NearFarFogSettings();
switch(reflectionHandler.getFogQuality())
FogQuality quality = reflectionHandler.getFogQuality();
FogDrawOverride override = LodConfig.CLIENT.fogDrawOverride.get();
if (quality == FogQuality.OFF)
fogSettings.vanillaIsRenderingFog = false;
else
fogSettings.vanillaIsRenderingFog = true;
// use any fog overrides the user may have set
switch(override)
{
case ALWAYS_DRAW_FOG_FANCY:
quality = FogQuality.FANCY;
break;
case NEVER_DRAW_FOG:
quality = FogQuality.OFF;
break;
case ALWAYS_DRAW_FOG_FAST:
quality = FogQuality.FAST;
break;
case USE_OPTIFINE_FOG_SETTING:
// don't override anything
break;
}
// only use fancy fog if the user's GPU can deliver
if (!fancyFogAvailable && quality == FogQuality.FANCY)
{
quality = FogQuality.FAST;
}
// how different distances are drawn depends on the quality set
switch(quality)
{
case FANCY:
fogSettings.near.quality = FogQuality.FANCY;
fogSettings.far.quality = FogQuality.FANCY;
switch(LodConfig.CLIENT.fogDistance.get())
{
case NEAR_AND_FAR:
fogSetting.nearFogSetting = FogDistance.NEAR;
fogSetting.farFogSetting = FogDistance.FAR;
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.FAR;
break;
case NEAR:
fogSetting.nearFogSetting = FogDistance.NEAR;
fogSetting.farFogSetting = FogDistance.NEAR;
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case FAR:
fogSetting.nearFogSetting = FogDistance.FAR;
fogSetting.farFogSetting = FogDistance.FAR;
fogSettings.near.distance = FogDistance.FAR;
fogSettings.far.distance = FogDistance.FAR;
break;
}
break;
case FAST:
fogSettings.near.quality = FogQuality.FAST;
fogSettings.far.quality = FogQuality.FAST;
// fast fog setting should only have one type of
// fog, since the LODs are separated into a near
// and far portion; and fast fog is rendered from the
// frustrum's perspective instead of the camera
switch(LodConfig.CLIENT.fogDistance.get())
{
case NEAR_AND_FAR:
fogSetting.nearFogSetting = FogDistance.NEAR;
fogSetting.farFogSetting = FogDistance.NEAR;
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case NEAR:
fogSetting.nearFogSetting = FogDistance.NEAR;
fogSetting.farFogSetting = FogDistance.NEAR;
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case FAR:
fogSetting.nearFogSetting = FogDistance.FAR;
fogSetting.farFogSetting = FogDistance.FAR;
fogSettings.near.distance = FogDistance.FAR;
fogSettings.far.distance = FogDistance.FAR;
break;
}
break;
break;
case OFF:
fogSettings.near.quality = FogQuality.OFF;
fogSettings.far.quality = FogQuality.OFF;
break;
}
return fogSetting;
return fogSettings;
}