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