auto indentation

This commit is contained in:
James Seibel
2021-08-22 18:46:47 -05:00
parent 9b3d9cbba3
commit fb188e4819
@@ -58,174 +58,174 @@ import net.minecraftforge.common.WorldWorkerManager;
*/
public class LodBufferBuilder
{
private Minecraft mc;
/** This holds the thread used to generate new LODs off the main thread. */
private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
private LodBuilder LodQuadTreeNodeBuilder;
/** The buffers that are used to create LODs using far fog */
public volatile BufferBuilder[][] buildableBuffers;
/** Used when building new VBOs */
public volatile VertexBuffer[][] buildableVbos;
/** VBOs that are sent over to the LodNodeRenderer */
public volatile VertexBuffer[][] drawableVbos;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public boolean generatingBuffers = false;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public Set<ChunkPos> positionWaitingToBeGenerated = new HashSet<>();
/**
* if this is true new LOD buffers have been generated
* and are waiting to be swapped with the drawable buffers
*/
private boolean switchVbos = false;
/**
* This keeps track of how many chunk generation requests are on going.
* This is to prevent chunks from being generated for a long time in an area
* the player is no longer in.
*/
public AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(0);
/**
* how many chunks to generate outside of the player's
* view distance at one time. (or more specifically how
* many requests to make at one time).
* I multiply by 8 to make sure there is always a buffer of chunk requests,
* to make sure the CPU is always busy and we can generate LODs as quickly as
* possible.
*/
public int maxChunkGenRequests = LodConfig.CLIENT.numberOfWorldGenerationThreads.get() * 8;
/** Size of the buffer builders in bytes last time we created them */
public int previousBufferSize = 0;
/** Width of the dimension in regions last time we created the buffers */
public int previousRegionWidth = 0;
/** this is used to prevent multiple threads creating, destroying, or using the buffers at the same time */
private ReentrantLock bufferLock = new ReentrantLock();
public LodBufferBuilder(LodBuilder newLodBuilder)
{
mc = Minecraft.getInstance();
LodQuadTreeNodeBuilder = newLodBuilder;
}
private LodDimension previousDimension = null;
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
* <br>
* This method will write to the drawable near and far buffers.
* <br>
* After the buildable buffers have been generated they must be
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, int numbChunksWide)
{
// only allow one generation process to happen at a time
if (generatingBuffers)
return;
if (buildableBuffers == null)
throw new IllegalStateException("\"generateLodBuffersAsync\" was called before the \"setupBuffers\" method was called.");
if (previousDimension != lodDim)
{
previousDimension = lodDim;
}
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long startTime = System.currentTimeMillis();
ArrayList<ChunkPos> chunksToGen = new ArrayList<>(maxChunkGenRequests);
// if we don't have a full number of chunks to generate in chunksToGen
// we can top it off from the reserve
ArrayList<ChunkPos> chunksToGenReserve = new ArrayList<>(maxChunkGenRequests);
startBuffers();
// used when determining which chunks are closer when queuing distance
// generation
int minChunkDist = Integer.MAX_VALUE;
int width;
// =====================//
// RENDERING PART //
// =====================//
List<LevelPos> posListToRender = new ArrayList<>();
LodDataPoint lodData;
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
return;
for (byte detail = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
{
posListToRender.addAll(lodDim.getDataToRender(
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceRendering(detail),
DetailUtil.getDistanceRendering(detail + 1),
detail));
}
for (LevelPos pos : posListToRender)
{
LevelPos chunkPos = pos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
// skip any chunks that Minecraft is going to render
if (renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkPos.posX, chunkPos.posZ)))
{
continue;
}
if (lodDim.doesDataExist(pos))
private Minecraft mc;
/** This holds the thread used to generate new LODs off the main thread. */
private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
private LodBuilder LodQuadTreeNodeBuilder;
/** The buffers that are used to create LODs using far fog */
public volatile BufferBuilder[][] buildableBuffers;
/** Used when building new VBOs */
public volatile VertexBuffer[][] buildableVbos;
/** VBOs that are sent over to the LodNodeRenderer */
public volatile VertexBuffer[][] drawableVbos;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public boolean generatingBuffers = false;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public Set<ChunkPos> positionWaitingToBeGenerated = new HashSet<>();
/**
* if this is true new LOD buffers have been generated
* and are waiting to be swapped with the drawable buffers
*/
private boolean switchVbos = false;
/**
* This keeps track of how many chunk generation requests are on going.
* This is to prevent chunks from being generated for a long time in an area
* the player is no longer in.
*/
public AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(0);
/**
* how many chunks to generate outside of the player's
* view distance at one time. (or more specifically how
* many requests to make at one time).
* I multiply by 8 to make sure there is always a buffer of chunk requests,
* to make sure the CPU is always busy and we can generate LODs as quickly as
* possible.
*/
public int maxChunkGenRequests = LodConfig.CLIENT.numberOfWorldGenerationThreads.get() * 8;
/** Size of the buffer builders in bytes last time we created them */
public int previousBufferSize = 0;
/** Width of the dimension in regions last time we created the buffers */
public int previousRegionWidth = 0;
/** this is used to prevent multiple threads creating, destroying, or using the buffers at the same time */
private ReentrantLock bufferLock = new ReentrantLock();
public LodBufferBuilder(LodBuilder newLodBuilder)
{
mc = Minecraft.getInstance();
LodQuadTreeNodeBuilder = newLodBuilder;
}
private LodDimension previousDimension = null;
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
* <br>
* This method will write to the drawable near and far buffers.
* <br>
* After the buildable buffers have been generated they must be
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, int numbChunksWide)
{
// only allow one generation process to happen at a time
if (generatingBuffers)
return;
if (buildableBuffers == null)
throw new IllegalStateException("\"generateLodBuffersAsync\" was called before the \"setupBuffers\" method was called.");
if (previousDimension != lodDim)
{
previousDimension = lodDim;
}
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long startTime = System.currentTimeMillis();
ArrayList<ChunkPos> chunksToGen = new ArrayList<>(maxChunkGenRequests);
// if we don't have a full number of chunks to generate in chunksToGen
// we can top it off from the reserve
ArrayList<ChunkPos> chunksToGenReserve = new ArrayList<>(maxChunkGenRequests);
startBuffers();
// used when determining which chunks are closer when queuing distance
// generation
int minChunkDist = Integer.MAX_VALUE;
int width;
// =====================//
// RENDERING PART //
// =====================//
List<LevelPos> posListToRender = new ArrayList<>();
LodDataPoint lodData;
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
RegionPos regionPos = new RegionPos(xRegion + lodDim.getCenterX() - lodDim.getWidth() / 2, zRegion + lodDim.getCenterZ() - lodDim.getWidth() / 2);
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
return;
for (byte detail = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
{
posListToRender.addAll(lodDim.getDataToRender(
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceRendering(detail),
DetailUtil.getDistanceRendering(detail + 1),
detail));
}
for (LevelPos pos : posListToRender)
{
LevelPos chunkPos = pos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
// skip any chunks that Minecraft is going to render
if (renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkPos.posX, chunkPos.posZ)))
{
continue;
}
if (lodDim.doesDataExist(pos))
{
try
{
@@ -245,22 +245,22 @@ public class LodBufferBuilder
return;
}
}
}
posListToRender.clear();
}
}
// =====================//
// GENERATION PART //
// =====================//
List<LevelPos> posListToGenerate = new ArrayList<>();
/**TODO can give a totally different generation*/
}
posListToRender.clear();
}
}
// =====================//
// GENERATION PART //
// =====================//
List<LevelPos> posListToGenerate = new ArrayList<>();
/**TODO can give a totally different generation*/
/*
for (byte detail = LodUtil.BLOCK_DETAIL_LEVEL; detail <= LodUtil.REGION_DETAIL_LEVEL; detail++)
{
@@ -280,84 +280,84 @@ public class LodBufferBuilder
}
}
*/
if (LodConfig.CLIENT.distanceGenerationMode.get() != DistanceGenerationMode.NONE)
{
int requesting = maxChunkGenRequests;
//we firstly make sure that the world is filled with half region wide block
for (byte detailGen = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
if (requesting == 0) break;
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
LodConfig.CLIENT.distanceGenerationMode.get().complexity,
(byte) 7,
requesting));
requesting = maxChunkGenRequests - posListToGenerate.size();
}
//we then fill the world with the rest of the block
for (byte detailGen = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
if (requesting == 0) break;
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
LodConfig.CLIENT.distanceGenerationMode.get().complexity,
LodConfig.CLIENT.maxGenerationDetail.get().detailLevel,
maxChunkGenRequests));
requesting = maxChunkGenRequests - posListToGenerate.size();
}
// determine which points in the posListToGenerate
// should actually be queued up
for (LevelPos levelPos : posListToGenerate)
{
LevelPos chunkLevelPos = levelPos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
int chunkX = chunkLevelPos.posX;
int chunkZ = chunkLevelPos.posZ;
if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
if (positionWaitingToBeGenerated.contains(pos))
{
//ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
continue;
}
// determine if this position is closer to the player
// than the previous
int newDistance = playerChunkPos.getChessboardDistance(pos);
if (newDistance < minChunkDist)
{
// this chunk is closer, clear any previous
// positions and update the new minimum distance
minChunkDist = newDistance;
// move all the old chunks into the reserve
ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
chunksToGenReserve.clear();
chunksToGenReserve.addAll(chunksToGen);
// top off reserve with whatever was in oldReerve
for (int i = 0; i < oldReserve.size(); i++)
{
if (chunksToGenReserve.size() < maxChunkGenRequests)
chunksToGenReserve.add(oldReserve.get(i));
else
break;
}
chunksToGen.clear();
chunksToGen.add(pos);
if (LodConfig.CLIENT.distanceGenerationMode.get() != DistanceGenerationMode.NONE)
{
int requesting = maxChunkGenRequests;
//we firstly make sure that the world is filled with half region wide block
for (byte detailGen = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
if (requesting == 0) break;
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
LodConfig.CLIENT.distanceGenerationMode.get().complexity,
(byte) 7,
requesting));
requesting = maxChunkGenRequests - posListToGenerate.size();
}
//we then fill the world with the rest of the block
for (byte detailGen = LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detailGen <= LodUtil.REGION_DETAIL_LEVEL; detailGen++)
{
if (requesting == 0) break;
posListToGenerate.addAll(lodDim.getDataToGenerate(
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailUtil.getDistanceGeneration(detailGen),
DetailUtil.getDistanceGeneration(detailGen + 1),
LodConfig.CLIENT.distanceGenerationMode.get().complexity,
LodConfig.CLIENT.maxGenerationDetail.get().detailLevel,
maxChunkGenRequests));
requesting = maxChunkGenRequests - posListToGenerate.size();
}
// determine which points in the posListToGenerate
// should actually be queued up
for (LevelPos levelPos : posListToGenerate)
{
LevelPos chunkLevelPos = levelPos.convert(LodUtil.CHUNK_DETAIL_LEVEL);
int chunkX = chunkLevelPos.posX;
int chunkZ = chunkLevelPos.posZ;
if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
if (positionWaitingToBeGenerated.contains(pos))
{
//ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
continue;
}
// determine if this position is closer to the player
// than the previous
int newDistance = playerChunkPos.getChessboardDistance(pos);
if (newDistance < minChunkDist)
{
// this chunk is closer, clear any previous
// positions and update the new minimum distance
minChunkDist = newDistance;
// move all the old chunks into the reserve
ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
chunksToGenReserve.clear();
chunksToGenReserve.addAll(chunksToGen);
// top off reserve with whatever was in oldReerve
for (int i = 0; i < oldReserve.size(); i++)
{
if (chunksToGenReserve.size() < maxChunkGenRequests)
chunksToGenReserve.add(oldReserve.get(i));
else
break;
}
chunksToGen.clear();
chunksToGen.add(pos);
}
else if (newDistance == minChunkDist)
{
@@ -375,58 +375,58 @@ public class LodBufferBuilder
// add it to the reserve to make sure we always have a full reserve
chunksToGenReserve.add(pos);
}
} // lod null and can generate more chunks
} // positions to generate
// queue up chunks to be generated
if (mc.hasSingleplayerServer())
{
// issue #19
// TODO add a way for a server side mod to generate chunks requested here
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
// make sure we have as many chunks to generate as we are allowed
if (chunksToGen.size() < maxChunkGenRequests)
{
Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
{
chunksToGen.add(reserveIterator.next());
}
}
// start chunk generation
for (ChunkPos chunkPos : chunksToGen)
{
// don't add null chunkPos (which shouldn't happen anyway)
// or add more to the generation queue
if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
continue;
positionWaitingToBeGenerated.add(chunkPos);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, LodConfig.CLIENT.distanceGenerationMode.get(), LodConfig.CLIENT.maxGenerationDetail.get(), renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
}
} // if distanceGenerationMode != DistanceGenerationMode.NONE
// finish the buffer building
closeBuffers();
// upload the new buffers
uploadBuffers();
long endTime = System.currentTimeMillis();
long buildTime = endTime - startTime;
ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
} // lod null and can generate more chunks
} // positions to generate
// queue up chunks to be generated
if (mc.hasSingleplayerServer())
{
// issue #19
// TODO add a way for a server side mod to generate chunks requested here
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
// make sure we have as many chunks to generate as we are allowed
if (chunksToGen.size() < maxChunkGenRequests)
{
Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
{
chunksToGen.add(reserveIterator.next());
}
}
// start chunk generation
for (ChunkPos chunkPos : chunksToGen)
{
// don't add null chunkPos (which shouldn't happen anyway)
// or add more to the generation queue
if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
continue;
positionWaitingToBeGenerated.add(chunkPos);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, LodConfig.CLIENT.distanceGenerationMode.get(), LodConfig.CLIENT.maxGenerationDetail.get(), renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
}
} // if distanceGenerationMode != DistanceGenerationMode.NONE
// finish the buffer building
closeBuffers();
// upload the new buffers
uploadBuffers();
long endTime = System.currentTimeMillis();
long buildTime = endTime - startTime;
ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
}
catch (Exception e)
{
@@ -445,140 +445,140 @@ public class LodBufferBuilder
bufferLock.unlock();
}
});
mainGenThread.execute(thread);
return;
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
*
* May have to wait for the bufferLock to open.
*/
public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
{
bufferLock.lock();
previousRegionWidth = numbRegionsWide;
previousBufferSize = bufferMaxCapacity;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
for (int x = 0; x < numbRegionsWide; x++)
{
for (int z = 0; z < numbRegionsWide; z++)
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
}
}
bufferLock.unlock();
}
/**
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
*
* May have to wait for the bufferLock to open.
*/
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
private void startBuffers()
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
private void closeBuffers()
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building())
buildableBuffers[x][z].end();
}
/**
* Called from the LodRenderer to create the
* BufferBuilders at the right size.
*
* @param bufferMaxCapacity
*/
private void uploadBuffers()
{
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
{
buildableVbos[x][z].upload(buildableBuffers[x][z]);
}
}
}
/**
* Get the newly created VBOs
*/
public VertexBuffer[][] getVertexBuffers()
{
// don't wait for the lock to open
// since this is called on the main render thread
});
mainGenThread.execute(thread);
return;
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
*
* May have to wait for the bufferLock to open.
*/
public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
{
bufferLock.lock();
previousRegionWidth = numbRegionsWide;
previousBufferSize = bufferMaxCapacity;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
for (int x = 0; x < numbRegionsWide; x++)
{
for (int z = 0; z < numbRegionsWide; z++)
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
}
}
bufferLock.unlock();
}
/**
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
*
* May have to wait for the bufferLock to open.
*/
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
private void startBuffers()
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
private void closeBuffers()
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building())
buildableBuffers[x][z].end();
}
/**
* Called from the LodRenderer to create the
* BufferBuilders at the right size.
*
* @param bufferMaxCapacity
*/
private void uploadBuffers()
{
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
{
buildableVbos[x][z].upload(buildableBuffers[x][z]);
}
}
}
/**
* Get the newly created VBOs
*/
public VertexBuffer[][] getVertexBuffers()
{
// don't wait for the lock to open
// since this is called on the main render thread
if (bufferLock.tryLock())
{
VertexBuffer[][] tmp = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmp;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
VertexBuffer[][] tmp = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmp;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
}
return drawableVbos;
}
/**
* If this is true the buildable near and far
* buffers have been generated and are ready to be
* sent to the LodRenderer.
*/
public boolean newBuffersAvaliable()
{
return switchVbos;
}
return drawableVbos;
}
/**
* If this is true the buildable near and far
* buffers have been generated and are ready to be
* sent to the LodRenderer.
*/
public boolean newBuffersAvaliable()
{
return switchVbos;
}
}