James Seibel
fccd1db045
Add the ability to select and deselect worlds
2021-03-31 14:18:11 -05:00
James Seibel
6c515350bc
Clean up references to LodDimension objects
2021-03-31 14:15:49 -05:00
James Seibel
50aee9dfb2
Move getCurrentWorldID into the LodUtils class
2021-03-31 10:56:50 -05:00
James Seibel
0649504770
Fix #16 (stop placeholder chunks from being saved to disk)
2021-03-30 14:55:12 -05:00
James Seibel
29068f9550
Fix the projection matrix not being reset after rendering LODs
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Regressive fix for 18c08ccd .
2021-03-30 08:07:15 -05:00
James Seibel
18c08ccd88
Fix #8 and #9 (inaccurate lighting and rendering behind transparent objects)
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Instead of using a stencil and rendering in the forgelastdraw event, we now you a mixin to render right before the sold block layer.
The main purpose of this was to allow for LODs to be drawn behind transparent objects; however as a happy accident it seems to have also improved the lighting, I'm not sure if it is perfect, but it is much better.
2021-03-28 22:39:58 -05:00
James Seibel
b71d6a5e3f
Closes issue #10 (Regen LODs on block change)
2021-03-27 21:49:23 -05:00
James Seibel
8f619f3fa1
Closes issue #12 (improve world change detection)
2021-03-27 21:28:03 -05:00
James Seibel
eab16ff20a
Move all buffer building into the LodBufferBuilder and improve chunk generation logic
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Chunks generation requests should no longer stack exponentially (before whenever one chunk was generated the LODs would be regenerated, causing more chunks to generate so if more than one chunk was ever generated at a time they would stack).
2021-03-25 23:04:48 -05:00
James Seibel
d913ed9621
Fix issue #11 (generate chunks closer to the player first)
2021-03-25 16:31:11 -05:00
James Seibel
a649cf179f
comment out a debug statement
2021-03-25 16:04:02 -05:00
James Seibel
cf5de39250
Rename SingleLodChunkGenWorker to LodChunkGenWorker
2021-03-25 16:03:44 -05:00
James Seibel
bab3cd9656
Move SingleLodChunkGenWorker into the builders package
2021-03-24 21:59:32 -05:00
James Seibel
cafd4f0c47
Move all LodChunk generation code to the LodBuilder object
2021-03-24 21:59:06 -05:00
James Seibel
e20833225f
Slightly improve LOD generation speed and add code related to heightmap
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The slight speed increase is done by only generating the chunk to the "FEATURES" status instead of "FULL".
The code related to the heightmap is currently unused, since the LOD color generation requires blocks. Although it may have some use in the future so I will keep it in, albeit commented out.
2021-03-24 19:09:30 -05:00
James Seibel
14a06c220b
Move the enums into their own package
2021-03-24 17:50:17 -05:00
James Seibel
e5a5ba327e
Add a TODO
2021-03-19 20:36:11 -05:00
James Seibel
fedc8f7b66
Add LODs generating outside the player's view distance
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It isn't fast enough to keep up with flying creating or spectator players; but it does function without causing heavy server or client lag.
LODs are generated in lines starting far away from the player and moving towards them, in the future they should be generated close to the player first.
Also add a RegionPos object and a way to convert from ChunkPos objects in LodUtils
2021-03-19 20:25:23 -05:00
James Seibel
a151054b48
Fix issue #7 (screen space distortions not be applied)
2021-03-04 21:30:19 -06:00
James Seibel
14c69971f6
Fix a bug with holding grass blocks
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For some reason hold grass blocks (and presumably other biome colored blocks) would look gray if GL_COLOR_MATERIAL is disabled
2021-03-04 21:16:41 -06:00
James Seibel
bf6813b6a5
Improve magic number comments
2021-02-28 17:17:03 -06:00
James Seibel
f96a6dcecd
Improve how block color is determined
2021-02-28 16:35:46 -06:00
James Seibel
306f575edd
Fix not regening the LODs when changing dimensions
2021-02-28 16:15:40 -06:00
James Seibel
8babc5aa65
Fix a bug related to disabling depth testing
2021-02-28 16:03:38 -06:00
James Seibel
6abbf328fb
Remove issue #6 , partially fixed in 6bedfa5
2021-02-28 16:01:51 -06:00
James Seibel
6bedfa5136
Partially implement screen swirling effects
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It isn't great, but it works well enough
2021-02-28 16:00:18 -06:00
James Seibel
e02156b1a4
Add LOD lighting
2021-02-28 15:07:09 -06:00
James Seibel
673474cd64
Re-implement config files
2021-02-27 21:45:37 -06:00
James Seibel
807818e078
Fix a few meta info files
2021-02-27 21:45:12 -06:00
James Seibel
22840bd4e3
Small refactor to ClientProxy
2021-02-27 21:03:00 -06:00
James Seibel
4c71c9aad5
Add small refactors and improvements to LodRenderer
2021-02-27 20:39:47 -06:00
James Seibel
cc1683f573
Remove an unneeded variable decleration
2021-02-27 19:44:49 -06:00
James Seibel
62dc86d64e
Update LodRenderer class comment
2021-02-27 19:44:37 -06:00
James Seibel
ef65f87777
Improve how different fog levels are rendered
2021-02-27 19:41:45 -06:00
James Seibel
055f64e7c6
Improve the world changing logic
2021-02-27 19:09:52 -06:00
James Seibel
a0fc9835b6
rename getWorldIdentifier to getCurrentWorldID
2021-02-27 19:08:11 -06:00
James Seibel
b127ad0538
prevent a potential null pointer
2021-02-27 19:04:42 -06:00
James Seibel
e1cf190a7f
Replace getWorldName with getWorldIdentifier
2021-02-27 19:04:17 -06:00
James Seibel
27caab932c
re-add depth testing
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It was disabled by default previously
2021-02-27 19:02:36 -06:00
James Seibel
d06415bd3e
Remove the unneeded common proxy
2021-02-27 18:59:50 -06:00
James Seibel
3d6ba0fad9
Remove a test mixin file
2021-02-27 17:22:48 -06:00
James Seibel
84bdd3dd90
Fix fog not rendering
2021-02-27 17:07:44 -06:00
James Seibel
e81cd17ecf
Fix the FOV being incorrect
2021-02-27 11:38:00 -06:00
James Seibel
58b0eafe29
Replace the old render logic with VBO rendering
2021-02-27 11:31:53 -06:00
James Seibel
336cfb0749
Remove duplicate files
2021-02-26 22:46:10 -06:00
James Seibel
0f5990e2f8
Remove an unneeded variable
2021-02-26 17:45:00 -06:00
James Seibel
7acad77eda
Fix LOD color generation
2021-02-26 17:40:53 -06:00
James Seibel
fb0ff2a00c
Improve naming of methods in LodChunk
2021-02-26 13:39:08 -06:00
James Seibel
ab7157476b
Fix a potential null pointer exception
2021-02-26 13:38:54 -06:00
James Seibel
40bc930d34
Add missing info to a comment
2021-02-26 13:21:32 -06:00