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6 Commits
| Author | SHA1 | Date | |
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| 7a3497d44c | |||
| 873034f7e4 | |||
| a151054b48 | |||
| 14c69971f6 | |||
| edc3858699 | |||
| bdaf33b80b |
@@ -2,6 +2,10 @@ This mod adds a Level Of Detail (LOD) system to Minecraft.
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This implementation renders simplified chunks outside the normal render distance
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allowing for an increased view distance without harming performance.
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Or in other words: this mod let's you see farther without turning your game into a slide show.
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If you want to see a quick demo, check out the video I made here:
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https://youtu.be/v61iOYZQWCs
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Forge version: 1.16.4-35.1.4
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@@ -310,7 +310,6 @@ public class LodRenderer
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(LOD_GL_LIGHT_NUMBER);
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GL11.glDisable(GL11.GL_COLOR_MATERIAL);
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// this can't be called until after the buffers are built
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// because otherwise the buffers may be set to the wrong size
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@@ -331,9 +330,6 @@ public class LodRenderer
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// get all relevant camera info
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ActiveRenderInfo renderInfo = mc.gameRenderer.getActiveRenderInfo();
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Vector3d projectedView = renderInfo.getProjectedView();
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double cameraX = projectedView.x;
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double cameraY = projectedView.y;
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double cameraZ = projectedView.z;
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// generate the model view matrix
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@@ -342,23 +338,7 @@ public class LodRenderer
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// translate and rotate to the current camera location
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matrixStack.rotate(Vector3f.XP.rotationDegrees(renderInfo.getPitch()));
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matrixStack.rotate(Vector3f.YP.rotationDegrees(renderInfo.getYaw() + 180));
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matrixStack.translate(-cameraX, -cameraY, -cameraZ);
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// this isn't a great solution to nausea or portal spinning
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// but i'm not sure what to do otherwise
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float f = 0.23f * MathHelper.lerp(partialTicks, this.mc.player.prevTimeInPortal, this.mc.player.timeInPortal) * this.mc.gameSettings.screenEffectScale * this.mc.gameSettings.screenEffectScale;
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if (f > 0.0F) {
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int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
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float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
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f1 = f1 * f1;
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Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
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matrixStack.rotate(vector3f.rotationDegrees((mc.gameRenderer.rendererUpdateCount + partialTicks) * i));
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matrixStack.scale(1.01F / f1, 1.0F, 1.0F);
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float f2 = -(mc.gameRenderer.rendererUpdateCount + partialTicks) * i;
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matrixStack.rotate(vector3f.rotationDegrees(f2));
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}
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matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
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return matrixStack.getLast().getMatrix();
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}
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@@ -458,10 +438,47 @@ public class LodRenderer
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/**
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* create a new projection matrix and send it over to the GPU
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* <br><br>
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* A lot of this code is copied from renderWorld (line 578)
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* in the GameRender class. The code copied is anything with
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* a matrixStack and is responsible for making sure the LOD
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* objects distort correctly relative to the rest of the world.
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* Distortions are caused by: standing in a nether portal,
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* nausea potion effect, walking bobbing.
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*
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* @param partialTicks how many ticks into the frame we are
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*/
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private void setupProjectionMatrix(float partialTicks)
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{
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// Note: if the LOD objects don't distort correctly
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// compared to regular minecraft terrain, make sure
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// all the transformations in renderWorld are here too
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MatrixStack matrixStack = new MatrixStack();
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matrixStack.push();
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gameRender.hurtCameraEffect(matrixStack, partialTicks);
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if (this.mc.gameSettings.viewBobbing) {
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gameRender.applyBobbing(matrixStack, partialTicks);
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}
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// potion and nausea effects
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float f = MathHelper.lerp(partialTicks, mc.player.prevTimeInPortal, mc.player.timeInPortal) * mc.gameSettings.screenEffectScale * mc.gameSettings.screenEffectScale;
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if (f > 0.0F) {
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int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
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float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
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f1 = f1 * f1;
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Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
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matrixStack.rotate(vector3f.rotationDegrees((gameRender.rendererUpdateCount + partialTicks) * i));
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matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
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float f2 = -(gameRender.rendererUpdateCount + partialTicks) * i;
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matrixStack.rotate(vector3f.rotationDegrees(f2));
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}
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// this projection matrix allows us to see past the normal
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// world render distance
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Matrix4f projectionMatrix =
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Matrix4f.perspective(
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getFov(partialTicks, true),
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@@ -469,8 +486,9 @@ public class LodRenderer
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0.5F,
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this.farPlaneDistance * LOD_CHUNK_DISTANCE_RADIUS * 2);
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// add the screen space distortions
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projectionMatrix.mul(matrixStack.getLast().getMatrix());
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gameRender.resetProjectionMatrix(projectionMatrix);
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return;
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}
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@@ -1,34 +1,23 @@
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# Note: to update code in eclipse run the "eclipse" command in graldew
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# make public the method getFOVModifier
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# used when creating the projection matrix
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public net.minecraft.client.renderer.GameRenderer func_215311_a(Lnet/minecraft/client/renderer/ActiveRenderInfo;FZ)D # getFOVModifier
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public net.minecraft.client.renderer.GameRenderer field_78529_t # rendererUpdateCount
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public net.minecraft.client.renderer.GameRenderer func_228380_a_(Lcom/mojang/blaze3d/matrix/MatrixStack;F)V # hurtCameraEffect
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public net.minecraft.client.renderer.GameRenderer func_228383_b_(Lcom/mojang/blaze3d/matrix/MatrixStack;F)V # applyBobbing
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# make public the byteBuffer in BufferBuilder
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# used when accessing built byteBuffers
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public net.minecraft.client.renderer.BufferBuilder field_179001_a # byteBuffer
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# make public the cameraZoom in the GameRenderer
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public net.minecraft.client.renderer.GameRenderer field_78503_V # cameraZoom
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# make public the cameraYaw in the GameRenderer
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public net.minecraft.client.renderer.GameRenderer field_228376_w_ # cameraYaw
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# make public the cameraPitch in the GameRenderer
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public net.minecraft.client.renderer.GameRenderer field_228377_x_ # cameraPitch
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# make public the folder in the DimensionSavedDataManager
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# used when determining where to save files too
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public net.minecraft.world.storage.DimensionSavedDataManager field_215759_d # folder
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# make public the ambiantLight field in DimensionType
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public net.minecraft.world.DimensionType field_236017_x_ # ambientLight
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# make public the renderUpdateCount in GameRenderer
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public net.minecraft.client.renderer.GameRenderer field_78529_t # rendererUpdateCount
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# make public the materialColor in AbstractBlockState
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# used when generating LodChunks
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public net.minecraft.block.AbstractBlock$AbstractBlockState field_235704_h_ # materialColor
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#=====================#
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# Examples from Forge #
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#=====================#
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Reference in New Issue
Block a user