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84 Commits

Author SHA1 Message Date
James Seibel afe4e111c3 Add release version a1.3.2 2021-08-04 22:58:06 -05:00
James Seibel 3675c5da46 Add deprecation suppressions in LodRenderer 2021-07-29 07:20:22 -05:00
James Seibel a4cc39dbac Add 400 px icons 2021-07-27 22:32:18 -05:00
James Seibel e3787079b7 Add icon files 2021-07-27 21:24:11 -05:00
James Seibel b2f98e2d92 Improve grass colors (#36) 2021-07-26 22:27:20 -05:00
James Seibel e1edd01069 Implement a few small features in LodServerWorld 2021-07-26 22:20:00 -05:00
James Seibel eb3455452b Fix getting the GPU's fancy fog capabilities 2021-07-26 20:26:24 -05:00
James Seibel 34baf923b2 Fix #45 (Half and Full qualities checkerboard) 2021-07-26 07:56:00 -05:00
James Seibel 499308870d fix a typo 2021-07-25 20:55:15 -05:00
James Seibel f852a79a0e Fix LODs rendering with an offset 2021-07-25 20:52:30 -05:00
James Seibel fa98454151 Hopefully reduce the chance of index out of bounds exceptions 2021-07-25 20:51:52 -05:00
James Seibel 286fc91db6 Slightly improve gamma lighting 2021-07-25 20:51:18 -05:00
James Seibel 99209f920d Fix a few truncation and off by 1 errors 2021-07-25 18:48:25 -05:00
James Seibel 19fd1aff98 Close #36 (Improve foliage colors)
While the colors could still be improved, I'm not sure what else to do with them to do so.
2021-07-25 18:20:34 -05:00
James Seibel 9ebc5aeb32 Improve comments in CublicLodTemplate 2021-07-25 18:06:42 -05:00
James Seibel 7c890a4627 Add a config option to change LOD brightness and saturation
Related to issue #36
2021-07-25 18:00:39 -05:00
James Seibel ccc661225e Improve the DARKEN_SIDES shading mode 2021-07-25 17:58:46 -05:00
James Seibel d7b13a2e0b fix a typo 2021-07-25 15:49:18 -05:00
James Seibel c53ce15f7d Hopefully fix #38 (teleporting causing regions to save in the wrong place) 2021-07-25 14:14:07 -05:00
James Seibel 35ac6fc756 Fix a typo 2021-07-25 14:10:08 -05:00
James Seibel 6bcf58959b Fix #46 (MC crashing when joining a server) 2021-07-25 13:18:47 -05:00
James Seibel 5051508e42 Fix #48 (Lava showing up as water) 2021-07-25 12:29:40 -05:00
James Seibel 196e02e61a Partially close #43 (add SSAO)
I am surprised how much this small change improves how things look. I may still implement SSAO in the future but for the time being this is a big improvement for how things look.
2021-07-25 12:19:14 -05:00
James Seibel 814ac5df84 Change distanceBiomeOnlyGeneration to distanceGenerationMode in the configHandler 2021-07-11 18:41:38 -05:00
James Seibel 55f9d142e6 Add 1.16.5 a1.3.1 to the compiled Jars 2021-07-09 23:10:36 -05:00
James Seibel 58607ab1fc Update the version to a1.3.1 2021-07-09 23:09:32 -05:00
James Seibel 433ab4f92f Fix #37 (Z fighting far from the world's origin) 2021-07-09 23:08:30 -05:00
James Seibel 8840973a1e Fix #41 (leaving a world causing Lod generation to break) 2021-07-09 22:57:32 -05:00
James Seibel 4460789ab1 Fix a typo in the release 2021-07-05 17:17:08 -05:00
James Seibel a232f449ed change mcmod.info Details to Detail 2021-07-05 17:16:26 -05:00
James Seibel 1c5988fbfb Update the readme to say which version of retail minecraft has been confirmed to work. 2021-07-05 17:12:27 -05:00
James Seibel b386547616 Improve how the compiled jars are stored 2021-07-05 17:06:35 -05:00
James Seibel 03ea7ee460 Rename the mod internally from Levels of Detail to Level of Detail 2021-07-05 16:56:30 -05:00
James Seibel 752a2e4a69 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-07-05 16:51:22 -05:00
James Seibel 3e3e30c4b1 Add some comments about issue #40 2021-07-05 16:51:18 -05:00
James Seibel f5cc5c2846 Improve config wording 2021-07-05 16:40:12 -05:00
James Seibel 609d471346 Update the version number to a1.3 2021-07-05 13:09:01 -05:00
James Seibel 5f921ffcef Make LICENSE.txt uppercase 2021-07-05 18:04:30 +00:00
James Seibel 4aebf36f02 Put the project under the GNU GPL v3 License 2021-07-05 12:55:42 -05:00
James Seibel 0b1fdba6ea Optimize world generation and add a config to set the number of generation threads 2021-07-05 12:41:20 -05:00
James Seibel 475324ed73 fix config typos 2021-07-05 12:34:55 -05:00
James Seibel d36f97d765 Improve javadocs in LodBuilderConfig 2021-07-05 12:00:37 -05:00
James Seibel ee5dc0a6b3 Improve plant color generation 2021-07-05 12:00:25 -05:00
James Seibel 05ed61b0a1 Add a config to enable/disable unstable Feature generation
Related to issue #35
2021-07-05 12:00:03 -05:00
James Seibel 2ef6c59dfc Add an extra comment to Issue #35 and remove a unused log 2021-07-05 09:05:34 -05:00
James Seibel fd90f761a1 Add another library comment for issue #35 2021-07-05 08:59:39 -05:00
James Seibel 7ec7d6bdc5 Add a TODO/Issue and fix capitalization 2021-07-05 00:32:51 -05:00
James Seibel f9ed9a472c Disable Jungle Feature generation, since it contains a world gen bug
Related to #35
2021-07-04 08:31:29 -05:00
James Seibel b542738097 Fix a generation bug created when updating to 1.16.5 2021-07-04 00:09:04 -05:00
James Seibel bceefb5717 Rename LodBuilder to LodChunkBuilder 2021-07-03 21:16:56 -05:00
James Seibel f977687ad6 Add the ability for LOD fog rendering to differ from Minecraft's 2021-07-03 21:10:34 -05:00
James Seibel 31ef1d4959 Update to 1.16.5 forge 36.1.0 2021-07-03 10:25:21 -05:00
James Seibel 86d07eb62b Close #30 and 31 (LODs rendering on top of the player and distance based rendering) 2021-07-01 21:21:34 -05:00
James Seibel 39c7ae8d17 add isChunkPosInLoadedArea to LodUtil 2021-07-01 21:10:07 -05:00
James Seibel 5c369fd515 Add LodDataPoint toString for debugging 2021-07-01 21:09:40 -05:00
James Seibel 2b0926a097 Update the readme 2021-06-28 20:26:40 -05:00
James Seibel 9b6b67b178 Remove some unneeded forge text files 2021-06-28 20:26:28 -05:00
James Seibel bb07e3db9a Close #28 (Optimize Distance Lod Generation) 2021-06-27 22:00:43 -05:00
James Seibel 46e65704d7 Potentially fix #34 (Replace "\" in file paths with File.separatorChar to allow for use on Linux)
I can't currently test if this fixed the problem since I don't have a Linux install to test on.
2021-06-27 13:12:38 -05:00
James Seibel d5ec17551e Add grass and tree generation to biome only generation 2021-06-23 21:32:05 -05:00
James Seibel 8390cfc6fb Fix block positions not wrapping around correctly 2021-06-23 19:31:41 -05:00
James Seibel 2711fbf01a Partially fix 0 area bugs 2021-06-22 22:58:51 -05:00
James Seibel e4f64df660 Add snow to biome only Lod generation 2021-06-22 22:36:47 -05:00
James Seibel a6c9d0df98 Improve the Biome only generation mode 2021-06-21 22:16:46 -05:00
James Seibel 136dd5b47a Add a heightmap generation option 2021-06-21 22:16:23 -05:00
James Seibel 277def2acc Rename LodConfigHandler to LodConfig 2021-06-19 20:47:04 -05:00
James Seibel e941b553e7 rename LodRender to LodRenderer 2021-06-19 20:45:30 -05:00
James Seibel 92e651c779 Rename LodUtils to LodUtil 2021-06-19 20:42:48 -05:00
James Seibel 2b82eb88c8 Partially address #28 (improve LOD chunk generation outside normal view distance) 2021-06-19 20:36:13 -05:00
James Seibel 13fecf9d1d Add constructors and a don't save flag to LodChunk 2021-06-19 20:24:46 -05:00
James Seibel cdd1529a13 Add a int constructor to LodDataPoint 2021-06-19 20:22:31 -05:00
James Seibel 7915444713 Move intoToColor and colorToInto to LotUtils 2021-06-19 20:21:31 -05:00
James Seibel 2135ae769d Close #29 (slightly improve lighting) 2021-06-17 21:33:14 -05:00
James Seibel b98cfb9666 Fix LodChunk not having the detail level set 2021-06-17 20:58:20 -05:00
James Seibel a28da86d44 Rename and move LodConfig to LodConfigHandler 2021-06-17 20:51:13 -05:00
James Seibel 799b0e2481 Fix #4 (Prevent excessive render distances from causing out of memory errors) 2021-06-17 20:27:42 -05:00
James Seibel e380c7c069 Label a comment with its issue number 2021-06-14 21:50:33 -05:00
James Seibel 5a3b8f5baa Add vanilla rendered chunk detection to improve edge rendering
In other words, we now render LODs where ever Minecraft isn't rendering chunks itself.
2021-06-14 21:44:26 -05:00
James Seibel a1c547b72e Minor LodChunkGenWorker optimization 2021-06-13 22:56:04 -05:00
James Seibel bb5613e3fe Slight optimization to LodChunkGenWorker 2021-06-13 20:56:53 -05:00
James Seibel a29060bf4f Fix LodChunk string constructor 2021-06-13 20:18:20 -05:00
James Seibel 79ee23e0b0 Add variably detailed LodChunks 2021-06-13 19:59:25 -05:00
James Seibel d3231a480d Delete a duplicate file, how did this get here? 2021-06-13 19:37:17 -05:00
James Seibel 3694dcba4c Add variable detail LODs 2021-06-12 18:19:45 -05:00
63 changed files with 4989 additions and 3909 deletions
+1
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@@ -22,4 +22,5 @@ eclipse
run
# Files from Forge MDK
logs
forge*changelog.txt
-65
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@@ -1,65 +0,0 @@
Minecraft Forge: Credits/Thank You
Forge is a set of tools and modifications to the Minecraft base game code to assist
mod developers in creating new and exciting content. It has been in development for
several years now, but I would like to take this time thank a few people who have
helped it along it's way.
First, the people who originally created the Forge projects way back in Minecraft
alpha. Eloraam of RedPower, and SpaceToad of Buildcraft, without their acceptiance
of me taking over the project, who knows what Minecraft modding would be today.
Secondly, someone who has worked with me, and developed some of the core features
that allow modding to be as functional, and as simple as it is, cpw. For developing
FML, which stabelized the client and server modding ecosystem. As well as the base
loading system that allows us to modify Minecraft's code as elegently as possible.
Mezz, who has stepped up as the issue and pull request manager. Helping to keep me
sane as well as guiding the community into creating better additions to Forge.
Searge, Bspks, Fesh0r, ProfMobious, and all the rest over on the MCP team {of which
I am a part}. For creating some of the core tools needed to make Minecraft modding
both possible, and as stable as can be.
On that note, here is some specific information of the MCP data we use:
* Minecraft Coder Pack (MCP) *
Forge Mod Loader and Minecraft Forge have permission to distribute and automatically
download components of MCP and distribute MCP data files. This permission is not
transitive and others wishing to redistribute the Minecraft Forge source independently
should seek permission of MCP or remove the MCP data files and request their users
to download MCP separately.
And lastly, the countless community members who have spent time submitting bug reports,
pull requests, and just helping out the community in general. Thank you.
--LexManos
=========================================================================
This is Forge Mod Loader.
You can find the source code at all times at https://github.com/MinecraftForge/MinecraftForge/tree/1.12.x/src/main/java/net/minecraftforge/fml
This minecraft mod is a clean open source implementation of a mod loader for minecraft servers
and minecraft clients.
The code is authored by cpw.
It began by partially implementing an API defined by the client side ModLoader, authored by Risugami.
http://www.minecraftforum.net/topic/75440-
This support has been dropped as of Minecraft release 1.7, as Risugami no longer maintains ModLoader.
It also contains suggestions and hints and generous helpings of code from LexManos, author of MinecraftForge.
http://www.minecraftforge.net/
Additionally, it contains an implementation of topological sort based on that
published at http://keithschwarz.com/interesting/code/?dir=topological-sort
It also contains code from the Maven project for performing versioned dependency
resolution. http://maven.apache.org/
It also contains a partial repackaging of the javaxdelta library from http://sourceforge.net/projects/javaxdelta/
with credit to it's authors.
Forge Mod Loader downloads components from the Minecraft Coder Pack
(http://mcp.ocean-labs.de/index.php/Main_Page) with kind permission from the MCP team.
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+8 -7
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@@ -4,17 +4,14 @@ allowing for an increased view distance without harming performance.
Or in other words: this mod let's you see farther without turning your game into a slide show.
If you want to see a quick demo, check out the video I made here:
https://youtu.be/v61iOYZQWCs
https://youtu.be/CCT-3s02tYA
Forge version: 1.16.4-35.1.4
Forge version: 1.16.5-36.1.0
Notes:
This version has been confirmed to work in Eclipse and retail Minecraft.
(retail running forge 1.16.4-35.1.37)
That being said only singleplayer is currently supported; connecting
to servers (local or otherwise) will cause no LODs to be drawn and
may cause instibility.
This version has been confirmed to work in Eclipse and Retail Minecraft.
(Retail running forge version 1.16.5-36.1.0)
========================
@@ -67,3 +64,7 @@ Note to self
The Minecraft source code is NOT added to your workspace in a editable way. Minecraft is treated like a normal Library. Sources are there for documentation and research purposes only.
Source code uses mcp mappings not Mojangs.
The source code can be 'created' with the ./eclipse command and can be found in the following path:
minecraft-lod-mod\build\fg_cache\mcp\ VERSION \joined\ RANDOM_STRING \patch\output.jar
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+42 -10
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@@ -18,9 +18,9 @@ apply plugin: 'org.spongepowered.mixin'
apply plugin: 'eclipse'
apply plugin: 'maven-publish'
version = 'a1.2'
version = 'a1.3.2'
group = 'com.backsun.lod'
archivesBaseName = 'lod_1.16.4'
archivesBaseName = 'lod_1.16.5'
sourceCompatibility = targetCompatibility = compileJava.sourceCompatibility = compileJava.targetCompatibility = '1.8' // Need this here so eclipse task generates correctly.
@@ -31,7 +31,7 @@ minecraft {
// stable_# Stables are built at the discretion of the MCP team.
// Use non-default mappings at your own risk. they may not always work.
// Simply re-run your setup task after changing the mappings to update your workspace.
mappings channel: 'snapshot', version: '20201028-1.16.3'
mappings channel: 'official', version: '1.16.5'
// makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable.
@@ -45,9 +45,15 @@ minecraft {
arg "-mixin.config=lod.mixins.json"
// Recommended logging data for a userdev environment
property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'
// The markers can be changed as needed.
// "SCAN": For mods scan.
// "REGISTRIES": For firing of registry events.
// "REGISTRYDUMP": For getting the contents of all registries.
property 'forge.logging.markers', 'REGISTRIES'
// Recommended logging level for the console
// You can set various levels here.
// Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels
property 'forge.logging.console.level', 'debug'
mods {
@@ -62,9 +68,15 @@ minecraft {
arg "-mixin.config=lod.mixins.json"
// Recommended logging data for a userdev environment
property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'
// The markers can be changed as needed.
// "SCAN": For mods scan.
// "REGISTRIES": For firing of registry events.
// "REGISTRYDUMP": For getting the contents of all registries.
property 'forge.logging.markers', 'REGISTRIES'
// Recommended logging level for the console
// You can set various levels here.
// Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels
property 'forge.logging.console.level', 'debug'
mods {
@@ -78,9 +90,15 @@ minecraft {
workingDirectory project.file('run')
// Recommended logging data for a userdev environment
property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'
// The markers can be changed as needed.
// "SCAN": For mods scan.
// "REGISTRIES": For firing of registry events.
// "REGISTRYDUMP": For getting the contents of all registries.
property 'forge.logging.markers', 'REGISTRIES'
// Recommended logging level for the console
// You can set various levels here.
// Please read: https://stackoverflow.com/questions/2031163/when-to-use-the-different-log-levels
property 'forge.logging.console.level', 'debug'
// Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources.
@@ -102,8 +120,22 @@ dependencies {
// Specify the version of Minecraft to use, If this is any group other then 'net.minecraft' it is assumed
// that the dep is a ForgeGradle 'patcher' dependency. And it's patches will be applied.
// The userdev artifact is a special name and will get all sorts of transformations applied to it.
minecraft 'net.minecraftforge:forge:1.16.4-35.1.4'
minecraft 'net.minecraftforge:forge:1.16.5-36.1.0'
// these were added to hopefully allow for cloning
// configuredFeatures to allow for safe
// multi threaded feature generation. Sadly I couldn't find
// a way to duplicate lambda functions (which features use)
// so for now I'm not sure what to do.
//implementation 'io.github.kostaskougios:cloning:1.10.3'
//
//implementation ('com.esotericsoftware:kryo:5.1.1') {
// exclude group: "org.objenesis"
//}
//implementation 'org.objenesis:objenesis:3.2'
// You may put jars on which you depend on in ./libs or you may define them like so..
// compile "some.group:artifact:version:classifier"
// compile "some.group:artifact:version"
@@ -128,10 +160,10 @@ dependencies {
jar {
manifest {
attributes([
"Specification-Title": "Levels of Detail",
"Specification-Title": "Level of Detail",
"Specification-Version": "1", // We are version 1 of ourselves
"Implementation-Title": project.name,
"Implementation-Version": "1.0",
"Implementation-Version": "{version}",
"Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"),
"MixinConfigs": "lod.mixins.json",
])
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+20 -4
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@@ -1,9 +1,25 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodConfig;
import net.minecraft.client.Minecraft;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.ModLoadingContext;
@@ -21,7 +37,7 @@ import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
* check out the ClientProxy.
*
* @author James Seibel
* @version 02-07-2021
* @version 7-3-2021
*/
@Mod(ModInfo.MODID)
public class LodMain
@@ -31,9 +47,9 @@ public class LodMain
public static ClientProxy client_proxy;
@SuppressWarnings("deprecation")
private void init(final FMLCommonSetupEvent event)
{
Minecraft.getInstance().getFramebuffer().enableStencil();
ModLoadingContext.get().registerConfig(ModConfig.Type.CLIENT, LodConfig.clientSpec);
}
+19 -2
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@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod;
/**
@@ -9,7 +26,7 @@ package com.seibel.lod;
public final class ModInfo
{
public static final String MODID = "lod";
public static final String MODNAME = "Levels of Detail";
public static final String MODNAME = "Level of Detail";
public static final String MODAPI = "LodAPI";
public static final String VERSION = "a1.2";
public static final String VERSION = "a1.3.2";
}
@@ -1,25 +1,48 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import org.lwjgl.opengl.GL11;
import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.NearFarBuffer;
import com.seibel.lod.render.LodRender;
import com.seibel.lod.util.LodConfig;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.server.ServerWorld;
import net.minecraftforge.common.WorldWorkerManager;
/**
* This object is used to create NearFarBuffer objects.
*
* @author James Seibel
* @version 05-06-2021
* @version 07-25-2021
*/
public class LodBufferBuilder
{
@@ -28,7 +51,7 @@ public class LodBufferBuilder
/** This holds the thread used to generate new LODs off the main thread. */
private ExecutorService genThread = Executors.newSingleThreadExecutor();
private LodBuilder lodBuilder;
private LodChunkBuilder lodChunkBuilder;
/** The buffers that are used to create LODs using near fog */
public volatile BufferBuilder buildableNearBuffer;
@@ -43,37 +66,39 @@ public class LodBufferBuilder
* and are waiting to be swapped with the drawable buffers*/
private volatile boolean switchBuffers = false;
/** If this is greater than 0 no new chunk generation requests will be made
* this is to prevent chunks from being generated for a long time in an area
/** 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 int numberOfChunksWaitingToGenerate = 0;
public volatile 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) */
public int maxChunkGenRequests = 8;
* 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;
public LodBufferBuilder(LodBuilder newLodBuilder)
public LodBufferBuilder(LodChunkBuilder newLodBuilder)
{
mc = Minecraft.getInstance();
lodBuilder = newLodBuilder;
lodChunkBuilder = newLodBuilder;
}
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
* <br>
* This method will write to the drawableNearBuffers and drawableFarBuffers.
* 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(LodRender renderer, LodDimension lodDim,
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
double playerX, double playerZ, int numbChunksWide)
{
// only allow one generation process to happen at a time
@@ -83,12 +108,9 @@ public class LodBufferBuilder
if (buildableNearBuffer == null || buildableFarBuffer == null)
throw new IllegalStateException("generateLodBuffersAsync was called before the buildableNearBuffer and buildableFarBuffer were created.");
generatingBuffers = true;
// this seemingly useless math is required,
// just using (int) playerX/Z doesn't work
int playerXChunkOffset = ((int) playerX / LodChunk.WIDTH) * LodChunk.WIDTH;
@@ -99,21 +121,25 @@ public class LodBufferBuilder
int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
Thread t = new Thread(()->
Thread thread = new Thread(()->
{
// index of the chunk currently being added to the
// generation list
int chunkGenIndex = 0;
ChunkPos[] chunksToGen = new ChunkPos[maxChunkGenRequests];
// if we don't have a full number of chunks to generate in chunksToGen
// we can top it off from the reserve
ChunkPos[] chunksToGenReserve = new ChunkPos[maxChunkGenRequests];
int minChunkDist = Integer.MAX_VALUE;
ChunkPos playerChunkPos = new ChunkPos((int)playerX / LodChunk.WIDTH, (int)playerZ / LodChunk.WIDTH);
// generate our new buildable buffers
buildableNearBuffer.begin(GL11.GL_QUADS, LodRender.LOD_VERTEX_FORMAT);
buildableFarBuffer.begin(GL11.GL_QUADS, LodRender.LOD_VERTEX_FORMAT);
buildableNearBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
buildableFarBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
// x axis
for (int i = 0; i < numbChunksWide; i++)
@@ -121,25 +147,24 @@ public class LodBufferBuilder
// z axis
for (int j = 0; j < numbChunksWide; j++)
{
// skip the middle
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
// be hidden with careful use of fog)
int middle = (numbChunksWide / 2);
if (isCoordInCenterArea(i, j, middle))
int chunkX = i + (startX / LodChunk.WIDTH);
int chunkZ = j + (startZ / LodChunk.WIDTH);
// skip any chunks that Minecraft is going to render
if(isCoordInCenterArea(i, j, (numbChunksWide / 2))
&& renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkX, chunkZ)))
{
continue;
}
LodDetail detail = LodConfig.CLIENT.lodDetail.get();
// set where this square will be drawn in the world
double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
startX + // offset so the center LOD block is centered underneath the player
detail.offset; // truncation(?) correction
double yOffset = 0;
double zOffset = (LodChunk.WIDTH * j) + startZ;
int chunkX = i + (startX / LodChunk.WIDTH);
int chunkZ = j + (startZ / LodChunk.WIDTH);
double zOffset = (LodChunk.WIDTH * j) + startZ + detail.offset;
LodChunk lod = lodDim.getLodFromCoordinates(chunkX, chunkZ);
@@ -147,20 +172,78 @@ public class LodBufferBuilder
{
// generate a new chunk if no chunk currently exists
// and we aren't waiting on any other chunks to generate
if (lod == null && numberOfChunksWaitingToGenerate == 0)
if (lod == null && numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
// can be used for debugging
// if (chunksToGen == null)
// {
// chunkGenIndex = 0;
// chunksToGen = new ChunkPos[maxChunkGenRequests];
// }
//
// if (chunkGenIndex < maxChunkGenRequests)
// {
// chunksToGen[chunkGenIndex] = pos;
// chunkGenIndex++;
// }
// determine if this position is closer to the player
// than the previous
int newDistance = playerChunkPos.getChessboardDistance(pos);
// issue #40
// TODO optimize this code,
// using the purely optimized code above we can achieve close to
// 100% CPU utilization, this code generally achieves 40 - 50%
// after a certain point; and I'm sure there is a better data
// structure for this.
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
ChunkPos[] newReserve = new ChunkPos[maxChunkGenRequests];
int oldToGenIndex = 0;
int oldReserveIndex = 0;
for(int tmpIndex = 0; tmpIndex < newReserve.length; tmpIndex++)
{
// we don't check if the boundaries are good since
// the tmp array will always be the same length
// as chunksToGen and chunksToGenReserve
if (chunksToGen[oldToGenIndex] != null)
{
// add all the closest chunks...
newReserve[tmpIndex] = chunksToGen[oldToGenIndex];
oldToGenIndex++;
}
else if (chunksToGenReserve[oldReserveIndex] != null)
{
// ...then add all the previous reserve chunks
// (which are farther away)
newReserve[tmpIndex] = chunksToGenReserve[oldToGenIndex];
oldReserveIndex++;
}
else
{
// we have moved all the items from
// the old chunksToGen and reserve
break;
}
}
chunksToGenReserve = newReserve;
chunkGenIndex = 0;
chunksToGen = new ChunkPos[maxChunkGenRequests];
chunksToGen[chunkGenIndex] = pos;
@@ -178,11 +261,12 @@ public class LodBufferBuilder
chunkGenIndex++;
}
}
}
// don't render this null chunk
} // lod null and can generate more chunks
// don't render this null/empty chunk
continue;
}
} // lod null or empty
BufferBuilder currentBuffer = null;
@@ -193,38 +277,53 @@ public class LodBufferBuilder
// get the desired LodTemplate and
// add this LOD to the buffer
LodConfig.CLIENT.lodTemplate.get().template.
addLodToBuffer(currentBuffer, lodDim, lod,
LodConfig.CLIENT.lodTemplate.get().
template.addLodToBuffer(currentBuffer, lodDim, lod,
xOffset, yOffset, zOffset, renderer.debugging);
}
}
// issue #19
// TODO add a way for a server side mod to generate chunks requested here
if(mc.isIntegratedServerRunning())
if(mc.hasSingleplayerServer())
{
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
// make sure we have as many chunks to generate as we are allowed
if (chunkGenIndex < maxChunkGenRequests)
{
for(int i = chunkGenIndex, j = 0; i < maxChunkGenRequests; i++, j++)
{
chunksToGen[i] = chunksToGenReserve[j];
}
}
// start chunk generation
for(ChunkPos chunkPos : chunksToGen)
{
if(chunkPos == null)
break;
numberOfChunksWaitingToGenerate++;
// make sure we don't generate this chunk again
lodDim.addLod(new LodChunk(chunkPos));
LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodBuilder, this, lodDim);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodChunkBuilder, this, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
}
// finish the buffer building
buildableNearBuffer.finishDrawing();
buildableFarBuffer.finishDrawing();
buildableNearBuffer.end();
buildableFarBuffer.end();
// mark that the buildable buffers as ready to swap
generatingBuffers = false;
switchBuffers = true;
});
genThread.execute(t);
genThread.execute(thread);
return;
}
@@ -238,7 +337,6 @@ public class LodBufferBuilder
//====================//
// generation helpers //
//====================//
@@ -249,11 +347,11 @@ public class LodBufferBuilder
*/
private boolean isCoordInCenterArea(int i, int j, int centerCoordinate)
{
return (i >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& i <= centerCoordinate + mc.gameSettings.renderDistanceChunks)
return (i >= centerCoordinate - mc.options.renderDistance
&& i <= centerCoordinate + mc.options.renderDistance)
&&
(j >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& j <= centerCoordinate + mc.gameSettings.renderDistanceChunks);
(j >= centerCoordinate - mc.options.renderDistance
&& j <= centerCoordinate + mc.options.renderDistance);
}
@@ -1,663 +0,0 @@
package com.seibel.lod.builders;
import java.awt.Color;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.enums.ColorDirection;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodWorld;
import com.seibel.lod.util.LodUtils;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.color.BlockColors;
import net.minecraft.world.DimensionType;
import net.minecraft.world.IWorld;
import net.minecraft.world.chunk.ChunkSection;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.Heightmap;
/**
* This object is in charge of creating Lod
* related objects.
* (specifically: Lod World, Dimension, Region, and Chunk objects)
*
* @author James Seibel
* @version 5-29-2021
*/
public class LodBuilder
{
private static final Color INVISIBLE = new Color(0,0,0,0);
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
/** Default size of any LOD regions we use */
public int regionWidth = 5;
public static final int CHUNK_DATA_WIDTH = LodChunk.WIDTH;
public static final int CHUNK_SECTION_HEIGHT = LodChunk.WIDTH;
/**
* This is how many blocks are
* required at a specific y-value
* to constitute a LOD point
*/
private final int LOD_BLOCK_REQ = 32;
// the max number of blocks per layer = 64 (8*8)
public LodBuilder()
{
}
public void generateLodChunkAsync(IChunk chunk, LodWorld lodWorld, IWorld world)
{
if (lodWorld == null || !lodWorld.getIsWorldLoaded())
return;
// is this chunk from the same world as the lodWorld?
if (!lodWorld.getWorldName().equals(LodUtils.getWorldID(world)))
// we are not in the same world anymore
// don't add this LOD
return;
// don't try to create an LOD object
// if for some reason we aren't
// given a valid chunk object
if (chunk == null)
return;
Thread thread = new Thread(() ->
{
try
{
DimensionType dim = world.getDimensionType();
LodChunk lod = generateLodFromChunk(chunk);
LodDimension lodDim;
if (lodWorld.getLodDimension(dim) == null)
{
lodDim = new LodDimension(dim, lodWorld, regionWidth);
lodWorld.addLodDimension(lodDim);
}
else
{
lodDim = lodWorld.getLodDimension(dim);
}
lodDim.addLod(lod);
}
catch(IllegalArgumentException | NullPointerException e)
{
// if the world changes while LODs are being generated
// they will throw errors as they try to access things that no longer
// exist.
}
});
lodGenThreadPool.execute(thread);
return;
}
/**
* Creates a LodChunk for a chunk in the given world.
*
* @throws IllegalArgumentException
* thrown if either the chunk or world is null.
*/
public LodChunk generateLodFromChunk(IChunk chunk) throws IllegalArgumentException
{
if(chunk == null)
{
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
}
Color[] colors = new Color[ColorDirection.values().length];
short height = determineTopPoint(chunk.getSections());
short depth = determineBottomPoint(chunk.getSections());
// determine the average color for each direction
for(ColorDirection dir : ColorDirection.values())
{
colors[dir.value] = generateLodColorForDirection(chunk, dir);
}
// check to see if there are any invisible sides
for(ColorDirection dir : ColorDirection.values())
{
// if there are any invisible sides
// replace them with the top side
// (this is done to make sure oceans and other totally
// flat locations have the correct side colors)
if (dir == ColorDirection.BOTTOM || dir == ColorDirection.TOP)
continue;
if (colors[dir.value] == INVISIBLE)
colors[dir.value] = colors[ColorDirection.TOP.value];
}
return new LodChunk(chunk.getPos(), height, depth, colors);
}
//=====================//
// constructor helpers //
//=====================//
/**
* Find the lowest valid point from the bottom.
*/
private short determineBottomPoint(ChunkSection[] chunkSections)
{
// search from the bottom up
for(int i = 0; i < CHUNK_DATA_WIDTH; i++)
{
for(int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
{
if(isLayerValidLodPoint(chunkSections, i, y))
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + (i * CHUNK_SECTION_HEIGHT));
}
}
}
// we never found a valid LOD point
return -1;
}
/**
* Find the lowest valid point from the bottom.
*/
@SuppressWarnings("unused")
private short determineBottomPoint(Heightmap heightmap)
{
// the heightmap only shows how high the blocks go, it
// doesn't have any info about how low they go
return 0;
}
/**
* Find the highest valid point from the Top
*/
private short determineTopPoint(ChunkSection[] chunkSections)
{
// search from the top down
for(int section = chunkSections.length - 1; section >= 0; section--)
{
for(int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
{
if(isLayerValidLodPoint(chunkSections, section, y))
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + (section * CHUNK_SECTION_HEIGHT));
}
}
}
// we never found a valid LOD point
return -1;
}
/**
* Find the highest point from the Top
*/
@SuppressWarnings("unused")
private short determineTopPoint(Heightmap heightmap, int endZ)
{
short highest = 0;
for(int x = 0; x < LodChunk.WIDTH; x++)
{
for(int z = 0; z < LodChunk.WIDTH; z++)
{
short newHeight = (short) heightmap.getHeight(x, z);
if (newHeight > highest)
highest = newHeight;
}
}
return highest;
}
/**
* Generate the color for the given chunk in the given ColorDirection.
*/
private Color generateLodColorForDirection(IChunk chunk, ColorDirection colorDir)
{
Minecraft mc = Minecraft.getInstance();
BlockColors bc = mc.getBlockColors();
switch (colorDir)
{
case TOP:
return generateLodColorVertical(chunk, colorDir, bc);
case BOTTOM:
return generateLodColorVertical(chunk, colorDir, bc);
case NORTH:
return generateLodColorHorizontal(chunk, colorDir, bc);
case SOUTH:
return generateLodColorHorizontal(chunk, colorDir, bc);
case EAST:
return generateLodColorHorizontal(chunk, colorDir, bc);
case WEST:
return generateLodColorHorizontal(chunk, colorDir, bc);
}
return INVISIBLE;
}
/**
* Is the layer between the given X, Z, and dataIndex
* values a valid LOD point?
*/
private boolean isLayerValidLodPoint(
ChunkSection[] chunkSections,
int sectionIndex, int y)
{
// search through this layer
int layerBlocks = 0;
for(int x = 0; x < LodChunk.WIDTH; x++)
{
for(int z = 0; z < LodChunk.WIDTH; z++)
{
if(chunkSections[sectionIndex] == null)
{
// this section doesn't have any blocks,
// it is not a valid section
return false;
}
else
{
if(chunkSections[sectionIndex].getBlockState(x, y, z) != null &&
chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR)
{
// we found a valid block in
// in this layer
layerBlocks++;
if(layerBlocks >= LOD_BLOCK_REQ)
{
return true;
}
}
}
} // z
} // x
return false;
}
/**
* Generates the color of the top or bottom of the given chunk.
*
* @throws IllegalArgumentException if given a ColorDirection other than TOP or BOTTOM
*/
private Color generateLodColorVertical(IChunk chunk, ColorDirection colorDir, BlockColors bc)
{
if(colorDir != ColorDirection.TOP && colorDir != ColorDirection.BOTTOM)
{
throw new IllegalArgumentException("generateLodColorVertical only accepts the ColorDirection TOP or BOTTOM");
}
ChunkSection[] chunkSections = chunk.getSections();
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
boolean goTopDown = (colorDir == ColorDirection.TOP);
// either go top down or bottom up
int dataStart = goTopDown? chunkSections.length - 1 : 0;
int dataMax = chunkSections.length;
int dataMin = 0;
int dataIncrement = goTopDown? -1 : 1;
int topStart = goTopDown? CHUNK_SECTION_HEIGHT - 1 : 0;
int topMax = CHUNK_SECTION_HEIGHT;
int topMin = 0;
int topIncrement = goTopDown? -1 : 1;
for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
{
for(int z = 0; z < CHUNK_DATA_WIDTH; z++)
{
boolean foundBlock = false;
for(int i = dataStart; !foundBlock && i >= dataMin && i < dataMax; i += dataIncrement)
{
if(!foundBlock && chunkSections[i] != null)
{
for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
{
int ci;
ci = chunkSections[i].getBlockState(x, y, z).materialColor.colorValue;
if(ci == 0)
{
// skip air or invisible blocks
continue;
}
Color c = intToColor(ci);
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
numbOfBlocks++;
// we found a valid block, skip to the
// next x and z
foundBlock = true;
}
}
}
}
}
if(numbOfBlocks == 0)
numbOfBlocks = 1;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
/*
* unused variation that can be used with only the heightmap,
* although it just returns the foliage color, so it shouldn't
* be used normally.
Heightmap heightmap = chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE_WG);
int numbOfBlocks = CHUNK_DATA_WIDTH * CHUNK_DATA_WIDTH;
int red = 0;
int green = 0;
int blue = 0;
for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x,z, heightmap.getHeight(x, z));
Color c = intToColor(biome.getFoliageColor());
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
}
}
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
*/
/**
* Generates the color for the sides of the given chunk.
*/
private Color generateLodColorHorizontal(IChunk chunk, ColorDirection colorDir, BlockColors bc)
{
if(colorDir != ColorDirection.NORTH && colorDir != ColorDirection.SOUTH && colorDir != ColorDirection.EAST && colorDir != ColorDirection.WEST)
{
throw new IllegalArgumentException("generateLodColorHorizontal only accepts the ColorDirection N (North), S (South), E (East), or W (West)");
}
ChunkSection[] chunkSections = chunk.getSections();
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
// these don't change since the over direction doesn't matter
int overStart = 0;
int overIncrement = 1;
// determine which direction is "in"
int inStart = 0;
int inIncrement = 1;
switch (colorDir)
{
case NORTH:
inStart = 0;
inIncrement = 1;
break;
case SOUTH:
inStart = CHUNK_DATA_WIDTH - 1;
inIncrement = -1;
break;
case EAST:
inStart = 0;
inIncrement = 1;
break;
case WEST:
inStart = CHUNK_DATA_WIDTH - 1;
inIncrement = -1;
break;
default:
// we were given an invalid position, return invisible.
// this shouldn't happen and is mostly here to make the
// compiler happy
return INVISIBLE;
}
for (int section = 0; section < chunkSections.length; section++)
{
if (chunkSections[section] == null)
continue;
for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
{
boolean foundBlock = false;
// over moves "over" the side of the chunk
// in moves "into" the chunk until it finds a block
for (int over = overStart; !foundBlock && over >= 0 && over < CHUNK_DATA_WIDTH; over += overIncrement)
{
for (int in = inStart; !foundBlock && in >= 0 && in < CHUNK_DATA_WIDTH; in += inIncrement)
{
int x = -1;
int z = -1;
// determine which should be X and Z
switch(colorDir)
{
case NORTH:
x = over;
z = in;
break;
case SOUTH:
x = over;
z = in;
break;
case EAST:
x = in;
z = over;
break;
case WEST:
x = in;
z = over;
break;
default:
// here to make the compiler happy
break;
}
// if this block is buried, under other blocks
// don't add it
if(!isBlockPosVisible(chunkSections[section], x,y,z))
{
// go to the next "over" block location,
// don't look at the next "in" location,
// since the next "in" location will more than
// likely still be covered
in = CHUNK_DATA_WIDTH + 2;
continue;
}
int ci;
ci = chunkSections[section].getBlockState(x, y, z).getMaterial().getColor().colorValue;
if (ci == 0) {
// skip air or invisible blocks
continue;
}
Color c = intToColor(ci);
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
numbOfBlocks++;
// we found a valid block, skip to the
// next x and z
foundBlock = true;
}
}
}
}
// if we didn't find any blocks return invisible
if(numbOfBlocks == 0)
return INVISIBLE;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
private static BlockState airState = Blocks.AIR.getDefaultState();
/**
* returns true if the block at the given coordinates is open to
* air on at least one side.
*/
private boolean isBlockPosVisible(ChunkSection chunkSection, int x, int y, int z)
{
/*
// above
if (y+1 < CHUNK_SECTION_HEIGHT) // don't go over the top
if (chunkSection.getBlockState(x, y+1, z).getBlock() == (Blocks.AIR))
return true;
// below
if (y-1 >= 0) // don't go below the bottom
if (chunkSection.getBlockState(x, y-1, z).getBlock() == (Blocks.AIR))
return true;
*/
// north
if (z-1 > 0)
if (chunkSection.getBlockState(x, y, z-1) == airState)
return true;
// south
if (z+1 < LodChunk.WIDTH)
if (chunkSection.getBlockState(x, y, z+1) == airState)
return true;
// east
if (x+1 <= LodChunk.WIDTH)
if (chunkSection.getBlockState(x+1, y, z) == airState)
return true;
// west
if (x-1 >= 0)
if (chunkSection.getBlockState(x-1, y, z) == airState)
return true;
return false;
}
/**
* Convert a BlockColors int into a Color object.
*/
private Color intToColor(int num)
{
int filter = 0b11111111;
int red = (num >> 16 ) & filter;
int green = (num >> 8 ) & filter;
int blue = num & filter;
return new Color(red, green, blue);
}
/**
* Convert a Color into a BlockColors object.
*/
@SuppressWarnings("unused")
private int colorToInt(Color color)
{
return color.getRGB();
}
}
@@ -0,0 +1,61 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders;
/**
* This is used to easily configure how LodChunks are generated.
* Generally this will only be used if we want to generate a
* LodChunk using a incomplete Chunk, otherwise the defaults
* work best for a fully generated chunk (IE has correct surface blocks).
*
* @author James Seibel
* @version 6-27-2021
*/
public class LodBuilderConfig
{
/** default false */
public boolean useHeightmap;
/** default false */
public boolean useBiomeColors;
/** default true */
public boolean useSolidBlocksInColorGen;
/** default settings for a normal chunk
* useHeightmap = false
* useBiomeColors = false
* useSolidBlocksInColorGen = true
*/
public LodBuilderConfig()
{
useHeightmap = false;
useBiomeColors = false;
useSolidBlocksInColorGen = true;
}
/**
* @param newUseHeightmap default = false
* @param newUseBiomeColors default = false
* @param newUseSolidBlocksInBiomeColor default = true
*/
public LodBuilderConfig(boolean newUseHeightmap, boolean newUseBiomeColors, boolean newUseSolidBlocksInBiomeColor)
{
useHeightmap = newUseHeightmap;
useBiomeColors = newUseBiomeColors;
useSolidBlocksInColorGen = newUseSolidBlocksInBiomeColor;
}
}
@@ -0,0 +1,547 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders;
import java.awt.Color;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDataPoint;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodWorld;
import com.seibel.lod.util.LodUtil;
import net.minecraft.block.AbstractPlantBlock;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.BushBlock;
import net.minecraft.block.GrassBlock;
import net.minecraft.block.IGrowable;
import net.minecraft.block.LeavesBlock;
import net.minecraft.block.material.MaterialColor;
import net.minecraft.world.DimensionType;
import net.minecraft.world.IWorld;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.ChunkSection;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.Heightmap;
/**
* This object is in charge of creating Lod
* related objects.
* (specifically: Lod World, Dimension, Region, and Chunk objects)
*
* @author James Seibel
* @version 7-26-2021
*/
public class LodChunkBuilder
{
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
/** Default size of any LOD regions we use */
public int regionWidth = 5;
public static final int CHUNK_DATA_WIDTH = LodChunk.WIDTH;
public static final int CHUNK_SECTION_HEIGHT = LodChunk.WIDTH;
// reminder now how to access biome info
// String name = biome.getRegistryName().getPath();
// String deepColdName = Biomes.DEEP_COLD_OCEAN.location().getPath();
// Biome deepCold = WorldGenRegistries.BIOME.get(Biomes.DEEP_COLD_OCEAN);
public LodChunkBuilder()
{
}
public void generateLodChunkAsync(IChunk chunk, LodWorld lodWorld, IWorld world)
{
generateLodChunkAsync(chunk, new LodBuilderConfig(), lodWorld, world);
}
public void generateLodChunkAsync(IChunk chunk, LodBuilderConfig config, LodWorld lodWorld, IWorld world)
{
if (lodWorld == null || !lodWorld.getIsWorldLoaded())
return;
// don't try to create an LOD object
// if for some reason we aren't
// given a valid chunk object
if (chunk == null)
return;
Thread thread = new Thread(() ->
{
try
{
DimensionType dim = world.dimensionType();
LodChunk lod = generateLodFromChunk(chunk, config);
LodDimension lodDim;
if (lodWorld.getLodDimension(dim) == null)
{
lodDim = new LodDimension(dim, lodWorld, regionWidth);
lodWorld.addLodDimension(lodDim);
}
else
{
lodDim = lodWorld.getLodDimension(dim);
}
lodDim.addLod(lod);
}
catch(IllegalArgumentException | NullPointerException e)
{
// if the world changes while LODs are being generated
// they will throw errors as they try to access things that no longer
// exist.
}
});
lodGenThreadPool.execute(thread);
return;
}
/**
* Creates a LodChunk for a chunk in the given world.
*
* @throws IllegalArgumentException
* thrown if either the chunk or world is null.
*/
public LodChunk generateLodFromChunk(IChunk chunk) throws IllegalArgumentException
{
return generateLodFromChunk(chunk, new LodBuilderConfig());
}
/**
* Creates a LodChunk for a chunk in the given world.
*
* @throws IllegalArgumentException
* thrown if either the chunk or world is null.
*/
public LodChunk generateLodFromChunk(IChunk chunk, LodBuilderConfig config) throws IllegalArgumentException
{
if(chunk == null)
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
LodDetail detail = LodConfig.CLIENT.lodDetail.get();
LodDataPoint[][] dataPoints = new LodDataPoint[detail.dataPointLengthCount][detail.dataPointLengthCount];
for(int i = 0; i < detail.dataPointLengthCount * detail.dataPointLengthCount; i++)
{
int startX = detail.startX[i];
int startZ = detail.startZ[i];
int endX = detail.endX[i];
int endZ = detail.endZ[i];
Color color;
color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
short height;
short depth;
if (!config.useHeightmap)
{
height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
}
else
{
height = determineHeightPoint(chunk.getOrCreateHeightmapUnprimed(LodChunk.DEFAULT_HEIGHTMAP), startX, startZ, endX, endZ);
depth = 0;
}
int x = i / detail.dataPointLengthCount;
int z = i % detail.dataPointLengthCount;
dataPoints[x][z] = new LodDataPoint(height, depth, color);
}
return new LodChunk(chunk.getPos(), dataPoints, detail);
}
//=====================//
// constructor helpers //
//=====================//
/**
* Find the lowest valid point from the bottom.
* @param chunkSections
* @param startX
* @param startZ
* @param endX
* @param endZ
*/
private short determineBottomPointForArea(ChunkSection[] chunkSections,
int startX, int startZ, int endX, int endZ)
{
int numberOfBlocksRequired = ((endX-startX) * (endZ-startZ) / 2);
// search from the bottom up
for(int section = 0; section < CHUNK_DATA_WIDTH; section++)
{
for(int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
{
int numberOfBlocksFound = 0;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
if(isLayerValidLodPoint(chunkSections, section, y, x, z))
{
numberOfBlocksFound++;
if (numberOfBlocksFound >= numberOfBlocksRequired)
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + (section * CHUNK_SECTION_HEIGHT));
}
}
}
}
}
}
// we never found a valid LOD point
return -1;
}
/**
* Find the lowest valid point from the bottom.
*/
@SuppressWarnings("unused")
private short determineBottomPoint(Heightmap heightmap)
{
// the heightmap only shows how high the blocks go, it
// doesn't have any info about how low they go
return 0;
}
/**
* Find the highest valid point from the Top
* @param chunkSections
* @param startX
* @param startZ
* @param endX
* @param endZ
*/
private short determineHeightPointForArea(ChunkSection[] chunkSections,
int startX, int startZ, int endX, int endZ)
{
int numberOfBlocksRequired = ((endX-startX) * (endZ-startZ) / 2);
// search from the top down
for(int section = chunkSections.length - 1; section >= 0; section--)
{
for(int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
{
int numberOfBlocksFound = 0;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
if(isLayerValidLodPoint(chunkSections, section, y, x, z))
{
numberOfBlocksFound++;
if (numberOfBlocksFound >= numberOfBlocksRequired)
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + 1 + (section * CHUNK_SECTION_HEIGHT));
}
}
}
}
}
}
// we never found a valid LOD point
return -1;
}
/**
* Find the highest point from the Top
*/
private short determineHeightPoint(Heightmap heightmap,
int startX, int startZ, int endX, int endZ)
{
short highest = 0;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
short newHeight = (short) heightmap.getFirstAvailable(x, z);
if (newHeight > highest)
highest = newHeight;
}
}
return highest;
}
/**
* Generate the color for the given chunk using biome
* water color, foliage color, and grass color.
*
* @param config_useSolidBlocksInColorGen <br>
* If true we look down from the top of the <br>
* chunk until we find a non-invisible block, and then use <br>
* its color. If false we generate the color immediately for <br>
* each x and z.
* @param config_useBiomeColors <br>
* If true use biome foliage, water, and grass colors, <br>
* otherwise only use the block's material color
*/
private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX, int endZ)
{
ChunkSection[] chunkSections = chunk.getSections();
int numbOfBlocks = 0;
int red = 0;
int green = 0;
int blue = 0;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
boolean foundBlock = false;
// go top down
for(int i = chunkSections.length - 1; !foundBlock && i >= 0; i--)
{
if( !foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen))
{
for(int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--)
{
int colorInt = 0;
BlockState blockState = null;
if (chunkSections[i] != null)
{
blockState = chunkSections[i].getBlockState(x, y, z);
colorInt = blockState.materialColor.col;
}
if(colorInt == 0 && config.useSolidBlocksInColorGen)
{
// skip air or invisible blocks
continue;
}
if (config.useBiomeColors)
{
// the bit shift is equivalent to dividing by 4
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2, z >> 2);
if (biome.getBiomeCategory() == Biome.Category.OCEAN ||
biome.getBiomeCategory() == Biome.Category.RIVER)
{
if (config.useSolidBlocksInColorGen &&
blockState != Blocks.WATER.defaultBlockState())
{
// non-water block
colorInt = getColorForBlock(x, z, blockState, biome);
}
else
{
// water block
colorInt = biome.getWaterColor();
}
}
else if (biome.getBiomeCategory() == Biome.Category.EXTREME_HILLS)
{
colorInt = Blocks.STONE.defaultMaterialColor().col;
}
else if (biome.getBiomeCategory() == Biome.Category.ICY)
{
colorInt = LodUtil.colorToInt(Color.WHITE);
}
else if (biome.getBiomeCategory() == Biome.Category.THEEND)
{
colorInt = Blocks.END_STONE.defaultBlockState().materialColor.col;
}
else if (config.useSolidBlocksInColorGen)
{
colorInt = getColorForBlock(x, z, blockState, biome);
}
else
{
colorInt = biome.getGrassColor(x, z);
}
}
else
{
// I have no idea why I need to bit shift to the right, but
// if I don't the biomes don't show up correctly.
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2, z >> 2);
colorInt = getColorForBlock(x,z, blockState, biome);
}
Color c = LodUtil.intToColor(colorInt);
red += c.getRed();
green += c.getGreen();
blue += c.getBlue();
numbOfBlocks++;
// we found a valid block, skip to the
// next x and z
foundBlock = true;
}
}
}
}
}
if(numbOfBlocks == 0)
numbOfBlocks = 1;
red /= numbOfBlocks;
green /= numbOfBlocks;
blue /= numbOfBlocks;
return new Color(red, green, blue);
}
/**
* Returns a color int for a given block.
*/
private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
{
int colorInt = 0;
// block special cases
if (blockState == Blocks.AIR.defaultBlockState())
{
colorInt = biome.getGrassColor(x, z);
}
else if (blockState == Blocks.MYCELIUM.defaultBlockState())
{
colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
}
// plant life
else if (blockState.getBlock() instanceof LeavesBlock)
{
Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
colorInt = LodUtil.colorToInt(leafColor);
}
else if (blockState.getBlock() instanceof GrassBlock ||
blockState.getBlock() instanceof AbstractPlantBlock ||
blockState.getBlock() instanceof BushBlock ||
blockState.getBlock() instanceof IGrowable)
{
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
tmp = tmp.darker();
colorInt = LodUtil.colorToInt(tmp);
}
// water
else if (blockState.getBlock() == Blocks.WATER)
{
colorInt = biome.getWaterColor();
}
// everything else
else
{
colorInt = blockState.materialColor.col;
}
return colorInt;
}
/**
* Is the layer between the given X, Z, and dataIndex
* values a valid LOD point?
*/
private boolean isLayerValidLodPoint(
ChunkSection[] chunkSections,
int sectionIndex, int y,
int x, int z)
{
if(chunkSections[sectionIndex] == null)
{
// this section doesn't have any blocks,
// it is not a valid section
return false;
}
else
{
if(chunkSections[sectionIndex].getBlockState(x, y, z) != null &&
chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR)
{
return true;
}
}
return false;
}
}
@@ -1,125 +0,0 @@
package com.seibel.lod.builders;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.render.LodRender;
import com.seibel.lod.util.LodUtils;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.chunk.ChunkStatus;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.server.ServerWorld;
import net.minecraftforge.common.WorldWorkerManager.IWorker;
/**
* This is used to generate a LodChunk at a given ChunkPos.
*
* @author James Seibel
* @version 03-31-2021
*/
public class LodChunkGenWorker implements IWorker
{
private ServerWorld serverWorld;
private ChunkPos pos;
private LodDimension lodDim;
private LodBuilder lodBuilder;
private LodBufferBuilder lodBufferBuilder;
private LodRender lodRender;
public LodChunkGenWorker(ChunkPos newPos, LodRender newLodRenderer,
LodBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
LodDimension newLodDimension)
{
serverWorld = LodUtils.getServerWorldFromDimension(newLodDimension.dimension);
if (serverWorld == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ServerWorld");
pos = newPos;
lodDim = newLodDimension;
lodBuilder = newLodBuilder;
lodBufferBuilder = newLodBufferBuilder;
lodRender = newLodRenderer;
}
@Override
public boolean doWork()
{
if (pos != null)
{
int x = pos.x;
int z = pos.z;
// only generate LodChunks if they can
// be added to the current LodDimension
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
{
IChunk chunk;// = serverWorld.getChunk(x, z, ChunkStatus.EMPTY, true);
//long startTime = System.currentTimeMillis();
chunk = serverWorld.getChunk(x, z, ChunkStatus.FEATURES);
//long endTime = System.currentTimeMillis();
//System.out.println(endTime - startTime + "\t" + lodBuilder.hasBlockData(chunk));
lodBuilder.generateLodChunkAsync(chunk, ClientProxy.getLodWorld(), serverWorld);
// this is called so that the new LOD chunk is drawn
// after it is generated
lodRender.regenerateLODsNextFrame();
// useful for debugging
// ClientProxy.LOGGER.info(lodDim.getNumberOfLods());
// if (lodDim.getLodFromCoordinates(x, z) != null)
// ClientProxy.LOGGER.info(x + " " + z + " Success!");
// else
// ClientProxy.LOGGER.info(x + " " + z);
}
// can be used for debugging
//else
//{
// System.out.println("Out of range " + x + " " + z);
//}
lodBufferBuilder.numberOfChunksWaitingToGenerate--;
pos = null;
}
return false;
}
@Override
public boolean hasWork()
{
return pos != null;
}
/*
* performance/generation tests related to
* serverWorld.getChunk(x, z, ChunkStatus. *** )
true/false is whether they generated blocks or not
the time is how long it took to generate
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
ChunkStatus.BIOMES 1 - 10 ms false (no height)
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
ChunkStatus.FEATURES 7 - 25 ms true
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
ChunkStatus.LIGHT 20 - 40 ms true
ChunkStatus.FULL 30 - 50 ms true
ChunkStatus.SPAWN 50 - 80 ms true
At this point I would suggest using FEATURES, as it generates snow and trees
(and any other object that is needed to make biomes distinct)
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
*/
}
@@ -1,7 +1,23 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.lodTemplates;
import java.awt.Color;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
@@ -12,16 +28,10 @@ import net.minecraft.client.renderer.BufferBuilder;
* BufferBuilders.
*
* @author James Seibel
* @version 05-07-2021
* @version 06-16-2021
*/
public abstract class AbstractLodTemplate
{
/** alpha used when drawing chunks in debug mode */
protected int debugAlpha = 255; // 0 - 255
protected Color debugBlack = new Color(0, 0, 0, debugAlpha);
protected Color debugWhite = new Color(255, 255, 255, debugAlpha);
public abstract void addLodToBuffer(BufferBuilder buffer,
LodDimension lodDim, LodChunk lod,
double xOffset, double yOffset, double zOffset,
@@ -32,10 +42,12 @@ public abstract class AbstractLodTemplate
double x, double y, double z,
int red, int green, int blue, int alpha)
{
buffer.pos(x, y, z).color(red, green, blue, alpha).endVertex();
buffer.vertex(x, y, z).color(red, green, blue, alpha).endVertex();
}
/** Returns in bytes how much buffer memory is required
* for one LOD object */
public abstract int getBufferMemoryForSingleLod(LodDetail detail);
@@ -1,13 +1,30 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.lodTemplates;
import java.awt.Color;
import java.util.EnumSet;
import com.seibel.lod.enums.ColorDirection;
import com.seibel.lod.enums.RelativeChunkPos;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.ShadingMode;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.util.LodConfig;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.AxisAlignedBB;
@@ -16,7 +33,7 @@ import net.minecraft.util.math.AxisAlignedBB;
* Builds LODs as rectangular prisms.
*
* @author James Seibel
* @version 05-31-2021
* @version 07-25-2021
*/
public class CubicLodTemplate extends AbstractLodTemplate
{
@@ -37,140 +54,37 @@ public class CubicLodTemplate extends AbstractLodTemplate
// Add this LOD to the BufferBuilder
// using the quality setting set by the config
switch(LodConfig.CLIENT.lodDetail.get())
LodDetail detail = LodConfig.CLIENT.lodDetail.get();
int halfWidth = detail.dataPointWidth / 2;
for(int i = 0; i < detail.dataPointLengthCount * detail.dataPointLengthCount; i++)
{
// add a single LOD object for this chunk
case SINGLE:
int startX = detail.startX[i];
int startZ = detail.startZ[i];
int endX = detail.endX[i];
int endZ = detail.endZ[i];
// returns null if the lod is empty at the given location
bbox = generateBoundingBox(centerLod.getHeight(), centerLod.getDepth(), LodChunk.WIDTH, xOffset, yOffset, zOffset);
bbox = generateBoundingBox(
centerLod.getAverageHeightOverArea(startX, startZ, endX, endZ),
centerLod.getAverageDepthOverArea(startX, startZ, endX, endZ),
detail.dataPointWidth,
xOffset - (halfWidth / 2) + detail.startX[i],
yOffset,
zOffset - (halfWidth / 2) + detail.startZ[i]);
if (bbox != null)
{
addBoundingBoxToBuffer(buffer, bbox, generateLodColors(centerLod, false));
}
break;
// add 4 LOD objects for this chunk
case DOUBLE:
/*
* This method generates LODs using the LodChunks that
* are adjacent to create an average quarter and thus
* smooth the transition between chunks.
*/
// get the adjacent LodChunks
LodChunk[] lods = new LodChunk[RelativeChunkPos.values().length];
for(RelativeChunkPos pos : RelativeChunkPos.values())
lods[pos.index] = lodDim.getLodFromCoordinates(centerLod.x + pos.x, centerLod.z + pos.z);
int halfWidth = LodChunk.WIDTH / 2;
// use the adjacent chunks to generate quarter sections
for(EnumSet<RelativeChunkPos> set : RelativeChunkPos.CORNERS)
{
int x = 0;
int z = 0;
// Weight the center LodChunk by this amount
// when taking the average.
// this should be between 3 and 6;
// if set to 1 (no extra weight)
// then the chunks don't appear to be averaged.
int centerWeight = 3;
// how many LodChunks adjacent to the center
// are valid?
int validPoints = centerWeight;
int avgHeight = centerLod.getHeight() * centerWeight;
int avgDepth = centerLod.getDepth() * centerWeight;
int[][] colorAverages = new int[ColorDirection.values().length][3];
Color[] colorToAdd = generateLodColors(centerLod, debugging);
for(int i = 0; i < centerWeight; i++)
colorAverages = addColorToColorAverages(colorAverages, colorToAdd);
for(RelativeChunkPos cornerPos : set)
{
// set the x and y location based on which
// corner we are working on
if (RelativeChunkPos.DIAGONAL.contains(cornerPos))
{
x = Math.min(cornerPos.x, 0) * halfWidth;
z = Math.min(cornerPos.z, 0) * halfWidth;
}
LodChunk cornerLod = lods[cornerPos.index];
if (cornerLod != null && !cornerLod.isLodEmpty())
{
validPoints++;
avgHeight += cornerLod.getHeight();
avgDepth += cornerLod.getDepth();
// only generate average colors if we aren't debugging
// (this is to prevent everything from becoming grey)
if (!debugging)
colorToAdd = generateLodColors(cornerLod, debugging);
else
colorToAdd = generateLodColors(centerLod, debugging);
// add to the running color average
colorAverages = addColorToColorAverages(colorAverages, colorToAdd);
}
}
// convert the heights into actual averages
avgHeight /= validPoints;
avgDepth /= validPoints;
// calculate the average colors
Color[] colors = new Color[ColorDirection.values().length];
for(ColorDirection dir : ColorDirection.values())
{
for(int rgbIndex = 0; rgbIndex < 3; rgbIndex++)
colorAverages[dir.value][rgbIndex] /= validPoints;
colors[dir.value] = new Color(colorAverages[dir.value][0], colorAverages[dir.value][1], colorAverages[dir.value][2]);
}
// returns null if the lod is empty at the given location
bbox = generateBoundingBox(avgHeight, avgDepth, halfWidth, xOffset - (halfWidth / 2) + x + 12, yOffset, zOffset - (halfWidth / 2) + z + 12);
if (bbox != null)
{
addBoundingBoxToBuffer(buffer, bbox, colors);
}
}
break;
} // case
}
private int[][] addColorToColorAverages(int[][] colorAverages, Color[] colorToAdd)
{
for(ColorDirection dir : ColorDirection.values())
{
// convert the colorToAdd to an int array
float[] colorCompoments = new float[4];
colorCompoments = colorToAdd[dir.value].getColorComponents(colorCompoments);
// add each color component to the array
for(int rgbIndex = 0; rgbIndex < 3; rgbIndex++)
{
// * 255 + 0.5 taken from the Color java class
colorAverages[dir.value][rgbIndex] += (int) (colorCompoments[rgbIndex] * 255 + 0.5);
addBoundingBoxToBuffer(buffer, bbox, centerLod.getAverageColorOverArea(startX, startZ, endX, endZ, debugging));
}
}
return colorAverages;
}
private AxisAlignedBB generateBoundingBox(int height, int depth, int width, double xOffset, double yOffset, double zOffset)
{
// don't add an LOD if it is empty
@@ -184,94 +98,100 @@ public class CubicLodTemplate extends AbstractLodTemplate
height++;
}
return new AxisAlignedBB(0, depth, 0, width, height, width).offset(xOffset, yOffset, zOffset);
return new AxisAlignedBB(0, depth, 0, width, height, width).move(xOffset, yOffset, zOffset);
}
private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color[] c)
private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color c)
{
Color topColor = c;
Color northSouthColor = c;
Color eastWestColor = c;
Color bottomColor = c;
// darken the bottom and side colors if requested
if (LodConfig.CLIENT.shadingMode.get() == ShadingMode.DARKEN_SIDES)
{
// the side colors are different because
// when using fast lighting in Minecraft the north/south
// and east/west sides are different in a similar way
int northSouthDarkenAmount = 25;
int eastWestDarkenAmount = 50;
int bottomDarkenAmount = 75;
northSouthColor = new Color(Math.max(0, c.getRed() - northSouthDarkenAmount), Math.max(0, c.getGreen() - northSouthDarkenAmount), Math.max(0, c.getBlue() - northSouthDarkenAmount), c.getAlpha());
eastWestColor = new Color(Math.max(0, c.getRed() - eastWestDarkenAmount), Math.max(0, c.getGreen() - eastWestDarkenAmount), Math.max(0, c.getBlue() - eastWestDarkenAmount), c.getAlpha());
bottomColor = new Color(Math.max(0, c.getRed() - bottomDarkenAmount), Math.max(0, c.getGreen() - bottomDarkenAmount), Math.max(0, c.getBlue() - bottomDarkenAmount), c.getAlpha());
}
// apply the user specified saturation and brightness
float saturationMultiplier = LodConfig.CLIENT.saturationMultiplier.get().floatValue();
float brightnessMultiplier = LodConfig.CLIENT.brightnessMultiplier.get().floatValue();
topColor = applySaturationAndBrightnessMultipliers(topColor, saturationMultiplier, brightnessMultiplier);
northSouthColor = applySaturationAndBrightnessMultipliers(northSouthColor, saturationMultiplier, brightnessMultiplier);
bottomColor = applySaturationAndBrightnessMultipliers(bottomColor, saturationMultiplier, brightnessMultiplier);
// top (facing up)
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, topColor.getRed(), topColor.getGreen(), topColor.getBlue(), topColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, topColor.getRed(), topColor.getGreen(), topColor.getBlue(), topColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, topColor.getRed(), topColor.getGreen(), topColor.getBlue(), topColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, topColor.getRed(), topColor.getGreen(), topColor.getBlue(), topColor.getAlpha());
// bottom (facing down)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, bottomColor.getRed(), bottomColor.getGreen(), bottomColor.getBlue(), bottomColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, bottomColor.getRed(), bottomColor.getGreen(), bottomColor.getBlue(), bottomColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, bottomColor.getRed(), bottomColor.getGreen(), bottomColor.getBlue(), bottomColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, bottomColor.getRed(), bottomColor.getGreen(), bottomColor.getBlue(), bottomColor.getAlpha());
// south (facing -Z)
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
// north (facing +Z)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, northSouthColor.getRed(), northSouthColor.getGreen(), northSouthColor.getBlue(), northSouthColor.getAlpha());
// west (facing -X)
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
// east (facing +X)
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, eastWestColor.getRed(), eastWestColor.getGreen(), eastWestColor.getBlue(), eastWestColor.getAlpha());
}
/**
* Determine the color for each side of this LOD.
* Edit the given color as a HSV (Hue Saturation Value) color.
*/
private Color[] generateLodColors(LodChunk lod, boolean debugging)
private Color applySaturationAndBrightnessMultipliers(Color color, float saturationMultiplier, float brightnessMultiplier)
{
Color[] colors = new Color[ColorDirection.values().length];
if (!debugging)
{
// if NOT debugging, look to the config to determine
// how this LOD should be colored
switch (LodConfig.CLIENT.lodColorStyle.get())
{
case TOP:
// only add the top's color to the array
for(ColorDirection dir : ColorDirection.values())
colors[dir.value] = lod.getColor(ColorDirection.TOP);
break;
case INDIVIDUAL_SIDES:
// add each direction's color to the array
for(ColorDirection dir : ColorDirection.values())
colors[dir.value] = lod.getColor(dir);
break;
}
}
else
{
// if debugging draw the squares as a black and white checker board
if ((lod.x + lod.z) % 2 == 0)
for(ColorDirection dir : ColorDirection.values())
// have each direction be the same
// color if debugging
colors[dir.value] = debugWhite;
else
for(ColorDirection dir : ColorDirection.values())
colors[dir.value] = debugBlack;
}
return colors;
float[] hsv = Color.RGBtoHSB(color.getRed(), color.getGreen(), color.getBlue(), null);
return Color.getHSBColor(
hsv[0], // hue
LodUtil.clamp(0.0f, hsv[1] * saturationMultiplier, 1.0f),
LodUtil.clamp(0.0f, hsv[2] * brightnessMultiplier, 1.0f));
}
@Override
public int getBufferMemoryForSingleLod(LodDetail detail)
{
// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints))) * howManyPointsPerLodChunk
return (6 * 4 * (3 + 4)) * detail.dataPointLengthCount * detail.dataPointLengthCount;
}
}
@@ -1,5 +1,23 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.lodTemplates;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
@@ -12,7 +30,7 @@ import net.minecraft.client.renderer.BufferBuilder;
* is at a significantly different height.
*
* @author James Seibel
* @version 05-07-2021
* @version 06-16-2021
*/
public class DynamicLodTemplate extends AbstractLodTemplate
{
@@ -24,4 +42,10 @@ public class DynamicLodTemplate extends AbstractLodTemplate
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleLod(LodDetail detail) {
// TODO Auto-generated method stub
return 0;
}
}
@@ -1,16 +1,34 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.lodTemplates;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import net.minecraft.client.renderer.BufferBuilder;
/**
* TODO TriangularLodTemplate
* TODO #21 TriangularLodTemplate
* Builds each LOD chunk as a singular rectangular prism.
*
* @author James Seibel
* @version 05-07-2021
* @version 06-16-2021
*/
public class TriangularLodTemplate extends AbstractLodTemplate
{
@@ -22,4 +40,10 @@ public class TriangularLodTemplate extends AbstractLodTemplate
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleLod(LodDetail detail) {
// TODO Auto-generated method stub
return 0;
}
}
@@ -0,0 +1,641 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.worldGeneration;
import java.util.ConcurrentModificationException;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
import com.seibel.lod.builders.LodBufferBuilder;
import com.seibel.lod.builders.LodBuilderConfig;
import com.seibel.lod.builders.LodChunkBuilder;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.render.LodRenderer;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.util.WeightedList.Entry;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.palette.UpgradeData;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.ChunkStatus;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.ChunkGenerator;
import net.minecraft.world.gen.Heightmap;
import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
import net.minecraft.world.gen.feature.BlockClusterFeatureConfig;
import net.minecraft.world.gen.feature.ConfiguredFeature;
import net.minecraft.world.gen.feature.DecoratedFeatureConfig;
import net.minecraft.world.gen.feature.FeatureSpread;
import net.minecraft.world.gen.feature.FeatureSpreadConfig;
import net.minecraft.world.gen.feature.IceAndSnowFeature;
import net.minecraft.world.gen.feature.NoFeatureConfig;
import net.minecraft.world.gen.placement.ConfiguredPlacement;
import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
import net.minecraft.world.gen.placement.IPlacementConfig;
import net.minecraft.world.gen.placement.NoiseDependant;
import net.minecraft.world.server.ServerChunkProvider;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.server.ServerWorldLightManager;
import net.minecraftforge.common.WorldWorkerManager.IWorker;
/**
* This is used to generate a LodChunk at a given ChunkPos.
*
* @author James Seibel
* @version 7-26-2021
*/
public class LodChunkGenWorker implements IWorker
{
public static ExecutorService genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.numberOfWorldGenerationThreads.get());
private boolean threadStarted = false;
private LodChunkGenThread thread;
/** If a configured feature fails for whatever reason,
* add it to this list, this is to hopefully remove any
* features that could cause issues down the line. */
private static ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> configuredFeaturesToAvoid = new ConcurrentHashMap<>();
public LodChunkGenWorker(ChunkPos newPos, LodRenderer newLodRenderer,
LodChunkBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
// just a few sanity checks
if (newPos == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ChunkPos");
if (newLodRenderer == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null LodRenderer");
if (newLodBuilder == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodChunkBuilder");
if (newLodBufferBuilder == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodBufferBuilder");
if (newLodDimension == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodDimension");
if (newServerWorld == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null ServerWorld");
thread = new LodChunkGenThread(newPos, newLodRenderer,
newLodBuilder, newLodBufferBuilder,
newLodDimension, newServerWorld);
}
@Override
public boolean doWork()
{
if (!threadStarted)
{
thread.lodBufferBuilder.numberOfChunksWaitingToGenerate.addAndGet(-1);
if (LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
{
// if we are using SERVER generation that has to be done
// synchronously to prevent crashing and harmful
// interactions with the normal world generator
thread.run();
}
else
{
// Every other method can
// be done asynchronously
genThreads.execute(thread);
}
threadStarted = true;
// useful for debugging
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
// ClientProxy.LOGGER.info(genThreads.toString());
}
return false;
}
@Override
public boolean hasWork()
{
return !threadStarted;
}
private class LodChunkGenThread implements Runnable
{
public final ServerWorld serverWorld;
public final LodDimension lodDim;
public final LodChunkBuilder lodChunkBuilder;
public final LodRenderer lodRenderer;
private final LodBufferBuilder lodBufferBuilder;
private ChunkPos pos;
public LodChunkGenThread(ChunkPos newPos, LodRenderer newLodRenderer,
LodChunkBuilder newLodBuilder, LodBufferBuilder newLodBufferBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
pos = newPos;
lodRenderer = newLodRenderer;
lodChunkBuilder = newLodBuilder;
lodBufferBuilder = newLodBufferBuilder;
lodDim = newLodDimension;
serverWorld = newServerWorld;
}
@Override
public void run()
{
// only generate LodChunks if they can
// be added to the current LodDimension
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
{
// long startTime = System.currentTimeMillis();
switch(LodConfig.CLIENT.distanceGenerationMode.get())
{
case BIOME_ONLY:
case BIOME_ONLY_SIMULATE_HEIGHT:
// fastest
generateUsingBiomesOnly();
break;
case SURFACE:
// faster
generateUsingSurface();
break;
case FEATURES:
// fast
generateUsingFeatures();
break;
case SERVER:
// very slow
generateWithServer();
break;
}
lodRenderer.regenerateLODsNextFrame();
// if (lodDim.getLodFromCoordinates(pos.x, pos.z) != null)
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
// else
// ClientProxy.LOGGER.info(pos.x + " " + pos.z);
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}// if in range
}// run
/**
* takes about 2-5 ms
*/
private void generateUsingBiomesOnly()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
// generate fake height data for this LOD
int seaLevel = serverWorld.getSeaLevel();
boolean simulateHeight = LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
boolean inTheEnd = false;
// add fake heightmap data so our LODs aren't at height 0
Heightmap heightmap = new Heightmap(chunk, LodChunk.DEFAULT_HEIGHTMAP);
for(int x = 0; x < LodChunk.WIDTH && !inTheEnd; x++)
{
for(int z = 0; z < LodChunk.WIDTH && !inTheEnd; z++)
{
if (simulateHeight)
{
// TODO use the biomes around each block to smooth out the transition
// these heights are of course aren't super accurate,
// they are just to simulate height data where there isn't any
switch(chunk.getBiomes().getNoiseBiome(x >> 2, seaLevel >> 2, z >> 2).getBiomeCategory())
{
case NETHER:
heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
break;
case EXTREME_HILLS:
heightmap.setHeight(x, z, seaLevel + 30);
break;
case MESA:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case JUNGLE:
heightmap.setHeight(x, z, seaLevel + 20);
break;
case BEACH:
heightmap.setHeight(x, z, seaLevel + 5);
break;
case NONE:
heightmap.setHeight(x, z, 0);
break;
case OCEAN:
case RIVER:
heightmap.setHeight(x, z, seaLevel);
break;
case THEEND:
inTheEnd = true;
break;
// DESERT
// FOREST
// ICY
// MUSHROOM
// SAVANNA
// SWAMP
// TAIGA
// PLAINS
default:
heightmap.setHeight(x, z, seaLevel + 10);
break;
}// heightmap switch
}
else
{
// we aren't simulating height
// always use sea level
heightmap.setHeight(x, z, seaLevel);
}
}// z
}// x
chunk.setHeightmap(LodChunk.DEFAULT_HEIGHTMAP, heightmap.getRawData());
LodChunk lod;
if (!inTheEnd)
{
lod = lodChunkBuilder.generateLodFromChunk(chunk, new LodBuilderConfig(true, true, false));
}
else
{
// if we are in the end, don't generate any chunks.
// Since we don't know where the islands are, everything
// generates the same and it looks really bad.
lod = new LodChunk(chunk.getPos().x, chunk.getPos().z);
}
lodDim.addLod(lod);
}
/**
* takes about 10 - 20 ms
*/
private void generateUsingSurface()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// this feature has proved to be thread safe
// so we will add it
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
LodChunk lod = lodChunkBuilder.generateLodFromChunk(chunk);
lodDim.addLod(lod);
}
/**
* takes about 15 - 20 ms
*
* Causes concurrentModification Exceptions,
* which could cause instability or world generation bugs
*/
private void generateUsingFeatures()
{
List<IChunk> chunkList = new LinkedList<>();
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
chunkList.add(chunk);
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// override the chunk status so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
// get all the biomes in the chunk
HashSet<Biome> biomes = new HashSet<>();
for (int x = 0; x < LodChunk.WIDTH; x++)
{
for (int z = 0; z < LodChunk.WIDTH; z++)
{
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, serverWorld.getSeaLevel() >> 2, z >> 2);
// Issue #35
// For some reason Jungle biomes cause incredible lag
// the features here must be interacting with each other
// in unpredictable ways (specifically tree feature generation).
// When generating Features my CPU usage generally hovers around 30 - 40%
// when generating Jungles it spikes to 100%.
if (biome.getBiomeCategory() != Biome.Category.JUNGLE)
{
// should probably use the heightmap here instead of seaLevel,
// but this seems to get the job done well enough
biomes.add(biome);
}
}
}
boolean allowUnstableFeatures = LodConfig.CLIENT.allowUnstableFeatureGeneration.get();
// generate all the features related to this chunk.
// this may or may not be thread safe
for (Biome biome : biomes)
{
List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.generationSettings.features();
for(int featureStateToGenerate = 0; featureStateToGenerate < featuresForState.size(); featureStateToGenerate++)
{
for(Supplier<ConfiguredFeature<?, ?>> featureSupplier : featuresForState.get(featureStateToGenerate))
{
ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
if (!allowUnstableFeatures &&
configuredFeaturesToAvoid.containsKey(configuredFeature.hashCode()))
continue;
try
{
configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
}
catch(ConcurrentModificationException e)
{
// This will happen. I'm not sure what to do about it
// except pray that it doesn't effect the normal world generation
// in any harmful way.
// Update: this can cause crashes and high CPU usage.
// Issue #35
// I tried cloning the config for each feature, but that
// path was blocked since I can't clone lambda methods.
// I tried using a deep cloning library and discovered
// the problem there.
// ( https://github.com/kostaskougios/cloning
// and
// https://github.com/EsotericSoftware/kryo )
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
catch(UnsupportedOperationException e)
{
// This will happen when the LodServerWorld
// isn't able to return something that a feature
// generator needs
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
catch(Exception e)
{
// I'm not sure what happened, print to the log
System.out.println();
System.out.println();
e.printStackTrace();
System.out.println();
System.out.println();
if (!allowUnstableFeatures)
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
}
}
}
}
// generate a Lod like normal
LodChunk lod = lodChunkBuilder.generateLodFromChunk(chunk);
lodDim.addLod(lod);
}
/**
* on pre generated chunks 0 - 1 ms
* on un generated chunks 0 - 50 ms
* with the median seeming to hover around 15 - 30 ms
* and outliers in the 100 - 200 ms range
*
* Note this should not be multithreaded and does cause server/simulation lag
* (Higher lag for generating than loading)
*/
private void generateWithServer()
{
lodChunkBuilder.generateLodChunkAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
}
//================//
// Unused methods //
//================//
// Sadly I wasn't able to get these to work,
// they are here for documentation purposes
@SuppressWarnings({ "rawtypes", "unchecked", "unused" })
private DecoratedFeatureConfig cloneDecoratedFeatureConfig(DecoratedFeatureConfig config)
{
IPlacementConfig placementConfig = null;
Class oldConfigClass = config.decorator.config().getClass();
if (oldConfigClass == FeatureSpreadConfig.class)
{
FeatureSpreadConfig oldPlacementConfig = (FeatureSpreadConfig) config.decorator.config();
FeatureSpread oldSpread = oldPlacementConfig.count();
placementConfig = new FeatureSpreadConfig(oldSpread);
}
else if(oldConfigClass == DecoratedPlacementConfig.class)
{
DecoratedPlacementConfig oldPlacementConfig = (DecoratedPlacementConfig) config.decorator.config();
placementConfig = new DecoratedPlacementConfig(oldPlacementConfig.inner(), oldPlacementConfig.outer());
}
else if(oldConfigClass == NoiseDependant.class)
{
NoiseDependant oldPlacementConfig = (NoiseDependant) config.decorator.config();
placementConfig = new NoiseDependant(oldPlacementConfig.noiseLevel, oldPlacementConfig.belowNoise, oldPlacementConfig.aboveNoise);
}
else
{
// ClientProxy.LOGGER.debug("unkown decorated placement config: \"" + config.decorator.config().getClass() + "\"");
return config;
}
ConfiguredPlacement<?> newPlacement = new ConfiguredPlacement(config.decorator.decorator, placementConfig);
return new DecoratedFeatureConfig(config.feature, newPlacement);
}
@SuppressWarnings("unused")
private BlockClusterFeatureConfig cloneBlockClusterFeatureConfig(BlockClusterFeatureConfig config)
{
WeightedBlockStateProvider provider = new WeightedBlockStateProvider();
for(Entry<BlockState> state : ((WeightedBlockStateProvider) config.stateProvider).weightedList.entries)
provider.weightedList.entries.add(state);
HashSet<Block> whitelist = new HashSet<>();
for(Block block : config.whitelist)
whitelist.add(block);
HashSet<BlockState> blacklist = new HashSet<>();
for(BlockState state : config.blacklist)
blacklist.add(state);
BlockClusterFeatureConfig.Builder builder = new BlockClusterFeatureConfig.Builder(provider, config.blockPlacer);
builder.whitelist(whitelist);
builder.blacklist(blacklist);
builder.xspread(config.xspread);
builder.yspread(config.yspread);
builder.zspread(config.zspread);
if(config.canReplace) { builder.canReplace(); }
if(config.needWater) { builder.needWater(); }
if(config.project) { builder.noProjection(); }
builder.tries(config.tries);
return builder.build();
}
}
/**
* Stops the current genThreads if they are running
* and then recreates the Executer service. <br><br>
*
* This is done to clear any outstanding tasks
* that may exist after the player leaves their current world.
* If this isn't done unfinished tasks may be left in the queue
* preventing new LodChunks form being generated.
*/
public static void restartExecuterService()
{
if (genThreads != null && !genThreads.isShutdown())
{
genThreads.shutdownNow();
}
genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.numberOfWorldGenerationThreads.get());
}
/*
* performance/generation tests related to
* serverWorld.getChunk(x, z, ChunkStatus. *** )
true/false is whether they generated blocks or not
the time is how long it took to generate
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
ChunkStatus.BIOMES 1 - 10 ms false (no height)
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
ChunkStatus.FEATURES 7 - 25 ms true
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
ChunkStatus.LIGHT 20 - 40 ms true
ChunkStatus.FULL 30 - 50 ms true
ChunkStatus.SPAWN 50 - 80 ms true
At this point I would suggest using FEATURES, as it generates snow and trees
(and any other object that is needed to make biomes distinct)
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
*/
}
@@ -0,0 +1,323 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.builders.worldGeneration;
import java.util.HashMap;
import java.util.List;
import java.util.Random;
import java.util.function.Predicate;
import java.util.stream.Stream;
import com.seibel.lod.objects.LodChunk;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.fluid.Fluid;
import net.minecraft.fluid.FluidState;
import net.minecraft.particles.IParticleData;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.Direction;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.SectionPos;
import net.minecraft.util.registry.DynamicRegistries;
import net.minecraft.world.DifficultyInstance;
import net.minecraft.world.DimensionType;
import net.minecraft.world.EmptyTickList;
import net.minecraft.world.ISeedReader;
import net.minecraft.world.ITickList;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.biome.BiomeManager;
import net.minecraft.world.border.WorldBorder;
import net.minecraft.world.chunk.AbstractChunkProvider;
import net.minecraft.world.chunk.ChunkStatus;
import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.Heightmap;
import net.minecraft.world.gen.Heightmap.Type;
import net.minecraft.world.gen.feature.structure.Structure;
import net.minecraft.world.gen.feature.structure.StructureStart;
import net.minecraft.world.lighting.WorldLightManager;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.storage.IWorldInfo;
/**
* This is a fake ServerWorld used when generating features.
* This allows us to keep each LodChunk generation independent
* of the actual ServerWorld, allowing us
* to multithread generation.
*
* @author James Seibel
* @version 7-26-2021
*/
public class LodServerWorld implements ISeedReader {
public HashMap<Heightmap.Type, Heightmap> heightmaps = new HashMap<>();
public IChunk chunk;
public ServerWorld serverWorld;
public LodServerWorld(ServerWorld newServerWorld, IChunk newChunk)
{
chunk = newChunk;
serverWorld = newServerWorld;
}
@Override
public int getHeight(Type heightmapType, int x, int z)
{
// make sure the block position is set relative to the chunk
x = x % LodChunk.WIDTH;
x = (x < 0) ? x + 16 : x;
z = z % LodChunk.WIDTH;
z = (z < 0) ? z + 16 : z;
return chunk.getOrCreateHeightmapUnprimed(LodChunk.DEFAULT_HEIGHTMAP).getFirstAvailable(x, z);
}
@Override
public Biome getBiome(BlockPos pos)
{
return chunk.getBiomes().getNoiseBiome(pos.getX() >> 2, pos.getY() >> 2, pos.getZ() >> 2);
}
@Override
public boolean setBlock(BlockPos pos, BlockState state, int flags, int recursionLeft)
{
return chunk.setBlockState(pos, state, false) == state;
}
@Override
public BlockState getBlockState(BlockPos pos)
{
return chunk.getBlockState(pos);
}
@Override
public FluidState getFluidState(BlockPos pos)
{
return chunk.getFluidState(pos);
}
@Override
public boolean isStateAtPosition(BlockPos pos, Predicate<BlockState> state)
{
return state.test(chunk.getBlockState(pos));
}
@Override
public ITickList<Block> getBlockTicks()
{
return EmptyTickList.empty();
}
@Override
public IChunk getChunk(int x, int z, ChunkStatus requiredStatus, boolean nonnull)
{
return chunk;
}
@Override
public Stream<? extends StructureStart<?>> startsForFeature(SectionPos p_241827_1_, Structure<?> p_241827_2_)
{
return serverWorld.startsForFeature(p_241827_1_, p_241827_2_);
}
@Override
public ITickList<Fluid> getLiquidTicks()
{
return EmptyTickList.empty();
}
@Override
public WorldLightManager getLightEngine()
{
return new WorldLightManager(null, false, false);
}
@Override
public long getSeed()
{
return serverWorld.getSeed();
}
@Override
public DynamicRegistries registryAccess()
{
return serverWorld.registryAccess();
}
/**
*
* All methods below shouldn't be needed
* and thus have been left unimplemented.
*
*/
@Override
public Random getRandom() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public void playSound(PlayerEntity player, BlockPos pos, SoundEvent soundIn, SoundCategory category, float volume,
float pitch) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public void addParticle(IParticleData particleData, double x, double y, double z, double xSpeed, double ySpeed,
double zSpeed) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public BiomeManager getBiomeManager() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public int getSeaLevel() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public float getShade(Direction p_230487_1_, boolean p_230487_2_) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public WorldBorder getWorldBorder() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public boolean removeBlock(BlockPos pos, boolean isMoving) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public boolean destroyBlock(BlockPos pos, boolean dropBlock, Entity entity, int recursionLeft) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public ServerWorld getLevel() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public AbstractChunkProvider getChunkSource() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public DifficultyInstance getCurrentDifficultyAt(BlockPos arg0) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public IWorldInfo getLevelData() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public void levelEvent(PlayerEntity arg0, int arg1, BlockPos arg2, int arg3) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public List<Entity> getEntities(Entity arg0, AxisAlignedBB arg1, Predicate<? super Entity> arg2) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public <T extends Entity> List<T> getEntitiesOfClass(Class<? extends T> arg0, AxisAlignedBB arg1,
Predicate<? super T> arg2) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public List<? extends PlayerEntity> players() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public int getSkyDarken() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public Biome getUncachedNoiseBiome(int p_225604_1_, int p_225604_2_, int p_225604_3_) {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public boolean isClientSide() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public DimensionType dimensionType() {
throw new UnsupportedOperationException("Not Implemented");
}
@Override
public TileEntity getBlockEntity(BlockPos p_175625_1_) {
throw new UnsupportedOperationException("Not Implemented");
}
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
@@ -0,0 +1,68 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
* BIOME_ONLY <br>
* BIOME_ONLY_SIMULATE_HEIGHT <br>
* SURFACE <br>
* FEATURES <br>
* SERVER <br><br>
*
* In order of fastest to slowest.
*
* @author James Seibel
* @version 6-27-2021
*/
public enum DistanceGenerationMode
{
/** Only generate the biomes and use biome
* grass/foliage color, water color, or ice color
* to generate the color.
* Doesn't generate height, everything is shown at sea level.
* Multithreaded - Fastest (2-5 ms) */
BIOME_ONLY,
/**
* Same as BIOME_ONLY, except instead
* of always using sea level as the LOD height
* different biome types (mountain, ocean, forest, etc.)
* use predetermined heights to simulate having height data.
*/
BIOME_ONLY_SIMULATE_HEIGHT,
/** Generate the world surface,
* this does NOT include caves, trees,
* or structures.
* Multithreaded - Faster (10-20 ms) */
SURFACE,
/** Generate everything except structures.
* NOTE: This may cause world generation bugs or instability,
* since some features cause concurrentModification exceptions.
* Multithreaded - Fast (15-20 ms) */
FEATURES,
/** Ask the server to generate/load each chunk.
* This is the most compatible, but causes server/simulation lag.
* This will also show player made structures if you
* are adding the mod to a pre-existing world.
* Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) */
SERVER;
}
@@ -1,7 +1,24 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
* Near, far, or NEAR_AND_FAR.
* NEAR, FAR, or NEAR_AND_FAR.
*
* @author James Seibel
* @version 02-14-2021
@@ -10,8 +27,10 @@ public enum FogDistance
{
/** good for fast or fancy fog qualities. */
NEAR,
/** good for fast or fancy fog qualities. */
FAR,
/** only looks good if the fog quality is set to Fancy. */
NEAR_AND_FAR;
}
@@ -0,0 +1,43 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
* USE_OPTIFINE_FOG_SETTING, <br>
* NEVER_DRAW_FOG, <br>
* ALWAYS_DRAW_FOG_FAST, <br>
* ALWAYS_DRAW_FOG_FANCY <br>
*
* @author James Seibel
* @version 7-03-2021
*/
public enum FogDrawOverride
{
/** Use whatever Fog setting optifine is using.
* If optifine isn't installed this defaults to ALWAYS_DRAW_FOG. */
USE_OPTIFINE_FOG_SETTING,
/** Never draw fog on the LODs */
NEVER_DRAW_FOG,
/** Always draw fog on the LODs */
ALWAYS_DRAW_FOG_FAST,
/** Always draw fog on the LODs */
ALWAYS_DRAW_FOG_FANCY;
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
@@ -1,18 +0,0 @@
package com.seibel.lod.enums;
/**
* top, individual_sides
*
* @author James Seibel
* @version 05-08-2021
*/
public enum LodColorStyle
{
/** Use the color from the top of the LOD chunk
* for all sides */
TOP,
/** For each side of the LOD use the color corresponding
* to that side */
INDIVIDUAL_SIDES;
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
/**
@@ -1,25 +1,113 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
import com.seibel.lod.objects.LodDataPoint;
/**
* single, quad
* single, double, quad, half, full
*
* @author James Seibel
* @version 05-29-2021
* @version 07-26-2021
*/
public enum LodDetail
{
/** render 1 LOD for each chunk */
SINGLE(1),
SINGLE(1, 4),
/** render 4 LODs for each chunk */
DOUBLE(2);
DOUBLE(2, 2),
/** How many data points wide the related
* LodChunk object should contain */
public final int value;
/** render 16 LODs for each chunk */
QUAD(4, 1),
private LodDetail(int newValue)
/** render 64 LODs for each chunk */
HALF(8, 0),
/** render 256 LODs for each chunk */
FULL(16, 0);
/** How many DataPoints should
* be drawn per side per LodChunk */
public final int dataPointLengthCount;
/** How wide each LOD DataPoint is */
public final int dataPointWidth;
/* Start/End X/Z give the block positions
* for each individual dataPoint in a LodChunk */
public final int[] startX;
public final int[] startZ;
public final int[] endX;
public final int[] endZ;
/** This is how many pieces of data should be expected
* when creating a LodChunk with this detail level */
public final int lodChunkStringDelimiterCount;
/** in LodBufferBuilder some detail options don't render
* in the correct spot, this number fixes that.
* TODO find out why this is needed and see if it
* needed / could be removed */
public final int offset;
private LodDetail(int newLengthCount, int newOffset)
{
value = newValue;
}
dataPointLengthCount = newLengthCount;
dataPointWidth = 16 / dataPointLengthCount;
offset = newOffset;
startX = new int[dataPointLengthCount * dataPointLengthCount];
endX = new int[dataPointLengthCount * dataPointLengthCount];
startZ = new int[dataPointLengthCount * dataPointLengthCount];
endZ = new int[dataPointLengthCount * dataPointLengthCount];
int index = 0;
for(int x = 0; x < newLengthCount; x++)
{
for(int z = 0; z < newLengthCount; z++)
{
startX[index] = x * dataPointWidth;
startZ[index] = z * dataPointWidth;
// special case for FULL
if(dataPointWidth != 1)
{
endX[index] = (x*dataPointWidth) + dataPointWidth - 1;
endZ[index] = (z*dataPointWidth) + dataPointWidth - 1;
}
else
{
endX[index] = (x*dataPointWidth) + dataPointWidth;
endZ[index] = (z*dataPointWidth) + dataPointWidth;
}
index++;
}
}
lodChunkStringDelimiterCount = 2 + (dataPointLengthCount * dataPointLengthCount * LodDataPoint.NUMBER_OF_DELIMITERS);
}// constructor
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
import com.seibel.lod.builders.lodTemplates.AbstractLodTemplate;
@@ -9,7 +26,7 @@ import com.seibel.lod.builders.lodTemplates.TriangularLodTemplate;
* Cubic, Triangular, Dynamic
*
* @author James Seibel
* @version 05-07-2021
* @version 06-16-2021
*/
public enum LodTemplate
{
@@ -35,4 +52,10 @@ public enum LodTemplate
{
template = newTemplate;
}
public int getBufferMemoryForSingleLod(LodDetail detail)
{
return template.getBufferMemoryForSingleLod(detail);
}
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.enums;
import java.util.ArrayList;
@@ -0,0 +1,18 @@
package com.seibel.lod.enums;
/**
* NONE, DARKEN_SIDES
*
* @author James Seibel
* @version 7-25-2020
*/
public enum ShadingMode
{
/** LODs will have the same lighting on every side.
Fastest, but can make large similarly colored areas hard to differentiate */
NONE,
/** LODs will have darker sides and bottoms to simulate top down lighting.
Fastest */
DARKEN_SIDES;
}
@@ -0,0 +1,294 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.handlers;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.commons.lang3.tuple.Pair;
import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
/**
*
* @author James Seibel
* @version 7-25-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
public static class Client
{
public ForgeConfigSpec.BooleanValue drawLODs;
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
public ForgeConfigSpec.BooleanValue debugMode;
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public ForgeConfigSpec.EnumValue<LodDetail> lodDetail;
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
/** this is multiplied by the default view distance
* to determine how far out to generate/render LODs */
public ForgeConfigSpec.IntValue lodChunkRadiusMultiplier;
public ForgeConfigSpec.DoubleValue brightnessMultiplier;
public ForgeConfigSpec.DoubleValue saturationMultiplier;
Client(ForgeConfigSpec.Builder builder)
{
builder.comment(ModInfo.MODNAME + " configuration settings").push("client");
drawLODs = builder
.comment("\n\n"
+ " If false LODs will not be drawn, \n"
+ " however they will still be generated \n"
+ " and saved to file for later use. \n")
.define("drawLODs", true);
fogDistance = builder
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING.toString() + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ". \n"
+ " " + FogDrawOverride.NEVER_DRAW_FOG.toString() + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST.toString() + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("fogDrawOverride", FogDrawOverride.USE_OPTIFINE_FOG_SETTING);
debugMode = builder
.comment("\n\n"
+ " If false the LODs will draw with their normal world colors. \n"
+ " If true they will draw as a black and white checkerboard. \n"
+ " This can be used for debugging or imagining you are playing a \n"
+ " giant game of chess ;) \n")
.define("drawCheckerBoard", false);
lodTemplate = builder
.comment("\n\n"
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC.toString() + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC.toString() + ": LOD Chunks smoothly transition between other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
lodDetail = builder
.comment("\n\n"
+ " How detailed should the LODs be? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n")
.defineEnum("lodGeometryQuality", LodDetail.DOUBLE);
lodChunkRadiusMultiplier = builder
.comment("\n\n"
+ " This is multiplied by the default view distance \n"
+ " to determine how far out to generate/render LODs. \n"
+ " A value of 2 means that there is 1 render distance worth \n"
+ " of LODs in each cardinal direction. \n")
.defineInRange("lodChunkRadiusMultiplier", 8, 2, 16);
distanceGenerationMode = builder
.comment("\n\n"
+ " Note: The times listed here are the amount of time it took \n"
+ " the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"
+ " Only generate the biomes and use biome \n"
+ " grass/foliage color, water color, or snow color \n"
+ " to generate the color. \n"
+ " Doesn't generate height, everything is shown at sea level. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT.toString() + " \n"
+ " Same as BIOME_ONLY, except instead \n"
+ " of always using sea level as the LOD height \n"
+ " different biome types (mountain, ocean, forest, etc.) \n"
+ " use predetermined heights to simulate having height data. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SURFACE.toString() + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include caves, trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.FEATURES.toString() + " \n"
+ " Generate everything except structures. \n"
+ " WARNING: This may cause world generation bugs or instability! \n"
+ " Multithreaded - Fast (15-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SERVER.toString() + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " This will also show player made structures if you \n"
+ " are adding the mod to a pre-existing world. \n"
+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ " When using the " + DistanceGenerationMode.FEATURES.toString() + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
.define("allowUnstableFeatureGeneration", false);
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " This is how many threads are used when generating terrain. \n"
+ " If you experience stuttering when generating terrain, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase the number. \n"
+ " The max is the number of processors on your CPU. \n"
+ "\n"
+ " Requires a restart to take effect. \n"
)
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should LODs have? \n"
+ " " + ShadingMode.NONE.toString() + " \n"
+ " " + "LODs will have the same lighting on every side. \n"
+ " " + "Can make large similarly colored areas hard to differentiate. \n"
+ " " + "Fastest"
+ "/n"
+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
+ " " + "LODs will have darker sides and bottoms to simulate top down lighting."
+ " " + "Fastest /n")
.defineEnum("lightingMode", ShadingMode.DARKEN_SIDES);
brightnessMultiplier = builder
.comment("\n\n"
+ " Change how bright LOD colors are. \n"
+ " 0 = black \n"
+ " 1 = normal color value \n"
+ " 2 = washed out colors \n")
.defineInRange("brightnessMultiplier", 1.0, 0, 2);
saturationMultiplier = builder
.comment("\n\n"
+ " Change how saturated LOD colors are. \n"
+ " 0 = black and white \n"
+ " 1 = normal saturation \n"
+ " 2 = very saturated \n")
.defineInRange("saturationMultiplier", 1.0, 0, 2);
builder.pop();
}
}
/**
* {@link Path} to the configuration file of this mod
*/
private static final Path CONFIG_PATH =
Paths.get("config", ModInfo.MODID + ".toml");
public static final ForgeConfigSpec clientSpec;
public static final Client CLIENT;
static {
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
clientSpec = specPair.getRight();
CLIENT = specPair.getLeft();
// setup the config file
CommentedFileConfig config = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
config.load();
config.save();
clientSpec.setConfig(config);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Forge config just got changed on the file system!");
}
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.handlers;
import java.io.BufferedReader;
@@ -8,6 +25,7 @@ import java.io.IOException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
@@ -19,22 +37,29 @@ import com.seibel.lod.proxy.ClientProxy;
* to file.
*
* @author James Seibel
* @version 05-31-2021
* @version 6-27-2021
*/
public class LodDimensionFileHandler
{
/** This is what separates each piece of data */
public static final char DATA_DELIMITER = ',';
private LodDimension loadedDimension = null;
public long regionLastWriteTime[][];
private File dimensionDataSaveFolder;
/** lod */
private final String FILE_NAME_PREFIX = "lod";
/** .txt */
private final String FILE_EXTENSION = ".txt";
/** This is the file version currently accepted by this
* file handler, older versions (smaller numbers) will be deleted and overwritten,
* newer versions (larger numbers) will be ignored and won't be read. */
public static final int LOD_SAVE_FILE_VERSION = 1;
public static final int LOD_SAVE_FILE_VERSION = 2;
/** This is the string written before the file version */
private static final String LOD_FILE_VERSION_PREFIX = "lod_save_file_version";
@@ -74,7 +99,8 @@ public class LodDimensionFileHandler
*/
public LodRegion loadRegionFromFile(int regionX, int regionZ)
{
String fileName = getFileNameAndPathForRegion(regionX, regionZ);
String fileName = getFileNameAndPathForRegion(regionX, regionZ, LodConfig.CLIENT.lodDetail.get());
File f = new File(fileName);
@@ -149,7 +175,7 @@ public class LodDimensionFileHandler
try
{
// convert each line into an LOD object and add it to the region
LodChunk lod = new LodChunk(s);
LodChunk lod = new LodChunk(s, LodConfig.CLIENT.lodDetail.get());
region.addLod(lod);
}
@@ -225,7 +251,7 @@ public class LodDimensionFileHandler
int x = region.x;
int z = region.z;
File f = new File(getFileNameAndPathForRegion(x, z));
File f = new File(getFileNameAndPathForRegion(x, z, LodConfig.CLIENT.lodDetail.get()));
try
{
@@ -311,9 +337,11 @@ public class LodDimensionFileHandler
/**
* Return the name of the file that should contain the
* region at the given x and z. <br>
* Returns null if this object isn't ready to read and write.
* Returns null if this object isn't ready to read and write. <br><br>
*
* example: "lod.FULL.0.0.txt"
*/
private String getFileNameAndPathForRegion(int regionX, int regionZ)
private String getFileNameAndPathForRegion(int regionX, int regionZ, LodDetail detail)
{
try
{
@@ -321,8 +349,8 @@ public class LodDimensionFileHandler
// ".\Super Flat\DIM-1\data"
// or
// ".\Super Flat\data"
return dimensionDataSaveFolder.getCanonicalPath() + "\\" +
FILE_NAME_PREFIX + "." + regionX + "." + regionZ + FILE_EXTENSION;
return dimensionDataSaveFolder.getCanonicalPath() + File.separatorChar +
FILE_NAME_PREFIX + "." + detail.toString() + "." + regionX + "." + regionZ + FILE_EXTENSION;
}
catch(IOException e)
{
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.handlers;
import java.lang.reflect.Field;
@@ -12,14 +29,13 @@ import net.minecraft.client.Minecraft;
* in Optifine.
*
* @author James Seibel
* @version 09-21-2020
* @version 7-03-2021
*/
public class ReflectionHandler
{
private Minecraft mc = Minecraft.getInstance();
public Field ofFogField = null;
public ReflectionHandler()
{
setupFogField();
@@ -34,14 +50,14 @@ public class ReflectionHandler
private void setupFogField()
{
// get every variable from the entity renderer
Field[] vars = mc.gameSettings.getClass().getDeclaredFields();
Field[] optionFields = mc.options.getClass().getDeclaredFields();
// try and find the ofFogType variable in gameSettings
for(Field f : vars)
for(Field field : optionFields)
{
if(f.getName().equals("ofFogType"))
if(field.getName().equals("ofFogType"))
{
ofFogField = f;
ofFogField = field;
return;
}
}
@@ -73,7 +89,7 @@ public class ReflectionHandler
try
{
returnNum = (int)ofFogField.get(mc.gameSettings);
returnNum = (int)ofFogField.get(mc.options);
}
catch (IllegalArgumentException | IllegalAccessException e)
{
@@ -82,8 +98,12 @@ public class ReflectionHandler
switch (returnNum)
{
// optifine's "default" option,
// it should never be called in this case
case 0:
return FogQuality.FAST;
// normal options
case 1:
return FogQuality.FAST;
case 2:
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.mixin;
import org.spongepowered.asm.mixin.Mixin;
@@ -7,7 +24,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.seibel.lod.LodMain;
import com.seibel.lod.util.LodConfig;
import com.seibel.lod.handlers.LodConfig;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.WorldRenderer;
@@ -34,12 +51,12 @@ public class MixinWorldRenderer
previousPartialTicks = partialTicks;
}
@Inject(at = @At("HEAD"), method = "renderBlockLayer(Lnet/minecraft/client/renderer/RenderType;Lcom/mojang/blaze3d/matrix/MatrixStack;DDD)V", cancellable = false)
private void renderBlockLayer(RenderType renderType, MatrixStack matrixStackIn, double xIn, double yIn, double zIn, CallbackInfo callback)
@Inject(at = @At("HEAD"), method = "renderChunkLayer(Lnet/minecraft/client/renderer/RenderType;Lcom/mojang/blaze3d/matrix/MatrixStack;DDD)V", cancellable = false)
private void renderChunkLayer(RenderType renderType, MatrixStack matrixStackIn, double xIn, double yIn, double zIn, CallbackInfo callback)
{
// only render if LODs are enabled and
// only render before solid blocks
if (LodConfig.CLIENT.drawLODs.get() && renderType.equals(RenderType.getSolid()))
if (LodConfig.CLIENT.drawLODs.get() && renderType.equals(RenderType.solid()))
LodMain.client_proxy.renderLods(previousPartialTicks);
}
}
+319 -129
View File
@@ -1,31 +1,62 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import java.awt.Color;
import com.seibel.lod.enums.ColorDirection;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodDimensionFileHandler;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.gen.Heightmap;
/**
* This object contains position
* and color data for an LOD object.
*
* @author James Seibel
* @version 05-29-2021
* @version 6-27-2021
*/
public class LodChunk
{
/** how many different pieces of data are in one line */
private static final int DATA_DELIMITER_COUNT = 22;
/** This is what separates each piece of data in the toData method */
public static final char DATA_DELIMITER = ',';
private static final char DATA_DELIMITER = LodDimensionFileHandler.DATA_DELIMITER;
/** Width of a Minecraft Chunk */
public static final int WIDTH = 16;
/** alpha used when drawing chunks in debug mode */
private static final int DEBUG_ALPHA = 255; // 0 - 255
private static final Color DEBUG_BLACK = new Color(0, 0, 0, DEBUG_ALPHA);
private static final Color DEBUG_WHITE = new Color(255, 255, 255, DEBUG_ALPHA);
private static final Color INVISIBLE = new Color(0,0,0,0);
/** If we ever have to use a heightmap for any reason, use this one. */
public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
public LodDetail detail = LodDetail.SINGLE;
/** If this is set to true then toData will return
* the empty string */
public boolean dontSave = false;
// TODO store the DistanceGenerationMethod used for this chunk (so we can upgrade old chunks if we want to)
/** The x coordinate of the chunk. */
@@ -33,47 +64,55 @@ public class LodChunk
/** The z coordinate of the chunk. */
public int z = 0;
/*
* The reason we are only using 1 height and depth point
* instead of multiple is because:
* 1. more points would drastically increase the amount of
* memory and disk space needed
* 2. more height/depth points require more color points,
* which can get out of hand quickly
* 3. with the increased disk space reading/writing would
* take far too long
* 4. the increased resolution is generally not worth it,
* 4 LODs per chunk is the limit of diminishing returns.
* And some of that could potentially be faked through
* smart LodTemplates
*/
private short height;
private short depth;
/** The average color for the 6 cardinal directions */
public Color colors[];
/** This stores the height and color for each data point in the LodChunk */
public LodDataPoint dataPoints[][];
/** If true then this LodChunk contains no data */
private boolean empty = false;
/**
* Create an empty invisible LodChunk at (0,0)
* Create an empty, invisible, non-saving LodChunk at (0,0)
*/
public LodChunk()
{
dontSave = true;
empty = true;
x = 0;
z = 0;
height = 0;
depth = 0;
colors = new Color[ColorDirection.values().length];
detail = LodDetail.SINGLE;
// by default have the colors invisible
for(ColorDirection dir : ColorDirection.values())
colors[dir.value] = INVISIBLE;
dataPoints = new LodDataPoint[detail.dataPointLengthCount][detail.dataPointLengthCount];
// fill with dummy data, to prevent null pointers
for(int i = 0; i < detail.dataPointLengthCount; i++)
for(int j = 0; j < detail.dataPointLengthCount; j++)
dataPoints[i][j] = new LodDataPoint();
}
/**
* Create an empty, invisible, non-saving LodChunk at the given ChunkPos
*/
public LodChunk(ChunkPos pos)
{
this();
x = pos.x;
z = pos.z;
}
/**
* Create an empty, invisible, non-saving LodChunk at the given ChunkPos
*/
public LodChunk(int newX, int newZ)
{
this();
x = newX;
z = newZ;
}
@@ -84,28 +123,33 @@ public class LodChunk
* @throws IllegalArgumentException if the data isn't valid to create a LodChunk
* @throws NumberFormatException if any piece of data can't be converted at any point
*/
public LodChunk(String data) throws IllegalArgumentException, NumberFormatException
public LodChunk(String data, LodDetail newDetail) throws IllegalArgumentException, NumberFormatException
{
/*
* data format:
* x, z, height, depth, rgb color data
* data format:
* x, z, dataPoint[0][0], dataPoint[0][1], ...
* x, z, height, depth, rgb color data, height, depth, rgb....
*
* example:
* 5,8, 4, 0, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255,
* 5,8, 4, 0, 255,255,255, 4, 0, 255, 255, 255, ...
*/
dontSave = false;
// make sure there are the correct number of entries
// in the data string (28)
// in the data string
int count = 0;
detail = newDetail;
for(int i = 0; i < data.length(); i++)
if(data.charAt(i) == DATA_DELIMITER)
count++;
if(count != DATA_DELIMITER_COUNT)
throw new IllegalArgumentException("LodChunk constructor givin an invalid string. The data given had " + count + " delimiters when it should have had " + DATA_DELIMITER_COUNT + ".");
if(count != detail.lodChunkStringDelimiterCount)
throw new IllegalArgumentException("LodChunk constructor givin an invalid string. The data given had " + count + " delimiters when it should have had " + detail.lodChunkStringDelimiterCount + ".");
dataPoints = new LodDataPoint[detail.dataPointLengthCount][detail.dataPointLengthCount];
// index we will use when going through the String
int index = 0;
@@ -115,76 +159,78 @@ public class LodChunk
// x and z position
index = data.indexOf(DATA_DELIMITER, 0);
x = Integer.parseInt(data.substring(0,index));
this.x = Integer.parseInt(data.substring(0,index));
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex+1);
z = Integer.parseInt(data.substring(lastIndex+1,index));
// height
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex+1);
height = Short.parseShort(data.substring(lastIndex+1,index));
// depth
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex+1);
depth = Short.parseShort(data.substring(lastIndex+1,index));
this.z = Integer.parseInt(data.substring(lastIndex+1,index));
// color
colors = new Color[6];
for(ColorDirection dir : ColorDirection.values())
// LodDataPoints
for(int blockX = 0; blockX < detail.dataPointLengthCount; blockX++)
{
int red = 0;
int green = 0;
int blue = 0;
// get r,g,b
for(int i = 0; i < 3; i++)
for(int blockZ = 0; blockZ < detail.dataPointLengthCount; blockZ++)
{
// height
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex + 1);
index = data.indexOf(DATA_DELIMITER, lastIndex+1);
int height = Short.parseShort(data.substring(lastIndex+1,index));
String raw = "";
switch(i)
// depth
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex+1);
int depth = Short.parseShort(data.substring(lastIndex+1,index));
// color
int red = 0;
int green = 0;
int blue = 0;
// get r,g,b
for(int i = 0; i < 3; i++)
{
case 0:
raw = data.substring(lastIndex+1,index);
red = Short.parseShort(raw);
break;
case 1:
raw = data.substring(lastIndex+1,index);
green = Short.parseShort(raw);
break;
case 2:
raw = data.substring(lastIndex+1,index);
blue = Short.parseShort(raw);
break;
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex + 1);
String raw = "";
switch(i)
{
case 0:
raw = data.substring(lastIndex+1,index);
red = Short.parseShort(raw);
break;
case 1:
raw = data.substring(lastIndex+1,index);
green = Short.parseShort(raw);
break;
case 2:
raw = data.substring(lastIndex+1,index);
blue = Short.parseShort(raw);
break;
}
}
dataPoints[blockX][blockZ] = new LodDataPoint((short)height, (short)depth, new Color(red, green, blue));
}
colors[dir.value] = new Color(red, green, blue);
}
// after going through all this
// is this LOD empty?
empty = determineIfEmtpy();
}
/**
* Create a LodChunk from the given values.
*/
public LodChunk(ChunkPos pos, short newHeight, short newDepth, Color[] newColors)
public LodChunk(ChunkPos pos, LodDataPoint[][] newDataPoints, LodDetail newDetail)
{
x = pos.x;
z = pos.z;
height = newHeight;
depth = newDepth;
colors = newColors;
dataPoints = newDataPoints;
dontSave = false;
detail = newDetail;
empty = determineIfEmtpy();
}
@@ -217,27 +263,32 @@ public class LodChunk
*/
private boolean determineIfEmtpy()
{
// we don't check the depth since the
// height should always be greater than or equal
// to the depth
if(height >= 0)
for(LodDataPoint[] dataPointArray : dataPoints)
{
// the height is valid,
// do we have at least 1 non-invisible color?
for(ColorDirection dir : ColorDirection.values())
if(!colors[dir.value].equals(INVISIBLE))
// at least one direction has a non-invisible color
for(LodDataPoint dataPoint : dataPointArray)
{
if (dataPoint == null)
continue;
// we don't check the depth since the
// height should always be greater than or equal
// to the depth
if(dataPoint.height >= 0)
{
// the height is valid,
if (dataPoint.color == INVISIBLE)
continue;
// the color and height are valid
// this LodChunk isn't empty
return false;
return true;
}
else
{
// the height is negative,
// this LodChunk is empty
return true;
}
}
}
// we checked everywhere, this LodChunk is empty
return true;
}
@@ -247,20 +298,164 @@ public class LodChunk
// output //
//========//
/** Returns the color for the given direction */
public Color getColor(ColorDirection dir)
/**
* Returns the data point for the given relative block position.
*/
public LodDataPoint getDataPointForBlockPos(int blockX, int blockZ)
{
return colors[dir.value];
return dataPoints[blockX / detail.dataPointWidth][blockZ / detail.dataPointWidth];
}
public short getHeight()
public Color getColorForBlockPos(int blockX, int blockZ)
{
return height;
return getDataPointForBlockPos(blockX, blockZ).color;
}
public short getDepth()
public short getHeightForBlockPos(int blockX, int blockZ)
{
return depth;
return getDataPointForBlockPos(blockX, blockZ).height;
}
public short getDepthForBlockPos(int blockX, int blockZ)
{
return getDataPointForBlockPos(blockX, blockZ).depth;
}
public Color getColor(int xIndex, int zIndex)
{
return dataPoints[xIndex][zIndex].color;
}
public short getHeight(int xIndex, int zIndex)
{
return dataPoints[xIndex][zIndex].height;
}
public short getDepth(int xIndex, int zIndex)
{
return dataPoints[xIndex][zIndex].depth;
}
public short calculateHighestPoint()
{
short highest = 0;
for(int x = 0; x < detail.dataPointLengthCount; x++)
{
for(int z = 0; z < detail.dataPointLengthCount; z++)
{
if (getHeight(x,z) > highest)
highest = getHeight(x,z);
}
}
return highest;
}
/**
* @param startX
* @param startZ
* @param endX
* @param endZ
* @return
*/
public short getAverageHeightOverArea(int startX, int startZ, int endX, int endZ)
{
if (startX == endX || startZ == endZ)
// we were given an area with 0 blocks in it
return getHeightForBlockPos(startX,startZ);
int average = 0;
for(int x = startX; x < endX; x++)
for(int z = startZ; z < endZ; z++)
average += getHeightForBlockPos(x,z);
return (short) (average / ((endX - startX) * (endZ - startZ)));
}
/**
* @param startX
* @param startZ
* @param endX
* @param endZ
* @return
*/
public short getAverageDepthOverArea(int startX, int startZ, int endX, int endZ)
{
if (startX == endX || startZ == endZ)
// we were given an area with 0 blocks in it
return getDepthForBlockPos(startX,startZ);
int average = 0;
for(int x = startX; x < endX; x++)
for(int z = startZ; z < endZ; z++)
average += getDepthForBlockPos(x,z);
return (short) (average / ((endX - startX) * (endZ - startZ)));
}
/**
* Determine the color of this LOD.
*/
public Color getAverageColorOverArea(int startX, int startZ, int endX, int endZ, boolean debugging)
{
if (startX == endX || startZ == endZ)
// we were given an area with 0 blocks in it
return getColorForBlockPos(startX,startZ);
int[] colorComponents = new int[3];
if (debugging)
{
// draw the squares as a black and white,
// like a checker board
// only return 1 color to prevent
// getting back gray
if ((startX + startZ) % 2 == 0)
return DEBUG_WHITE;
else
return DEBUG_BLACK;
}
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
colorComponents = addColorToColorAverages(colorComponents, getColorForBlockPos(x,z));
}
}
int numbPoints = ((endX - startX) * (endZ - startZ));
return new Color(colorComponents[0]/numbPoints, colorComponents[1]/numbPoints, colorComponents[2]/numbPoints);
}
private int[] addColorToColorAverages(int[] colorAverages, Color colorToAdd)
{
// convert the colorToAdd to an int array
float[] colorCompoments = new float[4];
colorCompoments = colorToAdd.getColorComponents(colorCompoments);
// add each color component to the array
for(int rgbIndex = 0; rgbIndex < 3; rgbIndex++)
{
// * 255 + 0.5 taken from the Color java class
colorAverages[rgbIndex] += (int) (colorCompoments[rgbIndex] * 255 + 0.5);
}
return colorAverages;
}
@@ -268,32 +463,28 @@ public class LodChunk
/**
* Outputs all data in csv format
* with the given delimiter.
* <br>
* Exports data in the form:
* <br>
* x, z, height, depth, rgb color data
* Outputs all data in a csv format
* with the given delimiter, if
* dontSave is false. <br><br>
*
* <br>
* example output:
* <br>
* 5,8, 4, 0, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255,
* data format: <br>
* x, z, dataPoint[0][0], dataPoint[0][1], ... <br>
* x, z, height, depth, rgb color data, height, depth, rgb.... <br><br>
*
* example: <br>
* 5,8, 4, 0, 255,255,255, 4, 0, 255, 255, 255, ...
*/
public String toData()
{
String s = "";
if (dontSave)
return "";
String s = "";
s += Integer.toString(x) + DATA_DELIMITER + Integer.toString(z) + DATA_DELIMITER;
s += Short.toString(height) + DATA_DELIMITER;
s += Short.toString(depth) + DATA_DELIMITER;
for(int i = 0; i < colors.length; i++)
{
s += Integer.toString(colors[i].getRed()) + DATA_DELIMITER + Integer.toString(colors[i].getGreen()) + DATA_DELIMITER + Integer.toString(colors[i].getBlue()) + DATA_DELIMITER;
}
for (int i = 0; i < dataPoints.length; i++)
for (int j = 0; j < dataPoints[i].length; j++)
s += dataPoints[i][j].toData();
return s;
}
@@ -306,8 +497,7 @@ public class LodChunk
s += "x: " + x + " z: " + z + "\t";
s += "(" + colors[ColorDirection.TOP.value].getRed() + ", " + colors[ColorDirection.TOP.value].getGreen() + ", " + colors[ColorDirection.TOP.value].getBlue() + ")";
return s;
}
}
@@ -0,0 +1,112 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import java.awt.Color;
import com.seibel.lod.handlers.LodDimensionFileHandler;
/**
* This stores the height and color
* for a specific area in a LodChunk.
*
* @author James Seibel
* @version 6-19-2021
*/
public class LodDataPoint
{
/** This is what separates each piece of data in the toData method */
private static final char DATA_DELIMITER = LodDimensionFileHandler.DATA_DELIMITER;
/** this is how many pieces of data are exported when toData is called */
public static final int NUMBER_OF_DELIMITERS = 5;
private static final Color INVISIBLE = new Color(0,0,0,0);
/** highest point */
public short height;
/** lowest point */
public short depth;
/** The average color for the 6 cardinal directions */
public Color color;
/**
* Creates and empty LodDataPoint
*/
public LodDataPoint()
{
height = -1;
depth = -1;
color = INVISIBLE;
}
public LodDataPoint(short newHeight, short newDepth, Color newColor)
{
height = newHeight;
depth = newDepth;
color = newColor;
}
public LodDataPoint(int newHeight, int newDepth, Color newColor)
{
height = (short) newHeight;
depth = (short) newDepth;
color = newColor;
}
/**
* Outputs all data in a csv format
* with the given delimiter.
* <br>
* Exports data in the form:
* <br>
* height, depth, rgb color data
*
* <br>
* example output:
* <br>
* 4, 0, 255,255,255,
*/
public String toData()
{
String s = Short.toString(height) + DATA_DELIMITER;
s += Short.toString(depth) + DATA_DELIMITER;
s += Integer.toString(color.getRed()) + DATA_DELIMITER + Integer.toString(color.getGreen()) + DATA_DELIMITER + Integer.toString(color.getBlue()) + DATA_DELIMITER;
return s;
}
@Override
public String toString()
{
String s = Short.toString(height) + DATA_DELIMITER;
s += Short.toString(depth) + DATA_DELIMITER;
s += Integer.toString(color.getRed()) + DATA_DELIMITER + Integer.toString(color.getGreen()) + DATA_DELIMITER + Integer.toString(color.getBlue()) + DATA_DELIMITER;
return s;
}
}
@@ -1,10 +1,27 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import java.io.File;
import java.io.IOException;
import com.seibel.lod.handlers.LodDimensionFileHandler;
import com.seibel.lod.util.LodUtils;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.ChunkPos;
@@ -17,7 +34,7 @@ import net.minecraft.world.server.ServerWorld;
* for a given dimension.
*
* @author James Seibel
* @version 03-19-2021
* @version 06-27-2021
*/
public class LodDimension
{
@@ -26,11 +43,11 @@ public class LodDimension
private volatile int width;
private volatile int halfWidth;
public LodRegion regions[][];
public boolean isRegionDirty[][];
public volatile LodRegion regions[][];
public volatile boolean isRegionDirty[][];
private int centerX;
private int centerZ;
private volatile int centerX;
private volatile int centerZ;
private LodDimensionFileHandler fileHandler;
@@ -45,22 +62,22 @@ public class LodDimension
Minecraft mc = Minecraft.getInstance();
File saveDir;
if(mc.isIntegratedServerRunning())
if(mc.hasSingleplayerServer())
{
// local world
ServerWorld serverWorld = LodUtils.getServerWorldFromDimension(newDimension);
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(newDimension);
// provider needs a separate variable to prevent
// the compiler from complaining
ServerChunkProvider provider = serverWorld.getChunkProvider();
saveDir = new File(provider.getSavedData().folder.getCanonicalFile() + "\\lod");
ServerChunkProvider provider = serverWorld.getChunkSource();
saveDir = new File(provider.dataStorage.dataFolder.getCanonicalFile().getPath() + File.separatorChar + "lod");
}
else
{
// connected to server
saveDir = new File(mc.gameDir.getCanonicalFile() +
"\\lod server data\\" + LodUtils.getDimensionIDFromWorld(mc.world));
saveDir = new File(mc.gameDirectory.getCanonicalFile().getPath() +
File.separatorChar + "lod server data" + File.separatorChar + LodUtil.getDimensionIDFromWorld(mc.level));
}
fileHandler = new LodDimensionFileHandler(saveDir, this);
@@ -91,7 +108,7 @@ public class LodDimension
* Move the center of this LodDimension and move all owned
* regions over by the given x and z offset.
*/
public void move(int xOffset, int zOffset)
public synchronized void move(int xOffset, int zOffset)
{
// if the x or z offset is equal to or greater than
// the total size, just delete the current data
@@ -219,7 +236,7 @@ public class LodDimension
* Overwrite the LodRegion at the location of newRegion with newRegion.
* @throws ArrayIndexOutOfBoundsException if newRegion is outside what can be stored in this LodDimension.
*/
public void setRegion(LodRegion newRegion) throws ArrayIndexOutOfBoundsException
public void addOrOverwriteRegion(LodRegion newRegion) throws ArrayIndexOutOfBoundsException
{
int xIndex = (newRegion.x - centerX) + halfWidth;
int zIndex = (centerZ - newRegion.z) + halfWidth;
@@ -242,7 +259,7 @@ public class LodDimension
*/
public void addLod(LodChunk lod)
{
RegionPos pos = LodUtils.convertChunkPosToRegionPos(new ChunkPos(lod.x, lod.z));
RegionPos pos = LodUtil.convertChunkPosToRegionPos(new ChunkPos(lod.x, lod.z));
// don't continue if the region can't be saved
if (!regionIsInRange(pos.x, pos.z))
@@ -256,13 +273,13 @@ public class LodDimension
{
// if no region exists, create it
region = new LodRegion(pos.x, pos.z);
setRegion(region);
addOrOverwriteRegion(region);
}
region.addLod(lod);
// don't save empty place holders to disk
if (!lod.isPlaceholder() && fileHandler != null)
// only save valid LODs to disk
if (!(lod.isPlaceholder() || lod.dontSave) && fileHandler != null)
{
// mark the region as dirty so it will be saved to disk
int xIndex = (pos.x - centerX) + halfWidth;
@@ -281,7 +298,7 @@ public class LodDimension
*/
public LodChunk getLodFromCoordinates(int chunkX, int chunkZ)
{
RegionPos pos = LodUtils.convertChunkPosToRegionPos(new ChunkPos(chunkX, chunkZ));
RegionPos pos = LodUtil.convertChunkPosToRegionPos(new ChunkPos(chunkX, chunkZ));
LodRegion region = getRegion(pos.x, pos.z);
@@ -371,13 +388,22 @@ public class LodDimension
public int getWidth()
{
return width;
if (regions != null)
{
// we want to get the length directly from the
// source to make sure it is in sync with region
// and isRegionDirty
return regions.length;
}
else
{
return width;
}
}
public void setRegionWidth(int newWidth)
{
width = newWidth;
halfWidth = (int)Math.floor(width / 2);
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
@@ -1,13 +1,30 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
/**
* A LodRegion is the a 32x32
* A LodRegion is a 32x32
* 2D array of LodChunk objects.
* Each LodRegion corresponds to
* one file in the file system.
*
* @author James Seibel
* @version 1-22-2021
* @version 6-12-2021
*/
public class LodRegion
{
@@ -61,9 +78,6 @@ public class LodRegion
int arrayX = Math.abs(chunkX % SIZE);
int arrayZ = Math.abs(chunkZ % SIZE);
if(arrayX >= SIZE || arrayZ >= SIZE)
return null;
return chunks[arrayX][arrayZ];
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import java.util.Hashtable;
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import net.minecraft.client.renderer.BufferBuilder;
@@ -1,28 +0,0 @@
package com.seibel.lod.objects;
import com.seibel.lod.enums.FogDistance;
/**
* This object is just a replacement for an array
* to make things easier to understand in the LodRenderer.
*
* @author James Seibel
* @version 02-27-2021
*/
public class NearFarFogSetting
{
public FogDistance nearFogSetting = FogDistance.NEAR;
public FogDistance farFogSetting = FogDistance.FAR;
public NearFarFogSetting()
{
}
public NearFarFogSetting(FogDistance newNearFogSetting, FogDistance newFarFogSetting)
{
nearFogSetting = newNearFogSetting;
farFogSetting = newFarFogSetting;
}
}
@@ -0,0 +1,63 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogQuality;
/**
* This object is just a replacement for an array
* to make things easier to understand in the LodRenderer.
*
* @author James Seibel
* @version 7-03-2021
*/
public class NearFarFogSettings
{
public NearOrFarSetting near = new NearOrFarSetting(FogDistance.NEAR);
public NearOrFarSetting far = new NearOrFarSetting(FogDistance.FAR);
/** If true that means Minecraft is
* rendering fog along side us */
public boolean vanillaIsRenderingFog = true;
public NearFarFogSettings()
{
}
/**
* This holds all relevant data to rendering fog at either
* near or far distances.
*/
public class NearOrFarSetting
{
public FogQuality quality = FogQuality.FANCY;
public FogDistance distance = FogDistance.FAR;
/** If true this section should render with fog */
public boolean enabled = true;
public NearOrFarSetting(FogDistance newFogDistance)
{
distance = newFogDistance;
}
}
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.objects;
/**
@@ -1,17 +1,37 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.proxy;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import com.seibel.lod.builders.LodBufferBuilder;
import com.seibel.lod.builders.LodBuilder;
import com.seibel.lod.builders.LodChunkBuilder;
import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodChunk;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.LodWorld;
import com.seibel.lod.render.LodRender;
import com.seibel.lod.util.LodConfig;
import com.seibel.lod.util.LodUtils;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.profiler.IProfiler;
@@ -25,16 +45,16 @@ import net.minecraftforge.eventbus.api.SubscribeEvent;
* and is the starting point for most of this program.
*
* @author James_Seibel
* @version 05-31-2021
* @version 7-9-2021
*/
public class ClientProxy
{
public static final Logger LOGGER = LogManager.getLogger("LOD");
private static LodWorld lodWorld = new LodWorld();
private static LodBuilder lodBuilder = new LodBuilder();
private static LodBufferBuilder lodBufferBuilder = new LodBufferBuilder(lodBuilder);
private static LodRender renderer = new LodRender(lodBufferBuilder);
private static LodChunkBuilder lodChunkBuilder = new LodChunkBuilder();
private static LodBufferBuilder lodBufferBuilder = new LodBufferBuilder(lodChunkBuilder);
private static LodRenderer renderer = new LodRenderer(lodBufferBuilder);
Minecraft mc = Minecraft.getInstance();
@@ -63,26 +83,26 @@ public class ClientProxy
// update each regions' width to match the new render distance
int newWidth = Math.max(4,
// TODO is this logic good?
(mc.gameSettings.renderDistanceChunks * LodChunk.WIDTH * 2 * LodConfig.CLIENT.lodChunkRadiusMultiplier.get()) / LodRegion.SIZE
(mc.options.renderDistance * LodChunk.WIDTH * 2 * LodConfig.CLIENT.lodChunkRadiusMultiplier.get()) / LodRegion.SIZE
);
if (lodBuilder.regionWidth != newWidth)
if (lodChunkBuilder.regionWidth != newWidth)
{
lodWorld.resizeDimensionRegionWidth(newWidth);
lodBuilder.regionWidth = newWidth;
lodChunkBuilder.regionWidth = newWidth;
// skip this frame, hopefully the lodWorld
// should have everything set up by then
return;
}
LodDimension lodDim = lodWorld.getLodDimension(mc.player.world.getDimensionType());
LodDimension lodDim = lodWorld.getLodDimension(mc.player.level.dimensionType());
if (lodDim == null)
return;
// offset the regions
double playerX = mc.player.getPosX();
double playerZ = mc.player.getPosZ();
double playerX = mc.player.getX();
double playerZ = mc.player.getZ();
int xOffset = ((int)playerX / (LodChunk.WIDTH * LodRegion.SIZE)) - lodDim.getCenterX();
int zOffset = ((int)playerZ / (LodChunk.WIDTH * LodRegion.SIZE)) - lodDim.getCenterZ();
@@ -93,24 +113,36 @@ public class ClientProxy
}
// TODO for testing
// for testing
// LodConfig.CLIENT.drawLODs.set(true);
// LodConfig.CLIENT.debugMode.set(false);
// LodConfig.CLIENT.lodDetail.set(LodDetail.DOUBLE);
// LodConfig.CLIENT.lodColorStyle.set(LodColorStyle.INDIVIDUAL_SIDES);
LodConfig.CLIENT.lodDetail.set(LodDetail.QUAD);
// LodConfig.CLIENT.lodChunkRadiusMultiplier.set(12);
// LodConfig.CLIENT.fogDistance.set(FogDistance.FAR);
// LodConfig.CLIENT.fogDrawOverride.set(FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
// LodConfig.CLIENT.shadingMode.set(ShadingMode.DARKEN_SIDES);
// LodConfig.CLIENT.brightnessMultiplier.set(1.0);
// LodConfig.CLIENT.saturationMultiplier.set(1.0);
LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.FEATURES);
// LodConfig.CLIENT.allowUnstableFeatureGeneration.set(false);
// LOGGER.info(lodBufferBuilder.numberOfChunksWaitingToGenerate.get());
// Note to self:
// if "unspecified" shows up in the pie chart, it is
// possibly because the amount of time between sections
// is too small for the profile to measure
// is too small for the profiler to measure
IProfiler profiler = mc.getProfiler();
profiler.endSection(); // get out of "terrain"
profiler.startSection("LOD");
profiler.pop(); // get out of "terrain"
profiler.push("LOD");
renderer.drawLODs(lodDim, partialTicks, mc.getProfiler());
profiler.endSection(); // end LOD
profiler.startSection("terrain"); // restart terrain
profiler.pop(); // end LOD
profiler.push("terrain"); // restart terrain
}
@@ -123,7 +155,7 @@ public class ClientProxy
@SubscribeEvent
public void chunkLoadEvent(ChunkEvent.Load event)
{
lodBuilder.generateLodChunkAsync(event.getChunk(), lodWorld, event.getWorld());
lodChunkBuilder.generateLodChunkAsync(event.getChunk(), lodWorld, event.getWorld());
}
@@ -131,7 +163,7 @@ public class ClientProxy
public void worldLoadEvent(WorldEvent.Load event)
{
// the player just loaded a new world/dimension
lodWorld.selectWorld(LodUtils.getWorldID(event.getWorld()));
lodWorld.selectWorld(LodUtil.getWorldID(event.getWorld()));
// make sure the correct LODs are being rendered
// (if this isn't done the previous world's LODs may be drawn)
renderer.regenerateLODsNextFrame();
@@ -142,9 +174,13 @@ public class ClientProxy
{
// the player just unloaded a world/dimension
if(mc.getConnection().getWorld() == null)
if(mc.getConnection().getLevel() == null)
{
lodBufferBuilder.numberOfChunksWaitingToGenerate = 0;
// if this isn't done unfinished tasks may be left in the queue
// preventing new LodChunks form being generated
LodChunkGenWorker.restartExecuterService();
lodBufferBuilder.numberOfChunksWaitingToGenerate.set(0);
// the player has disconnected from a server
lodWorld.deselectWorld();
}
@@ -161,7 +197,7 @@ public class ClientProxy
event.getClass() == BlockEvent.PortalSpawnEvent.class)
{
// recreate the LOD where the blocks were changed
lodBuilder.generateLodChunkAsync(event.getWorld().getChunk(event.getPos()), lodWorld, event.getWorld());
lodChunkBuilder.generateLodChunkAsync(event.getWorld().getChunk(event.getPos()), lodWorld, event.getWorld());
}
}
@@ -177,12 +213,12 @@ public class ClientProxy
return lodWorld;
}
public static LodBuilder getLodBuilder()
public static LodChunkBuilder getLodBuilder()
{
return lodBuilder;
return lodChunkBuilder;
}
public static LodRender getRenderer()
public static LodRenderer getRenderer()
{
return renderer;
}
@@ -1,23 +1,45 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.render;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.HashSet;
import org.lwjgl.opengl.GL;
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.util.LodConfig;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.proxy.ClientProxy;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.player.ClientPlayerEntity;
@@ -25,11 +47,14 @@ import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexBuffer;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.potion.Effects;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
@@ -41,14 +66,32 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 05-08-2021
* @version 07-4-2021
*/
public class LodRender
public class LodRenderer
{
/** this is the light used when rendering the LODs,
* it should be something different than what is used by Minecraft */
private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
/**
* 64 MB by default is the maximum amount of memory that
* can be directly allocated. <br><br>
*
* I know there are commands to change that amount
* (specifically "-XX:MaxDirectMemorySize"), but
* I have no idea how to access that amount. <br>
* So I guess this will be the hard limit for now. <br><br>
*
* https://stackoverflow.com/questions/50499238/bytebuffer-allocatedirect-and-xmx
*/
public static final int MAX_ALOCATEABLE_DIRECT_MEMORY = 64 * 1024 * 1024;
/** Does this computer's GPU support fancy fog? */
private static Boolean fancyFogAvailable = null;
/** If true the LODs colors will be replaced with
* a checkerboard, this can be used for debugging. */
public boolean debugging = false;
@@ -74,6 +117,7 @@ public class LodRender
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 */
@@ -85,13 +129,15 @@ public class LodRender
/** if this is true the LOD buffers should be regenerated,
* provided they aren't already being regenerated. */
private boolean regen = false;
private volatile boolean regen = false;
/** This HashSet contains every chunk that Vanilla Minecraft
* is going to render */
public HashSet<ChunkPos> vanillaRenderedChunks = new HashSet<>();
public LodRender(LodBufferBuilder newLodBufferBuilder)
public LodRenderer(LodBufferBuilder newLodBufferBuilder)
{
mc = Minecraft.getInstance();
gameRender = mc.gameRenderer;
@@ -128,21 +174,35 @@ public class LodRender
//===============//
profiler = newProfiler;
profiler.startSection("LOD setup");
profiler.push("LOD setup");
// only check the GPU capability's once
if (fancyFogAvailable == null)
{
// see if this GPU can run fancy fog
fancyFogAvailable = GL.getCapabilities().GL_NV_fog_distance;
if (!LodRenderer.fancyFogAvailable)
{
ClientProxy.LOGGER.info("This GPU does not support GL_NV_fog_distance. This means that fancy fog options will not be available.");
}
}
ClientPlayerEntity player = mc.player;
// should LODs be regenerated?
if ((int)player.getPosX() / LodChunk.WIDTH != prevChunkX ||
(int)player.getPosZ() / LodChunk.WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
if ((int)player.getX() / LodChunk.WIDTH != prevChunkX ||
(int)player.getZ() / LodChunk.WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.options.renderDistance ||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
{
// yes
regen = true;
prevChunkX = (int)player.getPosX() / LodChunk.WIDTH;
prevChunkZ = (int)player.getPosZ() / LodChunk.WIDTH;
prevChunkX = (int)player.getX() / LodChunk.WIDTH;
prevChunkZ = (int)player.getZ() / LodChunk.WIDTH;
prevFogDistance = LodConfig.CLIENT.fogDistance.get();
}
else
@@ -161,14 +221,26 @@ public class LodRender
// determine how far the game's render distance is currently set
int renderDistWidth = mc.gameSettings.renderDistanceChunks;
int renderDistWidth = mc.options.renderDistance;
farPlaneDistance = renderDistWidth * LodChunk.WIDTH;
// set how big the LODs will be and how far they will go
int totalLength = (int) farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2;
int numbChunksWide = (totalLength / LodChunk.WIDTH);
// determine which LODs should not be rendered close to the player
HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
// see if the chunks Minecraft is going to render are the
// same as last time
if (!vanillaRenderedChunks.containsAll(chunkPosToSkip))
{
regen = true;
vanillaRenderedChunks = chunkPosToSkip;
}
//=================//
@@ -184,11 +256,11 @@ public class LodRender
{
// this will mainly happen when the view distance is changed
if (drawableNearBuffer == null || drawableFarBuffer == null ||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
previousChunkRenderDistance != mc.options.renderDistance)
setupBuffers(numbChunksWide);
// generate the LODs on a separate thread to prevent stuttering or freezing
lodBufferBuilder.generateLodBuffersAsync(this, lodDim, player.getPosX(), player.getPosZ(), numbChunksWide);
lodBufferBuilder.generateLodBuffersAsync(this, lodDim, player.getX(), player.getZ(), numbChunksWide);
// the regen process has been started,
// it will be done when lodBufferBuilder.newBuffersAvaliable
@@ -234,14 +306,14 @@ public class LodRender
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);
@@ -251,12 +323,12 @@ public class LodRender
//===========//
// rendering //
//===========//
profiler.endStartSection("LOD draw");
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);
@@ -267,7 +339,7 @@ public class LodRender
// cleanup //
//=========//
profiler.endStartSection("LOD cleanup");
profiler.popPush("LOD cleanup");
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
@@ -279,13 +351,11 @@ public class LodRender
// this can't be called until after the buffers are built
// because otherwise the buffers may be set to the wrong size
previousChunkRenderDistance = mc.gameSettings.renderDistanceChunks;
previousChunkRenderDistance = mc.options.renderDistance;
// 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
@@ -299,7 +369,7 @@ public class LodRender
// end of internal LOD profiling
profiler.endSection();
profiler.pop();
}
@@ -314,13 +384,13 @@ public class LodRender
if (vbo == null)
return;
vbo.bindBuffer();
vbo.bind();
// 0L is the starting pointer
LOD_VERTEX_FORMAT.setupBufferState(0L);
vbo.draw(modelViewMatrix, GL11.GL_QUADS);
VertexBuffer.unbindBuffer();
VertexBuffer.unbind();
LOD_VERTEX_FORMAT.clearBufferState();
}
@@ -339,7 +409,7 @@ public class LodRender
{
if(fogQuality == FogQuality.OFF)
{
FogRenderer.resetFog();
FogRenderer.setupNoFog();
RenderSystem.disableFog();
return;
}
@@ -348,10 +418,24 @@ public class LodRender
{
throw new IllegalArgumentException("setupFog doesn't accept the NEAR_AND_FAR fog distance.");
}
// determine the fog distance mode to use
int glFogDistanceMode;
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
@@ -388,8 +472,35 @@ public class LodRender
}
}
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.
*/
@SuppressWarnings("deprecation")
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);
}
}
@@ -400,26 +511,26 @@ public class LodRender
private Matrix4f generateModelViewMatrix(float partialTicks)
{
// get all relevant camera info
ActiveRenderInfo renderInfo = mc.gameRenderer.getActiveRenderInfo();
Vector3d projectedView = renderInfo.getProjectedView();
ActiveRenderInfo renderInfo = mc.gameRenderer.getMainCamera();
Vector3d projectedView = renderInfo.getPosition();
// generate the model view matrix
MatrixStack matrixStack = new MatrixStack();
matrixStack.push();
matrixStack.pushPose();
// translate and rotate to the current camera location
matrixStack.rotate(Vector3f.XP.rotationDegrees(renderInfo.getPitch()));
matrixStack.rotate(Vector3f.YP.rotationDegrees(renderInfo.getYaw() + 180));
matrixStack.mulPose(Vector3f.XP.rotationDegrees(renderInfo.getXRot()));
matrixStack.mulPose(Vector3f.YP.rotationDegrees(renderInfo.getYRot() + 180));
matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
return matrixStack.getLast().getMatrix();
return matrixStack.last().pose();
}
/**
* create a new projection matrix and send it over to the GPU
* <br><br>
* A lot of this code is copied from renderWorld (line 578)
* A lot of this code is copied from renderLevel (line 567)
* in the GameRender class. The code copied is anything with
* a matrixStack and is responsible for making sure the LOD
* objects distort correctly relative to the rest of the world.
@@ -435,39 +546,40 @@ public class LodRender
// all the transformations in renderWorld are here too
MatrixStack matrixStack = new MatrixStack();
matrixStack.push();
matrixStack.pushPose();
gameRender.hurtCameraEffect(matrixStack, partialTicks);
if (this.mc.gameSettings.viewBobbing) {
gameRender.applyBobbing(matrixStack, partialTicks);
gameRender.bobHurt(matrixStack, partialTicks);
if (this.mc.options.bobView) {
gameRender.bobView(matrixStack, partialTicks);
}
// potion and nausea effects
float f = MathHelper.lerp(partialTicks, mc.player.prevTimeInPortal, mc.player.timeInPortal) * mc.gameSettings.screenEffectScale * mc.gameSettings.screenEffectScale;
if (f > 0.0F) {
int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
f1 = f1 * f1;
Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
matrixStack.rotate(vector3f.rotationDegrees((gameRender.rendererUpdateCount + partialTicks) * i));
matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
float f2 = -(gameRender.rendererUpdateCount + partialTicks) * i;
matrixStack.rotate(vector3f.rotationDegrees(f2));
}
float f = MathHelper.lerp(partialTicks, this.mc.player.oPortalTime, this.mc.player.portalTime) * this.mc.options.screenEffectScale * this.mc.options.screenEffectScale;
if (f > 0.0F) {
int i = this.mc.player.hasEffect(Effects.CONFUSION) ? 7 : 20;
float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
f1 = f1 * f1;
Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_OF_TWO / 2.0F, MathHelper.SQRT_OF_TWO / 2.0F);
matrixStack.mulPose(vector3f.rotationDegrees((gameRender.tick + partialTicks) * i));
matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
float f2 = -(gameRender.tick + partialTicks) * i;
matrixStack.mulPose(vector3f.rotationDegrees(f2));
}
// this projection matrix allows us to see past the normal
// world render distance
Matrix4f projectionMatrix =
Matrix4f.perspective(
getFov(partialTicks, true),
(float)this.mc.getMainWindow().getFramebufferWidth() / (float)this.mc.getMainWindow().getFramebufferHeight(),
0.5F,
(float)this.mc.getWindow().getScreenWidth() / (float)this.mc.getWindow().getScreenHeight(),
// it is possible to see the near clip plane, but
// you have to be flying quickly in spectator mode through ungenerated
// terrain, so I don't think it is much of an issue.
LodConfig.CLIENT.lodChunkRadiusMultiplier.get(),
this.farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
// add the screen space distortions
projectionMatrix.mul(matrixStack.getLast().getMatrix());
projectionMatrix.multiply(matrixStack.last().pose());
gameRender.resetProjectionMatrix(projectionMatrix);
return;
}
@@ -479,12 +591,16 @@ public class LodRender
@SuppressWarnings("deprecation")
private void setupLighting(LodDimension lodDimension, float partialTicks)
{
float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.world.getSunBrightness(partialTicks) : 0.2f;
float gammaMultiplyer = (float)mc.gameSettings.gamma - 0.5f;
float lightStrength = sunBrightness - 0.4f + (gammaMultiplyer * 0.2f);
float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.level.getSkyDarken(partialTicks) : 0.2f;
float gammaMultiplyer = (float)mc.options.gamma - 0.5f;
float lightStrength = ((sunBrightness / 2f) - 0.2f) + (gammaMultiplyer * 0.3f);
float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
// can be used for debugging
// if (partialTicks < 0.005)
// ClientProxy.LOGGER.debug(lightStrength);
ByteBuffer temp = ByteBuffer.allocateDirect(16);
temp.order(ByteOrder.nativeOrder());
GL11.glLightfv(LOD_GL_LIGHT_NUMBER, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
@@ -493,30 +609,39 @@ public class LodRender
RenderSystem.enableLighting();
}
/**
* Create all buffers that will be used.
*/
private void setupBuffers(int numbChunksWide)
{
// calculate the max amount of storage needed (in bytes)
int bufferMaxCapacity = (numbChunksWide * numbChunksWide * (6 * 4 * (3 + 4)));
// (numbChunksWide * numbChunksWide *
// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints)))
// calculate the max amount of memory needed (in bytes)
int bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
// TODO complain or do something when memory is too low
// currently the VM will just crash and complain there is no more memory
// issue #4
drawableNearBuffer = new BufferBuilder(bufferMaxCapacity);
drawableFarBuffer = new BufferBuilder(bufferMaxCapacity);
// if the required memory is greater than the
// MAX_ALOCATEABLE_DIRECT_MEMORY lower the lodChunkRadiusMultiplier
// to fit.
if (bufferMemory > MAX_ALOCATEABLE_DIRECT_MEMORY)
{
int maxRadiusMultiplier = RenderUtil.getMaxRadiusMultiplierWithAvaliableMemory(LodConfig.CLIENT.lodTemplate.get(), LodConfig.CLIENT.lodDetail.get());
ClientProxy.LOGGER.warn("The lodChunkRadiusMultiplier was set too high "
+ "and had to be lowered to fit memory constraints "
+ "from " + LodConfig.CLIENT.lodChunkRadiusMultiplier.get() + " "
+ "to " + maxRadiusMultiplier);
LodConfig.CLIENT.lodChunkRadiusMultiplier.set(
maxRadiusMultiplier);
bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(maxRadiusMultiplier);
}
lodBufferBuilder.setupBuffers(bufferMaxCapacity);
drawableNearBuffer = new BufferBuilder(bufferMemory);
drawableFarBuffer = new BufferBuilder(bufferMemory);
lodBufferBuilder.setupBuffers(bufferMemory);
}
@@ -565,75 +690,195 @@ public class LodRender
private double getFov(float partialTicks, boolean useFovSetting)
{
return mc.gameRenderer.getFOVModifier(mc.gameRenderer.getActiveRenderInfo(), partialTicks, useFovSetting);
return mc.gameRenderer.getFov(mc.gameRenderer.getMainCamera(), partialTicks, useFovSetting);
}
/**
* 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;
}
/**
* Get a HashSet of all ChunkPos within the normal render distance
* that should not be rendered.
*/
private HashSet<ChunkPos> getNearbyLodChunkPosToSkip(LodDimension lodDim, BlockPos playerPos)
{
int chunkRenderDist = mc.options.renderDistance;
int blockRenderDist = chunkRenderDist * 16;
ChunkPos centerChunk = new ChunkPos(playerPos);
// skip chunks that are already going to be rendered by Minecraft
HashSet<ChunkPos> posToSkip = getRenderedChunks();
// go through each chunk within the normal view distance
for(int x = centerChunk.x - chunkRenderDist; x < centerChunk.x + chunkRenderDist; x++)
{
for(int z = centerChunk.z - chunkRenderDist; z < centerChunk.z + chunkRenderDist; z++)
{
LodChunk lod = lodDim.getLodFromCoordinates(x, z);
if (lod != null)
{
short lodHighestPoint = lod.calculateHighestPoint();
if (playerPos.getY() < lodHighestPoint)
{
// don't draw Lod's that are taller than the player
// to prevent LODs being drawn on top of the player
posToSkip.add(new ChunkPos(x, z));
}
else if (blockRenderDist < Math.abs(playerPos.getY() - lodHighestPoint))
{
// draw Lod's that are lower than the player's view range
posToSkip.remove(new ChunkPos(x, z));
}
}
}
}
return posToSkip;
}
/**
* This method returns the ChunkPos of all chunks that Minecraft
* is going to render this frame. <br><br>
*
* Note: This isn't perfect. It will return some chunks that are outside
* the clipping plane. (For example, if you are high above the ground some chunks
* will be incorrectly added, even though they are outside render range).
*/
public static HashSet<ChunkPos> getRenderedChunks()
{
HashSet<ChunkPos> loadedPos = new HashSet<>();
Minecraft mc = Minecraft.getInstance();
// Wow those are some long names!
// go through every RenderInfo to get the compiled chunks
for(WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : mc.levelRenderer.renderChunks)
{
if (!worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk().hasNoRenderableLayers())
{
// add the ChunkPos for every empty compiled chunk
BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
loadedPos.add(new ChunkPos(bpos.getX() / 16, bpos.getZ() / 16));
}
}
return loadedPos;
}
}
@@ -1,16 +1,56 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.render;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.handlers.LodConfig;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.ChunkPos;
/**
* This holds miscellaneous helper code
* to be used in the rendering process.
*
* @author James Seibel
* @version 2-13-2021
* @version 6-17-2021
*/
public class RenderUtil
{
private static final Minecraft mc = Minecraft.getInstance();
/**
* Returns if the given ChunkPos is in the loaded area of the world.
* @param centerCoordinate the center of the loaded world (probably the player's ChunkPos)
*/
public static boolean isChunkPosInLoadedArea(ChunkPos pos, ChunkPos center)
{
Minecraft mc = Minecraft.getInstance();
return (pos.x >= center.x - mc.options.renderDistance
&& pos.x <= center.x + mc.options.renderDistance)
&&
(pos.z >= center.z - mc.options.renderDistance
&& pos.z <= center.z + mc.options.renderDistance);
}
/**
* Returns if the given coordinate is in the loaded area of the world.
* @param centerCoordinate the center of the loaded world
@@ -19,11 +59,11 @@ public class RenderUtil
{
Minecraft mc = Minecraft.getInstance();
return (i >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& i <= centerCoordinate + mc.gameSettings.renderDistanceChunks)
return (i >= centerCoordinate - mc.options.renderDistance
&& i <= centerCoordinate + mc.options.renderDistance)
&&
(j >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& j <= centerCoordinate + mc.gameSettings.renderDistanceChunks);
(j >= centerCoordinate - mc.options.renderDistance
&& j <= centerCoordinate + mc.options.renderDistance);
}
@@ -42,4 +82,30 @@ public class RenderUtil
&& j <= lodRadius + halfRadius);
}
/**
* Get how much buffer memory would be required for the given radius multiplier
*/
public static int getBufferMemoryForRadiusMultiplier(int radiusMultiplier)
{
int numbChunksWide = mc.options.renderDistance *
radiusMultiplier * 2;
// calculate the max amount of buffer memory needed (in bytes)
return numbChunksWide * numbChunksWide *
LodConfig.CLIENT.lodTemplate.get().
getBufferMemoryForSingleLod(LodConfig.CLIENT.lodDetail.get());
}
/**
* Returns the maxViewDistanceMultiplier for the given LodTemplate
* at the given LodDetail level.
*/
public static int getMaxRadiusMultiplierWithAvaliableMemory(LodTemplate lodTemplate, LodDetail lodDetail)
{
int maxNumberOfLods = LodRenderer.MAX_ALOCATEABLE_DIRECT_MEMORY / lodTemplate.getBufferMemoryForSingleLod(lodDetail);
int numbLodsWide = (int) Math.sqrt(maxNumberOfLods);
return numbLodsWide / (2 * mc.options.renderDistance);
}
}
@@ -1,149 +0,0 @@
package com.seibel.lod.util;
import java.nio.file.Path;
import java.nio.file.Paths;
import org.apache.commons.lang3.tuple.Pair;
import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.LodColorStyle;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.enums.LodTemplate;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
/**
*
* @author James Seibel
* @version 05-31-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
public static class Client
{
public ForgeConfigSpec.BooleanValue drawLODs;
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.BooleanValue debugMode;
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public ForgeConfigSpec.EnumValue<LodDetail> lodDetail;
public ForgeConfigSpec.EnumValue<LodColorStyle> lodColorStyle;
/** this is multiplied by the default view distance
* to determine how far out to generate/render LODs */
public ForgeConfigSpec.IntValue lodChunkRadiusMultiplier;
Client(ForgeConfigSpec.Builder builder)
{
builder.comment(ModInfo.MODNAME + " configuration settings").push("client");
drawLODs = builder
.comment("\n"
+ " If false LODs will not be drawn, \n"
+ " however they will still be generated \n"
+ " and saved to file for later use.")
.define("drawLODs", true);
fogDistance = builder
.comment("\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ".")
.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
debugMode = builder
.comment("\n"
+ " If false the LODs will draw with their normal world colors. \n"
+ " If true they will draw as a black and white checkerboard. \n"
+ " This can be used for debugging or imagining you are playing a \n"
+ " giant game of chess ;)")
.define("drawCheckerBoard", false);
lodTemplate = builder
.comment("\n"
+ " How should the LODs be drawn? \n"
+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC.toString() + ": LOD Chunks smoothly transition between other, "
+ " " + " unless a neighboring chunk is at a significantly different height. ")
.defineEnum("lodTemplate", LodTemplate.CUBIC);
lodDetail = builder
.comment("\n"
+ " How detailed should the LODs be? \n"
+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk.")
.defineEnum("lodGeometryQuality", LodDetail.SINGLE);
lodColorStyle = builder
.comment("\n"
+ " How should the LODs be colored? \n"
+ " " + LodColorStyle.TOP.toString() + ": Use the color from the top of the LOD chunk for all sides. \n"
+ " " + LodColorStyle.INDIVIDUAL_SIDES.toString() + ": For each side of the LOD use the color corresponding to that side. ")
.defineEnum("lodColorStyle", LodColorStyle.TOP);
lodChunkRadiusMultiplier = builder
.comment("\n"
+ " This is multiplied by the default view distance \n"
+ " to determine how far out to generate/render LODs. \n"
+ " A value of 2 means that there is 1 render distance worth \n"
+ " of LODs in each cardinal direction.")
.defineInRange("lodChunkRadiusMultiplier", 6, 2, 1023);
builder.pop();
}
}
/**
* {@link Path} to the configuration file of this mod
*/
private static final Path CONFIG_PATH =
Paths.get("config", ModInfo.MODID + ".toml");
public static final ForgeConfigSpec clientSpec;
public static final Client CLIENT;
static {
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
clientSpec = specPair.getRight();
CLIENT = specPair.getLeft();
// setup the config file
CommentedFileConfig config = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
config.load();
config.save();
clientSpec.setConfig(config);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Forge config just got changed on the file system!");
}
}
@@ -1,5 +1,25 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.util;
import java.awt.Color;
import java.io.File;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.RegionPos;
@@ -18,9 +38,9 @@ import net.minecraft.world.server.ServerWorld;
* This class holds methods that may be used in multiple places.
*
* @author James Seibel
* @version 04-01-2021
* @version 06-27-2021
*/
public class LodUtils
public class LodUtil
{
private static Minecraft mc = Minecraft.getInstance();
@@ -33,10 +53,10 @@ public class LodUtils
*/
public static ServerWorld getFirstValidServerWorld()
{
if (mc.getIntegratedServer() == null)
if (mc.hasSingleplayerServer())
return null;
Iterable<ServerWorld> worlds = mc.getIntegratedServer().getWorlds();
Iterable<ServerWorld> worlds = mc.getSingleplayerServer().getAllLevels();
for (ServerWorld world : worlds)
return world;
@@ -51,16 +71,16 @@ public class LodUtils
*/
public static ServerWorld getServerWorldFromDimension(DimensionType dimension)
{
IntegratedServer server = mc.getIntegratedServer();
IntegratedServer server = mc.getSingleplayerServer();
if (server == null)
return null;
Iterable<ServerWorld> worlds = server.getWorlds();
Iterable<ServerWorld> worlds = server.getAllLevels();
ServerWorld returnWorld = null;
for (ServerWorld world : worlds)
{
if(world.getDimensionType() == dimension)
if(world.dimensionType() == dimension)
{
returnWorld = world;
break;
@@ -118,31 +138,31 @@ public class LodUtils
Minecraft mc = Minecraft.getInstance();
if(mc.isIntegratedServerRunning())
if(mc.hasSingleplayerServer())
{
// this will return the world save location
// and the dimension folder
if(mc.world == null)
if(mc.level == null)
return "";
ServerWorld serverWorld = LodUtils.getServerWorldFromDimension(mc.world.getDimensionType());
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(mc.level.dimensionType());
if(serverWorld == null)
return "";
ServerChunkProvider provider = serverWorld.getChunkProvider();
ServerChunkProvider provider = serverWorld.getChunkSource();
if(provider == null)
return "";
return provider.getSavedData().folder.toString();
return provider.dataStorage.dataFolder.toString();
}
else
{
ServerData server = mc.getCurrentServerData();
return server.serverName + ", IP " +
server.serverIP + ", GameVersion " +
server.gameVersion.getString() + "\\"
+ "dim_" + mc.world.getDimensionType().getEffects().getPath() + "\\";
ServerData server = mc.getCurrentServer();
return server.name + ", IP " +
server.ip + ", GameVersion " +
server.version.getString() + File.separatorChar
+ "dim_" + mc.level.dimensionType().effectsLocation().getPath() + File.separatorChar;
}
}
@@ -159,28 +179,28 @@ public class LodUtils
{
Minecraft mc = Minecraft.getInstance();
if(mc.isIntegratedServerRunning())
if(mc.hasSingleplayerServer())
{
// this will return the world save location
// and the dimension folder
ServerWorld serverWorld = LodUtils.getServerWorldFromDimension(world.getDimensionType());
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(world.dimensionType());
if(serverWorld == null)
throw new NullPointerException("getDimensionIDFromWorld wasn't able to get the ServerWorld for the dimension " + world.getDimensionType().getEffects().getPath());
throw new NullPointerException("getDimensionIDFromWorld wasn't able to get the ServerWorld for the dimension " + world.dimensionType().effectsLocation().getPath());
ServerChunkProvider provider = serverWorld.getChunkProvider();
ServerChunkProvider provider = serverWorld.getChunkSource();
if(provider == null)
throw new NullPointerException("getDimensionIDFromWorld wasn't able to get the ServerChunkProvider for the dimension " + world.getDimensionType().getEffects().getPath());
throw new NullPointerException("getDimensionIDFromWorld wasn't able to get the ServerChunkProvider for the dimension " + world.dimensionType().effectsLocation().getPath());
return provider.getSavedData().folder.toString();
return provider.dataStorage.dataFolder.toString();
}
else
{
ServerData server = mc.getCurrentServerData();
return server.serverName + ", IP " +
server.serverIP + ", GameVersion " +
server.gameVersion.getString() + "\\"
+ "dim_" + world.getDimensionType().getEffects().getPath() + "\\";
ServerData server = mc.getCurrentServer();
return server.name + ", IP " +
server.ip + ", GameVersion " +
server.version.getString() + File.separatorChar
+ "dim_" + world.dimensionType().effectsLocation().getPath() + File.separatorChar;
}
}
@@ -191,25 +211,75 @@ public class LodUtils
*/
public static String getWorldID(IWorld world)
{
if(mc.isIntegratedServerRunning())
if(mc.hasSingleplayerServer())
{
// chop off the dimension ID as it is not needed/wanted
String dimId = getDimensionIDFromWorld(world);
// get the world name
int saveIndex = dimId.indexOf("saves") + 1 + "saves".length();
int slashIndex = dimId.indexOf('\\', saveIndex);
int slashIndex = dimId.indexOf(File.separatorChar, saveIndex);
dimId = dimId.substring(saveIndex, slashIndex);
return dimId;
}
else
{
ServerData server = mc.getCurrentServerData();
return server.serverName + ", IP " +
server.serverIP + ", GameVersion " +
server.gameVersion.getString();
ServerData server = mc.getCurrentServer();
return server.name + ", IP " +
server.ip + ", GameVersion " +
server.version.getString();
}
}
/**
* Convert a BlockColors int into a Color object.
*/
public static Color intToColor(int num)
{
int filter = 0b11111111;
int red = (num >> 16 ) & filter;
int green = (num >> 8 ) & filter;
int blue = num & filter;
return new Color(red, green, blue);
}
/**
* Convert a Color into a BlockColors object.
*/
public static int colorToInt(Color color)
{
return color.getRGB();
}
/**
* Clamps the given value between the min and max values.
* May behave strangely if min > max.
*/
public static int clamp(int min, int value, int max)
{
return Math.min(max, Math.max(value, min));
}
/**
* Clamps the given value between the min and max values.
* May behave strangely if min > max.
*/
public static float clamp(float min, float value, float max)
{
return Math.min(max, Math.max(value, min));
}
/**
* Clamps the given value between the min and max values.
* May behave strangely if min > max.
*/
public static double clamp(double min, double value, double max)
{
return Math.min(max, Math.max(value, min));
}
}
@@ -1,3 +1,20 @@
/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.util;
/**
@@ -1,96 +0,0 @@
package com.seibel.lod.util;
import java.lang.reflect.Field;
import com.seibel.lod.enums.FogQuality;
import net.minecraft.client.Minecraft;
/**
* This object is used to get variables from methods
* where they are private.
*
* @author James Seibel
* @version 02-18-2021
*/
public class ReflectionHandler
{
private Minecraft mc = Minecraft.getInstance();
public Field ofFogField = null;
public ReflectionHandler()
{
setupFogField();
}
/**
* Similar to setupFovMethod.
*/
private void setupFogField()
{
// get every variable from the entity renderer
Field[] vars = mc.gameSettings.getClass().getDeclaredFields();
// try and find the ofFogType variable in gameSettings
for(Field f : vars)
{
if(f.getName().equals("ofFogType"))
{
ofFogField = f;
return;
}
}
// we didn't find the field,
// either optifine isn't installed, or
// optifine changed the name of the variable
ofFogField = null;
}
/**
* Get what type of fog optifine is currently set to render.
*/
public FogQuality getFogQuality()
{
if (ofFogField == null)
{
// either optifine isn't installed,
// the variable name was changed, or
// the setup method wasn't called yet.
return FogQuality.OFF;
}
int returnNum = 0;
try
{
returnNum = (int)ofFogField.get(mc.gameSettings);
}
catch (IllegalArgumentException | IllegalAccessException e)
{
e.printStackTrace();
}
switch (returnNum)
{
case 0:
return FogQuality.FAST;
case 1:
return FogQuality.FAST;
case 2:
return FogQuality.FANCY;
case 3:
return FogQuality.OFF;
default:
return FogQuality.FAST;
}
}
}
@@ -16,6 +16,34 @@ public net.minecraft.world.storage.DimensionSavedDataManager field_215759_d # fo
# used when generating LodChunks
public net.minecraft.block.AbstractBlock$AbstractBlockState field_235704_h_ # materialColor
# used when determining which chunks Vanilla Minecraft is going to render
public net.minecraft.client.renderer.WorldRenderer$LocalRenderInformationContainer
public net.minecraft.client.renderer.WorldRenderer field_72755_R # renderInfos
public net.minecraft.client.renderer.WorldRenderer$LocalRenderInformationContainer field_178036_a # renderChunk
# used in world generation
public net.minecraft.world.server.ServerWorld field_241106_P_ # structuremanager
public net.minecraft.world.gen.Heightmap func_202267_b(II)I # getDataArrayIndex
public net.minecraft.world.gen.Heightmap func_202272_a(III)V # set
public net.minecraft.world.chunk.Chunk field_76634_f # heightMap
public net.minecraft.world.chunk.Chunk field_76652_q # sections
public net.minecraft.world.chunk.ChunkPrimer field_201661_i # sections
public net.minecraft.world.server.ChunkManager field_219269_w # templateManager
public net.minecraft.world.server.ChunkManager field_219256_j # lightManager
public net.minecraft.world.gen.feature.template.TemplateManager field_186240_a # templates
public net.minecraft.world.biome.Biome field_242424_k # biomeGenerationSettings
public net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider field_227406_b_ # weightedStates
public net.minecraft.world.gen.placement.ConfiguredPlacement field_215096_a # decorator
public net.minecraft.world.gen.placement.ConfiguredPlacement field_215097_b # config
public net.minecraft.util.WeightedList field_220658_a # weightedEntries
public net.minecraft.world.gen.feature.FeatureSpread field_242250_b # base
public net.minecraft.world.gen.feature.FeatureSpread field_242251_c # spread
public net.minecraft.world.gen.feature.ConfiguredFeature func_242765_a(Lnet/minecraft/world/ISeedReader;Lnet/minecraft/world/gen/ChunkGenerator;Ljava/util/Random;Lnet/minecraft/util/math/BlockPos;)Z # place
public net.minecraft.world.server.ServerChunkProvider field_217244_j # dataStorage
public net.minecraft.world.lighting.WorldLightManager field_215576_a # blockEngine
public net.minecraft.world.lighting.WorldLightManager field_215577_b # skyEngine
public net.minecraft.world.gen.feature.Feature field_236290_a_ # configuredCodec
#=====================#
+3 -3
View File
@@ -7,7 +7,7 @@
modLoader="javafml" #mandatory
#// A version range to match for said mod loader - for regular FML @Mod it will be the forge version
loaderVersion="[35,)" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions.
loaderVersion="[36,)" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions.
#// The license for you mod. This is mandatory metadata and allows for easier comprehension of your redistributive properties.
#// Review your options at https://choosealicense.com/. All rights reserved is the default copyright stance, and is thus the default here.
@@ -24,10 +24,10 @@ modId="lod" #mandatory
#// The version number of the mod - there's a few well known ${} variables useable here or just hardcode it
#//${file.jarVersion} will substitute the value of the Implementation-Version as read from the mod's JAR file metadata
#// see the associated build.gradle script for how to populate this completely automatically during a build
version="a1.2" #mandatory
version="a1.3.2" #mandatory
#// A display name for the mod
displayName="Levels of Detail" #mandatory
displayName="Level of Detail" #mandatory
#// A URL to query for updates for this mod. See the JSON update specification https://mcforge.readthedocs.io/en/latest/gettingstarted/autoupdate/
#//updateJSONURL="https://change.me.example.invalid/updates.json" #optional
+2 -2
View File
@@ -1,9 +1,9 @@
[
{
"modid": "lod",
"name": "Level Of Details",
"name": "Level Of Detail",
"description": "Generates and renders simplified chunks beyond the normal view distance, at a low performance cost.",
"version": "a1.2",
"version": "a1.3.2",
"mcversion": "1.16.4",
"url": "",
"updateUrl": "",