Compare commits

...

590 Commits

Author SHA1 Message Date
James Seibel b1bcdb24f0 comment out the config override for release a1.4.1 2021-09-08 18:30:37 -05:00
James Seibel cbd7f4300e Improve logging wording 2021-09-08 18:17:36 -05:00
James Seibel 4d8e30121e fix a spelling mistake 2021-09-08 18:17:17 -05:00
James Seibel fbe39542fc update the version number to a1.4.1 2021-09-08 18:13:25 -05:00
James Seibel 6a1f448b41 comment out testing code 2021-09-08 18:13:06 -05:00
James Seibel e13b23832c Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-09-08 18:09:15 -05:00
James Seibel 4c9e0edf32 Add barrier blocks to the list of blocks to ignore 2021-09-08 18:08:59 -05:00
Leonardo 8664a06d3b fixed a small bug that was causing visual artifacts 2021-09-08 19:38:17 +02:00
James Seibel 18b8359f0d rename the wrapper package to wrappers 2021-09-07 21:12:58 -05:00
James Seibel 7de4c7c72a Make the reflection handler a singleton 2021-09-07 21:12:16 -05:00
James Seibel b4bbabae42 enable debugging settings in ClientProxy 2021-09-07 19:52:27 -05:00
James Seibel 40321d6e21 Remove unused variables, imports, etc. 2021-09-07 19:52:06 -05:00
James Seibel cf1702bd0c Fix file reading/writing not working, Closes #61 2021-09-07 19:38:41 -05:00
James Seibel a9b50cdb32 remove invalid imports / organize imports 2021-09-07 19:10:30 -05:00
James Seibel 7eed472029 Fix stuttering caused by a merge 2021-09-07 19:09:50 -05:00
James Seibel 0262e452c7 Improve FileHandler info message 2021-09-07 19:04:48 -05:00
James Seibel 30287d5a7d Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-09-07 18:54:41 -05:00
James Seibel 83346fed1f Improve the error messages in the LodDimensionFileHandler 2021-09-07 18:54:24 -05:00
Leonardo e897c3edba fixed generation 2021-09-08 00:51:39 +02:00
Leonardo bd9e2acaf6 Changed the default heigth and depth and small fix to the culling 2021-09-08 00:23:44 +02:00
Leonardo 1e15d372c4 Added box caching 2021-09-07 21:22:12 +02:00
Leonardo 849d563425 Added box to replace AxisAlignedBB 2021-09-07 20:07:39 +02:00
Leonardo aa5a8aa3b8 small change 2021-09-07 19:05:58 +02:00
Leonardo b096cc53aa Working version 2021-09-07 19:02:51 +02:00
Leonardo 94d994e761 re-added the commit 2021-09-07 18:52:58 +02:00
Leonardo f76fa17e25 Removed level pos and data arrays 2021-09-07 17:23:22 +02:00
James Seibel 53a66268cb Close issue #37 (z-fighting far from the origin)
I'm not certain why in LodRenderer swapBuffers has to be called after the frame has been rendered, but otherwise it causes stuttering / rubber banding.
2021-09-06 22:51:46 -05:00
James Seibel 139867d4b8 auto-indent 2021-09-06 12:17:49 -05:00
James Seibel 81cf05ba19 fix a issue where nothing renders in the compiled version 2021-09-06 11:55:44 -05:00
James Seibel 13a1e7ed56 Add the MinecraftWrapper 2021-09-06 11:20:32 -05:00
James Seibel 42bd0fbde9 Delete 1.4 release notes.txt 2021-09-05 17:25:46 -05:00
James Seibel ebe2bd97bc Remove the compiled jars (they are now handled by CurseForge) 2021-09-05 16:51:26 -05:00
James Seibel a3ac3386d0 Update 1.4 release notes.txt 2021-09-05 16:50:42 -05:00
Leonardo 69ba83d34f small change to far Fog 2021-09-05 16:15:14 +02:00
James Seibel e048d277f8 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-09-04 11:01:26 -05:00
James Seibel 0bca47a92b Update pack.mcmeta
I don't even know if we need this file
2021-09-04 11:01:05 -05:00
James Seibel ce84b30ddb Change a println to use the logger 2021-09-04 11:00:54 -05:00
Leonardo 1843f96526 various fix to the new classes 2021-09-04 12:48:22 +02:00
Leonardo e46864431b Fixing the new classes 2021-09-03 23:33:54 +02:00
Leonardo 152a3fa108 Optimized the generation memory use 2021-09-03 22:35:08 +02:00
Leonardo 3420133bd3 Added LevelPosUtil, PosToGenerateContainer and PosToRenderContainer to be used in the future 2021-09-03 19:34:04 +02:00
Leonardo c79bf7c3f7 Fixed chunk data generation during first world loading 2021-09-03 13:10:16 +02:00
James Seibel 2219da4050 revert the fog changes 2021-09-01 21:47:31 -05:00
James Seibel a1aa90cccb Split up the configs to make it easier to understand 2021-09-01 21:39:02 -05:00
Leonardo d19abaef7b small fix to a bug that was causing crash if the player went over y 256 2021-09-01 18:20:51 +02:00
Leonardo 77625c65c7 small fix 2021-09-01 18:11:25 +02:00
Leonardo 91ba48ad4a Max draw detail now works correctly and node bigger than a chunk do not disappear if you touch a border 2021-09-01 18:11:01 +02:00
Leonardo 32e587d536 Small fix to the index of vanillaRenderedChunks 2021-09-01 17:27:37 +02:00
Leonardo e3dfe658f5 Fixed chunkPos being created multiple time in the buffer 2021-09-01 17:20:52 +02:00
Leonardo 4e249e943a Revert "Added LevelPosUtil, now the node are added using it and not with the LevelPos object"
LevelPos are useful and the small stutter in the buffer builder is probably caused by the creation of ChunkPos
2021-09-01 16:33:34 +02:00
Leonardo 1360edb459 Added LevelPosUtil, now the node are added using it and not with the LevelPos object 2021-09-01 15:15:23 +02:00
James Seibel 4c7ca395c6 Add the buffer rebuild timeouts to ClientProxy.applyConfigOverrides() 2021-08-31 21:14:19 -05:00
James Seibel a1c720d588 Fix a issue where the projection matrix was given a depth of 0
This caused the depth buffer to stop working.
2021-08-31 21:05:53 -05:00
James Seibel 7b09840d02 Organize inputs 2021-08-31 19:26:17 -05:00
Leonardo e65579f346 temporary fix to the missing region bug 2021-08-31 18:08:02 +02:00
Leonardo 78d6481a49 Another small fix 2021-08-31 12:55:42 +02:00
Leonardo 1428e72d46 small fix to the generation 2021-08-31 11:47:18 +02:00
James Seibel 2c2c6d6785 Add configs for buffer building timeouts and small refactors 2021-08-30 23:16:27 -05:00
Leonardo d5d48f2448 now the vanillaRenderedChunk is reset if the player goes to high 2021-08-30 23:41:56 +02:00
Leonardo 536de1a22d fixed a small error with the timer 2021-08-30 23:25:37 +02:00
Leonardo 193c579712 changed the generation. Added re-use of levelPos 2021-08-30 23:03:22 +02:00
Leonardo cdba7b20f5 Buffer that does not change won't be rebuilt 2021-08-30 17:55:34 +02:00
Leonardo 5467d007b8 preparing the mod for future buffer caching 2021-08-30 12:36:07 +02:00
Leonardo b24d691d8a Removed a useless temp Object in the getNodeToRender 2021-08-30 10:36:15 +02:00
James Seibel f68e6a9a13 Add a config option to disable the F4 keybinding 2021-08-29 21:23:16 -05:00
James Seibel 2dcdc854e3 Improve stone color 2021-08-29 21:09:30 -05:00
James Seibel 42da213ea9 Update the mod meta info 2021-08-29 16:35:59 -05:00
James Seibel dfea2f561a Replace the old logo files with the new logo files 2021-08-29 14:32:19 -05:00
James Seibel d8b4730ee0 Remove a unneeded depreciation suppression warning 2021-08-29 14:20:18 -05:00
Leonardo 74cbf794a1 the culling in templace can be disabled using the disableCulling boolean 2021-08-29 18:22:41 +02:00
Leonardo 812fa65054 divided the time checker for the regen 2021-08-29 17:18:21 +02:00
Leonardo ba63b44288 small change 2021-08-29 16:44:36 +02:00
Leonardo b19a80f411 Optimized the regen 2021-08-29 16:42:44 +02:00
Leonardo 450f15ad36 Finally fixed the regen problem 2021-08-29 10:56:14 +02:00
James Seibel a6ed4968f5 Add a config option for the number of buffer builder threads 2021-08-28 23:38:51 -05:00
James Seibel 65dc629771 Remove a unsettable configOverride 2021-08-28 23:38:16 -05:00
James Seibel 80aa49e28b Update 1.4 release notes.txt 2021-08-28 23:37:34 -05:00
James Seibel 2c3149ef30 Fix a potential issue with compiling to the wrong Java version 2021-08-28 17:15:38 -05:00
James Seibel cd792d7045 Fix a potential crash where Setupbuffers isn't called fast enough for the BufferBuilder 2021-08-28 17:13:17 -05:00
Leonardo 3ade43651f small Optimization to the buffer 2021-08-28 20:55:18 +02:00
Leonardo f4c3ad8bb5 Fixed the garbage collector being called too much 2021-08-28 20:32:58 +02:00
James Seibel 13d2c7b421 Create the comment for issue #62 2021-08-28 12:10:19 -05:00
James Seibel c54c2c6612 Remove the unused parameter in getBufferMemoryForSingleLod() 2021-08-28 11:55:48 -05:00
James Seibel 13878b7387 auto-format 2021-08-28 11:27:20 -05:00
James Seibel 2f20fc6b77 Update the default config options 2021-08-28 11:18:19 -05:00
James Seibel d4ada067c5 auto-indent 2021-08-28 11:05:33 -05:00
James Seibel 9277b3ad38 Add different debug modes (off, detail, detail_wireframe) 2021-08-28 11:04:59 -05:00
James Seibel c48d409015 remove the unused enum LodQuality 2021-08-28 10:18:23 -05:00
James Seibel ccdebb4242 auto-indent 2021-08-28 10:18:05 -05:00
James Seibel 18c94cea46 Update known issues 2021-08-28 10:09:32 -05:00
James Seibel fe381fc207 Rearrange ClientProxy and fix a potential saving issues 2021-08-28 10:07:20 -05:00
James Seibel acc73af666 Remove some debugging 2021-08-28 10:00:11 -05:00
Leonardo 685284f131 removed some e.printStack for the release 2021-08-28 13:40:39 +02:00
Leonardo f803bd58af fixed server not overriding lower quality 2021-08-28 13:21:50 +02:00
Leonardo 26fbdfc92c fixed memory use method and put F4 as debug key 2021-08-28 12:41:54 +02:00
Leonardo e3e8ef705a geneartionType is no longer used in LodRegion. Every region has a generationMode (+ server) 2021-08-28 12:22:09 +02:00
Leonardo e1a425dbcc fixed a small generation errore,
Now cut and gen tree are automatic
2021-08-28 11:15:34 +02:00
Leonardo d8bd4e2347 Fixed a small loading bug,
made the getDataToGenerate fully automatic, added an option to update the DetailDistanceUtil values
2021-08-28 10:38:44 +02:00
James Seibel 49cdd5702f Add 1.4 release notes
This also includes bugs that need to be fixed before 1.4 can be released
2021-08-27 21:25:26 -05:00
James Seibel 32c19eab7f move a comment 2021-08-27 20:59:41 -05:00
James Seibel a32b66aaab organize imports 2021-08-27 18:05:27 -05:00
James Seibel 425f4948dc Remove unneeded imports and a unneeded cast 2021-08-27 18:05:02 -05:00
James Seibel d05908af32 Auto-formatting 2021-08-27 18:04:50 -05:00
Leonardo 822a088096 fixed loading 2021-08-28 00:36:45 +02:00
Leonardo 36079e1624 fix to the Rendering holes 2021-08-28 00:16:44 +02:00
Leonardo 8db782a406 Now nodeToRender is fully automatic 2021-08-27 23:05:37 +02:00
Leonardo dd018f90d3 Small change 2021-08-27 18:47:42 +02:00
Leonardo af4e30588f new z fix 2021-08-27 18:27:37 +02:00
Leonardo 2630d50147 temporary z fix 2021-08-27 17:43:17 +02:00
Leonardo db2410e7fe changed indent 2021-08-27 14:34:43 +02:00
Leonardo 9990132db2 small changes 2021-08-27 14:31:13 +02:00
Leonardo 21069d6479 Optimization to getLodToRender 2021-08-27 12:02:02 +02:00
Leonardo b27afbb18c Optimized the getDataToGenerate 2021-08-27 11:34:55 +02:00
Leonardo 783c0c97a1 Preparing the BufferBuilder for new system 2021-08-27 11:28:29 +02:00
Leonardo 3dfa2d778a Fixed end bug 2021-08-27 10:59:24 +02:00
James Seibel b44a641d96 Add a TODO 2021-08-26 22:59:55 -05:00
James Seibel 8139b83a01 Fix heights saving higher then they are 2021-08-26 21:01:59 -05:00
James Seibel 456ba183da Fix updating regions where LODs contain no blocks 2021-08-26 20:28:48 -05:00
James Seibel 7525c1b257 Fix the "ffffff" error when reading files 2021-08-26 19:37:38 -05:00
James Seibel 5d4d634537 Re-add the Number Of World Generation Threads config option 2021-08-26 19:31:33 -05:00
James Seibel e1149be7c1 add a missing closing comment "/" 2021-08-26 18:14:49 -05:00
Leonardo fc0aaac69f added better shading + small changes 2021-08-27 00:54:46 +02:00
Leonardo 9786a12273 Fixed a small bug with getDataToGenerate 2021-08-26 23:34:14 +02:00
Leonardo c169cb6b7f Changed how color are calculated 2021-08-26 23:02:32 +02:00
Leonardo afcdce4667 Small fix to LevelPos 2021-08-26 20:17:00 +02:00
Leonardo ab7ed9a4c5 Optimized getDataToGenerate 2021-08-26 20:13:32 +02:00
Leonardo 120e8e5f6d small fixes and changed settings 2021-08-26 19:33:59 +02:00
Leonardo 65824a6fed fixed fog 2021-08-26 19:33:32 +02:00
Leonardo 114aaf9fe4 Update doesn't use temp object anymore 2021-08-26 19:33:15 +02:00
Leonardo 347b149037 The generation is working now 2021-08-26 17:41:01 +02:00
Leonardo 70317a37cb fixed LevelPos and colors 2021-08-26 14:28:27 +02:00
Leonardo 74e4744ff7 Correctly removed LodDataPoint and optimized the LevelPos use 2021-08-26 13:18:18 +02:00
Leonardo 98cbc30709 Small changes to how number of thread is chosen and returned to old LINEAR system 2021-08-25 16:12:18 +02:00
Leonardo b44900e3f0 Added new render/generation distance calculator 2021-08-25 13:44:53 +02:00
Leonardo 1755a252b1 Fixed how request works 2021-08-25 13:13:48 +02:00
Leonardo afcedd0c6d Improved how LINEAR is determined 2021-08-25 13:13:27 +02:00
Leonardo 525005bcb6 small changes to how the node to render are chosen 2021-08-25 12:26:16 +02:00
Leonardo 360294d37c fixed the generation Request 2021-08-25 12:24:59 +02:00
Leonardo ea05e3f9e6 fixed the cull 2021-08-25 12:24:01 +02:00
Leonardo 70a75f0543 added an offset to the cull 2021-08-25 11:09:49 +02:00
Leonardo 488d520b8f Improved the template, shared faces are not rendered 2021-08-25 10:55:05 +02:00
Leonardo 30bb175ea0 small changes 2021-08-25 08:17:39 +02:00
Leonardo 500a68e0fc Merge remote-tracking branch 'origin/1.16.5' into 1.16.5
# Conflicts:
#	src/main/java/com/seibel/lod/builders/LodBufferBuilder.java
#	src/main/java/com/seibel/lod/handlers/LodDimensionFileHandler.java
#	src/main/java/com/seibel/lod/proxy/ClientProxy.java
2021-08-25 07:59:57 +02:00
James Seibel 0cd9bfaef2 Put all LOD save files in the same folder 2021-08-24 21:48:09 -05:00
James Seibel a464176a25 Close #32 (make distance generation independent of the buffer builder) 2021-08-24 21:47:51 -05:00
James Seibel a0dcde48ae Remove unneeded TODOs and unused code 2021-08-24 18:31:42 -05:00
Leonardo 8ae81d3aac added some debugging comments 2021-08-24 23:11:14 +02:00
Leonardo c4f864f0e3 changed how the distance generation mode is determined and added
zFix boolean in node to render to disable the zFighting fix
2021-08-24 23:10:29 +02:00
Leonardo cddd239fc5 Introduced try and catch were needed and fixed some small bugs 2021-08-24 14:58:22 +02:00
Leonardo 189b0ec878 Now the system work stable with SINGLE 2021-08-24 02:35:25 +02:00
Leonardo bd305a0269 small fixes to tree generator new tree cutter 2021-08-24 01:54:01 +02:00
Leonardo bbf99ed145 fixed tree generator new tree cutter 2021-08-24 00:33:46 +02:00
Leonardo cac4807986 Added tree generator and new tree cutter 2021-08-23 23:44:55 +02:00
Leonardo 181539b83b small fixes 2021-08-23 16:05:21 +02:00
Leonardo 4795ddd1ff Fixed circle generation bug 2021-08-23 15:33:51 +02:00
Leonardo c1c6680d04 small changes 2021-08-23 14:20:09 +02:00
Leonardo 81cbc7a12b added the big update function 2021-08-23 12:36:32 +02:00
Leonardo 4c6185556f Small fixes 2021-08-23 12:10:55 +02:00
Leonardo b0ed460230 small fix to the tree cutter 2021-08-23 11:45:15 +02:00
Leonardo 38e323a12f small fix to the tree cutter 2021-08-23 11:24:06 +02:00
Leonardo 9840c594e6 Added the tree cutter 2021-08-23 11:12:23 +02:00
James Seibel fdd8204a46 Add multi-threaded buffer building 2021-08-22 22:54:16 -05:00
James Seibel fb188e4819 auto indentation 2021-08-22 18:46:47 -05:00
James Seibel 9b3d9cbba3 javadoc formatting 2021-08-22 18:46:22 -05:00
James Seibel a2aa1dd081 add a lock to the buffer builder when the buffers are being used
Hopefully this should prevent some crashes and errors when generating buffers
2021-08-22 18:42:27 -05:00
James Seibel cb889d7430 auto formatting 2021-08-22 18:26:59 -05:00
James Seibel 2a88b2e746 Remove a unused method 2021-08-22 18:25:58 -05:00
James Seibel 93dd441708 Close #60 (LODs rendering on top of the player) and improve get Lod pos to skip 2021-08-22 18:24:41 -05:00
James Seibel a81ce6c28a auto reformat 2021-08-22 17:55:24 -05:00
James Seibel 967627c57e Move getRenderedChunks to LodUtil 2021-08-22 17:54:10 -05:00
Leonardo 31cb684bec Added different generation detail option 2021-08-22 19:54:10 +02:00
Leonardo d5112be385 small fixes 2021-08-22 19:18:14 +02:00
Leonardo 547d54aab1 Fixed the near clipping 2021-08-22 16:54:09 +02:00
Leonardo 397573bc08 removed lodChunkRadiusMultiplier from proxy, config and renderer 2021-08-22 16:46:55 +02:00
Leonardo b52d7e4f20 small fix to the Near fog 2021-08-22 16:33:20 +02:00
Leonardo a450f44aa7 small fix to the fog 2021-08-22 16:20:27 +02:00
Leonardo a4e8e9ef60 Merge remote-tracking branch 'origin/1.16.5' into 1.16.5
# Conflicts:
#	src/main/java/com/seibel/lod/proxy/ClientProxy.java
2021-08-22 16:09:07 +02:00
Leonardo 3c28ed5601 small fix to fog 2021-08-22 16:06:30 +02:00
James Seibel c5ec41eb2d Add buffer recreation when changing worlds 2021-08-22 08:42:55 -05:00
Leonardo d1bb96c2dc small fix 2021-08-22 14:46:16 +02:00
James Seibel d72ba5bb82 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-22 07:40:09 -05:00
James Seibel baba54bdb8 Add error reporting and handling when unable to access the save folder 2021-08-22 07:40:00 -05:00
Leonardo aa7ea85cde New config 2021-08-22 14:34:02 +02:00
Leonardo a1f01bef78 Fixed game chunk not overriding lod chunk 2021-08-22 11:51:26 +02:00
Leonardo 1a7655e752 Added DetailUtil and it's use in the buffer builder +
small fixes
2021-08-22 11:27:40 +02:00
James Seibel e2a983e4ac comment grammar change 2021-08-21 21:54:40 -05:00
James Seibel e2f0263643 Remove synchronized from getters 2021-08-21 21:54:23 -05:00
James Seibel b280303f8f Improve vine colors 2021-08-21 20:06:22 -05:00
James Seibel ff3b2aee6b Add error catching and improve the None distance generation mode 2021-08-21 20:02:30 -05:00
James Seibel 804f830a10 fix third person backwards culling the wrong regions 2021-08-21 19:57:03 -05:00
James Seibel 68b5978135 Change the color of Mycelium to better match its block color 2021-08-21 19:45:43 -05:00
James Seibel 9ebb84bf9c Make air and Cave air act the same when generating LODs 2021-08-21 19:25:31 -05:00
James Seibel a08e08856a Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into
1.16.5

# Conflicts:
#	src/main/java/com/seibel/lod/builders/LodBufferBuilder.java
2021-08-21 18:57:39 -05:00
James Seibel 8d5c8bf7b8 Finish adding simple frustum culling 2021-08-21 18:54:20 -05:00
Leonardo 168eb537cb Improved generation 2021-08-21 22:21:41 +02:00
James Seibel ca57c15d46 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into
1.16.5

# Conflicts:
#	src/main/java/com/seibel/lod/builders/LodBufferBuilder.java
2021-08-21 15:19:04 -05:00
James Seibel 5aea9877e0 re-organize RenderUtil 2021-08-21 15:11:13 -05:00
Leonardo c20ec4ef59 added commented use of biomeUtils and terrainUtils 2021-08-21 22:01:52 +02:00
James Seibel 32fb349621 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-21 13:05:35 -05:00
James Seibel c5b4e20787 Add simple partially functioning frustum culling 2021-08-21 13:05:32 -05:00
James Seibel a246dd7561 improve a few comments 2021-08-21 13:02:21 -05:00
James Seibel 615e29451a add conversions to chunk and block pos 2021-08-21 13:01:39 -05:00
James Seibel bcac2bd7ba Update a few comments 2021-08-21 13:01:24 -05:00
Leonardo a02c232f5f improved getDataToGenerate and changed how it's used in the buffer builder 2021-08-21 17:28:11 +02:00
James Seibel d27dbbb64e Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into
1.16.5

# Conflicts:
#	src/main/java/com/seibel/lod/builders/LodBufferBuilder.java
2021-08-21 10:06:44 -05:00
James Seibel fdfbee108a minor client proxy debug setting changes/commenting 2021-08-21 09:57:14 -05:00
James Seibel de54c37cf1 Optimize Buffer Builder chunk generator queuing 2021-08-21 09:55:04 -05:00
Leonardo d4580806d1 minor fixes, fixed z fighting 2021-08-21 16:25:09 +02:00
James Seibel 5a856c65fa Update the debug colors to work up to region size 2021-08-21 08:03:35 -05:00
James Seibel 75d6da98dc Remove invalid imports (again) 2021-08-21 07:36:49 -05:00
Leonardo 7654cac01d minor fixes 2021-08-21 14:33:11 +02:00
James Seibel cbe242cd2f Remove invalid import 2021-08-21 07:23:55 -05:00
Leonardo 7f69b11ae4 minor fixes 2021-08-21 12:43:38 +02:00
Leonardo 426c9edb05 new generation system fixed 2021-08-21 12:25:49 +02:00
James Seibel 88fb9b5b21 Add debug code to the LodNodeGenWorker 2021-08-20 21:32:57 -05:00
James Seibel 163f8ca979 Remove Node from the names of LodRenderer, BufferBuilder, LodTemplates, and LodBuilder 2021-08-20 20:28:37 -05:00
James Seibel ee416a10ec Add null checking to the BufferBuilder 2021-08-20 20:24:33 -05:00
James Seibel c5ef03aa0e Add null checks and minor formatting changes 2021-08-20 20:19:46 -05:00
James Seibel 25cb08f541 Eclipse auto-formating 2021-08-20 20:19:05 -05:00
Leonardo fcd06bde87 fixed getDataToGenerate use in buffer builder,
Fixed buffers indexing
2021-08-21 02:57:57 +02:00
Leonardo 00f50a2e60 Added getNodeToGenerate to the buffer builder 2021-08-20 19:46:46 +02:00
Leonardo 550c0f1bf2 Added getDataToRender to the bufferBuilder 2021-08-20 19:02:11 +02:00
Leonardo 0f0179bd19 Various fix 2021-08-20 17:06:41 +02:00
Leonardo 7885d14a91 getDataToRender and getDataToGenerate added to dimension 2021-08-20 16:35:38 +02:00
Leonardo bd9c3bba3f added getDataTeRender 2021-08-20 16:07:27 +02:00
Leonardo 04f8cd653a getDataToGenerate should work correctly 2021-08-20 15:03:28 +02:00
James Seibel 02bfc20ae6 Fix small mushrooms using the grass color 2021-08-20 07:34:14 -05:00
James Seibel d65017366a comment out the buffer building time console printing 2021-08-20 07:25:52 -05:00
James Seibel 05d17ba9fa Close #57 (Add support for night vision) 2021-08-20 07:25:22 -05:00
Leonardo 967aab3b3b new line brackets 2021-08-20 11:46:41 +02:00
Leonardo 9f77bf4e61 Merge remote-tracking branch 'origin/1.16.5' into 1.16.5 2021-08-20 11:32:21 +02:00
James Seibel 6aa096de57 Remove an incorrect import 2021-08-19 19:41:56 -05:00
Leonardo d312d60cd9 Fixed loading not working, started the creation of dataToGenerate and dataToRender 2021-08-20 00:50:08 +02:00
Leonardo 65fde550cb Small fix to the position 2021-08-19 15:49:36 +02:00
Leonardo 736b5ba625 new enum for render distance and quality of lods 2021-08-19 12:47:54 +02:00
Leonardo b2227688bc Merge remote-tracking branch 'origin/1.16.5' into 1.16.5 2021-08-19 11:31:40 +02:00
Leonardo cbe8b647b1 New fast save system 2021-08-19 11:31:26 +02:00
James Seibel 0b0f0eab2f Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-18 17:37:38 -05:00
James Seibel ffb63ce8ef Move the setupBuffers method to the ClientProxy 2021-08-18 17:37:23 -05:00
Leonardo 0e6f5d9805 Changed the save system
Now lod render distance and quality are not dependent on game render distance
2021-08-18 23:54:13 +02:00
Leonardo a0bd9648dc Conversion to new quad tree LodRegion 2021-08-18 19:46:56 +02:00
James Seibel aa1778cf82 Remove the direct memory Buffer limit
Now the LOD multiplier won't be lowered when the detail is increased.
2021-08-17 22:44:50 -05:00
Leonardo 10d66a4775 LodRegion now works (might still have bugs) 2021-08-16 23:03:21 +02:00
Leonardo 4082c97e0e LodRegion update (not yet complete) 2021-08-16 18:45:42 +02:00
Leonardo 665f979e82 LodRegion update (not yet complete) 2021-08-16 14:23:26 +02:00
Leonardo 911205ce0a Create the new LodRegion class that will replace the quadTrees 2021-08-16 12:24:49 +02:00
James Seibel 51078fde5b Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-15 19:39:55 -05:00
James Seibel adde7e8d67 Add a ThreadFactory to name executor threads 2021-08-15 19:38:51 -05:00
Leonardo 582e38eec5 Added the ability to change the save type to bin (slower method at the moment) 2021-08-16 00:05:24 +02:00
James Seibel e987e679d0 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into
1.16.5

# Conflicts:
#	src/main/java/com/seibel/lod/builders/LodNodeBufferBuilder.java
2021-08-15 15:14:43 -05:00
James Seibel 6d776407a4 Optimize the BufferBuilder 2021-08-15 14:52:17 -05:00
Leonardo 8a61a5f0e7 Slightly optimize addLodToBuffer 2021-08-15 16:40:13 +02:00
James Seibel 49a9ff8640 Re-add the render.drawLODs method to clientProxy
Ops.
2021-08-15 08:32:00 -05:00
James Seibel 47ebdb4aee Remove BiomeContainer from BufferBuilder
Having it prevents server use
2021-08-15 08:19:00 -05:00
James Seibel 2b10a9d977 Remove objectSizeCalculator Java Mission Control is much better 2021-08-15 07:50:31 -05:00
James Seibel 247b7d5633 Add toString methods 2021-08-14 21:01:27 -05:00
James Seibel ae9eba0608 Add distanceGenerationMode when generating nodes 2021-08-14 19:56:16 -05:00
James Seibel 7983681b70 Update the config 2021-08-14 18:13:08 -05:00
James Seibel 85d4106f28 Add a try catch to LodQuadTreeDimension 2021-08-14 18:08:47 -05:00
James Seibel 22d329b8aa remove illegal state exception in LodQuadTreeWorld
This fixes an exception being thrown when leaving the world.
2021-08-14 18:02:25 -05:00
James Seibel 004d36ffa7 Remove old commented out code 2021-08-14 18:01:35 -05:00
James Seibel 231340d979 Comment out debug code 2021-08-14 17:38:40 -05:00
James Seibel f55f5b881f Optimize the region distance logic 2021-08-14 17:26:47 -05:00
James Seibel 03ac090e06 Refactor and improve the comments in LodNodeBufferBuilder 2021-08-14 17:26:28 -05:00
James Seibel 3b375e9c1b minor spacing change 2021-08-14 17:22:59 -05:00
James Seibel e44157fae5 Update / Fix RegionPos 2021-08-14 17:22:44 -05:00
James Seibel 997513231c Improve variable naming in LodNodeRenderer 2021-08-14 16:00:12 -05:00
James Seibel 64c3ba297b Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-14 09:34:01 -05:00
James Seibel 3ae9c49de4 Improve file writing logic 2021-08-14 09:33:46 -05:00
Leonardo 5692f9fa69 Added the cutTreeAtLevel method 2021-08-14 15:52:14 +02:00
Leonardo 72ba9f5699 Added the cutTreeAtLevel method 2021-08-14 15:50:44 +02:00
James Seibel 696be6f796 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-14 08:20:09 -05:00
James Seibel 5198335948 Improve LOD saving logic 2021-08-14 08:19:44 -05:00
Leonardo 8102063850 Added the cutTreeAtLevel method 2021-08-14 15:17:03 +02:00
Leonardo 86bf551de8 Lod not saving fix 2021-08-14 15:04:54 +02:00
Leonardo ec2933f23c Fixed generation detail not being used 2021-08-14 14:14:26 +02:00
James Seibel f6daf62c7d Add a Size calculator class 2021-08-13 23:35:41 -05:00
James Seibel 50988db28c Use a lower level biome generation method 2021-08-13 23:34:53 -05:00
James Seibel 047cef184d Update TODO comment 2021-08-13 23:34:23 -05:00
James Seibel ee5b8662d1 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-13 18:01:25 -05:00
James Seibel 9470ee2507 Add KaptainWutax TerrainUtils to build.gradle 2021-08-13 18:00:06 -05:00
James Seibel 8f63e755be Rename saveRegionToDisk to saveRegionToFile 2021-08-13 17:59:33 -05:00
Leonardo b0d62da7fe Remove QuadTreeImage and remove the start, center and end field from the LodNode 2021-08-13 20:25:28 +02:00
James Seibel 7a4347b288 Fix the try catch block in LodNodeGenWorker
Try catch finally blocks need catch to work properly, who knew.
2021-08-12 21:00:35 -05:00
James Seibel bbaa583a6d Fix a config typo 2021-08-12 19:41:09 -05:00
James Seibel c3709f726c Improve how distance based quality is determined 2021-08-11 21:52:16 -05:00
James Seibel d1417069d9 Remove the old LOD objects 2021-08-11 07:33:51 -05:00
James Seibel 412f1bead0 Start removing the old LOD objects 2021-08-11 07:29:51 -05:00
James Seibel 1095f63832 Remove unneeded code in LodDetail 2021-08-10 21:19:14 -05:00
James Seibel 89d0317c7f Add full detail to the LodNodeBufferBuilder 2021-08-10 21:15:34 -05:00
James Seibel 4f489a5272 Change the distance debug colors 2021-08-10 21:14:52 -05:00
James Seibel 8c843ba4b5 Fix the Full detail mode 2021-08-10 21:14:33 -05:00
James Seibel 77401cbfa0 Auto Reformat 2021-08-10 21:14:04 -05:00
James Seibel b983692fc1 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-10 20:49:42 -05:00
James Seibel e1a40c6868 Add a comment to LodNodeBufferBuilder 2021-08-10 20:47:28 -05:00
James Seibel 9c2add4e3b Clean up distance based detail and change debugMode 2021-08-10 20:34:06 -05:00
Leonardo 8cede4760e reduced quality to improve performance 2021-08-11 01:46:11 +02:00
Leonardo bceab238d5 Small fix to the offset 2021-08-11 01:45:18 +02:00
James Seibel 121676e661 Remove a unneeded offset in LodNodeBufferBuilder 2021-08-10 17:44:44 -05:00
Leonardo 9ec3be8a48 Added different level 2021-08-10 17:23:43 +02:00
Leonardo bb61cdad70 Added different LodDetail support 2021-08-10 17:11:36 +02:00
Leonardo 2e32e4d768 LodNodeBuilder and LodNodeGenWorker now support correctly LodDetail 2021-08-10 13:07:59 +02:00
Leonardo d4ee641362 Fixed file saving not working 2021-08-10 12:28:32 +02:00
James Seibel 953c2b2e92 Improve color generation and fix Biome Only generation 2021-08-09 22:25:49 -05:00
James Seibel 2cc78c874b Remove comment for issue #54 2021-08-09 22:23:47 -05:00
Leonardo f6f0ecb21b Fixed negative region not showing 2021-08-09 17:54:04 +02:00
Leonardo 190fef934c Added getNodeAtPos for generic node level 2021-08-09 17:01:31 +02:00
James Seibel 52608a9f3f Create issue #54 2021-08-08 22:06:45 -05:00
James Seibel 54e5fd30ab Refactor and comment 2021-08-08 22:04:13 -05:00
James Seibel 89115fd5d5 Add a text reminder when overriding the config file 2021-08-08 21:48:13 -05:00
James Seibel 5631ae52be Refactoring and Commenting 2021-08-08 16:41:25 -05:00
James Seibel 6520cdb184 Refactoring and commenting 2021-08-08 16:30:04 -05:00
James Seibel ce5f8708cd Remove unused code in LodNodeBuilder
I don't think using a 3rd party generator is a good idea; even if it is much faster than vanilla MC.
For a couple of reasons:
1. we could run into issues where the 3rd party isn't updated fast enough
2. the 3rd party generator may not generate the same terrain/biomes/etc.
3.  we wouldn't be able to generate mod terrain
2021-08-08 16:25:42 -05:00
James Seibel 270a83ddbc Refactoring and Commenting 2021-08-08 09:58:55 -05:00
James Seibel 64b8cb3556 Refactoring, reformatting, and commenting
I removed the getters from LodQuadTreeNode since they were public variables anyway.
2021-08-08 00:09:12 -05:00
James Seibel 7f7884c130 update LodNodeBufferBuilder version date 2021-08-07 23:38:14 -05:00
James Seibel 5a95613cee spacing reformatting 2021-08-07 23:38:00 -05:00
James Seibel 9a58800499 Refactoring and commenting 2021-08-07 23:31:40 -05:00
James Seibel d68e46a2d0 Refactoring 2021-08-07 19:31:31 -05:00
James Seibel 20d1ff6d49 revert LodQuadTree region to LodQuadTree and other refactors 2021-08-07 18:30:36 -05:00
James Seibel ed188448f2 Fix LodNodeBufferBuilder queueing the same chunk for generation multiple times 2021-08-07 18:29:20 -05:00
James Seibel 87c803e4c6 Minor refactoring 2021-08-07 13:40:04 -05:00
James Seibel 58f51aae91 reword a TODO 2021-08-07 13:36:15 -05:00
James Seibel 97a773176d Refactoring fixes 2021-08-07 13:30:03 -05:00
James Seibel f6d92021ed Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-07 13:29:05 -05:00
James Seibel 026cbd5da3 add fix from 2d70e8eb 2021-08-07 12:33:34 -05:00
James Seibel 3538e79a6b Reformat, Refactor, and add comments 2021-08-07 12:22:49 -05:00
Leonardo d520fb8535 previus fix was not correct 2021-08-07 19:03:56 +02:00
Leonardo d7dbf8b994 Fixed the repeating region bug 2021-08-07 18:56:51 +02:00
Leonardo 2d70e8ebe2 Fixed the repeating region bug 2021-08-07 18:54:10 +02:00
James Seibel 5eafe8f818 Improve formatting and a few variable names 2021-08-05 21:42:58 -05:00
James Seibel e875c664fd fix LODs generating multiple times (at least in single threaded gen) 2021-08-05 21:41:08 -05:00
James Seibel e313a03410 Fix/improve rendering again 2021-08-05 20:40:12 -05:00
James Seibel 781aa339bc Partially fix LodNode rendering 2021-08-05 07:56:00 -05:00
James Seibel 73e318ee38 Merge branch '1.16.5' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.5 2021-08-04 23:07:12 -05:00
James Seibel 337853cdfa Start merging in 1.16.5_QuadTree
The mod does compile and render, however distance LODs don't generate or render correctly and there are other problems as well.
2021-08-04 23:07:03 -05:00
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
Leonardo bc8188beb0 Added important TODOs 2021-07-21 10:43:51 +02:00
Leonardo 0fc4c5532b Minor fixes 2021-07-19 17:00:40 +02:00
Leonardo 98586d6af9 now different generation setting can be used in the same Dimension without conflict 2021-07-19 16:23:14 +02:00
Leonardo bdd1e2410a Updated the guide 2021-07-19 11:47:26 +02:00
Leonardo c0240c71bf Updated the guide 2021-07-19 11:46:22 +02:00
Leonardo 65ffc93e0f Updated the guide 2021-07-19 11:35:38 +02:00
Leonardo 01183be383 getLevelToGenerate has been renamed getNodesToGenerate. Now it return node and not the complete level 2021-07-19 11:32:20 +02:00
Leonardo 359791ea58 Fixed getLevelToGenerate. Now it works correctly 2021-07-19 11:26:05 +02:00
Leonardo 5b3aa82817 Updated the image creation 2021-07-14 15:08:10 +02:00
Leonardo d77bb48da1 Updated the guide 2021-07-14 15:07:09 +02:00
Leonardo 8b941cb95c Updated the guide 2021-07-14 14:41:03 +02:00
Leonardo b9d991db63 Updated the guide 2021-07-14 14:37:48 +02:00
Leonardo 1a8a7be494 Updated the guide 2021-07-14 14:33:58 +02:00
Leonardo d054ac91b1 Fixed all negative coords bug 2021-07-14 14:33:17 +02:00
Leonardo e40ee20460 Added GUIDE to Readme.txt 2021-07-14 11:14:44 +02:00
Leonardo 29b3e9fadc The lodQuadTree is now correctly converted to use LodDataPoint and DistanceGenerationMode 2021-07-13 20:40:55 +02:00
Leonardo 3cc78c62a0 The lodQuadTree is now correctly converted to use LodDataPoint and DistanceGenerationMode 2021-07-13 15:38:20 +02:00
Leonardo 2c719c41d9 Various change to support LodDataPoint and the DistanceGenerationMode enum 2021-07-13 11:38:08 +02:00
Leonardo cd06b42b02 changed pc 2021-07-13 00:53:24 +02:00
Leonardo e8b46a6fd2 Converting the quadTree to use the LodDataPoint class 2021-07-13 00:52:24 +02:00
James Seibel 814ac5df84 Change distanceBiomeOnlyGeneration to distanceGenerationMode in the configHandler 2021-07-11 18:41:38 -05:00
Morippi 7854f659a3 various change 2021-07-10 15:02:26 +02:00
Morippi 6cb1d2f8f4 second fix for negative coordinate 2021-07-10 13:36:15 +02:00
Morippi f95d57ab6d Several chages to converto to quadTree + first fix for negative coordinate 2021-07-10 12:43:23 +02:00
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
Morippi f91479829d Several chages to converto to quadTree 2021-07-09 21:07:00 +02:00
Morippi 829c9531fa Several chages to converto to quadTree 2021-07-09 21:01:37 +02:00
Morippi f9bb248eef Several chages to converto to quadTree 2021-07-09 21:01:17 +02:00
Morippi 03ce4d9c42 Several chages to converto to quadTree 2021-07-09 19:23:14 +02:00
Morippi f181d073a3 fixed LodQuadTreeDimension 2021-07-09 17:56:44 +02:00
Morippi 63b01f3ec7 fixed LodQuadTreeDimension 2021-07-09 15:53:32 +02:00
Morippi 14f1b6db54 fixed LodQuadTreeDimension 2021-07-09 15:26:03 +02:00
Morippi 604089cfa8 fixed LodQuadTreeDimension 2021-07-09 15:08:48 +02:00
Morippi 712d9db2fa fixed LodQuadTreeDimension 2021-07-09 14:58:48 +02:00
Morippi 2b5b023472 fixed LodQuadTreeDimension 2021-07-09 13:33:11 +02:00
Morippi 4a9bc7ca74 fixed LodQuadTreeDimension 2021-07-09 13:11:25 +02:00
Morippi 804f910584 added region in image + various fix 2021-07-08 19:31:27 +02:00
Morippi d5b2512e27 various fix 2021-07-08 13:00:29 +02:00
Morippi 280d281604 various fix 2021-07-08 12:52:50 +02:00
Morippi 95bcc71d23 various fix 2021-07-08 12:40:36 +02:00
Morippi b623f1581f various fix 2021-07-07 23:12:45 +02:00
Morippi 62b6d9ea30 Modified to used getNodeToRender 2021-07-07 22:44:53 +02:00
Morippi 6c8d0f98a6 Added circular rendering,
Fixed get node to render
2021-07-07 22:43:44 +02:00
Morippi dc353cd029 Map works correctly 2021-07-07 21:16:18 +02:00
Morippi 86e4ab7e83 Map works correctly 2021-07-07 20:22:05 +02:00
Morippi c6a96ae710 Fixed QuadTreeImage 2021-07-07 19:44:10 +02:00
Morippi 9e24ee0ef7 Fixed LodQuadTree
Added QuadTreeImage to visualize how the quadTree is builded
2021-07-07 00:53:32 +02:00
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
Morippi 72bcc87de7 QuadTree version, still doesn't work 2021-07-05 14:46:51 +02:00
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
James Seibel bf6db89a4b Add folder for compiled jars
I did this since Gitlab doesn't have an easy way to add release binaries, and I don't want to move everything over to Github right now.
2021-06-01 20:11:41 -05:00
James Seibel 38c644739a Fix the mixin using the old package name 2021-06-01 20:10:27 -05:00
James Seibel a0fe977976 comment out debug lines 2021-05-31 19:31:36 -05:00
James Seibel 739d6d5856 update the version to a1.2 2021-05-31 19:31:12 -05:00
James Seibel 84125735a1 change the packages from com.backsun.lod... to com.seibel.lod... 2021-05-31 19:30:48 -05:00
James Seibel 884f6811a1 Improve how dimension width is determined and add a TODO 2021-05-31 16:43:42 -05:00
James Seibel 402abb0963 add some depreciation supressions and improve the fog slightly 2021-05-31 16:43:21 -05:00
James Seibel 2f7f489e14 Add the ability to count the number of loaded LodChunks 2021-05-31 16:41:27 -05:00
James Seibel 4de5c287fc Close #20 (allow the LOD distance to be changed in the config) 2021-05-31 15:29:26 -05:00
James Seibel ccb58024a1 rename LodRenderer to LodRender 2021-05-31 15:21:58 -05:00
James Seibel 0381d56511 rename method to getFileNameAndPathForRegion 2021-05-31 14:36:11 -05:00
James Seibel 7bbd3fd815 Improve logging 2021-05-31 14:35:34 -05:00
James Seibel 4e243252e9 Simplify the debug render setup 2021-05-31 14:15:24 -05:00
James Seibel b488d21a14 Replace System.out with a Logger 2021-05-31 14:11:58 -05:00
James Seibel 3e8dbf7ac7 Add file versioning logic when writing to a file 2021-05-31 14:11:34 -05:00
James Seibel 695b73f9d3 Fix the CubicLodTemplate taking the average of empty chunks 2021-05-31 11:54:46 -05:00
James Seibel 6e37bce38a Improve how empty LodChunks are determined 2021-05-31 11:54:27 -05:00
James Seibel 06232f65b2 Fix empty chunks not generating
This is most useful in the end, where there are many empty chunks
2021-05-31 11:53:59 -05:00
James Seibel bebe4b7436 Organize the chunk generation modes comment by time 2021-05-31 11:09:38 -05:00
James Seibel 7d9f04d54c Improve wording in the config file 2021-05-31 11:09:03 -05:00
James Seibel 70336acc75 Add a double detail level to the CublicLodTemplate 2021-05-31 10:50:36 -05:00
James Seibel e1ef08a783 Close #24 (only add visible side colors) 2021-05-30 14:06:54 -05:00
James Seibel 648a70097a Add a comment about the LodChunk resolution change 2021-05-30 13:52:38 -05:00
James Seibel 280892f5f4 replace == with .equals 2021-05-29 16:59:10 -05:00
James Seibel 3c57b124d5 Improve profile tracking 2021-05-29 16:59:02 -05:00
James Seibel 04d6bae479 Add several TODOs 2021-05-29 13:47:18 -05:00
James Seibel 98096a5db7 part of 7e4f3a3 2021-05-29 13:23:49 -05:00
James Seibel 7e4f3a3185 Fix chunks not generating out of view range when changing worlds 2021-05-29 13:22:48 -05:00
James Seibel 9fe6be10f6 replace LodGeometryQuality with LodDetail 2021-05-29 13:02:05 -05:00
James Seibel 76b356d38e Add version handling and improve error handling 2021-05-29 13:01:47 -05:00
James Seibel 811e24ee5e Improve and simplify LodChunk 2021-05-29 13:00:43 -05:00
James Seibel 5002db15d6 Remove LodLocation since LodCorner exists 2021-05-29 12:45:46 -05:00
James Seibel a3357c1193 Replace LodGeometryQuality with LodDetail 2021-05-29 12:45:19 -05:00
James Seibel af36224a57 Remove unneeded object creation 2021-05-29 12:42:39 -05:00
James Seibel 630ff361d3 in ColorDirection replace N,S,E,W with NORTH, SOUTH, EAST, WEST 2021-05-19 12:51:23 -05:00
James Seibel 34c6f29a18 Add file versioning to the file handler 2021-05-19 12:34:02 -05:00
James Seibel 909718e491 Remove the readyToReadAndWrite method 2021-05-19 12:10:36 -05:00
James Seibel 8a3d199247 Implement Single and Quad geometry qualities for CubicLod Rendering 2021-05-19 08:47:22 -05:00
James Seibel fa13c981b7 Add a missing empty line in the config file 2021-05-18 21:56:33 -05:00
James Seibel 815b00c3ca Add multiple color modes and set up for geometry quality 2021-05-08 16:41:55 -05:00
James Seibel ae9144a6c4 Add the basis for different LOD drawing modes (aka templates) 2021-05-08 14:58:41 -05:00
James Seibel 359fde3b6b Remove an unneeded line 2021-05-08 14:37:05 -05:00
James Seibel 92fa904cc6 Setup the config and enum for multiple LOD drawing modes 2021-05-05 16:55:01 -05:00
James Seibel 2583ae34d4 Remove DrawMode since it wasn't supported anyway 2021-05-05 16:53:39 -05:00
James Seibel e36b3394f4 Remove an unneeded comment 2021-05-05 16:35:23 -05:00
James Seibel 7af38df92c Remove some outdated TODOs 2021-04-18 21:23:30 -05:00
James Seibel 51add24110 Merge branch '1.16.4' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.4 2021-04-03 12:11:32 -05:00
James Seibel 9e5aac3bf7 Close #18 (allow client use on servers) 2021-04-03 12:11:20 -05:00
James Seibel 5738a5b7cd Close #8 (allow client use on servers) 2021-04-03 12:05:16 -05:00
James Seibel e1216966a3 Add error checking 2021-04-02 22:56:13 -05:00
James Seibel 222c0de7f1 Only try generating chunks on a local server 2021-04-02 22:50:33 -05:00
James Seibel b4f1fb6d28 Improve a TODO
related to issue #13
2021-04-01 21:05:45 -05:00
James Seibel a32082ad20 Remove the need for a World object in LodBuilder
The world hasn't been needed for a while, I just never got around to removing it.
2021-04-01 13:57:47 -05:00
James Seibel eeb5fb6c3c Improve the generateLodChunkAsync method 2021-04-01 13:56:52 -05:00
James Seibel cb50f24c86 Improve how a unloaded LodWorld is handled 2021-04-01 13:13:14 -05:00
James Seibel 5ca5764c0e Improve how LodWorld, LodBuilder, and LodRenderer objects are handled to prevent multiple references
There was a problem where upon changing worlds the LodWorld wouldn't reflect the commit along with 6c515350 and fccd1db0 should fix that problem.
2021-03-31 14:22:35 -05:00
James Seibel fccd1db045 Add the ability to select and deselect worlds 2021-03-31 14:18:11 -05:00
James Seibel 6c515350bc Clean up references to LodDimension objects 2021-03-31 14:15:49 -05:00
James Seibel 50aee9dfb2 Move getCurrentWorldID into the LodUtils class 2021-03-31 10:56:50 -05:00
James Seibel 0649504770 Fix #16 (stop placeholder chunks from being saved to disk) 2021-03-30 14:55:12 -05:00
James Seibel 29068f9550 Fix the projection matrix not being reset after rendering LODs
Regressive fix for 18c08ccd.
2021-03-30 08:07:15 -05:00
James Seibel 18c08ccd88 Fix #8 and #9 (inaccurate lighting and rendering behind transparent objects)
Instead of using a stencil and rendering in the forgelastdraw event, we now you a mixin to render right before the sold block layer.

The main purpose of this was to allow for LODs to be drawn behind transparent objects; however as a happy accident it seems to have also improved the lighting, I'm not sure if it is perfect, but it is much better.
2021-03-28 22:39:58 -05:00
James Seibel b71d6a5e3f Closes issue #10 (Regen LODs on block change) 2021-03-27 21:49:23 -05:00
James Seibel 8f619f3fa1 Closes issue #12 (improve world change detection) 2021-03-27 21:28:03 -05:00
James Seibel eab16ff20a Move all buffer building into the LodBufferBuilder and improve chunk generation logic
Chunks generation requests should no longer stack exponentially (before whenever one chunk was generated the LODs would be regenerated, causing more chunks to generate so if more than one chunk was ever generated at a time they would stack).
2021-03-25 23:04:48 -05:00
James Seibel d913ed9621 Fix issue #11 (generate chunks closer to the player first) 2021-03-25 16:31:11 -05:00
James Seibel a649cf179f comment out a debug statement 2021-03-25 16:04:02 -05:00
James Seibel cf5de39250 Rename SingleLodChunkGenWorker to LodChunkGenWorker 2021-03-25 16:03:44 -05:00
James Seibel bab3cd9656 Move SingleLodChunkGenWorker into the builders package 2021-03-24 21:59:32 -05:00
James Seibel cafd4f0c47 Move all LodChunk generation code to the LodBuilder object 2021-03-24 21:59:06 -05:00
James Seibel e20833225f Slightly improve LOD generation speed and add code related to heightmap
The slight speed increase is done by only generating the chunk to the "FEATURES" status instead of "FULL".

The code related to the heightmap is currently unused, since the LOD color generation requires blocks. Although it may have some use in the future so I will keep it in, albeit commented out.
2021-03-24 19:09:30 -05:00
James Seibel 14a06c220b Move the enums into their own package 2021-03-24 17:50:17 -05:00
James Seibel e5a5ba327e Add a TODO 2021-03-19 20:36:11 -05:00
James Seibel fedc8f7b66 Add LODs generating outside the player's view distance
It isn't fast enough to keep up with flying creating or spectator players; but it does function without causing heavy server or client lag.
LODs are generated in lines starting far away from the player and moving towards them, in the future they should be generated close to the player first.

Also add a RegionPos object and a way to convert from ChunkPos objects in LodUtils
2021-03-19 20:25:23 -05:00
James Seibel 7a3497d44c Update and improve Access Transformer
Remove old unneeded transformations and add useful comments.
2021-03-04 21:55:26 -06:00
James Seibel 873034f7e4 Merge branch '1.16.4' of gitlab.com:jeseibel/minecraft-lod-mod into 1.16.4 2021-03-04 21:30:33 -06:00
James Seibel a151054b48 Fix issue #7 (screen space distortions not be applied) 2021-03-04 21:30:19 -06:00
James Seibel 14c69971f6 Fix a bug with holding grass blocks
For some reason hold grass blocks (and presumably other biome colored blocks)  would look gray if GL_COLOR_MATERIAL is disabled
2021-03-04 21:16:41 -06:00
James Seibel edc3858699 Add the youtube demo video 2021-03-03 16:16:47 +00:00
James Seibel bdaf33b80b Add a simplified description to the readme 2021-03-03 03:48:13 +00:00
James Seibel e1e63d4981 Add compile instructions and further improve the readme 2021-03-01 10:08:20 -06:00
James Seibel 12f4a2d159 Fix a readme typo 2021-03-01 09:57:43 -06:00
James Seibel fa2f12e4e0 Change the version number to alpha 1 2021-03-01 09:37:01 -06:00
James Seibel 520e2e99d9 Add the state of multiplayer to the readme 2021-03-01 09:24:09 -06:00
James Seibel 759d6a0a94 Add the MC version to the build archive name 2021-03-01 09:23:44 -06:00
James Seibel 7983f59ff1 Improve the mod description in the readme 2021-03-01 09:10:18 -06:00
James Seibel cd33b4c33e Update the readme to reflect the state of this branch 2021-02-28 22:46:37 -06:00
James Seibel 49bbc56941 Update the build.gradle 2021-02-28 18:42:06 -06:00
James Seibel bf6813b6a5 Improve magic number comments 2021-02-28 17:17:03 -06:00
James Seibel f96a6dcecd Improve how block color is determined 2021-02-28 16:35:46 -06:00
James Seibel 306f575edd Fix not regening the LODs when changing dimensions 2021-02-28 16:15:40 -06:00
James Seibel 8babc5aa65 Fix a bug related to disabling depth testing 2021-02-28 16:03:38 -06:00
James Seibel 6abbf328fb Remove issue #6, partially fixed in 6bedfa5 2021-02-28 16:01:51 -06:00
James Seibel 6bedfa5136 Partially implement screen swirling effects
It isn't great, but it works well enough
2021-02-28 16:00:18 -06:00
James Seibel e02156b1a4 Add LOD lighting 2021-02-28 15:07:09 -06:00
James Seibel 673474cd64 Re-implement config files 2021-02-27 21:45:37 -06:00
James Seibel 807818e078 Fix a few meta info files 2021-02-27 21:45:12 -06:00
James Seibel 22840bd4e3 Small refactor to ClientProxy 2021-02-27 21:03:00 -06:00
James Seibel 4c71c9aad5 Add small refactors and improvements to LodRenderer 2021-02-27 20:39:47 -06:00
James Seibel cc1683f573 Remove an unneeded variable decleration 2021-02-27 19:44:49 -06:00
James Seibel 62dc86d64e Update LodRenderer class comment 2021-02-27 19:44:37 -06:00
James Seibel ef65f87777 Improve how different fog levels are rendered 2021-02-27 19:41:45 -06:00
James Seibel 055f64e7c6 Improve the world changing logic 2021-02-27 19:09:52 -06:00
James Seibel a0fc9835b6 rename getWorldIdentifier to getCurrentWorldID 2021-02-27 19:08:11 -06:00
James Seibel b127ad0538 prevent a potential null pointer 2021-02-27 19:04:42 -06:00
James Seibel e1cf190a7f Replace getWorldName with getWorldIdentifier 2021-02-27 19:04:17 -06:00
James Seibel 27caab932c re-add depth testing
It was disabled by default previously
2021-02-27 19:02:36 -06:00
James Seibel d06415bd3e Remove the unneeded common proxy 2021-02-27 18:59:50 -06:00
James Seibel 14e0fca1ed Update and improve meta info files 2021-02-27 17:23:17 -06:00
James Seibel 3d6ba0fad9 Remove a test mixin file 2021-02-27 17:22:48 -06:00
James Seibel 84bdd3dd90 Fix fog not rendering 2021-02-27 17:07:44 -06:00
James Seibel e81cd17ecf Fix the FOV being incorrect 2021-02-27 11:38:00 -06:00
James Seibel 58b0eafe29 Replace the old render logic with VBO rendering 2021-02-27 11:31:53 -06:00
James Seibel 336cfb0749 Remove duplicate files 2021-02-26 22:46:10 -06:00
James Seibel 0f5990e2f8 Remove an unneeded variable 2021-02-26 17:45:00 -06:00
James Seibel 7acad77eda Fix LOD color generation 2021-02-26 17:40:53 -06:00
James Seibel fb0ff2a00c Improve naming of methods in LodChunk 2021-02-26 13:39:08 -06:00
James Seibel ab7157476b Fix a potential null pointer exception 2021-02-26 13:38:54 -06:00
James Seibel 40bc930d34 Add missing info to a comment 2021-02-26 13:21:32 -06:00
James Seibel 9500805243 Fix lod file reading and writing 2021-02-26 13:19:52 -06:00
James Seibel f637e5fd44 Fix a possible casting error 2021-02-26 13:18:37 -06:00
James Seibel cfda8c9655 Bring over improvements and changes from the master branch 2021-02-26 10:31:34 -06:00
James Seibel cb04b2df09 Update Readme.txt 2021-02-21 08:33:46 -06:00
James Seibel f754467450 Initial work to update to 1.16.4 2021-02-21 08:31:03 -06:00
115 changed files with 10216 additions and 4511 deletions
+5
View File
@@ -0,0 +1,5 @@
# Disable autocrlf on generated files, they always generate with LF
# Add any extra files or paths here to make git stop saying they
# are changed when only line endings change.
src/generated/**/.cache/cache text eol=lf
src/generated/**/*.json text eol=lf
+4 -4
View File
@@ -19,8 +19,8 @@ build
# other
eclipse
run
# minecraft run folder,
# ignore everything but the mods folder
run/*
!run/mods
# Files from Forge MDK
logs
forge*changelog.txt
-4
View File
@@ -1,4 +0,0 @@
[submodule "ASMHelper"]
path = ASMHelper
url = https://github.com/squeek502/ASMHelper.git
branch = 1.12.x
-65
View File
@@ -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 he 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.
-10
View File
@@ -1,10 +0,0 @@
IBXM is copyright (c) 2007, Martin Cameron, and is licensed under the BSD License.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of mumart nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@@ -1,40 +0,0 @@
SoundSystem CodecIBXM Class License:
You are free to use this class for any purpose, commercial or otherwise.
You may modify this class or source code, and distribute it any way you
like, provided the following conditions are met:
1) You may not falsely claim to be the author of this class or any
unmodified portion of it.
2) You may not copyright this class or a modified version of it and then
sue me for copyright infringement.
3) If you modify the source code, you must clearly document the changes
made before redistributing the modified source code, so other users know
it is not the original code.
4) You are not required to give me credit for this class in any derived
work, but if you do, you must also mention my website:
http://www.paulscode.com
5) I the author will not be responsible for any damages (physical,
financial, or otherwise) caused by the use if this class or any
portion of it.
6) I the author do not guarantee, warrant, or make any representations,
either expressed or implied, regarding the use of this class or any
portion of it.
Author: Paul Lamb
http://www.paulscode.com
This software is based on or using the IBXM library available from
http://www.geocities.com/sunet2000/
IBXM is copyright (c) 2007, Martin Cameron, and is licensed under the BSD License.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of mumart nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+555 -460
View File
File diff suppressed because it is too large Load Diff
Binary file not shown.
+49 -20
View File
@@ -1,8 +1,17 @@
This program is an attempt to create Level Of Details (LODs) in Minecraft.
The purpose is to increase the maximum view distance in game
This mod adds a Level Of Detail (LOD) system to Minecraft.
This implementation renders simplified chunks outside the normal render distance
allowing for an increased view distance without harming performance.
Used in congunction with:
https://gitlab.com/jeseibel/minecraft-lod-core-mod
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/CCT-3s02tYA
Forge version: 1.16.5-36.1.0
Notes:
This version has been confirmed to work in Eclipse and Retail Minecraft.
(Retail running forge version 1.16.5-36.1.0)
========================
@@ -12,30 +21,50 @@ source code installation
See the Forge Documentation online for more detailed instructions:
http://mcforge.readthedocs.io/en/latest/gettingstarted/
Step 1: open a command line in the project folder
Step 1: Create a system variable called "JAVA_MC_HOME" with the location of the JDK 1.8.0_251 (This is needed for gradle to work correctly)
Step 2: run the command: "./gradlew setupDecompWorkspace"
Step 2: replace JAVA_HOME with JAVA_MC_HOME in gradle.bat
Step 3: run the command: "./gradlew eclipse"
Step 3: open a command line in the project folder
Step 4: Import project
Step 4: run the command: "./gradlew geneclipseruns"
Step 5: Create a system variable called "JAVA_MC_HOME" with the location of the JDK 1.8.0_251 (This is needed for gradle to work correctly)
And make sure it is used in the build.gradle file.
Step 6: Import the lodcore and lodcore_source jar files into the referenced libraries.
Step 5: run the command: "./gradlew eclipse"
Step 6: Make sure the eclipse has the JDK 1.8.0_251 installed. (This is needed so that eclipse can run minecraft)
Other commands:
"gradlew --refresh-dependencies" to refresh local dependencies.
"gradlew clean" to reset everything (this does not affect your code) and then start the process again.
Step 7: Import the project into eclipse
Tip:
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.
=========
compiling
=========
Current location of mcp-srg.srg:
"C:/Users/James Seibel/.gradle/caches/minecraft/de/oceanlabs/mcp/mcp_snapshot/20171003/1.12.2/srgs/"
Step 1: open a command line in the project folder
Step 2: run the command: "./gradlew build"
Step 3: the compiled jar file will be in the folder "build\libs"
==============
Other commands
==============
"./gradlew --refresh-dependencies" to refresh local dependencies.
"./gradlew clean" to reset everything (this does not affect your code) and then start the process again.
============
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
Binary file not shown.

After

Width:  |  Height:  |  Size: 113 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 81 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 191 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 172 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 194 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.
Binary file not shown.
-1
View File
@@ -1 +0,0 @@
these are tools needed for looking at obfuscated minecraft code.
Binary file not shown.
Binary file not shown.
-1
View File
@@ -1 +0,0 @@
these are tools needed for deobfuscating and looking at the code of optifine.
-3
View File
@@ -1,3 +0,0 @@
java -jar ./simpledeobf-0.6.jar --input ./OptiFine_1.12.2_HD_U_F5.jar --output ./OptiFine_1.12.2_HD_U_F5_dev.jar --mapFile C:/Users/James_Seibel/.gradle/caches/minecraft/de/oceanlabs/mcp/mcp_snapshot/20171003/1.12.2/srgs/notch-mcp.srg --ref C:/Users/James_Seibel/.gradle/caches/minecraft/net/minecraft/minecraft/1.12.2/minecraft-1.12.2.jar
pause
Binary file not shown.
-1
View File
@@ -1 +0,0 @@
./gradlew build
+201 -47
View File
@@ -1,77 +1,231 @@
buildscript {
repositories {
maven { url = 'https://files.minecraftforge.net/maven' }
jcenter()
maven { url = "https://files.minecraftforge.net/maven" }
mavenCentral()
// potential replacement in case of problems:
// https://dist.creeper.host/Sponge/maven
maven { url = 'https://repo.spongepowered.org/maven/' }
// used to download and compile dependencies from git repos
maven { url 'https://jitpack.io' }
}
dependencies {
classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT'
classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true
classpath group: 'org.spongepowered', name: 'mixingradle', version: '0.7-SNAPSHOT'
}
}
apply plugin: 'net.minecraftforge.gradle.forge'
//Only edit below this line, the above code adds and enables the necessary things for Forge to be setup.
apply plugin: 'net.minecraftforge.gradle'
apply plugin: 'org.spongepowered.mixin'
// Only edit below this line, the above code adds and enables the necessary things for Forge to be setup.
apply plugin: 'eclipse'
apply plugin: 'maven-publish'
apply plugin: 'java' // needed for compileJava
version = 'a1.4.1'
group = 'com.seibel.lod'
archivesBaseName = 'lod_1.16.5'
version = "1.0"
group = "com.backsun.lod" // http://maven.apache.org/guides/mini/guide-naming-conventions.html
archivesBaseName = "lod"
sourceCompatibility = targetCompatibility = compileJava.sourceCompatibility = compileJava.targetCompatibility = '1.8' // Need this here so eclipse task generates correctly.
sourceCompatibility = targetCompatibility = '1.8' // Need this here so eclipse task generates correctly.
compileJava {
sourceCompatibility = targetCompatibility = '1.8'
// release 8 is needed because otherwise FloatBuffer.flip() will crash
// on some machines
// example thread: https://github.com/eclipse/jetty.project/issues/3244
options.compilerArgs.addAll(['--release', '8', '-Xlint:unchecked', '-Xlint:deprecation'])
}
println('Java: ' + System.getProperty('java.version') + ' JVM: ' + System.getProperty('java.vm.version') + '(' + System.getProperty('java.vendor') + ') Arch: ' + System.getProperty('os.arch'))
minecraft {
version = "1.12.2-14.23.5.2847"
runDir = "run"
// the mappings can be changed at any time, and must be in the following format.
// snapshot_YYYYMMDD snapshot are built nightly.
// stable_# stables are built at the discretion of the MCP team.
// The mappings can be changed at any time, and must be in the following format.
// snapshot_YYYYMMDD Snapshot are built nightly.
// 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 = "snapshot_20171003"
// Simply re-run your setup task after changing the mappings to update your workspace.
mappings channel: 'official', version: '1.16.5'
// makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable.
accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg')
// Default run configurations.
// These can be tweaked, removed, or duplicated as needed.
runs {
client {
workingDirectory project.file('run')
arg "-mixin.config=lod.mixins.json"
// Recommended logging data for a userdev environment
// 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 {
examplemod {
source sourceSets.main
}
}
}
server {
workingDirectory project.file('run')
arg "-mixin.config=lod.mixins.json"
// Recommended logging data for a userdev environment
// 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 {
examplemod {
source sourceSets.main
}
}
}
data {
workingDirectory project.file('run')
// Recommended logging data for a userdev environment
// 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.
args '--mod', 'lod', '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/')
mods {
examplemod {
source sourceSets.main
}
}
}
}
}
// Include resources generated by data generators.
sourceSets.main.resources { srcDir 'src/generated/resources' }
// this is required so that we can use
// jitpack in the dependencies section below
repositories {
mavenCentral()
// used to download and compile dependencies from git repos
maven { url 'https://jitpack.io' }
}
dependencies {
// 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"
// 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:1.16.5-36.1.0'
// real examples
//compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env
//compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env
// these aren't needed right now
//implementation ('com.github.KaptainWutax:TerrainUtils:1.0.0'){
// transitive = false
//}
//implementation ('com.github.KaptainWutax:BiomeUtils:1.0.0'){
// transitive = false
//}
//implementation ('com.github.KaptainWutax:SeedUtils:-SNAPSHOT'){
// transitive = false
//}
//implementation ('com.github.KaptainWutax:MCUtils:1.0.0'){
// transitive = false
//}
//implementation ('com.github.KaptainWutax:NoiseUtils:1.0.0'){
// transitive = false
//}
//implementation ('com.github.KaptainWutax:MathUtils:-SNAPSHOT'){
// transitive = false
//}
// 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'
// the 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime.
//provided 'com.mod-buildcraft:buildcraft:6.0.8:dev'
// the deobf configurations: 'deobfCompile' and 'deobfProvided' are the same as the normal compile and provided,
// except that these dependencies get remapped to your current MCP mappings
//deobfCompile 'com.mod-buildcraft:buildcraft:6.0.8:dev'
//deobfProvided 'com.mod-buildcraft:buildcraft:6.0.8:dev'
// 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"
// for more info...
// Real examples
// compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env
// compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env
// The 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime.
// provided 'com.mod-buildcraft:buildcraft:6.0.8:dev'
// These dependencies get remapped to your current MCP mappings
// deobf 'com.mod-buildcraft:buildcraft:6.0.8:dev'
// For more info...
// http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
// http://www.gradle.org/docs/current/userguide/dependency_management.html
}
processResources {
// this will ensure that this task is redone when the versions change.
inputs.property "version", project.version
inputs.property "mcversion", project.minecraft.version
// replace stuff in mcmod.info, nothing else
from(sourceSets.main.resources.srcDirs) {
include 'mcmod.info'
// replace version and mcversion
expand 'version':project.version, 'mcversion':project.minecraft.version
}
// copy everything else except the mcmod.info
from(sourceSets.main.resources.srcDirs) {
exclude 'mcmod.info'
// Example for how to get properties into the manifest for reading by the runtime..
jar {
manifest {
attributes([
"Specification-Title": "LOD",
"Specification-Version": "1", // We are version 1 of ourselves
"Implementation-Title": project.name,
"Implementation-Version": "{version}",
"Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"),
"MixinConfigs": "lod.mixins.json",
])
}
}
// Example configuration to allow publishing using the maven-publish task
// This is the preferred method to reobfuscate your jar file
jar.finalizedBy('reobfJar')
// However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing
//publish.dependsOn('reobfJar')
publishing {
publications {
mavenJava(MavenPublication) {
artifact jar
}
}
repositories {
maven {
url "file:///${project.projectDir}/mcmodsrepo"
}
}
}
mixin {
add sourceSets.main, "lod.refmap.json"
}
-467
View File
@@ -1,467 +0,0 @@
=========
Build: 1.12.2-14.23.5.2846 - Tue Sep 03 21:22:46 GMT 2019
ichttt:
Fix CME when removing ticket managers (#5861)
=========
Build: 1.12.2-14.23.5.2844 - Thu Aug 29 02:33:00 GMT 2019
Barteks2x:
Fix client sometimes generating biomes, causing incorrect biome
generation on integrated server (#5720)
bs2609:
Add checks for tile entities in now-unloaded chunks (#5724)
=========
Build: 1.12.2-14.23.5.2843 - Thu Aug 29 02:23:04 GMT 2019
bs2609:
Fix invalid placeholder entity attributes (MC-150405) (#5718)
=========
Build: 1.12.2-14.23.5.2842 - Thu Aug 29 02:08:57 GMT 2019
bs2609:
Allow conditional loading of advancements (#5255)
=========
Build: 1.12.2-14.23.5.2841 - Thu Aug 29 01:58:50 GMT 2019
bs2609:
Improve performance of persistent chunk checks (#5706)
jensen.derik:
Fix lightning not triggering EntityJoinWorldEvent (#5290)
=========
Build: 1.12.2-14.23.5.2840 - Thu Aug 29 01:19:55 GMT 2019
lex:
Fix copy paste derp
Build 2838:
bs2609: Fix vanilla handling of options file (MC-117449, MC-151173) (#5725)
Build 2837:
clienthax: Update EnumHelper to be compatible with Eclipse's OpenJ9 JVM. (#5712)
Build 2836:
tterrag:
Revert "Invalidate tile entities that are queued for removal (#5512)"
This reverts commit 75788f63eea6c33ccef7e5cbcab27ad9ad2c2a04.
This solution is invalid as TEs are free to modify the world
tileEntities list, usually indirectly via chunkloading, from inside
invalidate().
This happens in vanilla, in TileEntityChest#invalidate, where it calls
checkForAdjacentChests(), which has the potential to load neighboring
chunks and cause a CME.
A more sophisticated solution is needed.
Build 2835:
bs2609: Fix some vertex format changes not being handled correctly (#5368)
Build 2834:
bs2609:
Transform vertex normals as well as positions when generating quads
(#5242)
Build 2833:
rseifert.phone: Fix for SidedInvWrapper isItemValid using wrong slot (#5642)
Build 2832:
bs2609: Invalidate tile entities that are queued for removal (#5512)
Build 2831:
lclc98: Added Wool to OreDictionary (#5414)
Build 2830:
CreativeMD: Fixed boat not taking care of block-liquid hooks (#5086)
Build 2829:
bs2609: Add Forge dimension-changing hooks to spectator handling code (#5212)
Build 2828:
ichttt:
Minor performace improvement when building chunks and rendering blocks
(#5286)
Build 2827:
bs2609: Catch json parsing errors from constants/factories files (#5258)
Build 2826:
bs2609: Allow custom DataSerializers to be registered safely (#5245)
Build 2825:
cpw:
Try and make 1.13 mods more obviously wrong in 1.12..
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
Build 2824:
tterrag: Fix #5651 Re-add canPlaceBlockOnSide check in World#mayPlace
Build 2823:
Pokechu022:
Fail fast when null is used with setTag instead of crashing in
writeEntry (#5257)
Build 2822:
tterrag: Fix block placement not checking for player collision
Build 2821:
wynprice999: Added more Constants (#5323)
Build 2820:
python0429: [1.12.2] Add a few events pertaining to villages (#5302)
Build 2819:
Tyler Hancock: [1.12] Fix special spawn event not firing in many cases. (#5389)
Build 2818:
bs2609: Only prompt for missing registries on local worlds (#5348)
Build 2817:
ckrier.3000: Add EntityPlaceEvent (#5057)
Build 2816:
bs2609: Generalise EnumRarity to an interface (#5182)
Build 2815:
bs2609: Apply access-level changes to inner class attributes (#5468)
Build 2814:
bs2609: Fix small logic error in ItemTextureQuadConverter (#5463)
Build 2813:
bs2609: Better support for custom bows (#5209)
Build 2812:
CovertJaguar: Remove FluidStack amount from hashcode calculation (#5272)
molecularphylo:
Fixed incorrect string representation of string list config property
default values in their comments.
bs2609:
Improve tracking of used dimension IDs (#5249)
Closes #5378 Large dimension IDs bloat level.data
Build 2811:
bs2609:
Fix up torch placement logic to handle more vanilla special-casing
(#5426)
Build 2810:
LexManos: Written size does not include int bytes.
Build 2809:
LexManos:
Extend Region files to support >1MB per chunk. If the 'sector count' is
255, ask the compressed data header for the proper length.
Build 2808:
tterrag1098: Add default impl to IConfigElement#getValidValuesDisplay
Build 2807:
tterrag: Simplify custom item rendering by removing GL emissivity hacks
Build 2806:
tterrag: Support diffuse lighting flag in item rendering
Build 2805:
bs2609:
Add a hook to allow continuously using items through stack changes
(#4834)
* Add a hook to allow continuously using items through stack changes
* Update licences
Build 2804:
oOMitchOo:
Added an additional constructor to every implementation of IFluidBlock.
It is now possible to create a fluid block with a Fluid, Material and
MapColor, so that the Material's MapColor isn't used for the blocks
MapColor. (#5293)
Build 2803:
bs2609: Add redirects to PotionEffect to respect registry replacement (#5213)
Build 2802:
alexiy.ov:
Add an annotation for @Config elements which will automatically create a
slider control (#5026)
Build 2801:
bs2609: Fix small logic error in emissive item rendering code (#5320)
Build 2800:
molecularphylo:
Allow config GUI cycling button elements generated from enums to display
toString return values, rather than actual values. (#5125)
Build 2799:
bs2609: Fix incorrect indexing in mipmap generation code (#5201)
Build 2798:
bs2609:
Ensure slave maps are cleaned up when handling registry overrides
(#5250)
Build 2797:
d_scalzi: Fix issue with --modListFile. (#5316)
Build 2796:
LexManos:
Fix potential issues with the Minecraft FakePlayer lingering around
after world unloads.
Build 2795:
tterrag: Fix potion remove event not always firing, add expiry event
Build 2794:
tterrag: Clean up CraftingHelper constants loading API
Build 2793:
tterrag: Fix crash from CraftingHelper due to FileSystem being closed early
Build 2792:
tterrag:
added PotionHooks, closes #3867, #4375 (#4614)
* solved merge confilct
* improved var names & removed tabs
* Added spaces around !=
* fixed typo
Build 2791:
tterrag:
Add a hook for farmland watering (#4891)
* Add a FarmlandWaterCheckEvent to allow mods to override when Farmland
is watered or not
* revert 1.12.2 json
* Move the farmland patch to a ticket based instead of a event based
system
* Minor changes
* Faster isValid checks, faster validation/invalidation if the state did
not change, expand test mod to include a test for the validation system
* remove isValid boolean flag, we can express it with the tick counter
* Fix test mod resource warnings
* Remove tick timeout, add a javadoc note to invalidate on chunk unload,
cleaned up test mod
* Allow mods to provide custom handling to determine if a pos is valid
or not
* Make SimpleTicket more simple, make register public so custom tickets
can be registered
* Fixes for review
* Add missing license headers
* Use a weak hash set
* Split up the map into smaller chunk based maps
* Add missing license headers
* Make MultiTicketManager more universal for custom implementations,
cleanup imports
Build 2790:
tterrag:
Add methods to allow loading json constants outside of _constants
(#4975)
* add interface methods for loading json constants from an arbitary file
* use try-with-resources
* don't make modders create jsoncontext, clean up resource use
* very minor cleanup
Build 2789:
tterrag:
Compute ASMDataTable submaps parallel, speeds up contructing mods
(#5246)
* Compute submaps parallel, speeds up contructing mods by a lot
* Use stream API better
Build 2788:
mezz: Add logging for data manager key registration errors (#5129)
Build 2787:
mezz: Improve support for custom block path types (#5203)
Build 2786:
mezz: Fix missing comments in configs created with annotations (#5189)
Build 2785:
mezz: Allow items to control the rate of repair from mending (#5102)
Build 2784:
mezz: Improve exception handling from server starting events (#5226)
Build 2783:
mezz: Improve context provided by potion icon rendering hooks (#5111)
Build 2782:
mezz: Fix an ObjectHolderRef internal error message (#5214)
Build 2781:
mezz: Implement rendering for item models with emissive quads (#5047)
Build 2780:
mezz: Clean up logged mod states (#5227)
mezz: Fix minor issue in getFilledPercentage for Fluid rendering (#5206)
Build 2779:
mezz: Improve reflection helper methods (#4853)
mezz: Fix inaccurate main thread name shown in client log (#5078)
Build 2778:
mezz: Fix Baked Item models with transformations (#5241)
Build 2777:
mezz:
Re-add some missing villager profession patches (#5200)
* Fix zombie villagers only spawning with vanilla professions
* Fix spawning modded villagers that do not have their own building
mezz: Fix missing string parameters in some log messages (#5210)
mezz: Stop firing LivingSetAttackTargetEvent for setRevengeTarget (#5217)
mezz: Prevent RecipeBook from crashing on empty modded ingredients (#5234)
Build 2776:
mezz: Fix the bed position given to the SleepingTimeCheck event (#5107)
Build 2775:
LexManos: Fix some null returns from defaulted registries (#5235)
Build 2774:
LexManos:
Only remove synthetic lambda methods referenced in body of SideOnly
methods (#5127)
Build 2773:
LexManos:
A different approach to my changes in
https://github.com/MinecraftForge/MinecraftForge/commit/8ace535995522bec0557d4217e0d98b3dc76cf1e
to fix #5207
LexManos: Fix patches from #5160 setting rotation as well as position (#5233)
LexManos: Use HTTPS for files website.
Build 2772:
tterrag: Make Forge-provided default transforms accessible to custom models
tterrag:
Make Forge blockstate variants correctly inherit AO setting from vanilla
models (#5190)
* Make Forge blockstate variants correctly inherit AO setting
* Move variant format checks into variant, check for added properties
* Small code cleanup
tterrag: fixed visual bug with guislider
tterrag:
Allow IModel to express itself as a vanilla parent (#5195)
* Fix errors caused by fancy missing model being non-vanilla parent
* Switch instanceof checks to a default IModel method
* Small code tweaks
Build 2771:
tterrag: Add CreativeTabs#getLabelColor
Build 2770:
tterrag:
Allow providing a BufferedImage for banner render generation (#5041)
* Adds an Event to allow providing a BufferedImage for the banner render
generation (cached)
textures, since banners don't use an atlas.
implementation.
* Missed some copyright; might as well absolut text match, I guess
* Remove unneeded patch change
* Fix event variable access convention
* Formatting fix
* Improve event handling registration
* Import cleanup
* Replace event approach with Supplier approach
* Better name for test mod (now that it's no longer an event); adds
ENABLE flag
* Moves MC code into
net.minecraftforge.client.MinecraftForgeClient.getImageLayer to simplify
patch
* Generalize naming
Build 2769:
mezz: Fix Mesa biome entry tags in the BiomeDictionary (#5177)
Build 2768:
LexManos: Bump version number for RB.
Build 2767:
LexManos:
Change biome spawn list entries to use factory method where possible
(#5075)
LexManos: Prevent some texture loading errors from crashing the game (#5121)
LexManos: Patch PotionHelper to use registry delegates (#5142)
LexManos: Add a notification event for handling game rule changes (#5152)
Build 2766:
LexManos:
Change universal bucket support to use fluid names instead of instances
(#5031)
Build 2765:
LexManos: Fix NPE on clientside entities constructed with null world (#5170)
Build 2764:
tterrag: Fix patches from #5160 running on the client and causing stutter
Build 2763:
LexManos:
Class transformer optimizations (#5159)
* Filter packages for deobf transformation
* Only serialize transformed class with TerminalTransformer if bytecode
changed
Build 2762:
github: Update github stale so issues can be Assigned
Build 2761:
LexManos:
Fix MC-136995 - Chunk loading and unloading issue with entities placed
in exact positions. (#5160)
Scatter gun patches to improve entity tracking and position tracking.
Provided by Aikar through the Paper project, this commit of patches
combines the following patches:
https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0306-Mark-chunk-dirty-anytime-entities-change-to-guarante.patch
https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0315-Always-process-chunk-registration-after-moving.patch
https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0335-Ensure-chunks-are-always-loaded-on-hard-position-set.patch
https://github.com/PaperMC/Paper/blob/fd1bd5223a461b6d98280bb8f2d67280a30dd24a/Spigot-Server-Patches/0378-Sync-Player-Position-to-Vehicles.patch
Build 2760:
LexManos: Fix --mods and --modListFile arguments not making it past LaunchWrapper.
Build 2759:
LexManos: Remove BlamingTransformer (#5115)
+1
View File
@@ -1,3 +1,4 @@
# Sets default memory used for gradle commands. Can be overridden by user or command line properties.
# This is required to provide enough memory for the Minecraft decompilation process.
org.gradle.jvmargs=-Xmx3G
org.gradle.daemon=false
Binary file not shown.
+1 -2
View File
@@ -1,6 +1,5 @@
#Mon Sep 14 12:28:28 PDT 2015
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-2.14-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-4.10.3-bin.zip
Vendored
+59 -51
View File
@@ -1,4 +1,4 @@
#!/usr/bin/env bash
#!/usr/bin/env sh
##############################################################################
##
@@ -6,47 +6,6 @@
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# For Cygwin, ensure paths are in UNIX format before anything is touched.
if $cygwin ; then
[ -n "$JAVA_HOME" ] && JAVA_HOME=`cygpath --unix "$JAVA_HOME"`
fi
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
@@ -61,9 +20,49 @@ while [ -h "$PRG" ] ; do
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >&-
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >&-
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
@@ -90,7 +89,7 @@ location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
@@ -114,6 +113,7 @@ fi
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
@@ -154,11 +154,19 @@ if $cygwin ; then
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
APP_ARGS=$(save "$@")
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
cd "$(dirname "$0")"
fi
exec "$JAVACMD" "$@"
Vendored
+4 -10
View File
@@ -8,14 +8,14 @@
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
@rem Find java.exe
if defined JAVA_MC_HOME goto findJavaFromJavaHome
@@ -46,10 +46,9 @@ echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
@rem Get command-line arguments, handling Windows variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
@@ -60,11 +59,6 @@ set _SKIP=2
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
-1
View File
@@ -1 +0,0 @@
include ":ASMHelper"
@@ -1,53 +0,0 @@
package com.backsun.lod;
import com.backsun.lod.proxy.ClientProxy;
import com.backsun.lod.proxy.CommonProxy;
import com.backsun.lod.util.Reference;
import net.minecraft.client.Minecraft;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.relauncher.IFMLLoadingPlugin;
/**
*
* @author James Seibel
* @version 02-07-2021
*/
@IFMLLoadingPlugin.MCVersion("1.12.2")
@IFMLLoadingPlugin.TransformerExclusions({"com.backsun.lod.asm"})
@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, dependencies = "required-after:lodcore@[1.0,)")
public class LodMain
{
@Instance
public static LodMain instance;
@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.COMMON_PROXY_CLASS)
public static CommonProxy common_proxy;
public static ClientProxy client_proxy;
@EventHandler
public static void PreInit(FMLPreInitializationEvent event)
{
Minecraft.getMinecraft().getFramebuffer().enableStencil();
}
@EventHandler
public static void Init(FMLInitializationEvent event)
{
MinecraftForge.EVENT_BUS.register(common_proxy);
client_proxy = new ClientProxy();
}
@EventHandler
public static void PostInit(FMLPostInitializationEvent event)
{
}
}
@@ -1,755 +0,0 @@
package com.backsun.lod.objects;
import java.awt.Color;
import com.backsun.lod.util.enums.ColorDirection;
import com.backsun.lod.util.enums.LodLocation;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.color.BlockColors;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
/**
* This object contains position
* and color data for an LOD object.
*
* @author James Seibel
* @version 02-13-2021
*/
public class LodChunk
{
/** how many different pieces of data are in one line */
private static final int DATA_DELIMITER_COUNT = 28;
/** This is what separates each piece of data in the toData method */
public static final char DATA_DELIMITER = ',';
public static final int WIDTH = 16;
private static final int CHUNK_DATA_WIDTH = WIDTH;
private static final int CHUNK_DATA_HEIGHT = WIDTH;
private final int airBlockId = Block.getIdFromBlock(Block.getBlockFromName("air"));
private final int waterBlockId = Block.getIdFromBlock(Block.getBlockFromName("water"));
private final int waterColor = colorToInt(new Color(36, 50, 171));
/**
* This is how many blocks are
* required at a specific y-value
* to constitute a LOD point
*/
private final int LOD_BLOCK_REQ = 16;
// the max number of blocks per layer = 64 (8*8)
// since each layer is 1/4 the chunk
/** The x coordinate of the chunk. */
public int x;
/** The z coordinate of the chunk. */
public int z;
// each short is the height of
// that 8th of the chunk.
public short top[];
public short bottom[];
/** The average color of each 6 cardinal directions */
public Color colors[];
//==============//
// constructors //
//==============//
/**
* Create an empty LodChunk
*/
public LodChunk()
{
x = 0;
z = 0;
top = new short[4];
bottom = new short[4];
colors = new Color[6];
// by default have the colors invisible
for(ColorDirection dir : ColorDirection.values())
{
colors[dir.value] = new Color(0, 0, 0, 0);
}
}
/**
* Creates an LodChunk from the string
* generated by the toData method.
*
* @throws IllegalArgumentException if the data isn't valid to create a LodChunk
* @throws NumberFormatException if the data can't be converted into an int at any point
*/
public LodChunk(String data) throws IllegalArgumentException, NumberFormatException
{
/*
* data format:
* x, z, top data, bottom data, rgb color data
*
* example:
* 5,8, 4,4,4,4, 0,0,0,0, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255,
*/
// make sure there are the correct number of entries
// in the data string (28)
int count = 0;
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 + ".");
}
// index we will use when going through the String
int index = 0;
int lastIndex = 0;
// x and z position
index = data.indexOf(DATA_DELIMITER, 0);
x = Integer.parseInt(data.substring(0,index));
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex + 1);
z = Integer.parseInt(data.substring(lastIndex+1,index));
// top
top = new short[4];
for(LodLocation loc : LodLocation.values())
{
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex + 1);
top[loc.value] = Short.parseShort(data.substring(lastIndex+1,index));
}
// bottom
bottom = new short[4];
for(LodLocation loc : LodLocation.values())
{
lastIndex = index;
index = data.indexOf(DATA_DELIMITER, lastIndex + 1);
bottom[loc.value] = Short.parseShort(data.substring(lastIndex+1,index));
}
// color
colors = new Color[6];
for(ColorDirection dir : ColorDirection.values())
{
int red = 0;
int green = 0;
int blue = 0;
// get r,g,b
for(int i = 0; i < 3; i++)
{
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;
}
}
colors[dir.value] = new Color(red, green, blue);
}
}
/**
* Illegal argument is thrown if either the
* chunk or world is null. The reason the world
* can't be null is because it's required to determine
* a block's color.
* @throws IllegalArgumentException
*/
public LodChunk(Chunk chunk, World world) throws IllegalArgumentException
{
if(chunk == null)
{
throw new IllegalArgumentException("LodChunk constructor given a null chunk");
}
if(world == null)
{
throw new IllegalArgumentException("LodChunk constructor given a null world");
}
x = chunk.x;
z = chunk.z;
top = new short[4];
bottom = new short[4];
colors = new Color[6];
// generate the top and bottom points of this LOD
for(LodLocation loc : LodLocation.values())
{
top[loc.value] = generateLodSection(chunk, true, loc);
bottom[loc.value] = generateLodSection(chunk, false, loc);
}
// determine the average color for each direction
for(ColorDirection dir : ColorDirection.values())
{
colors[dir.value] = generateLodColorSection(chunk, world, dir);
}
}
//=====================//
// constructor helpers //
//=====================//
/**
* If invalid/null/empty chunks are given
* crashes may occur.
*/
public short generateLodSection(Chunk chunk, boolean getTopSection, LodLocation lodLoc)
{
// should have a length of 16
// (each storage is 16x16x16 and the
// world height is 256)
ExtendedBlockStorage[] data = chunk.getBlockStorageArray();
int startX = 0;
int endX = 0;
int startZ = 0;
int endZ = 0;
// determine where we should look in this
// chunk
switch(lodLoc)
{
case NE:
// -N
startZ = 0;
endZ = (CHUNK_DATA_WIDTH / 2) - 1;
// +E
startX = CHUNK_DATA_WIDTH / 2;
endX = CHUNK_DATA_WIDTH - 1;
break;
case SE:
// +S
startZ = CHUNK_DATA_WIDTH / 2;
endZ = CHUNK_DATA_WIDTH;
// +E
startX = CHUNK_DATA_WIDTH / 2;
endX = CHUNK_DATA_WIDTH;
break;
case SW:
// +S
startZ = CHUNK_DATA_WIDTH / 2;
endZ = CHUNK_DATA_WIDTH;
// -W
startX = 0;
endX = (CHUNK_DATA_WIDTH / 2) - 1;
break;
case NW:
// -N
startZ = 0;
endZ = CHUNK_DATA_WIDTH / 2;
// -W
startX = 0;
endX = CHUNK_DATA_WIDTH / 2;
break;
}
if(getTopSection)
return determineTopPoint(data, startX, endX, startZ, endZ);
else
return determineBottomPoint(data, startX, endX, startZ, endZ);
}
private short determineBottomPoint(ExtendedBlockStorage[] data, int startX, int endX, int startZ, int endZ)
{
// search from the bottom up
for(int i = 0; i < data.length; i++)
{
for(int y = 0; y < CHUNK_DATA_HEIGHT; y++)
{
if(isLayerValidLodPoint(data, startX, endX, startZ, endZ, i, y))
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + (i * CHUNK_DATA_HEIGHT));
}
} // y
} // data
// we never found a valid LOD point
return -1;
}
private short determineTopPoint(ExtendedBlockStorage[] data, int startX, int endX, int startZ, int endZ)
{
// search from the top down
for(int i = data.length - 1; i >= 0; i--)
{
for(int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
{
if(isLayerValidLodPoint(data, startX, endX, startZ, endZ, i, y))
{
// we found
// enough blocks in this
// layer to count as an
// LOD point
return (short) (y + (i * CHUNK_DATA_HEIGHT));
}
} // y
} // data
// we never found a valid LOD point
return -1;
}
/**
* Is the layer between the given X, Z, and dataIndex
* values a valid LOD point?
*/
private boolean isLayerValidLodPoint(
ExtendedBlockStorage[] data,
int startX, int endX,
int startZ, int endZ,
int dataIndex, int y)
{
// search through this layer
int layerBlocks = 0;
for(int x = startX; x < endX; x++)
{
for(int z = startZ; z < endZ; z++)
{
if(data[dataIndex] == null)
{
// this section doesn't have any blocks,
// it is not a valid section
return false;
}
else
{
if(data[dataIndex].get(x, y, z) != null && Block.getIdFromBlock(data[dataIndex].get(x, y, z).getBlock()) != airBlockId)
{
// we found a valid block in
// in this layer
layerBlocks++;
if(layerBlocks >= LOD_BLOCK_REQ)
{
return true;
}
}
}
} // z
} // x
return false;
}
private Color generateLodColorSection(Chunk chunk, World world, ColorDirection colorDir)
{
Minecraft mc = Minecraft.getMinecraft();
BlockColors bc = mc.getBlockColors();
switch (colorDir)
{
case TOP:
return generateLodColorVertical(chunk, colorDir, world, bc);
case BOTTOM:
return generateLodColorVertical(chunk, colorDir, world, bc);
case N:
return generateLodColorHorizontal(chunk, colorDir, world, bc);
case S:
return generateLodColorHorizontal(chunk, colorDir, world, bc);
case E:
return generateLodColorHorizontal(chunk, colorDir, world, bc);
case W:
return generateLodColorHorizontal(chunk, colorDir, world, bc);
}
return new Color(0, 0, 0, 0);
}
/**
* Only accepts TOP and BOTTOM as ColorPositions
*/
private Color generateLodColorVertical(Chunk chunk, ColorDirection colorDir, World world, BlockColors bc)
{
ExtendedBlockStorage[] data = chunk.getBlockStorageArray();
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? data.length - 1 : 0;
int dataMax = data.length;
int dataMin = 0;
int dataIncrement = goTopDown? -1 : 1;
int topStart = goTopDown? CHUNK_DATA_HEIGHT - 1 : 0;
int topMax = CHUNK_DATA_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 di = dataStart; !foundBlock && di >= dataMin && di < dataMax; di += dataIncrement)
{
if(!foundBlock && data[di] != null)
{
for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
{
int ci;
if(Block.getIdFromBlock(data[di].get(x, y, z).getBlock()) == waterBlockId)
// this is a special case since getColor on water generally returns white
ci = waterColor;
else
ci = bc.getColor(data[di].get(x, y, z), world, new BlockPos(x,y,z));
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);
}
private Color generateLodColorHorizontal(Chunk chunk, ColorDirection colorDir, World world, BlockColors bc)
{
ExtendedBlockStorage[] data = chunk.getBlockStorageArray();
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 N:
inStart = 0;
inIncrement = 1;
break;
case S:
inStart = CHUNK_DATA_WIDTH - 1;
inIncrement = -1;
break;
case E:
inStart = 0;
inIncrement = 1;
break;
case W:
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 new Color(0,0,0,0);
}
for (int di = 0; di < data.length; di++)
{
if (data[di] != null)
{
for (int y = 0; y < CHUNK_DATA_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 N:
x = over;
z = in;
break;
case S:
x = over;
z = in;
break;
case E:
x = in;
z = over;
break;
case W:
x = in;
z = over;
break;
default:
// this will never happen, it would have
// been caught by the switch before the loops
break;
}
int ci;
if(Block.getIdFromBlock(data[di].get(x, y, z).getBlock()) == waterBlockId)
// this is a special case since getColor on water generally returns white
ci = waterColor;
else
ci = bc.getColor(data[di].get(x, y, z), world, new BlockPos(x,y,z));
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);
}
/**
* 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.
*/
private int colorToInt(Color color)
{
return color.getRGB();
}
//========//
// output //
//========//
/**
* Outputs all data in csv format
* with the given delimiter.
* <br>
* Exports data in the form:
* <br>
* x, z, top data, bottom data, rgb color data
*
* <br>
* example output:
* <br>
* 5,8, 4,4,4,4, 0,0,0,0 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255, 255,255,255,
*/
public String toData()
{
String s = "";
s += Integer.toString(x) + DATA_DELIMITER + Integer.toString(z) + DATA_DELIMITER;
for(int i = 0; i < top.length; i++)
{
s += Short.toString(top[i]) + DATA_DELIMITER;
}
for(int i = 0; i < bottom.length; i++)
{
s += Short.toString(bottom[i]) + 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;
}
return s;
}
@Override
public String toString()
{
String s = "";
s += "x: " + x + " z: " + z + "\t";
// s += "top: ";
// for(int i = 0; i < top.length; i++)
// {
// s += top[i] + " ";
// }
// s += "\t";
// s += "bottom: ";
// for(int i = 0; i < bottom.length; i++)
// {
// s += bottom[i] + " ";
// }
// s += "\t";
// s += "colors ";
// for(int i = 0; i < colors.length; i++)
// {
// if(colors[i] != null)
// s += "(" + colors[i].getRed() + ", " + colors[i].getGreen() + ", " + colors[i].getBlue() + "), ";
// }
s += "(" + colors[ColorDirection.TOP.value].getRed() + ", " + colors[ColorDirection.TOP.value].getGreen() + ", " + colors[ColorDirection.TOP.value].getBlue() + "), ";
return s;
}
}
@@ -1,319 +0,0 @@
package com.backsun.lod.objects;
import com.backsun.lod.util.LodFileHandler;
import net.minecraft.client.Minecraft;
import net.minecraft.world.DimensionType;
/**
* This object holds all loaded LOD regions
* for a given dimension.
*
* @author James Seibel
* @version 01-31-2021
*/
public class LodDimension
{
public final DimensionType dimension;
private volatile int width; // if this ever changes make sure to update the halfWidth too
private volatile int halfWidth;
public LodRegion regions[][];
public boolean isRegionDirty[][];
private int centerX;
private int centerZ;
private LodFileHandler rfHandler;
public LodDimension(DimensionType newDimension, int newMaxWidth)
{
dimension = newDimension;
width = newMaxWidth;
// dimension 0 works here since we are just looking for the save handler anyway
rfHandler = new LodFileHandler(Minecraft.getMinecraft().getIntegratedServer().getWorld(0).getSaveHandler(), this);
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
// populate isRegionDirty
for(int i = 0; i < width; i++)
for(int j = 0; j < width; j++)
isRegionDirty[i][j] = false;
centerX = 0;
centerZ = 0;
halfWidth = (int)Math.floor(width / 2);
}
public 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
// and update the centerX and/or centerZ
if (Math.abs(xOffset) >= width || Math.abs(zOffset) >= width)
{
for(int x = 0; x < width; x++)
{
for(int z = 0; z < width; z++)
{
regions[x][z] = null;
}
}
// update the new center
centerX += xOffset;
centerZ += zOffset;
return;
}
// X
if(xOffset > 0)
{
// move everything over to the left (as the center moves to the right)
for(int x = 0; x < width; x++)
{
for(int z = 0; z < width; z++)
{
if(x + xOffset < width)
regions[x][z] = regions[x + xOffset][z];
else
regions[x][z] = null;
}
}
}
else
{
// move everything over to the right (as the center moves to the left)
for(int x = width - 1; x >= 0; x--)
{
for(int z = 0; z < width; z++)
{
if(x + xOffset >= 0)
regions[x][z] = regions[x + xOffset][z];
else
regions[x][z] = null;
}
}
}
// Z
if(zOffset > 0)
{
// move everything up (as the center moves down)
for(int x = 0; x < width; x++)
{
for(int z = 0; z < width; z++)
{
if(z + zOffset < width)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
}
else
{
// move everything down (as the center moves up)
for(int x = 0; x < width; x++)
{
for(int z = width - 1; z >= 0; z--)
{
if(z + zOffset >= 0)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
}
// update the new center
centerX += xOffset;
centerZ += zOffset;
}
public int getCenterX()
{
return centerX;
}
public int getCenterZ()
{
return centerZ;
}
public LodRegion getRegion(int regionX, int regionZ)
{
int xIndex = (regionX - centerX) + halfWidth;
int zIndex = (regionZ - centerZ) + halfWidth;
if (!regionIsInRange(regionX, regionZ))
// out of range
return null;
if (regions[xIndex][zIndex] == null)
{
regions[xIndex][zIndex] = getRegionFromFile(regionX, regionZ);
if (regions[xIndex][zIndex] == null)
{
regions[xIndex][zIndex] = new LodRegion(regionX, regionZ);
}
}
return regions[xIndex][zIndex];
}
/**
* 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
{
int xIndex = (newRegion.x - centerX) + halfWidth;
int zIndex = (centerZ - newRegion.z) + halfWidth;
if (!regionIsInRange(newRegion.x, newRegion.z))
// out of range
throw new ArrayIndexOutOfBoundsException();
regions[xIndex][zIndex] = newRegion;
}
public void addLod(LodChunk lod)
{
int regionX = (lod.x + centerX) / LodRegion.SIZE;
int regionZ = (lod.z + centerZ) / LodRegion.SIZE;
// prevent issues if X/Z is negative and less than 16
if (lod.x < 0)
{
regionX = (Math.abs(regionX) * -1) - 1;
}
if (lod.z < 0)
{
regionZ = (Math.abs(regionZ) * -1) - 1;
}
// don't continue if the region can't be saved
if (!regionIsInRange(regionX, regionZ))
return;
LodRegion region = getRegion(regionX, regionZ);
if (region == null)
{
// if no region exists, create it
region = new LodRegion(regionX, regionZ);
setRegion(region);
}
region.addLod(lod);
// mark the region as dirty so it will be saved to disk
int xIndex = (regionX - centerX) + halfWidth;
int zIndex = (regionZ - centerZ) + halfWidth;
isRegionDirty[xIndex][zIndex] = true;
rfHandler.saveDirtyRegionsToFile();
}
/**
* Returns null if the LodChunk isn't loaded
*/
public LodChunk getLodFromCoordinates(int chunkX, int chunkZ)
{
// (chunkX + centerX) % width
int regionX = (chunkX + centerX) / LodRegion.SIZE;
int regionZ = (chunkZ + centerZ) / LodRegion.SIZE;
// prevent issues if chunkX/Z is negative and less than width
if (chunkX < 0)
{
regionX = (Math.abs(regionX) * -1) - 1;
}
if (chunkZ < 0)
{
regionZ = (Math.abs(regionZ) * -1) - 1;
}
LodRegion region = getRegion(regionX, regionZ);
// TODO fix small render distances sometimes not having all regions loaded
if(region == null)
return null;
return region.getLod(chunkX, chunkZ);
}
public LodRegion getRegionFromFile(int regionX, int regionZ)
{
return rfHandler.loadRegionFromFile(regionX, regionZ);
}
/**
* Returns whether the region at the given X and Z coordinates
* is within the loaded range.
*/
private boolean regionIsInRange(int regionX, int regionZ)
{
int xIndex = (regionX - centerX) + halfWidth;
int zIndex = (regionZ - centerZ) + halfWidth;
return xIndex >= 0 && xIndex < width && zIndex >= 0 && zIndex < width;
}
public int getWidth()
{
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];
// populate isRegionDirty
for(int i = 0; i < width; i++)
for(int j = 0; j < width; j++)
isRegionDirty[i][j] = false;
}
}
@@ -1,76 +0,0 @@
package com.backsun.lod.objects;
/**
* A LodRegion is the a 32x32
* 2D array of LodChunk objects.
* Each LodRegion corresponds to
* one file in the file system.
*
* @author James Seibel
* @version 1-20-2021
*/
public class LodRegion
{
/** number of chunks wide */
public static final int SIZE = 32;
/** X coordinate of this region */
public final int x;
/** Z coordinate of this region */
public final int z;
private LodChunk chunks[][];
public LodRegion(int regionX, int regionZ)
{
x = regionX;
z = regionZ;
chunks = new LodChunk[SIZE][SIZE];
}
public void addLod(LodChunk lod)
{
// we use ABS since LODs can be negative, but if they are
// the region will negative first, therefore we don't have to
// store the LOD chunks at negative indexes since we search
// LOD the region first
int xIndex = Math.abs(lod.x % SIZE);
int zIndex = Math.abs(lod.z % SIZE);
chunks[xIndex][zIndex] = lod;
}
public LodChunk getLod(int chunkX, int chunkZ)
{
// since we add LOD's with ABS, we get them the same way
int arrayX = Math.abs(chunkX % SIZE);
int arrayZ = Math.abs(chunkZ % SIZE);
if(arrayX >= SIZE || arrayZ >= SIZE)
return null;
return chunks[arrayX][arrayZ];
}
public LodChunk[][] getAllLods()
{
return chunks;
}
@Override
public String toString()
{
String s = "";
s += "x: " + x + " z: " + z + "\t";
return s;
}
}
@@ -1,49 +0,0 @@
package com.backsun.lod.objects;
import java.util.Dictionary;
import java.util.Enumeration;
import java.util.Hashtable;
/**
* This stores all LODs for a given world.
*
* @author James Seibel
* @version 01-31-2021
*/
public class LodWorld
{
public String worldName;
/**
* Key = Dimension id (as an int)
*/
private Dictionary<Integer, LodDimension> lodDimensions;
public LodWorld(String newWorldName)
{
worldName = newWorldName;
lodDimensions = new Hashtable<Integer, LodDimension>();
}
public void addLodDimension(LodDimension newStorage)
{
lodDimensions.put(newStorage.dimension.getId(), newStorage);
}
public LodDimension getLodDimension(int dimensionId)
{
return lodDimensions.get(dimensionId);
}
public void resizeDimensionRegionWidth(int newWidth)
{
Enumeration<Integer> keys = lodDimensions.keys();
while(keys.hasMoreElements())
lodDimensions.get(keys.nextElement()).setRegionWidth(newWidth);
}
}
@@ -1,256 +0,0 @@
package com.backsun.lod.proxy;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import org.lwjgl.opengl.GL11;
import com.backsun.lod.objects.LodChunk;
import com.backsun.lod.objects.LodDimension;
import com.backsun.lod.objects.LodRegion;
import com.backsun.lod.objects.LodWorld;
import com.backsun.lod.renderer.LodRenderer;
import com.backsun.lod.util.LodConfig;
import com.backsun.lod.util.LodFileHandler;
import com.backsun.lodCore.util.RenderGlobalHook;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.WorldClient;
import net.minecraft.world.DimensionType;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraftforge.client.event.RenderWorldLastEvent;
import net.minecraftforge.event.terraingen.PopulateChunkEvent;
import net.minecraftforge.event.world.ChunkEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
//TODO Find a way to replace getIntegratedServer so this mod could be used on non-local worlds.
// Minecraft.getMinecraft().getIntegratedServer()
/**
* This is used by the client.
*
* @author James_Seibel
* @version 01-31-2021
*/
public class ClientProxy extends CommonProxy
{
private LodRenderer renderer;
private LodWorld lodWorld;
private ExecutorService lodGenThreadPool = Executors.newFixedThreadPool(1);
/** Default size of any LOD regions we use */
private int regionWidth = 5;
public ClientProxy()
{
}
//==============//
// render event //
//==============//
@SubscribeEvent
public void renderWorldLast(RenderWorldLastEvent event)
{
RenderGlobalHook.endRenderingStencil();
GL11.glStencilFunc(GL11.GL_EQUAL, 0, 0xFF);
if (LodConfig.drawLODs)
renderLods(event.getPartialTicks());
GL11.glDisable(GL11.GL_STENCIL_TEST);
}
public void renderLods(float partialTicks)
{
int newWidth = Math.max(4, (Minecraft.getMinecraft().gameSettings.renderDistanceChunks * LodChunk.WIDTH * 2) / LodRegion.SIZE);
if (lodWorld != null && regionWidth != newWidth)
{
lodWorld.resizeDimensionRegionWidth(newWidth);
regionWidth = newWidth;
// skip this frame, hopefully the lodWorld
// should have everything set up by then
return;
}
Minecraft mc = Minecraft.getMinecraft();
if (mc == null || mc.player == null || lodWorld == null)
return;
int dimId = mc.player.dimension;
LodDimension lodDim = lodWorld.getLodDimension(dimId);
if (lodDim == null)
return;
double playerX = mc.player.posX;
double playerZ = mc.player.posZ;
int xOffset = ((int)playerX / (LodChunk.WIDTH * LodRegion.SIZE)) - lodDim.getCenterX();
int zOffset = ((int)playerZ / (LodChunk.WIDTH * LodRegion.SIZE)) - lodDim.getCenterZ();
if (xOffset != 0 || zOffset != 0)
{
lodDim.move(xOffset, zOffset);
}
// we wait to create the renderer until the first frame
// to make sure that the EntityRenderer has
// been created, that way we can get the fovModifer
// method from it through reflection.
if (renderer == null)
{
renderer = new LodRenderer();
}
else
{
renderer.drawLODs(lodDim, partialTicks);
}
}
//===============//
// update events //
//===============//
@SubscribeEvent
public void chunkLoadEvent(ChunkEvent event)
{
generateLodChunk(event.getChunk());
}
/**
* this event is called whenever a chunk is created for the first time.
*/
@SubscribeEvent
public void onChunkPopulate(PopulateChunkEvent event)
{
Minecraft mc = Minecraft.getMinecraft();
if (mc != null && event != null)
{
WorldClient world = mc.world;
if(world != null)
{
generateLodChunk(world.getChunkFromChunkCoords(event.getChunkX(), event.getChunkZ()));
}
}
}
/*
*
Use this for generating chunks and maybe determining if they are loaded at all?
Could I create my own chunk generator and multithread it? It wouldn't save to the world, but could I save it for LODs?
chunk = Minecraft.getMinecraft().getIntegratedServer().getWorld(0).getChunkProvider().chunkGenerator.generateChunk(chunk.x, chunk.z);
System.out.println(chunk.x + " " + chunk.z + "\tloaded: " + chunk.isLoaded() + "\tpop: " + chunk.isPopulated() + "\tter pop: " + chunk.isTerrainPopulated());
*/
private void generateLodChunk(Chunk chunk)
{
Minecraft mc = Minecraft.getMinecraft();
// don't try to create an LOD object
// if for some reason we aren't
// given a valid chunk object
// (Minecraft often gives back empty
// or null chunks in this method)
if (chunk == null || !isValidChunk(chunk))
return;
int dimId = chunk.getWorld().provider.getDimension();
World world = mc.getIntegratedServer().getWorld(dimId);
if (world == null)
return;
Thread thread = new Thread(() ->
{
try
{
LodChunk lod = new LodChunk(chunk, world);
LodDimension lodDim;
if (lodWorld == null)
{
lodWorld = new LodWorld(LodFileHandler.getWorldName());
}
else
{
// if we have a lodWorld make sure
// it is for this minecraft world
if (!lodWorld.worldName.equals(LodFileHandler.getWorldName()))
{
// this lodWorld isn't for this minecraft world
// delete it so we can get a new one
lodWorld = null;
// skip this frame
// we'll get this set up next time
return;
}
}
if (lodWorld.getLodDimension(dimId) == null)
{
DimensionType dim = DimensionType.getById(dimId);
lodDim = new LodDimension(dim, regionWidth);
lodWorld.addLodDimension(lodDim);
}
else
{
lodDim = lodWorld.getLodDimension(dimId);
}
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 whether the given chunk
* has any data in it.
*/
private boolean isValidChunk(Chunk chunk)
{
ExtendedBlockStorage[] data = chunk.getBlockStorageArray();
for(ExtendedBlockStorage e : data)
{
if(e != null && !e.isEmpty())
{
return true;
}
}
return false;
}
}
@@ -1,12 +0,0 @@
package com.backsun.lod.proxy;
/**
* This is used by the server.
*
* @author James_Seibel
* @version 08-31-2020
*/
public class CommonProxy
{
}
@@ -1,333 +0,0 @@
package com.backsun.lod.renderer;
import java.awt.Color;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.util.concurrent.Callable;
import com.backsun.lod.util.enums.FogDistance;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.client.renderer.vertex.VertexFormatElement;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
/**
*
*
* @author James Seibel
* @version 02-13-2021
*/
public class BuildBufferThread implements Callable<NearFarBuffer>
{
public ByteBuffer nearBuffer;
public ByteBuffer farBuffer;
public FogDistance distanceMode;
public AxisAlignedBB[][] lods;
public Color[][] colors;
private int start = 0;
private int end = -1;
private int vertexCount = 0;
private VertexFormat vertexFormat = null;
private int vertexFormatIndex = 0;
private VertexFormatElement vertexFormatElement = null;
BuildBufferThread()
{
vertexCount = 0;
vertexFormat = DefaultVertexFormats.POSITION_COLOR;
vertexFormatIndex = 0;
vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
}
BuildBufferThread(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, AxisAlignedBB[][] newLods, Color[][] newColors, FogDistance newDistanceMode, int threadNumber, int totalThreads)
{
setNewData(newNearByteBuffer, newFarByteBuffer, distanceMode, newLods, newColors, threadNumber, totalThreads);
vertexCount = 0;
vertexFormat = DefaultVertexFormats.POSITION_COLOR;
vertexFormatIndex = 0;
vertexFormatElement = vertexFormat.getElement(vertexFormatIndex);
}
public void setNewData(ByteBuffer newNearByteBuffer, ByteBuffer newFarByteBuffer, FogDistance newDistanceMode, AxisAlignedBB[][] newLods, Color[][] newColors, int threadNumber, int totalThreads)
{
vertexCount = 0;
vertexFormatIndex = 0;
nearBuffer = newNearByteBuffer;
farBuffer = newFarByteBuffer;
distanceMode = newDistanceMode;
lods = newLods;
colors = newColors;
int numbChunksWide = lods.length;
int rowsToRender = numbChunksWide / totalThreads;
start = threadNumber * rowsToRender;
end = (threadNumber + 1) * rowsToRender;
}
@Override
public NearFarBuffer call()
{
int numbChunksWide = lods.length;
ByteBuffer currentBuffer;
AxisAlignedBB bb;
int red;
int green;
int blue;
int alpha;
if (distanceMode == FogDistance.NEAR)
{
currentBuffer = nearBuffer;
}
else // if (distanceMode == FogDistance.FAR)
{
currentBuffer = farBuffer;
}
// x axis
for (int i = start; i < end; i++)
{
// z axis
for (int j = 0; j < numbChunksWide; j++)
{
if (lods[i][j] == null || colors[i][j] == null)
continue;
bb = lods[i][j];
// get the color of this LOD object
red = colors[i][j].getRed();
green = colors[i][j].getGreen();
blue = colors[i][j].getBlue();
alpha = colors[i][j].getAlpha();
// choose which buffer to add these LODs too
if (distanceMode == FogDistance.NEAR_AND_FAR)
{
if (RenderUtil.isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
currentBuffer = nearBuffer;
else
currentBuffer = farBuffer;
}
if (bb.minY != bb.maxY)
{
// top (facing up)
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
// bottom (facing down)
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
// south (facing -Z)
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
// north (facing +Z)
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
// west (facing -X)
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.maxY, bb.minZ, red, green, blue, alpha);
// east (facing +X)
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.maxY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
}
else
{
// render this LOD as one block thick
// top (facing up)
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
// bottom (facing down)
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
// south (facing -Z)
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
// north (facing +Z)
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
// west (facing -X)
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.minX, bb.minY+1, bb.minZ, red, green, blue, alpha);
// east (facing +X)
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.minZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY+1, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.maxZ, red, green, blue, alpha);
addPosAndColor(currentBuffer, bb.maxX, bb.minY, bb.minZ, red, green, blue, alpha);
}
} // z axis
} // x axis
return new NearFarBuffer(nearBuffer, farBuffer);
}
private void addPosAndColor(ByteBuffer buffer, double x, double y, double z, int red, int green, int blue, int alpha)
{
addPos(buffer, x, y, z);
addColor(buffer, red, green, blue, alpha);
endVertex();
}
private void addPos(ByteBuffer byteBuffer, double x, double y, double z)
{
int i = this.vertexCount * this.vertexFormat.getNextOffset() + this.vertexFormat.getOffset(this.vertexFormatIndex);
switch (this.vertexFormatElement.getType())
{
case FLOAT: // This is the one currently used
byteBuffer.putFloat(i, (float)(x));
byteBuffer.putFloat(i + 4, (float)(y));
byteBuffer.putFloat(i + 8, (float)(z));
break;
case UINT:
case INT:
byteBuffer.putInt(i, Float.floatToRawIntBits((float)(x)));
byteBuffer.putInt(i + 4, Float.floatToRawIntBits((float)(y)));
byteBuffer.putInt(i + 8, Float.floatToRawIntBits((float)(z)));
break;
case USHORT:
case SHORT:
byteBuffer.putShort(i, (short)((int)(x)));
byteBuffer.putShort(i + 2, (short)((int)(y)));
byteBuffer.putShort(i + 4, (short)((int)(z)));
break;
case UBYTE:
case BYTE:
byteBuffer.put(i, (byte)((int)(x)));
byteBuffer.put(i + 1, (byte)((int)(y)));
byteBuffer.put(i + 2, (byte)((int)(z)));
}
nextVertexFormatIndex();
}
private void addColor(ByteBuffer byteBuffer, int red, int green, int blue, int alpha)
{
int i = this.vertexCount * this.vertexFormat.getNextOffset() + this.vertexFormat.getOffset(this.vertexFormatIndex);
switch (this.vertexFormatElement.getType())
{
case FLOAT:
byteBuffer.putFloat(i, red / 255.0F);
byteBuffer.putFloat(i + 4, green / 255.0F);
byteBuffer.putFloat(i + 8, blue / 255.0F);
byteBuffer.putFloat(i + 12, alpha / 255.0F);
break;
case UINT:
case INT:
byteBuffer.putFloat(i, red);
byteBuffer.putFloat(i + 4, green);
byteBuffer.putFloat(i + 8, blue);
byteBuffer.putFloat(i + 12, alpha);
break;
case USHORT:
case SHORT:
byteBuffer.putShort(i, (short)red);
byteBuffer.putShort(i + 2, (short)green);
byteBuffer.putShort(i + 4, (short)blue);
byteBuffer.putShort(i + 6, (short)alpha);
break;
case UBYTE:
case BYTE:
if (ByteOrder.nativeOrder() == ByteOrder.LITTLE_ENDIAN)
{
// this is the one used currently
byteBuffer.put(i, (byte)red);
byteBuffer.put(i + 1, (byte)green);
byteBuffer.put(i + 2, (byte)blue);
byteBuffer.put(i + 3, (byte)alpha);
}
else
{
byteBuffer.put(i, (byte)alpha);
byteBuffer.put(i + 1, (byte)blue);
byteBuffer.put(i + 2, (byte)green);
byteBuffer.put(i + 3, (byte)red);
}
}
nextVertexFormatIndex();
}
private void nextVertexFormatIndex()
{
++this.vertexFormatIndex;
this.vertexFormatIndex %= this.vertexFormat.getElementCount();
this.vertexFormatElement = this.vertexFormat.getElement(this.vertexFormatIndex);
if (this.vertexFormatElement.getUsage() == VertexFormatElement.EnumUsage.PADDING)
{
this.nextVertexFormatIndex();
}
}
private void endVertex()
{
++this.vertexCount;
growBuffer(this.vertexFormat.getNextOffset());
}
private void growBuffer(int p_181670_1_)
{
//if (MathHelper.roundUp(p_181670_1_, 4) / 4 > this.rawIntBuffer.remaining() || this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > this.byteBuffer.capacity())
if (this.vertexCount * this.vertexFormat.getNextOffset() + p_181670_1_ > nearBuffer.capacity())
{
int i = nearBuffer.capacity();
int j = i + MathHelper.roundUp(p_181670_1_, 2097152);
// int k = this.rawIntBuffer.position();
ByteBuffer directBytebuffer = GLAllocation.createDirectByteBuffer(j);
nearBuffer.position(0);
directBytebuffer.put(nearBuffer);
directBytebuffer.rewind();
nearBuffer = directBytebuffer;
// this.rawFloatBuffer = buffer.asFloatBuffer().asReadOnlyBuffer();
// this.rawIntBuffer = buffer.asIntBuffer();
// this.rawIntBuffer.position(k);
// this.rawShortBuffer = buffer.asShortBuffer();
// this.rawShortBuffer.position(k << 1);
}
}
}
@@ -1,667 +0,0 @@
package com.backsun.lod.renderer;
import java.awt.Color;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.CancellationException;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Project;
import com.backsun.lod.objects.LodChunk;
import com.backsun.lod.objects.LodDimension;
import com.backsun.lod.util.LodConfig;
import com.backsun.lod.util.ReflectionHandler;
import com.backsun.lod.util.enums.ColorDirection;
import com.backsun.lod.util.enums.FogDistance;
import com.backsun.lod.util.enums.FogQuality;
import com.backsun.lod.util.enums.LodLocation;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
/**
* @author James Seibel
* @version 2-13-2021
*/
public class LodRenderer
{
/** If true the LODs colors will be replaced with
* a checkerboard, this can be used for debugging. */
public boolean debugging = false;
private Minecraft mc;
private float farPlaneDistance;
// make sure this is an even number, or else it won't align with the chunk grid
/** this is the total width of the LODs (I.E the diameter, not the radius) */
private static final int LOD_CHUNK_DISTANCE_RADIUS = 6;
private Tessellator tessellator;
private BufferBuilder bufferBuilder;
/**
* This is an array of 0's used to clear old
* ByteBuffers when they need to be rebuilt.
*/
byte[] clearBytes;
private ReflectionHandler reflectionHandler;
public LodDimension lodDimension = null;
private int maxNumbThreads = Runtime.getRuntime().availableProcessors();
/** How many threads should be used for building the render buffer. */
private int numbBufferThreads = maxNumbThreads;
private ArrayList<BuildBufferThread> bufferThreads = new ArrayList<BuildBufferThread>();
private volatile ByteBuffer[] nearBuffers = new ByteBuffer[maxNumbThreads];
private volatile ByteBuffer[] farBuffers = new ByteBuffer[maxNumbThreads];
private ExecutorService bufferThreadPool = Executors.newFixedThreadPool(maxNumbThreads);
/*
* this is the maximum number of bytes a buffer
* would ever have to hold at once (this prevents the buffer
* from having to resize and thus save performance)
*/
private int bufferMaxCapacity = 0;
/** 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 */
private int prevChunkX = 0;
/** This is used to determine if the LODs should be regenerated */
private int prevChunkZ = 0;
/** This is used to determine if the LODs should be regenerated */
private FogDistance prevFogDistance = FogDistance.NEAR_AND_FAR;
/** if this is true the LODs should be regenerated */
private boolean regen = false;
public LodRenderer()
{
mc = Minecraft.getMinecraft();
// for some reason "Tessellator.getInstance()" won't work here, we have to create a new one
tessellator = new Tessellator(2097152);
bufferBuilder = tessellator.getBuffer();
reflectionHandler = new ReflectionHandler();
}
public void drawLODs(LodDimension newDimension, float partialTicks)
{
if (reflectionHandler.fovMethod == null)
{
// don't continue if we can't get the
// user's FOV
return;
}
if (reflectionHandler.fovMethod == null)
{
// we aren't able to get the user's
// FOV, don't render anything
return;
}
// should the LODs be regenerated?
if ((int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH != prevChunkX ||
(int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
prevFogDistance != LodConfig.fogDistance ||
lodDimension != newDimension)
{
regen = true;
prevChunkX = (int)Minecraft.getMinecraft().player.posX / LodChunk.WIDTH;
prevChunkZ = (int)Minecraft.getMinecraft().player.posZ / LodChunk.WIDTH;
prevFogDistance = LodConfig.fogDistance;
}
else
{
// nope, the player hasn't moved, the
// render distance hasn't changed, and
// the dimension is the same
regen = false;
}
lodDimension = newDimension;
if (lodDimension == null)
{
// if there aren't any loaded LodChunks
// don't try drawing anything
return;
}
// used for debugging and viewing how long different processes take
mc.mcProfiler.endSection();
mc.mcProfiler.startSection("LOD");
mc.mcProfiler.startSection("LOD setup");
@SuppressWarnings("unused")
long startTime = System.nanoTime();
if (LodConfig.drawCheckerBoard)
{
if (debugging != LodConfig.drawCheckerBoard)
regen = true;
debugging = true;
}
else
{
if (debugging != LodConfig.drawCheckerBoard)
regen = true;
debugging = false;
}
// color setup
int alpha = 255; // 0 - 255
Color red = new Color(255, 0, 0, alpha);
Color black = new Color(0, 0, 0, alpha);
Color white = new Color(255, 255, 255, alpha);
@SuppressWarnings("unused")
Color invisible = new Color(0,0,0,0);
@SuppressWarnings("unused")
Color error = new Color(255, 0, 225, alpha); // bright pink
// get the camera location
Entity player = mc.player;
double cameraX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
double cameraY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
double cameraZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
// determine how far the game's render distance is currently set
int renderDistWidth = mc.gameSettings.renderDistanceChunks;
farPlaneDistance = renderDistWidth * LodChunk.WIDTH;
// set how big the LODs will be and how far they will go
int totalLength = (int) farPlaneDistance * LOD_CHUNK_DISTANCE_RADIUS * 2;
int numbChunksWide = (totalLength / LodChunk.WIDTH);
// this seemingly useless math is required,
// just using (int) camera doesn't work
int playerXChunkOffset = ((int) cameraX / LodChunk.WIDTH) * LodChunk.WIDTH;
int playerZChunkOffset = ((int) cameraZ / LodChunk.WIDTH) * LodChunk.WIDTH;
// this where we will start drawing squares
// (exactly half the total width)
int startX = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
// this is where we store the LOD objects
AxisAlignedBB lodArray[][] = new AxisAlignedBB[numbChunksWide][numbChunksWide];
// this is where we store the color for each LOD object
Color colorArray[][] = new Color[numbChunksWide][numbChunksWide];
//=================//
// create the LODs //
//=================//
if (regen)
{
mc.mcProfiler.endStartSection("LOD generation");
// x axis
for (int i = 0; i < numbChunksWide; i++)
{
// 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 (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
{
continue;
}
// 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
double yOffset = 0;
double zOffset = (LodChunk.WIDTH * j) + startZ;
int chunkX = i + (startX / LodChunk.WIDTH);
int chunkZ = j + (startZ / LodChunk.WIDTH);
LodChunk lod = lodDimension.getLodFromCoordinates(chunkX, chunkZ); // new LodChunk(); //
if (lod == null)
{
// note: for some reason if any color or lod object are set here
// it causes the game to use 100% gpu, all of it undefined in the debug menu
// and drop to ~6 fps.
// colorArray[i][j] = null;
// lodArray[i][j] = null;
continue;
}
Color c = new Color(
(lod.colors[ColorDirection.TOP.value].getRed()),
(lod.colors[ColorDirection.TOP.value].getGreen()),
(lod.colors[ColorDirection.TOP.value].getBlue()),
lod.colors[ColorDirection.TOP.value].getAlpha());
if (!debugging)
{
// add the color to the array
colorArray[i][j] = c;
}
else
{
// if debugging draw the squares as a black and white checker board
if ((chunkX + chunkZ) % 2 == 0)
c = white;
else
c = black;
// draw the first square as red
if (i == 0 && j == 0)
c = red;
colorArray[i][j] = c;
}
// add the new box to the array
int topPoint = getLodHeightPoint(lod.top);
int bottomPoint = getLodHeightPoint(lod.bottom);
// don't draw an LOD if it is empty
if (topPoint == -1 && bottomPoint == -1)
continue;
lodArray[i][j] = new AxisAlignedBB(0, bottomPoint, 0, LodChunk.WIDTH, topPoint, LodChunk.WIDTH).offset(xOffset, yOffset, zOffset);
}
}
}
//===========================//
// GL settings for rendering //
//===========================//
// set the required open GL settings
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glLineWidth(2.0f);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GlStateManager.translate(-cameraX, -cameraY, -cameraZ);
setProjectionMatrix(partialTicks);
setupLighting(partialTicks);
setupBufferThreads(lodArray);
//===========//
// rendering //
//===========//
mc.mcProfiler.endStartSection("LOD build buffer");
if (regen)
generateLodBuffers(lodArray, colorArray, LodConfig.fogDistance);
switch(LodConfig.fogDistance)
{
case NEAR_AND_FAR:
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(nearBuffers);
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(farBuffers);
break;
case NEAR:
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.NEAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(nearBuffers);
break;
case FAR:
mc.mcProfiler.endStartSection("LOD draw setup");
setupFog(FogDistance.FAR, reflectionHandler.getFogQuality());
sendLodsToGpuAndDraw(farBuffers);
break;
}
//=========//
// cleanup //
//=========//
mc.mcProfiler.endStartSection("LOD cleanup");
// this must be done otherwise other parts of the screen may be drawn with a fog effect
// IE the GUI
GlStateManager.disableFog();
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_LIGHT1);
GL11.glDisable(GL11.GL_COLOR_MATERIAL);
// change the perspective matrix back to prevent incompatibilities
// with other mods that may render during forgeRenderLast
Project.gluPerspective(reflectionHandler.getFov(mc, partialTicks, true), (float) this.mc.displayWidth / (float) this.mc.displayHeight, 0.05F, this.farPlaneDistance * MathHelper.SQRT_2);
// 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;
// This is about how long this whole process should take
// 16 ms = 60 hz
@SuppressWarnings("unused")
long endTime = System.nanoTime();
// end of profiler tracking
mc.mcProfiler.endSection();
}
/**
* draw an array of cubes (or squares) with the given colors.
* @param lods bounding boxes to draw
* @param colors color of each box to draw
*/
private void generateLodBuffers(AxisAlignedBB[][] lods, Color[][] colors, FogDistance fogDistance)
{
List<Future<NearFarBuffer>> bufferFutures = new ArrayList<>();
// TODO this should change based on whether we are using near/far or both fog settings
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
for(int i = 0; i < numbBufferThreads; i++)
{
if (nearBuffers[i] == null || previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
{
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
clearBytes = new byte[bufferMaxCapacity];
}
if (regen)
{
// this is the best way I could find to
// overwrite the old data
// (which needs to be done otherwise old
// LODs may be drawn)
nearBuffers[i].clear();
nearBuffers[i].put(clearBytes);
nearBuffers[i].clear();
farBuffers[i].clear();
farBuffers[i].put(clearBytes);
farBuffers[i].clear();
}
int pos = bufferBuilder.getByteBuffer().position();
nearBuffers[i].position(pos);
farBuffers[i].position(pos);
bufferThreads.get(i).setNewData(nearBuffers[i], farBuffers[i], fogDistance, lods, colors, i, numbBufferThreads);
}
try
{
bufferFutures = bufferThreadPool.invokeAll(bufferThreads);
}
catch (InterruptedException e)
{
// this should never happen, but just in case
e.printStackTrace();
}
for(int i = 0; i < numbBufferThreads; i++)
{
try
{
nearBuffers[i] = bufferFutures.get(i).get().nearBuffer;
farBuffers[i] = bufferFutures.get(i).get().farBuffer;
}
catch(CancellationException | ExecutionException| InterruptedException e)
{
// this should never happen, but just in case
e.printStackTrace();
}
}
}
private void sendLodsToGpuAndDraw(ByteBuffer[] buffers)
{
for(int i = 0; i < numbBufferThreads; i++)
{
int pos = bufferBuilder.getByteBuffer().position();
buffers[i].position(pos);
bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferBuilder.getByteBuffer().clear();
bufferBuilder.putBulkData(buffers[i]);
mc.mcProfiler.endStartSection("LOD draw");
tessellator.draw();
mc.mcProfiler.endStartSection("LOD draw setup");
bufferBuilder.getByteBuffer().clear(); // this is required otherwise nothing is drawn
}
}
//=================//
// Setup Functions //
//=================//
private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
{
if(fogQuality == FogQuality.OFF)
{
GlStateManager.disableFog();
return;
}
if(fogDistance == FogDistance.NEAR_AND_FAR)
{
throw new IllegalArgumentException("setupFog only accepts NEAR or FAR fog distances.");
}
// the multipliers are percentages
// of the regular view distance.
if(fogDistance == FogDistance.NEAR)
{
// the reason that I wrote fogEnd then fogStart backwards
// is because we are using fog backwards to how
// it is normally used, with it hiding near objects
// instead of far objects.
if (fogQuality == FogQuality.FANCY)
{
GlStateManager.setFogEnd(farPlaneDistance * 0.3f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogStart(farPlaneDistance * 0.35f * LOD_CHUNK_DISTANCE_RADIUS);
}
else if(fogQuality == FogQuality.FAST)
{
// for the far fog of the normal chunks
// to start right where the LODs' end use:
// end = 0.8f, start = 1.5f
GlStateManager.setFogEnd(farPlaneDistance * 1.5f);
GlStateManager.setFogStart(farPlaneDistance * 2.0f);
}
}
else if(fogDistance == FogDistance.FAR)
{
if (fogQuality == FogQuality.FANCY)
{
GlStateManager.setFogStart(farPlaneDistance * 0.78f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogEnd(farPlaneDistance * 1.0f * LOD_CHUNK_DISTANCE_RADIUS);
}
else if(fogQuality == FogQuality.FAST)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * LOD_CHUNK_DISTANCE_RADIUS);
GlStateManager.setFogEnd(farPlaneDistance * 0.75f * LOD_CHUNK_DISTANCE_RADIUS);
}
}
GlStateManager.setFogDensity(0.1f);
GlStateManager.enableFog();
}
/**
* create a new projection matrix and send it over to the GPU
* @param partialTicks how many ticks into the frame we are
* @return true if the matrix was successfully created and sent to the GPU, false otherwise
*/
private void setProjectionMatrix(float partialTicks)
{
// create a new view frustum so that the squares can be drawn outside the normal view distance
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.loadIdentity();
// only continue if we can get the FOV
if (reflectionHandler.fovMethod != null)
{
Project.gluPerspective(reflectionHandler.getFov(mc, partialTicks, true), (float) mc.displayWidth / (float) mc.displayHeight, 0.5F, farPlaneDistance * 12);
}
// we weren't able to set up the projection matrix
return;
}
/**
* setup the lighting to be used for the LODs
*/
private void setupLighting(float partialTicks)
{
GL11.glEnable(GL11.GL_COLOR_MATERIAL); // set the color to be used as the material (this allows lighting to be enabled)
// this isn't perfect right now, but it looks pretty good at 50% brightness
float sunBrightness = mc.world.getSunBrightness(partialTicks) * mc.world.provider.getSunBrightnessFactor(partialTicks);
float skyHasLight = mc.world.provider.hasSkyLight()? 1.0f : 0.15f;
float gammaMultiplyer = (mc.gameSettings.gammaSetting * 0.5f + 0.5f);
float lightStrength = sunBrightness * skyHasLight * gammaMultiplyer;
float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
ByteBuffer temp = ByteBuffer.allocateDirect(16);
temp.order(ByteOrder.nativeOrder());
GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
GL11.glEnable(GL11.GL_LIGHT1); // Enable the above lighting
GlStateManager.enableLighting();
}
private void setupBufferThreads(AxisAlignedBB[][] lods)
{
if (numbBufferThreads != bufferThreads.size())
{
bufferMaxCapacity = (lods.length * lods.length * (6 * 4 * ((3 * 4) + (4 * 4)))) / numbBufferThreads;
clearBytes = new byte[bufferMaxCapacity];
bufferThreads.clear();
for(int i = 0; i < numbBufferThreads; i++)
bufferThreads.add(new BuildBufferThread());
regen = true;
for(int i = 0; i < maxNumbThreads; i++)
{
nearBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
nearBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
farBuffers[i] = ByteBuffer.allocateDirect(bufferMaxCapacity);
farBuffers[i].order(ByteOrder.LITTLE_ENDIAN);
}
}
}
/**
* Returns -1 if there are no valid points
*/
private int getLodHeightPoint(short[] heightPoints)
{
if (heightPoints[LodLocation.NE.value] != -1)
return heightPoints[LodLocation.NE.value];
if (heightPoints[LodLocation.NW.value] != -1)
return heightPoints[LodLocation.NW.value];
if (heightPoints[LodLocation.SE.value] != -1)
return heightPoints[LodLocation.NE.value];
return heightPoints[LodLocation.NE.value];
}
}
@@ -1,25 +0,0 @@
package com.backsun.lod.renderer;
import java.nio.ByteBuffer;
/**
* This object is just a replacement for an array
* to make things easier to understand in the LodRenderer
* and BuildBufferThread.
*
* @author James Seibel
* @version 02-13-2021
*/
public class NearFarBuffer
{
public ByteBuffer nearBuffer;
public ByteBuffer farBuffer;
NearFarBuffer(ByteBuffer newNearBuffer, ByteBuffer newFarBuffer)
{
nearBuffer = newNearBuffer;
farBuffer = newFarBuffer;
}
}
@@ -1,45 +0,0 @@
package com.backsun.lod.renderer;
import net.minecraft.client.Minecraft;
/**
* This holds miscellaneous helper code
* to be used in the rendering process.
*
* @author James Seibel
* @version 2-13-2021
*/
public class RenderUtil
{
/**
* Returns if the given coordinate is in the loaded area of the world.
* @param centerCoordinate the center of the loaded world
*/
public static boolean isCoordinateInLoadedArea(int i, int j, int centerCoordinate)
{
Minecraft mc = Minecraft.getMinecraft();
return (i >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& i <= centerCoordinate + mc.gameSettings.renderDistanceChunks)
&&
(j >= centerCoordinate - mc.gameSettings.renderDistanceChunks
&& j <= centerCoordinate + mc.gameSettings.renderDistanceChunks);
}
/**
* Find the coordinates that are in the center half of the given
* 2D matrix, starting at (0,0) and going to (2 * lodRadius, 2 * lodRadius).
*/
public static boolean isCoordinateInNearFogArea(int i, int j, int lodRadius)
{
int halfRadius = lodRadius / 2;
return (i >= lodRadius - halfRadius
&& i <= lodRadius + halfRadius)
&&
(j >= lodRadius - halfRadius
&& j <= lodRadius + halfRadius);
}
}
@@ -1,55 +0,0 @@
package com.backsun.lod.util;
import com.backsun.lod.util.enums.FogDistance;
import net.minecraftforge.common.config.Config;
import net.minecraftforge.common.config.ConfigManager;
import net.minecraftforge.fml.client.event.ConfigChangedEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
/**
*
* @author James Seibel
* @version 02-14-2021
*/
@Config(modid = Reference.MOD_ID)
public class LodConfig
{
// save the config file when it is changed
@Mod.EventBusSubscriber(modid = Reference.MOD_ID)
private static class EventHandler
{
@SubscribeEvent
public static void onConfigChanged(final ConfigChangedEvent.OnConfigChangedEvent event)
{
if (event.getModID().equals(Reference.MOD_ID))
{
ConfigManager.sync(Reference.MOD_ID, Config.Type.INSTANCE);
}
}
}
@Config.Comment(
{"Enable LODs",
"If true LODs will be drawn, if false LODs will "
+ "not be rendered. However they will "
+ "still be generated and stored in your world's save folder."})
public static boolean drawLODs = true;
@Config.Comment(
{"Fog Distance",
"What distance should Fog be drawn on the LODs?"})
public static FogDistance fogDistance = FogDistance.NEAR_AND_FAR;
@Config.Comment(
{"Draw Debugging Checkerboard",
"If false the LODs will draw with their normal world colors."
+ "If true they will draw as a black and white checkerboard."
+ "This can be used for debugging or imagining you are playing a "
+ "giant game of chess ;)"})
public static boolean drawCheckerBoard = false;
}
@@ -1,322 +0,0 @@
package com.backsun.lod.util;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.backsun.lod.objects.LodChunk;
import com.backsun.lod.objects.LodDimension;
import com.backsun.lod.objects.LodRegion;
import net.minecraft.client.Minecraft;
import net.minecraft.world.storage.ISaveHandler;
/**
* This object handles creating LodRegions
* from files and saving LodRegion objects
* to file.
*
* @author James Seibel
* @version 01-30-2021
*/
public class LodFileHandler
{
private LodDimension loadedRegion = null;
public long regionLastWriteTime[][];
// String s = Minecraft.getMinecraftDir().getCanonicalPath() + "/saves/" + world.getSaveHandler().getSaveDirectoryName() + "/data/AA/World" + world.provider.dimensionId + ".dat";
private String save_dir;
public ISaveHandler saveHandler;
private final String FILE_NAME_PREFIX = "lod";
private final String FILE_EXTENSION = ".txt";
private ExecutorService fileWritingThreadPool = Executors.newFixedThreadPool(1);
/** Is true if the readyToReadAndWrite is false */
private boolean waitingToSaveRegions = false;
public LodFileHandler(ISaveHandler newSaveHandler, LodDimension newLoadedRegion)
{
saveHandler = newSaveHandler;
loadedRegion = newLoadedRegion;
// these two variable are used in sync with the LodDimension
regionLastWriteTime = new long[loadedRegion.getWidth()][loadedRegion.getWidth()];
for(int i = 0; i < loadedRegion.getWidth(); i++)
for(int j = 0; j < loadedRegion.getWidth(); j++)
regionLastWriteTime[i][j] = -1;
if (saveHandler != null && saveHandler.getWorldDirectory() != null)
save_dir = getWorldSaveDirectory();
}
//================//
// read from file //
//================//
/**
* Return the LodRegion at the given coordinates.
* (null if the file doesn't exist)
*/
public LodRegion loadRegionFromFile(int regionX, int regionZ)
{
// we don't currently support reading or writing
// files when connected to a server
if (!Minecraft.getMinecraft().isIntegratedServerRunning())
return null;
if (!readyToReadAndWrite())
return null;
String fileName = getFileNameForRegion(regionX, regionZ);
File f = new File(fileName);
if (!f.exists())
{
// there wasn't a file, don't
// return anything
return null;
}
LodRegion region = new LodRegion(regionX, regionZ);
try
{
BufferedReader br = new BufferedReader(new FileReader(f));
String s = br.readLine();
while(s != null && !s.isEmpty())
{
try
{
// convert each line into an LOD object and add it to the region
LodChunk lod = new LodChunk(s);
region.addLod(lod);
}
catch(IllegalArgumentException e)
{
// we were unable to create this chunk
// for whatever reason.
// skip to the next chunk
}
s = br.readLine();
}
br.close();
}
catch (IOException e)
{
// File not found
// or the buffered reader encountered a
// problem reading the file
return null;
}
return region;
}
//==============//
// Save to File //
//==============//
public synchronized void saveDirtyRegionsToFile()
{
// we don't currently support reading or writing
// files when connected to a server
if (!Minecraft.getMinecraft().isIntegratedServerRunning())
return;
if (!readyToReadAndWrite())
{
// we aren't ready to read and write yet
if(!waitingToSaveRegions)
{
waitingToSaveRegions = true;
// retry until we are able to read and write
// then wake up the fileWritingThreadPool
Thread retryReady = new Thread(() ->
{
try
{
// check once every so often so see
// if anything has changed so we can
// start reading and writing files
while(!readyToReadAndWrite())
{
this.wait(1000);
// get the save handler again, if for some
// reason the original handler was null
saveHandler = Minecraft.getMinecraft().getIntegratedServer().getWorld(0).getSaveHandler();
save_dir = getWorldSaveDirectory();
}
// we can start writing files now
fileWritingThreadPool.execute(saveDirtyRegionsThread);
waitingToSaveRegions = false;
}
catch (InterruptedException e)
{ /* should never be called */}
});
retryReady.run();
}
return;
}
fileWritingThreadPool.execute(saveDirtyRegionsThread);
}
private Thread saveDirtyRegionsThread = new Thread(() ->
{
for(int i = 0; i < loadedRegion.getWidth(); i++)
{
for(int j = 0; j < loadedRegion.getWidth(); j++)
{
if(loadedRegion.isRegionDirty[i][j])
{
saveRegionToDisk(loadedRegion.regions[i][j]);
loadedRegion.isRegionDirty[i][j] = false;
}
}
}
waitingToSaveRegions = false;
});
private void saveRegionToDisk(LodRegion region)
{
if (!readyToReadAndWrite() || region == null)
return;
// convert chunk coordinates to region
// coordinates
int x = region.x;
int z = region.z;
File f = new File(getFileNameForRegion(x, z));
try
{
// make sure the file and folder exists
if (!f.exists())
if(!f.getParentFile().exists())
f.getParentFile().mkdirs();
f.createNewFile();
FileWriter fw = new FileWriter(f);
for(LodChunk[] chunkArray : region.getAllLods())
for(LodChunk chunk : chunkArray)
if(chunk != null)
fw.write(chunk.toData() + "\n");
fw.close();
}
catch(Exception e)
{
System.err.println("LOD file write error: " + e.getMessage());
}
}
//================//
// helper methods //
//================//
/**
* 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.
* @param regionX
* @param regionZ
*/
private String getFileNameForRegion(int regionX, int regionZ)
{
if (!readyToReadAndWrite())
return null;
return save_dir + "\\lod_data\\DIM" + loadedRegion.dimension.getId() + "\\" +
FILE_NAME_PREFIX + "." + regionX + "." + regionZ + FILE_EXTENSION;
}
/**
* Returns if this FileHandler is ready to read
* and write files.
*/
public boolean readyToReadAndWrite()
{
return saveHandler != null && saveHandler.getWorldDirectory() != null &&
save_dir != null && !save_dir.isEmpty();
}
/**
* If on single player this will return the name of the user's
* world, if in multiplayer it will return the server name
* and game version.
*/
public static String getWorldName()
{
Minecraft mc = Minecraft.getMinecraft();
if(mc.isIntegratedServerRunning())
{
return mc.getIntegratedServer().getWorldName();
}
else
{
return mc.getCurrentServerData().serverName + "_version_" + mc.getCurrentServerData().gameVersion;
}
}
/**
* Returns null if there was an IO Exception
*/
private String getWorldSaveDirectory()
{
try
{
return saveHandler.getWorldDirectory().getCanonicalPath();
}
catch (IOException e)
{
return null;
}
}
}
@@ -1,25 +0,0 @@
package com.backsun.lod.util;
/**
*
* @author James Seibel
* @version 04-16-2020
*/
public class Reference
{
/** the mod's identifier */
public static final String MOD_ID = "lod";
/** the mod's name */
public static final String NAME = "LOD Mod";
/** the mod's version */
public static final String VERSION = "1.0";
/** the version of minecraft this mod is built for */
public static final String ACCEPTED_VERSIONS = "[1.12.2]";
/** where the client proxy class is */
public static final String CLIENT_PROXY_CLASS = "com.backsun.lod.proxy.ClientProxy";
/** where the common proxy class is*/
public static final String COMMON_PROXY_CLASS = "com.backsun.lod.proxy.CommonProxy";
}
@@ -1,187 +0,0 @@
package com.backsun.lod.util;
import java.lang.reflect.Field;
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
import java.lang.reflect.Parameter;
import com.backsun.lod.util.enums.FogQuality;
import net.minecraft.client.Minecraft;
/**
* This object is used to get variables from methods
* where they are private.
*
* @author James Seibel
* @version 09-21-2020
*/
public class ReflectionHandler
{
public Method fovMethod = null;
public Field ofFogField = null;
public ReflectionHandler()
{
setupFovMethod();
setupFogField();
}
/**
* This sets the "getFOVModifier" method from the
* minecraft "EntityRenderer" class, so that we can get
* the FOV of the player at any time.
*
* This is required since Minecraft is obfuscated so
* we can't just look for 'getFOVModifier'
* we have to search for it based on its parameters and
* return type; which luckily are unique in the EntityRenderer
* class.
*/
private void setupFovMethod()
{
// get every method from the entity renderer
Method[] methods = Minecraft.getMinecraft().entityRenderer.getClass().getDeclaredMethods();
Class<?> returnType;
Parameter[] params;
Method returnMethod = null;
for(Method m : methods)
{
returnType = m.getReturnType();
params = m.getParameters();
// see if this method has the same return type
// and parameters as the 'getFOVModifier' method.
if (returnType.equals(float.class) &&
params.length == 2 &&
params[0].getType().equals(float.class) &&
params[1].getType().equals(boolean.class))
{
// only accept the first method that we find
if (returnMethod == null)
{
returnMethod = m;
}
else
{
// we found a second method that matches the
// outline we were looking for,
// to prevent unexpected behavior
// dont't set fovMethod.
// Since we aren't sure that
// this method is the right
// one, we may accidently mess
// up the entityRender by invoking
// it and we probably wouldn't get
// the FOV from it anyway.
System.err.println("Error: a second method that matches the parameters and return typ of 'getFOVModifier' was found, LODs won't be rendered.");
return;
}
}
}
// only set the method once we have gone through
// the whole array of methods, just to
// make sure we have the right one.
fovMethod = returnMethod;
// set up the method so we can invoke it later
fovMethod.setAccessible(true);
}
/**
* Similar to setupFovMethod.
*/
private void setupFogField()
{
// get every variable from the entity renderer
Field[] vars = Minecraft.getMinecraft().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(Minecraft.getMinecraft().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;
}
}
/**
* Gets the FOV used by the EntityRender.
*/
public float getFov(Minecraft mc, float partialTicks, boolean useFovSetting)
{
try
{
return (float)fovMethod.invoke(mc.entityRenderer, new Object[]{partialTicks, useFovSetting});
}
catch(InvocationTargetException | IllegalAccessException | IllegalArgumentException e)
{
e.printStackTrace();
}
return 0.0f;
}
}
@@ -1,34 +0,0 @@
package com.backsun.lod.util.enums;
/**
* @author James Seibel
* @version 10-17-2020
*
* TOP, N, S, E, W, BOTTOM
*/
public enum ColorDirection
{
// used for colors
/** +Y */
TOP(0),
/** -Z */
N(1),
/** +Z */
S(2),
/** +X */
E(3),
/** -X */
W(4),
/** -Y */
BOTTOM(5);
public final int value;
private ColorDirection(int newValue)
{
value = newValue;
}
}
@@ -1,32 +0,0 @@
package com.backsun.lod.util.enums;
/**
* @author James Seibel
* @version 1-23-2021
*/
public enum DrawMode
{
/** Draw the LOD objects in groups.
* <br>
* <br>
* Fancy fog: render the center and outside LOD
* objects in 2 different groups.
* <br>
* Fast fog: render all LOD objects at one time.
*/
BATCH(0),
/** Draw each LOD objects separately.
* <br>
* <br>
* Not suggested normally since draw calls are GPU expensive.
*/
INDIVIDUAL(5);
public final int value;
private DrawMode(int newValue)
{
value = newValue;
}
}
@@ -1,17 +0,0 @@
package com.backsun.lod.util.enums;
/**
* Near, far, or NEAR_AND_FAR.
*
* @author James Seibel
* @version 02-14-2021
*/
public enum FogDistance
{
/** valid for both fast and fancy fog qualities. */
NEAR,
/** valid for both fast and fancy fog qualities. */
FAR,
/** only looks good if the fog quality is set to Fancy. */
NEAR_AND_FAR;
}
@@ -1,14 +0,0 @@
package com.backsun.lod.util.enums;
/**
* fast, fancy, or off
*
* @author James Seibel
* @version 02-14-2021
*/
public enum FogQuality
{
FAST,
FANCY,
OFF;
}
@@ -1,29 +0,0 @@
package com.backsun.lod.util.enums;
/**
*
* @author James Seibel
* @version 1-20-2020
*
* NE, SE, SW, NW
*/
public enum LodLocation
{
// used for position
/** -Z, +X */
NE(0),
/** +Z, +X */
SE(1),
/** +Z, -X */
SW(2),
/** -Z, -X */
NW(3);
public final int value;
private LodLocation(int newValue)
{
value = newValue;
}
}
+80
View File
@@ -0,0 +1,80 @@
/*
* 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.config.LodConfig;
import com.seibel.lod.proxy.ClientProxy;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.ModLoadingContext;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.fml.event.server.FMLServerStartingEvent;
import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
/**
* Initialize and setup the Mod.
* <br>
* If you are looking for the real start of the mod
* check out the ClientProxy.
*
* @author James Seibel
* @version 7-3-2021
*/
@Mod(ModInfo.MODID)
public class LodMain
{
public static LodMain instance;
public static ClientProxy client_proxy;
private void init(final FMLCommonSetupEvent event)
{
ModLoadingContext.get().registerConfig(ModConfig.Type.CLIENT, LodConfig.CLIENT_SPEC);
}
public LodMain()
{
// Register the methods
FMLJavaModLoadingContext.get().getModEventBus().addListener(this::init);
FMLJavaModLoadingContext.get().getModEventBus().addListener(this::onClientStart);
// Register ourselves for server and other game events we are interested in
MinecraftForge.EVENT_BUS.register(this);
}
private void onClientStart(final FMLClientSetupEvent event)
{
client_proxy = new ClientProxy();
MinecraftForge.EVENT_BUS.register(client_proxy);
}
@SubscribeEvent
public void onServerStarting(FMLServerStartingEvent event)
{
// this is called when the server starts
}
}
+32
View File
@@ -0,0 +1,32 @@
/*
* 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;
/**
* This file is similar to mcmod.info
*
* @author James Seibel
* @version 08-29-2021
*/
public final class ModInfo
{
public static final String MODID = "lod";
public static final String MODNAME = "LOD";
public static final String MODAPI = "LodAPI";
public static final String VERSION = "a1.4";
}
@@ -0,0 +1,524 @@
/*
* 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.ArrayList;
import java.util.List;
import java.util.concurrent.Callable;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.locks.ReentrantLock;
import org.lwjgl.opengl.GL11;
import com.seibel.lod.builders.lodTemplates.Box;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.objects.DataPoint;
import com.seibel.lod.objects.LevelPosUtil;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.PosToRenderContainer;
import com.seibel.lod.objects.RegionPos;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.vertex.VertexBuffer;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
/**
* This object is used to create NearFarBuffer objects.
*
* @author James Seibel
* @version 8-24-2021
*/
public class LodBufferBuilder
{
/**
* This holds the thread used to generate new LODs off the main thread.
*/
private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - main"));
/**
* This holds the threads used to generate buffers.
*/
private ExecutorService bufferBuilderThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfBufferBuilderThreads.get(), new LodThreadFactory(this.getClass().getSimpleName() + " - builder"));
/**
* The buffers that are used to create LODs using far fog
*/
public volatile BufferBuilder[][] buildableBuffers;
/**
* Used when building new VBOs
*/
public volatile VertexBuffer[][] buildableVbos;
/**
* VBOs that are sent over to the LodNodeRenderer
*/
public volatile VertexBuffer[][] drawableVbos;
/**
* if this is true the LOD buffers are currently being
* regenerated.
*/
public boolean generatingBuffers = false;
/**
* if this is true new LOD buffers have been generated
* and are waiting to be swapped with the drawable buffers
*/
private boolean switchVbos = false;
/**
* Size of the buffer builders in bytes last time we created them
*/
public int previousBufferSize = 0;
/**
* Width of the dimension in regions last time we created the buffers
*/
public int previousRegionWidth = 0;
/**
* this is used to prevent multiple threads creating, destroying, or using the buffers at the same time
*/
private ReentrantLock bufferLock = new ReentrantLock();
private static final int NUMBER_OF_DIRECTION = 4;
//in order -x, +x, -z, +z
private static final int[][] ADJ_DIRECTION = new int[][]{{-1, 0}, {1, 0}, {0, -1}, {0, 1}};
private volatile Box[][] boxCache;
private volatile PosToRenderContainer[][] setsToRender;
private volatile RegionPos center;
/** This is the ChunkPos the player was at the last time the buffers were built.
* IE the center of the buffers last time they were built */
private volatile ChunkPos drawableCenterChunkPos = new ChunkPos(0,0);
private volatile ChunkPos buildableCenterChunkPos = new ChunkPos(0,0);
public LodBufferBuilder()
{
}
/**
* Create a thread to asynchronously generate LOD buffers
* centered around the given camera X and Z.
* <br>
* This method will write to the drawable near and far buffers.
* <br>
* After the buildable buffers have been generated they must be
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, boolean fullRegen)
{
// only allow one generation process to happen at a time
if (generatingBuffers)
return;
if (buildableBuffers == null)
// setupBuffers hasn't been called yet
return;
generatingBuffers = true;
// round the player's block position down to the nearest chunk BlockPos
ChunkPos playerChunkPos = new ChunkPos(playerBlockPos);
BlockPos playerBlockPosRounded = playerChunkPos.getWorldPosition();
Thread thread = new Thread(() ->
{
bufferLock.lock();
try
{
long treeStart = System.currentTimeMillis();
long treeEnd = System.currentTimeMillis();
long startTime = System.currentTimeMillis();
ArrayList<Callable<Boolean>> nodeToRenderThreads = new ArrayList<>(lodDim.regions.length * lodDim.regions.length);
startBuffers(fullRegen, lodDim);
// =====================//
// RENDERING PART //
// =====================//
RegionPos playerRegionPos = new RegionPos(playerChunkPos);
if (center == null)
center = playerRegionPos;
if (setsToRender == null)
setsToRender = new PosToRenderContainer[lodDim.regions.length][lodDim.regions.length];
if (setsToRender.length != lodDim.regions.length)
setsToRender = new PosToRenderContainer[lodDim.regions.length][lodDim.regions.length];
if (boxCache == null)
boxCache = new Box[lodDim.regions.length][lodDim.regions.length];
if (boxCache.length != lodDim.regions.length)
boxCache = new Box[lodDim.regions.length][lodDim.regions.length];
// this will be the center of the VBOs once they have been built
buildableCenterChunkPos = playerChunkPos;
for (int xRegion = 0; xRegion < lodDim.regions.length; xRegion++)
{
for (int zRegion = 0; zRegion < lodDim.regions.length; zRegion++)
{
if (lodDim.regen[xRegion][zRegion] || fullRegen)
{
RegionPos regionPos = new RegionPos(
xRegion + lodDim.getCenterX() - Math.floorDiv(lodDim.getWidth(), 2),
zRegion + lodDim.getCenterZ() - Math.floorDiv(lodDim.getWidth(), 2));
// local position in the vbo and bufferBuilder arrays
BufferBuilder currentBuffer = buildableBuffers[xRegion][zRegion];
LodRegion region = lodDim.getRegion(regionPos.x, regionPos.z);
if (region == null) continue;
byte minDetail = region.getMinDetailLevel();
// make sure the buffers weren't
// changed while we were running this method
if (currentBuffer == null || (currentBuffer != null && !currentBuffer.building()))
return;
//previous setToRender chache
final int xR = xRegion;
final int zR = zRegion;
Callable<Boolean> dataToRenderThread = () ->
{
//previous setToRender chache
if (setsToRender[xR][zR] == null)
{
setsToRender[xR][zR] = new PosToRenderContainer(minDetail, regionPos.x, regionPos.z);
}
if (boxCache[xR][zR] == null)
{
boxCache[xR][zR] = new Box();
}
PosToRenderContainer posToRender = setsToRender[xR][zR];
posToRender.clear(minDetail, regionPos.x, regionPos.z);
lodDim.getDataToRender(
posToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
byte detailLevel;
int posX;
int posZ;
int xAdj;
int zAdj;
int chunkXdist;
int chunkZdist;
short gameChunkRenderDistance = (short) (renderer.vanillaRenderedChunks.length / 2 - 1);
long dataPoint;
long[] adjData;
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
detailLevel = posToRender.getNthDetailLevel(index);
posX = posToRender.getNthPosX(index);
posZ = posToRender.getNthPosZ(index);
// skip any chunks that Minecraft is going to render
chunkXdist = LevelPosUtil.getChunkPos(detailLevel, posX) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel, posZ) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist)
&& gameChunkRenderDistance >= Math.abs(chunkZdist)
&& detailLevel <= LodUtil.CHUNK_DETAIL_LEVEL
&& renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
{
continue;
}
// skip any chunks that Minecraft is going to render
try
{
if (lodDim.doesDataExist(detailLevel, posX, posZ))
{
dataPoint = lodDim.getData(detailLevel, posX, posZ);
if(DataPoint.getHeight(dataPoint) == LodBuilder.DEFAULT_HEIGHT && DataPoint.getDepth(dataPoint) == LodBuilder.DEFAULT_DEPTH)
continue;
adjData = new long[NUMBER_OF_DIRECTION];
for (int direction = 0; direction < NUMBER_OF_DIRECTION; direction++)
{
xAdj = posX + ADJ_DIRECTION[direction][0];
zAdj = posZ + ADJ_DIRECTION[direction][1];
chunkXdist = LevelPosUtil.getChunkPos(detailLevel,xAdj) - playerChunkPos.x;
chunkZdist = LevelPosUtil.getChunkPos(detailLevel,zAdj) - playerChunkPos.z;
if (gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
{
if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
&& posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction]= lodDim.getData(detailLevel, xAdj, zAdj);
}
} else
{
if (posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction] = lodDim.getData(detailLevel, xAdj, zAdj);
}
}
}
LodConfig.CLIENT.graphics.lodTemplate.get().template.addLodToBuffer(currentBuffer, playerBlockPosRounded, dataPoint, adjData,
detailLevel, posX, posZ, boxCache[xR][zR],renderer.previousDebugMode);
}
} catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
return false;
}
}// for pos to in list to render
// the thread executed successfully
return true;
};
nodeToRenderThreads.add(dataToRenderThread);
}
}// region z
}// region z
long renderStart = System.currentTimeMillis();
// wait for all threads to finish
List<Future<Boolean>> futuresBuffer = bufferBuilderThreads.invokeAll(nodeToRenderThreads);
for (Future<Boolean> future : futuresBuffer)
{
// the future will be false if its thread failed
if (!future.get())
{
ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
closeBuffers(fullRegen, lodDim);
return;
}
}
long renderEnd = System.currentTimeMillis();
long endTime = System.currentTimeMillis();
@SuppressWarnings("unused")
long buildTime = endTime - startTime;
@SuppressWarnings("unused")
long treeTime = treeEnd - treeStart;
@SuppressWarnings("unused")
long renderingTime = renderEnd - renderStart;
// ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms" + '\n' +
// "Tree cutting time: " + treeTime + " ms" + '\n' +
// "Rendering time: " + renderingTime + " ms");
// mark that the buildable buffers as ready to swap
switchVbos = true;
} catch (Exception e)
{
ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
e.printStackTrace();
} finally
{
// regardless of if we successfully created the buffers
// we are done generating.
generatingBuffers = false;
// clean up any potentially open resources
if (buildableBuffers != null)
closeBuffers(fullRegen, lodDim);
// upload the new buffers
uploadBuffers(fullRegen, lodDim);
bufferLock.unlock();
}
});
mainGenThread.execute(thread);
return;
}
//===============================//
// BufferBuilder related methods //
//===============================//
/**
* Called from the LodRenderer to create the
* BufferBuilders. <br><br>
* <p>
* May have to wait for the bufferLock to open.
*/
public void setupBuffers(int numbRegionsWide, int bufferMaxCapacity)
{
bufferLock.lock();
previousRegionWidth = numbRegionsWide;
previousBufferSize = bufferMaxCapacity;
buildableBuffers = new BufferBuilder[numbRegionsWide][numbRegionsWide];
buildableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
drawableVbos = new VertexBuffer[numbRegionsWide][numbRegionsWide];
for (int x = 0; x < numbRegionsWide; x++)
{
for (int z = 0; z < numbRegionsWide; z++)
{
buildableBuffers[x][z] = new BufferBuilder(bufferMaxCapacity);
buildableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
drawableVbos[x][z] = new VertexBuffer(LodRenderer.LOD_VERTEX_FORMAT);
}
}
bufferLock.unlock();
}
/**
* sets the buffers and Vbos to null, forcing them to be recreated. <br><br>
* <p>
* May have to wait for the bufferLock to open.
*/
public void destroyBuffers()
{
bufferLock.lock();
buildableBuffers = null;
buildableVbos = null;
drawableVbos = null;
bufferLock.unlock();
}
/**
* Calls begin on each of the buildable BufferBuilders.
*/
private void startBuffers(boolean fullRegen, LodDimension lodDim)
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
{
if (fullRegen || lodDim.regen[x][z])
{
buildableBuffers[x][z].begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
}
}
}
/**
* Calls end on each of the buildable BufferBuilders.
*/
private void closeBuffers(boolean fullRegen, LodDimension lodDim)
{
for (int x = 0; x < buildableBuffers.length; x++)
for (int z = 0; z < buildableBuffers.length; z++)
if (buildableBuffers[x][z] != null && buildableBuffers[x][z].building() && (fullRegen || lodDim.regen[x][z]))
{
buildableBuffers[x][z].end();
}
}
/**
* Called from the LodRenderer to create the
* BufferBuilders at the right size.
*/
private void uploadBuffers(boolean fullRegen, LodDimension lodDim)
{
for (int x = 0; x < buildableVbos.length; x++)
{
for (int z = 0; z < buildableVbos.length; z++)
{
if (fullRegen || lodDim.regen[x][z])
{
buildableVbos[x][z].upload(buildableBuffers[x][z]);
lodDim.regen[x][z] = false;
}
}
}
}
/**
* Get the newly created VBOs
*/
public VertexBuffersAndOffset getVertexBuffers()
{
// don't wait for the lock to open
// since this is called on the main render thread
if (bufferLock.tryLock())
{
VertexBuffer[][] tmp = drawableVbos;
drawableVbos = buildableVbos;
buildableVbos = tmp;
drawableCenterChunkPos = buildableCenterChunkPos;
// the vbos have been swapped
switchVbos = false;
bufferLock.unlock();
}
return new VertexBuffersAndOffset(drawableVbos, drawableCenterChunkPos);
}
/**
* A simple container to pass multiple objects back in the getVertexBuffers method.
*/
public class VertexBuffersAndOffset
{
public VertexBuffer[][] vbos;
public ChunkPos drawableCenterChunkPos;
public VertexBuffersAndOffset(VertexBuffer[][] newVbos, ChunkPos newDrawableCenterChunkPos)
{
vbos = newVbos;
drawableCenterChunkPos = newDrawableCenterChunkPos;
}
}
/**
* If this is true the buildable near and far
* buffers have been generated and are ready to be
* sent to the LodRenderer.
*/
public boolean newBuffersAvaliable()
{
return switchVbos;
}
}
@@ -0,0 +1,575 @@
/*
* 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.DistanceGenerationMode;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.objects.DataPoint;
import com.seibel.lod.objects.LevelPosUtil;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.LodWorld;
import com.seibel.lod.util.ColorUtil;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import com.seibel.lod.wrappers.MinecraftWrapper;
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, and Region objects)
*
* @author Leonardo Amato
* @author James Seibel
* @version 9-7-2021
*/
public class LodBuilder
{
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName()));
public static final int CHUNK_DATA_WIDTH = LodUtil.CHUNK_WIDTH;
public static final int CHUNK_SECTION_HEIGHT = CHUNK_DATA_WIDTH;
public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
/**
* If no blocks are found in the area in determineBottomPointForArea return this
*/
public static final short DEFAULT_DEPTH = 0;
/**
* If no blocks are found in the area in determineHeightPointForArea return this
*/
public static final short DEFAULT_HEIGHT = 0;
/**
* How wide LodDimensions should be in regions
*/
public int defaultDimensionWidthInRegions = 5;
public LodBuilder()
{
}
public void generateLodNodeAsync(IChunk chunk, LodWorld lodWorld, IWorld world)
{
generateLodNodeAsync(chunk, lodWorld, world, DistanceGenerationMode.SERVER);
}
public void generateLodNodeAsync(IChunk chunk, LodWorld lodWorld, IWorld world, DistanceGenerationMode generationMode)
{
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();
LodDimension lodDim;
int playerPosX;
int playerPosZ;
if (MinecraftWrapper.INSTANCE.getPlayer() == null)
{
playerPosX = chunk.getPos().getMinBlockX();
playerPosZ = chunk.getPos().getMinBlockZ();
} else
{
playerPosX = (int) world.players().get(0).getX();
playerPosZ = (int) world.players().get(0).getZ();
}
if (lodWorld.getLodDimension(dim) == null)
{
lodDim = new LodDimension(dim, lodWorld, defaultDimensionWidthInRegions);
lodWorld.addLodDimension(lodDim);
lodDim.treeGenerator(playerPosX, playerPosZ);
} else
{
lodDim = lodWorld.getLodDimension(dim);
}
generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(generationMode));
} catch (IllegalArgumentException | NullPointerException e)
{
e.printStackTrace();
// 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 void generateLodNodeFromChunk(LodDimension lodDim, IChunk chunk) throws IllegalArgumentException
{
generateLodNodeFromChunk(lodDim, 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 void generateLodNodeFromChunk(LodDimension lodDim, IChunk chunk, LodBuilderConfig config)
throws IllegalArgumentException
{
if (chunk == null)
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
int startX;
int startZ;
int endX;
int endZ;
int color;
short height;
short depth;
long data;
try
{
LodDetail detail;
LodRegion region = lodDim.getRegion(chunk.getPos().getRegionX(), chunk.getPos().getRegionZ());
if (region == null)
return;
byte minDetailLevel = region.getMinDetailLevel();
detail = DetailDistanceUtil.getLodGenDetail(minDetailLevel);
byte detailLevel = detail.detailLevel;
int posX;
int posZ;
for (int i = 0; i < detail.dataPointLengthCount * detail.dataPointLengthCount; i++)
{
startX = detail.startX[i];
startZ = detail.startZ[i];
endX = detail.endX[i];
endZ = detail.endZ[i];
color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
if (!config.useHeightmap)
{
height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
} else
{
height = determineHeightPoint(chunk.getOrCreateHeightmapUnprimed(LodUtil.DEFAULT_HEIGHTMAP), startX,
startZ, endX, endZ);
depth = 0;
}
posX = LevelPosUtil.convert((byte) 0, chunk.getPos().x * 16 + startX, detail.detailLevel);
posZ = LevelPosUtil.convert((byte) 0, chunk.getPos().z * 16 + startZ, detail.detailLevel);
boolean isServer = config.distanceGenerationMode == DistanceGenerationMode.SERVER;
data = DataPoint.createDataPoint(height, depth, ColorUtil.getRed(color), ColorUtil.getGreen(color), ColorUtil.getBlue(color));
lodDim.addData(detailLevel,
posX,
posZ,
data,
false,
isServer);
}
lodDim.updateData(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z);
} catch (Exception e)
{
e.printStackTrace();
}
}
// =====================//
// constructor helpers //
// =====================//
/**
* Find the lowest valid point from the bottom.
*/
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 DEFAULT_DEPTH;
}
/**
* 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 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 DEFAULT_HEIGHT;
}
/**
* 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 int 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)
{
// 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 + 1 * chunkSections.length >> 2,
z >> 2);
colorInt = getColorForBiome(x, z, biome);
} else
{
// the bit shift is equivalent to dividing by 4
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2,
z >> 2);
colorInt = getColorForBlock(x, z, blockState, biome);
}
red += ColorUtil.getRed(colorInt);
green += ColorUtil.getGreen(colorInt);
blue += ColorUtil.getBlue(colorInt);
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 ColorUtil.rgbToInt(red,green,blue);
}
/**
* Returns a color int for the given block.
*/
private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
{
int colorInt = 0;
// block special cases
if (blockState == Blocks.AIR.defaultBlockState()
|| blockState == Blocks.CAVE_AIR.defaultBlockState()
|| blockState == Blocks.BARRIER.defaultBlockState())
{
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
tmp = tmp.darker();
colorInt = LodUtil.colorToInt(tmp);
} else if (blockState == Blocks.STONE.defaultBlockState())
{
colorInt = LodUtil.STONE_COLOR_INT;
} else if (blockState == Blocks.MYCELIUM.defaultBlockState())
{
colorInt = LodUtil.MYCELIUM_COLOR_INT;
}
// plant life
else if (blockState.getBlock() instanceof LeavesBlock || blockState.getBlock() == Blocks.VINE)
{
Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
leafColor = leafColor.darker();
colorInt = LodUtil.colorToInt(leafColor);
} else if ((blockState.getBlock() instanceof GrassBlock || blockState.getBlock() instanceof AbstractPlantBlock
|| blockState.getBlock() instanceof BushBlock || blockState.getBlock() instanceof IGrowable)
&& !(blockState.getBlock() == Blocks.BROWN_MUSHROOM || blockState.getBlock() == Blocks.RED_MUSHROOM))
{
Color plantColor = LodUtil.intToColor(biome.getGrassColor(x, z));
plantColor = plantColor.darker();
colorInt = LodUtil.colorToInt(plantColor);
}
// water
else if (blockState.getBlock() == Blocks.WATER)
{
colorInt = biome.getWaterColor();
}
// everything else
else
{
colorInt = blockState.materialColor.col;
}
return colorInt;
}
/**
* Returns a color int for the given biome.
*/
private int getColorForBiome(int x, int z, Biome biome)
{
int colorInt = 0;
switch (biome.getBiomeCategory())
{
case NETHER:
colorInt = Blocks.BEDROCK.defaultBlockState().materialColor.col;
break;
case THEEND:
colorInt = Blocks.END_STONE.defaultBlockState().materialColor.col;
break;
case BEACH:
case DESERT:
colorInt = Blocks.SAND.defaultBlockState().materialColor.col;
break;
case EXTREME_HILLS:
colorInt = Blocks.STONE.defaultMaterialColor().col;
break;
case MUSHROOM:
colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
break;
case ICY:
colorInt = Blocks.SNOW.defaultMaterialColor().col;
break;
case MESA:
colorInt = Blocks.RED_SAND.defaultMaterialColor().col;
break;
case OCEAN:
case RIVER:
colorInt = biome.getWaterColor();
break;
case NONE:
case FOREST:
case TAIGA:
case JUNGLE:
case PLAINS:
case SAVANNA:
case SWAMP:
default:
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
tmp = tmp.darker();
colorInt = LodUtil.colorToInt(tmp);
break;
}
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
&& chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.CAVE_AIR
&& chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.BARRIER)
{
return true;
}
}
return false;
}
}
@@ -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.builders;
import com.seibel.lod.enums.DistanceGenerationMode;
/**
* 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 8-14-2021
*/
public class LodBuilderConfig
{
/**
* default false
*/
public boolean useHeightmap;
/**
* default false
*/
public boolean useBiomeColors;
/**
* default true
*/
public boolean useSolidBlocksInColorGen;
/**
* default server
*/
public DistanceGenerationMode distanceGenerationMode;
/**
* default settings for a normal chunk <br>
* useHeightmap = false <br>
* useBiomeColors = false <br>
* useSolidBlocksInColorGen = true <br>
* generationMode = Server <br>
*/
public LodBuilderConfig()
{
useHeightmap = false;
useBiomeColors = false;
useSolidBlocksInColorGen = true;
distanceGenerationMode = DistanceGenerationMode.SERVER;
}
/**
* @param newUseHeightmap default = false
* @param newUseBiomeColors default = false
* @param newUseSolidBlocksInBiomeColor default = true
* @param newDistanceGenerationMode default = Server
*/
public LodBuilderConfig(boolean newUseHeightmap, boolean newUseBiomeColors,
boolean newUseSolidBlocksInBiomeColor, DistanceGenerationMode newDistanceGenerationMode)
{
useHeightmap = newUseHeightmap;
useBiomeColors = newUseBiomeColors;
useSolidBlocksInColorGen = newUseSolidBlocksInBiomeColor;
distanceGenerationMode = newDistanceGenerationMode;
}
/**
* @param newUseHeightmap default = false
* @param newUseBiomeColors default = false
* @param newUseSolidBlocksInBiomeColor default = true
* @param newDistanceGenerationMode default = Server
*/
public LodBuilderConfig(boolean newUseHeightmap, boolean newUseBiomeColors, boolean newUseSolidBlocksInBiomeColor)
{
this();
useHeightmap = newUseHeightmap;
useBiomeColors = newUseBiomeColors;
useSolidBlocksInColorGen = newUseSolidBlocksInBiomeColor;
if (newUseHeightmap)
{
distanceGenerationMode = DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
} else
{
distanceGenerationMode = DistanceGenerationMode.BIOME_ONLY;
}
}
/**
* @param newUseHeightmap default = false
* @param newUseBiomeColors default = false
* @param newUseSolidBlocksInBiomeColor default = true
* @param newDistanceGenerationMode default = Server
*/
public LodBuilderConfig(DistanceGenerationMode newDistanceGenerationMode)
{
this();
distanceGenerationMode = newDistanceGenerationMode;
}
}
@@ -0,0 +1,52 @@
/*
* 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.DebugMode;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.BlockPos;
/**
* This is the abstract class used to create different
* BufferBuilders.
*
* @author James Seibel
* @version 8-8-2021
*/
public abstract class AbstractLodTemplate
{
public abstract void addLodToBuffer(BufferBuilder buffer, BlockPos bufferCenterBlockPos, long data, long[] adjData,
byte detailLevel, int posX, int posZ, Box box, DebugMode debugging);
/**
* add the given position and color to the buffer
*/
protected void addPosAndColor(BufferBuilder buffer,
double x, double y, double z,
int red, int green, int blue, int alpha)
{
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 getBufferMemoryForSingleNode();
}
@@ -0,0 +1,64 @@
package com.seibel.lod.builders.lodTemplates;
public class Box
{
public static final int DOWN = 0;
public static final int UP = 1;
public static final int EAST = 2;
public static final int WEST = 3;
public static final int SOUTH = 4;
public static final int NORTH = 5;
public static final int OFFSET = 0;
public static final int WIDTH = 1;
public static final int X = 0;
public static final int Y = 1;
public static final int Z = 2;
public int[][] box;
public Box(){
box = new int[2][3];
}
public void set(int xWidth, int yWidth, int zWidth){
box[OFFSET][X] = 0;
box[OFFSET][Y] = 0;
box[OFFSET][Z] = 0;
box[WIDTH][X] = xWidth;
box[WIDTH][Y] = yWidth;
box[WIDTH][Z] = zWidth;
}
public void move(int xOffset, int yOffset, int zOffset){
box[OFFSET][X] = xOffset;
box[OFFSET][Y] = yOffset;
box[OFFSET][Z] = zOffset;
}
public int getMinX(){
return box[OFFSET][X];
}
public int getMaxX(){
return box[OFFSET][X] + box[WIDTH][X];
}
public int getMinY(){
return box[OFFSET][Y];
}
public int getMaxY(){
return box[OFFSET][Y] + box[WIDTH][Y];
}
public int getMinZ(){
return box[OFFSET][Z];
}
public int getMaxZ(){
return box[OFFSET][Z] + box[WIDTH][Z];
}
}
@@ -0,0 +1,382 @@
/*
* 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.config.LodConfig;
import com.seibel.lod.enums.DebugMode;
import com.seibel.lod.enums.ShadingMode;
import com.seibel.lod.objects.DataPoint;
import com.seibel.lod.util.ColorUtil;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
/**
* Builds LODs as rectangular prisms.
*
* @author James Seibel
* @version 8-10-2021
*/
public class CubicLodTemplate extends AbstractLodTemplate
{
private final int CULL_OFFSET = 16;
public CubicLodTemplate()
{
}
@Override
public void addLodToBuffer(BufferBuilder buffer, BlockPos bufferCenterBlockPos, long data, long[] adjData,
byte detailLevel, int posX, int posZ, Box box, DebugMode debugging)
{
int width = 1 << detailLevel;
// add each LOD for the detail level
generateBoundingBox(
box,
DataPoint.getHeight(data),
DataPoint.getDepth(data),
width,
posX * width,
0,
posZ * width,
bufferCenterBlockPos);
int color = DataPoint.getColor(data);
if (debugging != DebugMode.OFF)
{
color = LodUtil.DEBUG_DETAIL_LEVEL_COLORS[detailLevel].getRGB();
}
if (box != null)
{
addBoundingBoxToBuffer(buffer, box, color, bufferCenterBlockPos, adjData);
}
}
private void generateBoundingBox(Box box, int height, int depth, int width, double xOffset, double yOffset, double zOffset, BlockPos bufferCenterBlockPos)
{
// don't add an LOD if it is empty
if (height == -1 && depth == -1)
return;
if (depth == height)
{
// if the top and bottom points are at the same height
// render this LOD as 1 block thick
height++;
}
// offset the AABB by it's x/z position in the world since
// it uses doubles to specify its location, unlike the model view matrix
// which only uses floats
double x = -bufferCenterBlockPos.getX();
double z = -bufferCenterBlockPos.getZ();;
box.set(width, height - depth, width);
box.move((int) (xOffset + x), (int) (yOffset + depth), (int) (zOffset + z));
}
private void addBoundingBoxToBuffer(BufferBuilder buffer, Box box, int c, BlockPos playerBlockPos, long[] adjData)
{
int topColor = c;
int bottomColor = c;
int northColor = c;
int southColor = c;
int westColor = c;
int eastColor = c;
// darken the bottom and side colors if requested
if (LodConfig.CLIENT.graphics.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
/**TODO OPTIMIZE THIS STEP*/
Minecraft mc = Minecraft.getInstance();
topColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.UP, true));
bottomColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.DOWN, true));
northColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.NORTH, true));
southColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.SOUTH, true));
westColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.WEST, true));
eastColor = ColorUtil.applyShade(c, mc.level.getShade(Direction.EAST, true));
}
// apply the user specified saturation and brightness
float saturationMultiplier = LodConfig.CLIENT.graphics.saturationMultiplier.get().floatValue();
float brightnessMultiplier = LodConfig.CLIENT.graphics.brightnessMultiplier.get().floatValue();
if (saturationMultiplier != 1 || brightnessMultiplier != 1)
{
topColor = ColorUtil.applySaturationAndBrightnessMultipliers(topColor, saturationMultiplier, brightnessMultiplier);
bottomColor = ColorUtil.applySaturationAndBrightnessMultipliers(bottomColor, saturationMultiplier, brightnessMultiplier);
northColor = ColorUtil.applySaturationAndBrightnessMultipliers(northColor, saturationMultiplier, brightnessMultiplier);
southColor = ColorUtil.applySaturationAndBrightnessMultipliers(southColor, saturationMultiplier, brightnessMultiplier);
westColor = ColorUtil.applySaturationAndBrightnessMultipliers(westColor, saturationMultiplier, brightnessMultiplier);
eastColor = ColorUtil.applySaturationAndBrightnessMultipliers(eastColor, saturationMultiplier, brightnessMultiplier);
}
int minX;
int maxX;
int minY;
int maxY;
int minZ;
int maxZ;
long data;
int tempMinY;
int tempMaxY;
int red;
int green;
int blue;
int alpha;
boolean disableCulling = true;
/**TODO make all of this more automatic if possible*/
if (playerBlockPos.getY() > box.getMaxY() - CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(topColor);
green = ColorUtil.getGreen(topColor);
blue = ColorUtil.getBlue(topColor);
alpha = ColorUtil.getAlpha(topColor);
// top (facing up)
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
}
if (playerBlockPos.getY() < box.getMinY() + CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(bottomColor);
green = ColorUtil.getGreen(bottomColor);
blue = ColorUtil.getBlue(bottomColor);
alpha = ColorUtil.getAlpha(bottomColor);
// bottom (facing down)
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
}
if (playerBlockPos.getX() < box.getMaxX() + CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(westColor);
green = ColorUtil.getGreen(westColor);
blue = ColorUtil.getBlue(westColor);
alpha = ColorUtil.getAlpha(westColor);
// west (facing -X)
data = adjData[0];
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
if (data == 0)
{
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
}else
{
maxY = box.getMaxY();
tempMaxY = DataPoint.getHeight(data);
if (tempMaxY < maxY)
{
minY = Math.max(tempMaxY, minY);
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
}
tempMinY = DataPoint.getDepth(data);
minY = box.getMinY();
if (tempMinY > minY)
{
maxY = Math.min(tempMinY, maxY);
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
}
}
}
if (playerBlockPos.getX() > box.getMinX() - CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(eastColor);
green = ColorUtil.getGreen(eastColor);
blue = ColorUtil.getBlue(eastColor);
alpha = ColorUtil.getAlpha(eastColor);
// east (facing +X)
data = adjData[1];
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
if (data == 0)
{
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
else
{
maxY = box.getMaxY();
tempMaxY = DataPoint.getHeight(data);
if (tempMaxY < maxY)
{
minY = Math.max(tempMaxY, minY);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
tempMinY = DataPoint.getDepth(data);
minY = box.getMinY();
if (tempMinY > minY)
{
maxY = Math.min(tempMinY, maxY);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
}
}
if (playerBlockPos.getZ() > box.getMinZ() - CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(northColor);
green = ColorUtil.getGreen(northColor);
blue = ColorUtil.getBlue(northColor);
alpha = ColorUtil.getAlpha(northColor);
data = adjData[3];
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
// north (facing +Z)
if (data == 0)
{
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
}
else
{
maxY = box.getMaxY();
tempMaxY = DataPoint.getHeight(data);
if (tempMaxY < maxY)
{
minY = Math.max(tempMaxY, minY);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
}
tempMinY = DataPoint.getDepth(data);
minY = box.getMinY();
if (tempMinY > minY)
{
maxY = Math.min(tempMinY, maxY);
addPosAndColor(buffer, maxX, minY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, maxZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, minY, maxZ, red, green, blue, alpha);
}
}
}
if (playerBlockPos.getZ() < box.getMaxZ() + CULL_OFFSET || disableCulling)
{
red = ColorUtil.getRed(southColor);
green = ColorUtil.getGreen(southColor);
blue = ColorUtil.getBlue(southColor);
alpha = ColorUtil.getAlpha(southColor);
data = adjData[2];
minX = box.getMinX();
maxX = box.getMaxX();
minY = box.getMinY();
maxY = box.getMaxY();
minZ = box.getMinZ();
maxZ = box.getMaxZ();
// south (facing -Z)
if (data == 0)
{
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
else
{
maxY = box.getMaxY();
tempMaxY = DataPoint.getHeight(data);
if (tempMaxY < maxY)
{
minY = Math.max(tempMaxY, minY);
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
tempMinY = DataPoint.getDepth(data);
minY = box.getMinY();
if (tempMinY > minY)
{
maxY = Math.min(tempMinY, maxY);
addPosAndColor(buffer, minX, minY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, minX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, maxY, minZ, red, green, blue, alpha);
addPosAndColor(buffer, maxX, minY, minZ, red, green, blue, alpha);
}
}
}
}
@Override
public int getBufferMemoryForSingleNode()
{
// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints)))
return (6 * 4 * (3 + 4));
}
}
@@ -0,0 +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.lodTemplates;
import com.seibel.lod.enums.DebugMode;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.BlockPos;
/**
* TODO DynamicLodTemplate
* Chunks smoothly transition between
* each other, unless a neighboring chunk
* is at a significantly different height.
*
* @author James Seibel
* @version 06-16-2021
*/
public class DynamicLodTemplate extends AbstractLodTemplate
{
@Override
public void addLodToBuffer(BufferBuilder buffer, BlockPos bufferCenterBlockPos, long data, long[] adjData,
byte detailLevel, int posX, int posZ, Box box, DebugMode debugging)
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleNode()
{
return 0;
}
}
@@ -0,0 +1,46 @@
/*
* 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.DebugMode;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.util.math.BlockPos;
/**
* TODO #21 TriangularLodTemplate
* Builds each LOD chunk as a singular rectangular prism.
*
* @author James Seibel
* @version 06-16-2021
*/
public class TriangularLodTemplate extends AbstractLodTemplate
{
@Override
public void addLodToBuffer(BufferBuilder buffer, BlockPos bufferCenterBlockPos, long data, long[] adjData,
byte detailLevel, int posX, int posZ, Box box, DebugMode debugging)
{
System.err.println("DynamicLodTemplate not implemented!");
}
@Override
public int getBufferMemoryForSingleNode()
{
return 0;
}
}
@@ -0,0 +1,663 @@
/*
* 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.LodBuilder;
import com.seibel.lod.builders.LodBuilderConfig;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
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.util.registry.Registry;
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 9-7-2021
*/
public class LodNodeGenWorker implements IWorker
{
public static ExecutorService genThreads = Executors.newFixedThreadPool(LodConfig.CLIENT.threading.numberOfWorldGenerationThreads.get(), new LodThreadFactory(LodNodeGenWorker.class.getSimpleName()));
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 LodNodeGenWorker(ChunkPos newPos, DistanceGenerationMode newGenerationMode,
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
// just a few sanity checks
if (newPos == null)
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ChunkPos");
if (newLodBuilder == null)
throw new IllegalArgumentException("LodChunkGenThread requires a non-null LodChunkBuilder");
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, newGenerationMode,
newLodBuilder,
newLodDimension, newServerWorld);
}
@Override
public boolean doWork()
{
if (!threadStarted)
{
if (LodConfig.CLIENT.worldGenerator.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
Thread newThread = new Thread(thread);
newThread.setPriority(3);
genThreads.execute(newThread);
}
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 DistanceGenerationMode generationMode;
public final LodBuilder lodBuilder;
private ChunkPos pos;
public LodChunkGenThread(ChunkPos newPos, DistanceGenerationMode newGenerationMode,
LodBuilder newLodBuilder,
LodDimension newLodDimension, ServerWorld newServerWorld)
{
pos = newPos;
generationMode = newGenerationMode;
lodBuilder = newLodBuilder;
lodDim = newLodDimension;
serverWorld = newServerWorld;
}
@Override
public void run()
{
try
{
// only generate LodChunks if they can
// be added to the current LodDimension
/**TODO i must disable this if, i will find a way to replace it*/
if (lodDim.regionIsInRange(pos.x / LodUtil.REGION_WIDTH_IN_CHUNKS, pos.z / LodUtil.REGION_WIDTH_IN_CHUNKS))
{
// long startTime = System.currentTimeMillis();
switch(generationMode)
{
case NONE:
// don't generate
break;
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();
/*
boolean dataExistence = lodDim.doesDataExist(new LevelPos((byte) 3, pos.x, pos.z));
if (dataExistence)
ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
else
ClientProxy.LOGGER.info(pos.x + " " + pos.z);
*/
// shows the pool size, active threads, queued tasks and completed tasks
// ClientProxy.LOGGER.info(genThreads.toString());
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}// if in range
else{
}
}
catch (Exception e)
{
//e.printStackTrace();
}
finally
{
// decrement how many threads are running
LodWorldGenerator.INSTANCE.numberOfChunksWaitingToGenerate.addAndGet(-1);
// this position is no longer being generated
LodWorldGenerator.INSTANCE.positionWaitingToBeGenerated.remove(pos);
}
}// 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);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
// generate fake height data for this LOD
int seaLevel = serverWorld.getSeaLevel();
boolean simulateHeight = generationMode == 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, LodUtil.DEFAULT_HEIGHTMAP);
for(int x = 0; x < LodUtil.CHUNK_WIDTH && !inTheEnd; x++)
{
for(int z = 0; z < LodUtil.CHUNK_WIDTH && !inTheEnd; z++)
{
if (simulateHeight)
{
// 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(LodUtil.DEFAULT_HEIGHTMAP, heightmap.getRawData());
if (!inTheEnd)
{
lodBuilder.generateLodNodeFromChunk(lodDim, 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.
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(true, true, false));
}
// long startTime = System.currentTimeMillis();
// long endTime = System.currentTimeMillis();
// System.out.println(endTime - startTime);
}
/**
* 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);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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 been proven 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);
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.SURFACE));
/**TODO if we want to use Biome utils and terrain utils for overworld
* lodBuilder.generateLodNodeFromChunk(lodDim, pos ,detailLevel, serverWorld.getSeed());*/
}
/**
* 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);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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 < LodUtil.CHUNK_WIDTH; x++)
{
for (int z = 0; z < LodUtil.CHUNK_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.worldGenerator.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
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.FEATURES));
}
/**
* 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()
{
lodBuilder.generateLodNodeAsync(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.threading.numberOfWorldGenerationThreads.get(), new LodThreadFactory(LodNodeGenWorker.class.getSimpleName()));
}
/*
* 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 +1,330 @@
/*
* 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.util.LodUtil;
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 % LodUtil.CHUNK_WIDTH;
x = (x < 0) ? x + 16 : x;
z = z % LodUtil.CHUNK_WIDTH;
z = (z < 0) ? z + 16 : z;
return chunk.getOrCreateHeightmapUnprimed(LodUtil.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");
}
}
@@ -0,0 +1,169 @@
package com.seibel.lod.builders.worldGeneration;
import java.util.HashSet;
import java.util.Set;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import com.seibel.lod.builders.LodBuilder;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.objects.LevelPosUtil;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.PosToGenerateContainer;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import com.seibel.lod.wrappers.MinecraftWrapper;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.server.ServerWorld;
import net.minecraftforge.common.WorldWorkerManager;
/**
* A singleton that handles all long distance LOD world generation.
*
* @author James Seibel
* @version 8-24-2021
*/
public class LodWorldGenerator
{
public MinecraftWrapper mc = MinecraftWrapper.INSTANCE;
/**
* This holds the thread used to generate new LODs off the main thread.
*/
private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " world generator"));
/**
* we only want to queue up one generator thread at a time
*/
private boolean generatorThreadRunning = false;
/**
* how many chunks to generate outside of the player's view distance at one
* time. (or more specifically how many requests to make at one time). I
* multiply by 8 to make sure there is always a buffer of chunk requests, to
* make sure the CPU is always busy and we can generate LODs as quickly as
* possible.
*/
public int maxChunkGenRequests;
/**
* This keeps track of how many chunk generation requests are on going. This is
* to limit how many chunks are queued at once. To prevent chunks from being
* generated for a long time in an area the player is no longer in.
*/
public AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(0);
public Set<ChunkPos> positionWaitingToBeGenerated = new HashSet<>();
/**
* Singleton copy of this object
*/
public static final LodWorldGenerator INSTANCE = new LodWorldGenerator();
private LodWorldGenerator()
{
}
/**
* Queues up LodNodeGenWorkers for the given lodDimension.
*
* @param renderer needed so the LodNodeGenWorkers can flag that the
* buffers need to be rebuilt.
*/
public void queueGenerationRequests(LodDimension lodDim, LodRenderer renderer, LodBuilder lodBuilder)
{
if (LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get() != DistanceGenerationMode.NONE
&& !generatorThreadRunning
&& mc.hasSingleplayerServer())
{
// the thread is now running, don't queue up another thread
generatorThreadRunning = true;
// just in case the config changed
maxChunkGenRequests = LodConfig.CLIENT.threading.numberOfWorldGenerationThreads.get() * 8;
Thread generatorThread = new Thread(() ->
{
try
{
// round the player's block position down to the nearest chunk BlockPos
int playerPosX = mc.getPlayer().blockPosition().getX();
int playerPosZ = mc.getPlayer().blockPosition().getZ();
// if we don't have a full number of chunks to generate in chunksToGen
// we can top it off from this reserve
//=======================================//
// create the generation Request objects //
//=======================================//
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
byte farDetail = (byte) 8;
PosToGenerateContainer posToGenerate = lodDim.getDataToGenerate(
farDetail,
maxChunkGenRequests,
0.25,
playerPosX,
playerPosZ);
//System.out.println(posToGenerate);
//here we prepare two sorted set
//the first contains the near pos to render
//the second contain the far pos to render
byte detailLevel;
int posX;
int posZ;
int[] levelPos;
for (int index = 0; index < posToGenerate.getNumberOfPos(); index++)
{
levelPos = posToGenerate.getNthPos(index);
if(levelPos[0] == 0)
continue;
detailLevel = (byte) (levelPos[0] -1);
posX = levelPos[1];
posZ = levelPos[2];
ChunkPos chunkPos = new ChunkPos(LevelPosUtil.getChunkPos(detailLevel,posX), LevelPosUtil.getChunkPos(detailLevel,posZ));
if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
{
// prevent generating the same chunk multiple times
if (positionWaitingToBeGenerated.contains(chunkPos))
{
continue;
}
}
// don't add null chunkPos (which shouldn't happen anyway)
// or add more to the generation queue
if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
continue;
positionWaitingToBeGenerated.add(chunkPos);
numberOfChunksWaitingToGenerate.addAndGet(1);
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DetailDistanceUtil.getDistanceGenerationMode(detailLevel), lodBuilder, lodDim, serverWorld);
WorldWorkerManager.addWorker(genWorker);
}
} catch (Exception e)
{
// this shouldn't ever happen, but just in case
e.printStackTrace();
} finally
{
generatorThreadRunning = false;
}
});
mainGenThread.execute(generatorThread);
} // if distanceGenerationMode != DistanceGenerationMode.NONE && !generatorThreadRunning
}
}
@@ -0,0 +1,440 @@
/*
* 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.config;
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.DebugMode;
import com.seibel.lod.enums.DistanceCalculatorType;
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;
/**
* This handles any configuration the user has access to.
*
* @author James Seibel
* @version 9-1-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final Threading threading;
public final Debugging debugging;
public final Buffers buffers;
public Client(ForgeConfigSpec.Builder builder)
{
builder.push("client");
{
graphics = new Graphics(builder);
worldGenerator = new WorldGenerator(builder);
threading = new Threading(builder);
debugging = new Debugging(builder);
buffers = new Buffers(builder);
}
builder.pop();
}
}
//================//
// Client Configs //
//================//
public static class Graphics
{
public ForgeConfigSpec.BooleanValue drawLODs;
public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public ForgeConfigSpec.EnumValue<LodDetail> maxDrawDetail;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
public ForgeConfigSpec.IntValue lodQuality;
public ForgeConfigSpec.IntValue lodChunkRenderDistance;
public ForgeConfigSpec.DoubleValue brightnessMultiplier;
public ForgeConfigSpec.DoubleValue saturationMultiplier;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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\" fog option \n"
+ " 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);
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);
maxDrawDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be drawn at? \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"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodDrawQuality", LodDetail.FULL);
lodQuality = builder
.comment("\n\n"
+ " this value is multiplied by 128 and determine \n"
+ " how much the quality decrease over distance \n")
.defineInRange("lodQuality", 1, 1, 4);
lodChunkRenderDistance = builder
.comment("\n\n"
+ " This is the render distance of the mod \n")
.defineInRange("lodChunkRenderDistance", 64, 32, 512);
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should the LODs have? \n"
+ " \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"
+ "\n"
+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
+ " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
.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();
}
}
public static class WorldGenerator
{
public ForgeConfigSpec.EnumValue<LodDetail> maxGenerationDetail;
public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public ForgeConfigSpec.EnumValue<DistanceCalculatorType> lodDistanceCalculatorType;
WorldGenerator(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
maxGenerationDetail = builder
.comment("\n\n"
+ " What is the maximum detail level that LODs should be generated at? \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"
+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
.defineEnum("lodGenerationQuality", LodDetail.HALF);
lodDistanceCalculatorType = builder
.comment("\n\n"
+ " " + DistanceCalculatorType.LINEAR + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " linearly to the distance of the player \n"
+ "\n"
+ " " + DistanceCalculatorType.QUADRATIC + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n"
+ "\n"
+ " " + DistanceCalculatorType.RENDER_DEPENDANT + " \n"
+ " with LINEAR calculator the quality of block decrease \n"
+ " quadratically to the distance of the player \n")
.defineEnum("lodDistanceComputation", DistanceCalculatorType.LINEAR);
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.NONE.toString() + " \n"
+ " Don't run the distance generator. \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);
builder.pop();
}
}
public static class Threading
{
public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public ForgeConfigSpec.IntValue numberOfBufferBuilderThreads;
Threading(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " This is how many threads are used when generating LODs outside \n"
+ " the normal render distance. \n"
+ " If you experience stuttering when generating distant LODs, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase this number. \n"
+ " \n"
+ " The maximum value is the number of processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ " This is how many threads are used when building vertex buffers \n"
+ " (The things sent to your GPU to draw the LODs). \n"
+ " If you experience high CPU useage when NOT generating distant \n"
+ " LODs, lower this number. \n"
+ " \n"
+ " The maximum value is the number of processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
builder.pop();
}
}
public static class Debugging
{
public ForgeConfigSpec.EnumValue<DebugMode> debugMode;
public ForgeConfigSpec.BooleanValue enableDebugKeybinding;
Debugging(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings can be used by to look for bugs, or see how certain parts of the mod are working.").push(this.getClass().getSimpleName());
debugMode = builder
.comment("\n\n"
+ " " + DebugMode.OFF.toString() + ": LODs will draw with their normal colors. \n"
+ " " + DebugMode.SHOW_DETAIL.toString() + ": LOD colors will be based on their detail. \n"
+ " " + DebugMode.SHOW_DETAIL_WIREFRAME.toString() + ": LOD colors will be based on their detail, drawn with wireframe. \n")
.defineEnum("debugMode", DebugMode.OFF);
enableDebugKeybinding = builder
.comment("\n\n"
+ " If true the F4 key can be used to cycle through the different debug modes. \n")
.define("enableDebugKeybinding", false);
builder.pop();
}
}
public static class Buffers
{
public ForgeConfigSpec.IntValue bufferRebuildPlayerMoveTimeout;
public ForgeConfigSpec.IntValue bufferRebuildChunkChangeTimeout;
public ForgeConfigSpec.IntValue bufferRebuildLodChangeTimeout;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
bufferRebuildPlayerMoveTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the player moves \n"
+ " a chunk or more? \n")
.defineInRange("bufferRebuildPlayerMoveTimeout", 2000, 1, 60000);
bufferRebuildChunkChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the vanilla rendered \n"
+ " chunks change? \n")
.defineInRange("bufferRebuildChunkChangeTimeout", 1000, 1, 60000);
bufferRebuildLodChangeTimeout = builder
.comment("\n\n"
+ " How long in milliseconds should we wait to \n"
+ " rebuild the vertex buffers when the LOD regions change? \n")
.defineInRange("bufferRebuildLodChangeTimeout", 5000, 1, 60000);
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 CLIENT_SPEC;
public static final Client CLIENT;
static
{
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
}
@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!");
}
}
@@ -0,0 +1,51 @@
/*
* 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;
/**
* TOP, NORTH, SOUTH, EAST, WEST, BOTTOM
*
* @author James Seibel
* @version 10-17-2020
*/
public enum ColorDirection
{
// used for colors
/** +Y */
TOP(0),
/** -Z */
NORTH(1),
/** +Z */
SOUTH(2),
/** +X */
EAST(3),
/** -X */
WEST(4),
/** -Y */
BOTTOM(5);
public final int value;
private ColorDirection(int newValue)
{
value = newValue;
}
}
@@ -0,0 +1,50 @@
/*
* 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;
/**
* off, detail, detail wireframe
*
* @author James Seibel
* @version 8-28-2021
*/
public enum DebugMode
{
OFF,
/** LOD colors are based on their detail */
SHOW_DETAIL,
/** LOD colors are based on their detail, and draws in wireframe. */
SHOW_DETAIL_WIREFRAME;
/** used when cycling through the different modes */
private DebugMode next;
static
{
OFF.next = SHOW_DETAIL;
SHOW_DETAIL.next = SHOW_DETAIL_WIREFRAME;
SHOW_DETAIL_WIREFRAME.next = OFF;
}
/** returns the next debug mode */
public DebugMode getNext()
{
return this.next;
}
}
@@ -0,0 +1,23 @@
package com.seibel.lod.enums;
/**
* @author Leonardo Amato
* @version 22-08-2021
*/
public enum DistanceCalculatorType
{
/**
* different Lod detail render and generate linearly to the distance
*/
LINEAR,
/**
* different Lod detail render and generate quadratically to the distance
*/
QUADRATIC,
/**
* we calculate the distance based on game render distance and mod render distance
*/
RENDER_DEPENDANT;
}
@@ -0,0 +1,93 @@
/*
* 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;
/**
* NONE <br>
* BIOME_ONLY <br>
* BIOME_ONLY_SIMULATE_HEIGHT <br>
* SURFACE <br>
* FEATURES <br>
* SERVER <br><br>
* <p>
* In order of fastest to slowest.
*
* @author James Seibel
* @author Leonardo Amato
* @version 8-7-2021
*/
public enum DistanceGenerationMode
{
/**
* Don't generate anything
*/
NONE((byte) 0),
/**
* 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((byte) 1),
/**
* 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((byte) 2),
/**
* Generate the world surface,
* this does NOT include caves, trees,
* or structures.
* Multithreaded - Faster (10-20 ms)
*/
SURFACE((byte) 3),
/**
* 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((byte) 4),
/**
* 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((byte) 5);
/**
* The higher the number the more complete the generation is.
*/
public final byte complexity;
DistanceGenerationMode(byte complexity)
{
this.complexity = complexity;
}
}
@@ -0,0 +1,36 @@
/*
* 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.
*
* @author James Seibel
* @version 02-14-2021
*/
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;
}
@@ -0,0 +1,31 @@
/*
* 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;
/**
* fast, fancy, or off
*
* @author James Seibel
* @version 02-14-2021
*/
public enum FogQuality
{
FAST,
FANCY,
OFF;
}
@@ -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;
/**
* NE, SE, SW, NW
*
* @author James Seibel
* @version 1-20-2020
*/
public enum LodCorner
{
/** -Z, +X */
NE(0),
/** +Z, +X */
SE(1),
/** +Z, -X */
SW(2),
/** -Z, -X */
NW(3);
public final int value;
private LodCorner(int newValue)
{
value = newValue;
}
}
@@ -0,0 +1,159 @@
/*
* 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;
import java.util.Collections;
import com.seibel.lod.util.LodUtil;
/**
* single, double, quad, half, full
*
* @author James Seibel
* @version 8-11-2021
*/
public enum LodDetail
{
/** render 1 LOD for each chunk */
SINGLE(1, 4),
/** render 4 LODs for each chunk */
DOUBLE(2, 3),
/** render 16 LODs for each chunk */
QUAD(4, 2),
/** render 64 LODs for each chunk */
HALF(8, 1),
/** 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;
/** This is the same as detailLevel in LodQuadTreeNode,
* lowest is 0 highest is 9 */
public final byte detailLevel;
/* 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;
/**
* 1st dimension: LodDetail.detailLevel <br>
* 2nd dimension: An array of all LodDetails that are less than or <br>
* equal to that detailLevel
*/
private static LodDetail[][] lowerDetailArrays;
private LodDetail(int newLengthCount, int newDetailLevel)
{
detailLevel = (byte) newDetailLevel;
dataPointLengthCount = newLengthCount;
dataPointWidth = 16 / dataPointLengthCount;
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;
endX[index] = (x*dataPointWidth) + dataPointWidth;
endZ[index] = (z*dataPointWidth) + dataPointWidth;
index++;
}
}
}// constructor
/**
* Returns an array of all LodDetails that have a detail level
* that is less than or equal to the given LodDetail
*/
public static LodDetail[] getSelfAndLowerDetails(LodDetail detail)
{
if (lowerDetailArrays == null)
{
// run first time setup
lowerDetailArrays = new LodDetail[LodDetail.values().length][];
// go through each LodDetail
for(LodDetail currentDetail : LodDetail.values())
{
ArrayList<LodDetail> lowerDetails = new ArrayList<>();
// find the details lower than currentDetail
for(LodDetail compareDetail : LodDetail.values())
{
if (currentDetail.detailLevel <= compareDetail.detailLevel)
{
lowerDetails.add(compareDetail);
}
}
// have the highest detail item first in the list
Collections.sort(lowerDetails);
Collections.reverse(lowerDetails);
lowerDetailArrays[currentDetail.detailLevel] = lowerDetails.toArray(new LodDetail[lowerDetails.size()]);
}
}
return lowerDetailArrays[detail.detailLevel];
}
/** Returns what detail level should be used at a given distance and maxDistance. */
public static LodDetail getDetailForDistance(LodDetail maxDetailLevel, int distance, int maxDistance)
{
LodDetail[] lowerDetails = getSelfAndLowerDetails(maxDetailLevel);
int distaneBetweenDetails = maxDistance / lowerDetails.length;
int index = LodUtil.clamp(0, distance / distaneBetweenDetails, lowerDetails.length - 1);
return lowerDetails[index];
}
}
@@ -0,0 +1,50 @@
/*
* 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;
/**
* NONE <br>
* BIOME_ONLY <br>
* BIOME_ONLY_SIMULATE_HEIGHT <br>
* SURFACE <br>
* FEATURES <br>
* SERVER <br><br>
*
* In order of fastest to slowest.
*
* @author James Seibel
* @author Leonardo Amato
* @version 8-7-2021
*/
public enum LodRenderDistance
{
SHORT(32),
MEDIUM(64),
FAR(128);
/** The higher the number the more complete the generation is. */
public final int renderDistance;
LodRenderDistance(int complexity)
{
this.renderDistance = complexity;
}
}
@@ -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.enums;
import com.seibel.lod.builders.lodTemplates.AbstractLodTemplate;
import com.seibel.lod.builders.lodTemplates.CubicLodTemplate;
import com.seibel.lod.builders.lodTemplates.DynamicLodTemplate;
import com.seibel.lod.builders.lodTemplates.TriangularLodTemplate;
/**
* Cubic, Triangular, Dynamic
*
* @author James Seibel
* @version 8-4-2021
*/
public enum LodTemplate
{
// used for position
/** Chunks are rendered as
* rectangular prisms. */
CUBIC(new CubicLodTemplate()),
/** Chunks smoothly transition between
* each other. */
TRIANGULAR(new TriangularLodTemplate()),
/** Chunks smoothly transition between
* each other, unless a neighboring chunk
* is at a significantly different height. */
DYNAMIC(new DynamicLodTemplate());
public final AbstractLodTemplate template;
private LodTemplate(AbstractLodTemplate newTemplate)
{
template = newTemplate;
}
public int getBufferMemoryForSingleLod()
{
return template.getBufferMemoryForSingleNode();
}
}
@@ -0,0 +1,86 @@
/*
* 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;
import java.util.Arrays;
import java.util.EnumSet;
/**
* NE, SE, SW, NW <br>
* NORTH, SOUTH, EAST, WEST, <br>
* CENTER
*
* @author James Seibel
* @version 05-30-2021
*/
public enum RelativeChunkPos
{
/** +X, -Z */
NE(0, 1,-1),
/** +X, +Z */
SE(1, 1,1),
/** -X, +Z */
SW(2, -1,1),
/** -X, -Z */
NW(3, -1,-1),
/** -Z */
NORTH(4, 0,-1),
/** +Z */
SOUTH(5, 0,1),
/** +X */
EAST(6, 1,0),
/** -X */
WEST(7, -1,0),
CENTER(8, 0,0);
/** index used when referencing objects in an array */
public final int index;
/** position relative to X CENTER */
public final int x;
/** position relative to Z CENTER */
public final int z;
/** NORTH, SOUTH, EAST, WEST */
public static EnumSet<RelativeChunkPos> ADJACENT = EnumSet.of(NORTH, SOUTH, EAST, WEST);
/** NE, NW, SE, SW */
public static EnumSet<RelativeChunkPos> DIAGONAL = EnumSet.of(NE, NW, SE, SW);
public static EnumSet<RelativeChunkPos> NW_CORNER = EnumSet.of(WEST, NW, NORTH);
public static EnumSet<RelativeChunkPos> NE_CORNER = EnumSet.of(EAST, NE, NORTH);
public static EnumSet<RelativeChunkPos> SW_CORNER = EnumSet.of(WEST, SW, SOUTH);
public static EnumSet<RelativeChunkPos> SE_CORNER = EnumSet.of(EAST, SE, SOUTH);
/** NW_CORNER, NE_CORNER, SW_CORNER, SE_CORNER <br>
* Contains the 3 points surrounding a corner. */
public static ArrayList<EnumSet<RelativeChunkPos>> CORNERS = new ArrayList<EnumSet<RelativeChunkPos>>( Arrays.asList(NW_CORNER, NE_CORNER, SW_CORNER, SE_CORNER) );
private RelativeChunkPos(int newIndex, int newX, int newZ)
{
index = newIndex;
x = newX;
z = newZ;
}
}
@@ -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 +1,382 @@
/*
* 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;
import java.io.File;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.StandardCopyOption;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.objects.LevelContainer;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.RegionPos;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
/**
* This object handles creating LodRegions
* from files and saving LodRegion objects
* to file.
*
* @author James Seibel
* @version 9-7-2021
*/
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 static final String FILE_NAME_PREFIX = "lod";
/**
* .txt
*/
private static final String FILE_EXTENSION = ".txt";
/**
* detail-#
*/
private static final String DETAIL_FOLDER_NAME_PREFIX = "detail-";
/**
* .tmp <br>
* Added to the end of the file path when saving to prevent
* nulling a currently existing file. <br>
* After the file finishes saving it will end with
* FILE_EXTENSION.
*/
private static final String TMP_FILE_EXTENSION = ".tmp";
/**
* 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 = 5;
/**
* This is the string written before the file version
*/
private static final String LOD_FILE_VERSION_PREFIX = "lod_save_file_version";
/**
* Allow saving asynchronously, but never try to save multiple regions
* at a time
*/
private ExecutorService fileWritingThreadPool = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName()));
public LodDimensionFileHandler(File newSaveFolder, LodDimension newLoadedDimension)
{
if (newSaveFolder == null)
throw new IllegalArgumentException("LodDimensionFileHandler requires a valid File location to read and write to.");
dimensionDataSaveFolder = newSaveFolder;
loadedDimension = newLoadedDimension;
// these two variable are used in sync with the LodDimension
regionLastWriteTime = new long[loadedDimension.getWidth()][loadedDimension.getWidth()];
for (int i = 0; i < loadedDimension.getWidth(); i++)
for (int j = 0; j < loadedDimension.getWidth(); j++)
regionLastWriteTime[i][j] = -1;
}
//================//
// read from file //
//================//
/**
* Return the LodRegion region at the given coordinates.
* (null if the file doesn't exist)
*/
public LodRegion loadRegionFromFile(byte detailLevel, RegionPos regionPos, DistanceGenerationMode generationMode)
{
int regionX = regionPos.x;
int regionZ = regionPos.z;
LodRegion region = new LodRegion(LodUtil.REGION_DETAIL_LEVEL,regionPos, generationMode);
for (byte tempDetailLevel = LodUtil.REGION_DETAIL_LEVEL; tempDetailLevel >= detailLevel; tempDetailLevel--)
{
String fileName = getFileNameAndPathForRegion(regionX, regionZ, generationMode, tempDetailLevel);
try
{
// if the fileName was null that means the folder is inaccessible
// for some reason
if (fileName == null)
throw new IllegalArgumentException("Unable to read region [" + regionX + ", " + regionZ + "] file, no fileName.");
File f = new File(fileName);
if (!f.exists())
{
// there wasn't a file, don't
// return anything
continue;
}
String data = "";
BufferedReader bufferedReader = new BufferedReader(new FileReader(f));
data = bufferedReader.readLine();
int fileVersion = -1;
if (data != null && !data.isEmpty())
{
// try to get the file version
try
{
fileVersion = Integer.parseInt(data.substring(data.indexOf(' ')).trim());
} catch (NumberFormatException | StringIndexOutOfBoundsException e)
{
// this file doesn't have a version
// keep the version as -1
fileVersion = -1;
}
// check if this file can be read by this file handler
if (fileVersion < LOD_SAVE_FILE_VERSION)
{
// the file we are reading is an older version,
// close the reader and delete the file.
bufferedReader.close();
f.delete();
ClientProxy.LOGGER.info("Outdated LOD region file for region: (" + regionX + "," + regionZ + ") version found: " + fileVersion +
", version requested: " + LOD_SAVE_FILE_VERSION +
" File was been deleted.");
break;
} else if (fileVersion > LOD_SAVE_FILE_VERSION)
{
// the file we are reading is a newer version,
// close the reader and ignore the file, we don't
// want to accidently delete anything the user may want.
bufferedReader.close();
ClientProxy.LOGGER.info("Newer LOD region file for region: (" + regionX + "," + regionZ + ") version found: " + fileVersion +
", version requested: " + LOD_SAVE_FILE_VERSION +
" this region will not be written to in order to protect the newer file.");
break;
}
} else
{
// there is no data in this file
bufferedReader.close();
break;
}
// this file is a readable version, begin reading the file
data = bufferedReader.readLine();
bufferedReader.close();
region.addLevel(new LevelContainer(data));
} catch (Exception e)
{
// the buffered reader encountered a
// problem reading the file
ClientProxy.LOGGER.error("LOD file read error. Unable to read to [" + fileName + "] error [" + e.getMessage() + "]: ");
e.printStackTrace();
}
}
if (region.getMinDetailLevel() >= detailLevel)
region.expand(detailLevel);
return region;
}
//==============//
// Save to File //
//==============//
/**
* Save all dirty regions in this LodDimension to file.
*/
public void saveDirtyRegionsToFileAsync()
{
fileWritingThreadPool.execute(saveDirtyRegionsThread);
}
private Thread saveDirtyRegionsThread = new Thread(() ->
{
try
{
for (int i = 0; i < loadedDimension.getWidth(); i++)
{
for (int j = 0; j < loadedDimension.getWidth(); j++)
{
if (loadedDimension.isRegionDirty[i][j] && loadedDimension.regions[i][j] != null)
{
saveRegionToFile(loadedDimension.regions[i][j]);
loadedDimension.isRegionDirty[i][j] = false;
}
}
}
} catch (Exception e)
{
e.printStackTrace();
}
});
/**
* Save a specific region to disk.<br>
* Note: <br>
* 1. If a file already exists for a newer version
* the file won't be written.<br>
* 2. This will save to the LodDimension that this
* handler is associated with.
*/
private void saveRegionToFile(LodRegion region)
{
// convert to region coordinates
int x = region.regionPosX;
int z = region.regionPosZ;
for (byte detailLevel = region.getMinDetailLevel(); detailLevel <= LodUtil.REGION_DETAIL_LEVEL; detailLevel++)
{
String fileName = getFileNameAndPathForRegion(x, z, region.getGenerationMode(), detailLevel);
File oldFile = new File(fileName);
// if the fileName was null that means the folder is inaccessible
// for some reason
if (fileName == null)
{
ClientProxy.LOGGER.warn("Unable to save region [" + x + ", " + z + "] to file, no fileName.");
return;
}
try
{
// make sure the file and folder exists
if (!oldFile.exists())
{
// the file doesn't exist,
// create it and the folder if need be
if (!oldFile.getParentFile().exists())
oldFile.getParentFile().mkdirs();
oldFile.createNewFile();
} else
{
// the file exists, make sure it
// is the correct version.
// (to make sure we don't overwrite a newer
// version file if it exists)
BufferedReader br = new BufferedReader(new FileReader(oldFile));
String s = br.readLine();
int fileVersion = LOD_SAVE_FILE_VERSION;
if (s != null && !s.isEmpty())
{
// try to get the file version
try
{
fileVersion = Integer.parseInt(s.substring(s.indexOf(' ')).trim());
} catch (NumberFormatException | StringIndexOutOfBoundsException e)
{
// this file doesn't have a correctly formated version
// just overwrite the file
}
}
br.close();
// check if this file can be written to by the file handler
if (fileVersion <= LOD_SAVE_FILE_VERSION)
{
// we are good to continue and overwrite the old file
} else // if(fileVersion > LOD_SAVE_FILE_VERSION)
{
// the file we are reading is a newer version,
// don't write anything, we don't want to accidently
// delete anything the user may want.
return;
}
}
// the old file is good, now create a new save file
File newFile = new File(fileName + TMP_FILE_EXTENSION);
FileWriter fw = new FileWriter(newFile);
// add the version of this file
fw.write(LOD_FILE_VERSION_PREFIX + " " + LOD_SAVE_FILE_VERSION + "\n");
// add each LodChunk to the file
fw.write(region.getLevel(detailLevel).toString());
fw.close();
// overwrite the old file with the new one
Files.move(newFile.toPath(), oldFile.toPath(), StandardCopyOption.ATOMIC_MOVE, StandardCopyOption.REPLACE_EXISTING);
} catch (Exception e)
{
ClientProxy.LOGGER.error("LOD file write error. Unable to write to [" + fileName + "] error [" + e.getMessage() + "]: ");
e.printStackTrace();
}
}
}
//================//
// helper methods //
//================//
/**
* 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. <br><br>
* <p>
* example: "lod.0.0.txt" <br><br>
* <p>
* Returns null if there is an IO Exception.
*/
private String getFileNameAndPathForRegion(int regionX, int regionZ, DistanceGenerationMode generationMode, byte detailLevel)
{
try
{
// saveFolder is something like
// ".\Super Flat\DIM-1\data"
// or
// ".\Super Flat\data"
return dimensionDataSaveFolder.getCanonicalPath() + File.separatorChar +
generationMode.toString() + File.separatorChar +
DETAIL_FOLDER_NAME_PREFIX + detailLevel + File.separatorChar +
FILE_NAME_PREFIX + "." + regionX + "." + regionZ + FILE_EXTENSION;
} catch (IOException | SecurityException e)
{
ClientProxy.LOGGER.warn("Unable to get the filename for the region [" + regionX + ", " + regionZ + "], error: [" + e.getMessage() + "], stacktrace: ");
e.printStackTrace();
return null;
}
}
}
@@ -0,0 +1,118 @@
/*
* 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;
import java.lang.reflect.Method;
import com.seibel.lod.enums.FogQuality;
import com.seibel.lod.wrappers.MinecraftWrapper;
/**
* This object is used to get variables from methods
* where they are private. Specifically the fog setting
* in Optifine.
*
* @author James Seibel
* @version 9-7-2021
*/
public class ReflectionHandler
{
public static final ReflectionHandler INSTANCE = new ReflectionHandler();
private MinecraftWrapper mc = MinecraftWrapper.INSTANCE;
public Field ofFogField = null;
public Method vertexBufferUploadMethod = null;
private ReflectionHandler()
{
setupFogField();
}
/**
* finds the Optifine fog type field
*/
private void setupFogField()
{
// get every variable from the entity renderer
Field[] optionFields = mc.getOptions().getClass().getDeclaredFields();
// try and find the ofFogType variable in gameSettings
for (Field field : optionFields)
{
if (field.getName().equals("ofFogType"))
{
ofFogField = field;
return;
}
}
// we didn't find the field,
// either optifine isn't installed, or
// optifine changed the name of the variable
}
/**
* 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.FANCY;
}
int returnNum = 0;
try
{
returnNum = (int) ofFogField.get(mc.getOptions());
} catch (IllegalArgumentException | IllegalAccessException e)
{
e.printStackTrace();
}
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:
return FogQuality.FANCY;
case 3:
return FogQuality.OFF;
default:
return FogQuality.FAST;
}
}
}
@@ -0,0 +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.mixin;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.seibel.lod.LodMain;
import com.seibel.lod.config.LodConfig;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.WorldRenderer;
/**
* This class is used to mix in my rendering code
* before Minecraft starts rendering blocks.
* If this wasn't done the LODs would render on top
* of the normal terrain.
*
* @author James Seibel
* @version 05-29-2021
*/
@Mixin(WorldRenderer.class)
public class MixinWorldRenderer
{
private static float previousPartialTicks = 0;
@Inject(at = @At("RETURN"), method = "renderSky(Lcom/mojang/blaze3d/matrix/MatrixStack;F)V", cancellable = false)
private void renderSky(MatrixStack matrixStackIn, float partialTicks, CallbackInfo callback)
{
// get the partial ticks since renderBlockLayer doesn't
// have access to them
previousPartialTicks = partialTicks;
}
@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.graphics.drawLODs.get() && renderType.equals(RenderType.solid()))
LodMain.client_proxy.renderLods(previousPartialTicks);
}
}
@@ -0,0 +1,97 @@
package com.seibel.lod.objects;
public class DataPoint
{
public final static int HEIGHT_SHIFT = 54;
public final static int DEPTH_SHIFT = 44;
public final static int RED_SHIFT = 36;
public final static int GREEN_SHIFT = 28;
public final static int BLUE_SHIFT = 20;
public final static int GEN_TYPE_SHIFT = 17;
public final static int LIGHT_SHIFT = 13;
public final static int EXISTENCE_SHIFT = 0;
public final static long HEIGHT_MASK = Long.parseUnsignedLong("1111111111", 2);
public final static long DEPTH_MASK = Long.parseUnsignedLong("1111111111", 2);
public final static long RED_MASK = Long.parseUnsignedLong("11111111", 2);
public final static long GREEN_MASK = Long.parseUnsignedLong("11111111", 2);
public final static long BLUE_MASK = Long.parseUnsignedLong("11111111", 2);
public final static long GEN_TYPE_MASK = Long.parseUnsignedLong("111", 2);
public final static long LIGHT_MASK = Long.parseUnsignedLong("1111", 2);
public final static long EXISTENCE_MASK = 1;
public static long createDataPoint(int height, int depth, int color)
{
int red = (getRed(color) << 16) & 0x00FF0000;
int green = (getGreen(color) << 8) & 0x0000FF00;
int blue = getBlue(color)& 0x000000FF;
return createDataPoint(height, depth, red, green, blue);
}
public static long createDataPoint(int height, int depth, int red, int green, int blue)
{
long dataPoint = 0;
dataPoint += (height & HEIGHT_MASK) << HEIGHT_SHIFT;
dataPoint += (depth & DEPTH_MASK) << DEPTH_SHIFT;
dataPoint += (red & RED_MASK) << RED_SHIFT;
dataPoint += (green & GREEN_MASK) << GREEN_SHIFT;
dataPoint += (blue & BLUE_MASK) << BLUE_SHIFT;
dataPoint += 1;
return dataPoint;
}
public static short getHeight(long dataPoint)
{
return (short) ((dataPoint >> HEIGHT_SHIFT) & HEIGHT_MASK);
}
public static short getDepth(long dataPoint)
{
return (short) ((dataPoint >> DEPTH_SHIFT) & DEPTH_MASK);
}
public static short getRed(long dataPoint)
{
return (short) ((dataPoint >> RED_SHIFT) & RED_MASK);
}
public static short getGreen(long dataPoint)
{
return (short) ((dataPoint >> GREEN_SHIFT) & GREEN_MASK);
}
public static short getBlue(long dataPoint)
{
return (short) ((dataPoint >> BLUE_SHIFT) & BLUE_MASK);
}
public static boolean doesItExist(long dataPoint)
{
return ((dataPoint & EXISTENCE_MASK) == 1);
}
public static int getColor(long dataPoint)
{
int R = (getRed(dataPoint) << 16) & 0x00FF0000;
int G = (getGreen(dataPoint) << 8) & 0x0000FF00;
int B = getBlue(dataPoint)& 0x000000FF;
return 0xFF000000 | R | G | B;
}
public static String toString(long dataPoint)
{
StringBuilder s = new StringBuilder();
s.append(getHeight(dataPoint));
s.append(" ");
s.append(getDepth(dataPoint));
s.append(" ");
s.append(getRed(dataPoint));
s.append(" ");
s.append(getBlue(dataPoint));
s.append(" ");
s.append(getGreen(dataPoint));
s.append('\n');
return s.toString();
}
}
@@ -0,0 +1,67 @@
package com.seibel.lod.objects;
import java.io.Serializable;
import com.seibel.lod.util.LodUtil;
public class LevelContainer implements Serializable
{
/** This is here so that Eclipse doesn't complain */
private static final long serialVersionUID = -4930855068717998385L;
public static final char DATA_DELIMITER = ',';
public final byte detailLevel;
public final long[][] data;
public LevelContainer(byte detailLevel, long[][] data)
{
this.detailLevel = detailLevel;
this.data = data;
}
public LevelContainer(String inputString)
{
int index = 0;
int lastIndex = 0;
index = inputString.indexOf(DATA_DELIMITER, 0);
this.detailLevel = (byte) Integer.parseInt(inputString.substring(0, index));
int size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - detailLevel);
this.data = new long[size][size];
for (int x = 0; x < size; x++)
{
for (int z = 0; z < size; z++)
{
lastIndex = index;
index = inputString.indexOf(DATA_DELIMITER, lastIndex + 1);
data[x][z] = Long.parseLong(inputString.substring(lastIndex + 1, index), 16);
}
}
}
@Override
public String toString()
{
StringBuilder stringBuilder = new StringBuilder();
int size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - detailLevel);
stringBuilder.append(detailLevel);
stringBuilder.append(DATA_DELIMITER);
for (int x = 0; x < size; x++)
{
for (int z = 0; z < size; z++)
{
//Converting the dataToHex
stringBuilder.append(Long.toHexString(data[x][z]));
stringBuilder.append(DATA_DELIMITER);
}
}
return stringBuilder.toString();
}
}
@@ -0,0 +1,253 @@
package com.seibel.lod.objects;
import com.seibel.lod.util.LodUtil;
public class LevelPosUtil
{
public static int[] convert(int[] levelPos, byte newDetailLevel)
{
return convert(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos), newDetailLevel);
}
public static int[] convert(byte detailLevel, int posX, int posZ, byte newDetailLevel)
{
int width;
if (newDetailLevel >= detailLevel)
{
width = 1 << (newDetailLevel - detailLevel);
return createLevelPos(
newDetailLevel,
Math.floorDiv(posX, width),
Math.floorDiv(posZ, width));
} else
{
width = 1 << (detailLevel - newDetailLevel);
return createLevelPos(
newDetailLevel,
posX * width,
posZ * width);
}
}
public static int[] createLevelPos(byte detailLevel, int posX, int posZ)
{
return new int[]{detailLevel, posX, posZ};
}
public static int convert(byte detailLevel, int pos, byte newDetailLevel)
{
int width;
if (newDetailLevel >= detailLevel)
{
width = 1 << (newDetailLevel - detailLevel);
return Math.floorDiv(pos, width);
} else
{
width = 1 << (detailLevel - newDetailLevel);
return pos * width;
}
}
public static int getRegion(byte detailLevel, int pos)
{
return Math.floorDiv(pos, 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel));
}
public static int getRegionModule(byte detailLevel, int pos)
{
return Math.floorMod(pos, 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel));
}
public static byte getDetailLevel(int[] levelPos)
{
return (byte) levelPos[0];
}
public static int getPosX(int[] levelPos)
{
return levelPos[1];
}
public static int getPosZ(int[] levelPos)
{
return levelPos[2];
}
public static int getDistance(int[] levelPos)
{
return levelPos[3];
}
public static int[] getRegionModule(int[] levelPos)
{
return getRegionModule(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos));
}
public static int[] getRegionModule(byte detailLevel, int posX, int posZ)
{
int width = 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel);
return createLevelPos(
detailLevel,
Math.floorMod(posX, width),
Math.floorMod(posZ, width));
}
public static int[] applyOffset(int[] levelPos, int xOffset, int zOffset)
{
return createLevelPos(
getDetailLevel(levelPos),
getPosX(levelPos) + xOffset,
getPosZ(levelPos) + zOffset);
}
public static int[] applyLevelOffset(int[] levelPos, byte detailOffset, int xOffset, int zOffset)
{
return createLevelPos(
getDetailLevel(levelPos),
getPosX(levelPos) + xOffset * (1 << detailOffset),
getPosZ(levelPos) + zOffset * (1 << detailOffset));
}
public static int getRegionPosX(int[] levelPos)
{
int width = 1 << (LodUtil.REGION_DETAIL_LEVEL - getDetailLevel(levelPos));
return Math.floorDiv(getPosX(levelPos), width);
}
public static int getRegionPosZ(int[] levelPos)
{
int width = 1 << (LodUtil.REGION_DETAIL_LEVEL - getDetailLevel(levelPos));
return Math.floorDiv(getPosZ(levelPos), width);
}
public static int getChunkPos(byte detailLevel, int pos)
{
return convert(detailLevel,pos, LodUtil.CHUNK_DETAIL_LEVEL);
}
public static int getChunkPosX(int[] levelPos)
{
levelPos = convert(levelPos, LodUtil.CHUNK_DETAIL_LEVEL);
return getPosX(levelPos);
}
public static int getChunkPosZ(int[] levelPos)
{
levelPos = convert(levelPos, LodUtil.CHUNK_DETAIL_LEVEL);
return getPosZ(levelPos);
}
public static int maxDistance(int[] levelPos, int playerPosX, int playerPosZ)
{
return maxDistance(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos), playerPosX, playerPosZ);
}
public static int maxDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
{
int width = 1 << detailLevel;
int startPosX = posX * width;
int startPosZ = posZ * width;
int endPosX = startPosX + width;
int endPosZ = startPosZ + width;
int maxDistance = (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - startPosZ, 2));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - startPosZ, 2)));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
return maxDistance;
}
public static int maxDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ, int xRegion, int zRegion)
{
int width = 1 << detailLevel;
int startPosX = xRegion * 512 + posX * width;
int startPosZ = zRegion * 512 + posZ * width;
int endPosX = startPosX + width;
int endPosZ = startPosZ + width;
int maxDistance = (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - startPosZ, 2));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - startPosZ, 2)));
maxDistance = Math.max(maxDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
return maxDistance;
}
public static int minDistance(int[] levelPos, int playerPosX, int playerPosZ)
{
return minDistance(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos), playerPosX, playerPosZ);
}
public static int minDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
{
int width = 1 << detailLevel;
int startPosX = posX * width;
int startPosZ = posZ * width;
int endPosX = startPosX + width;
int endPosZ = startPosZ + width;
boolean inXArea = playerPosX >= startPosX && playerPosX <= endPosX;
boolean inZArea = playerPosZ >= startPosZ && playerPosZ <= endPosZ;
if (inXArea && inZArea)
{
return 0;
} else if (inXArea)
{
return Math.min(
Math.abs(playerPosZ - startPosZ),
Math.abs(playerPosZ - endPosZ)
);
} else if (inZArea)
{
return Math.min(
Math.abs(playerPosX - startPosX),
Math.abs(playerPosX - endPosX)
);
} else
{
int minDistance = (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - startPosZ, 2));
minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - startPosZ, 2)));
minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
return minDistance;
}
}
public static int compareDistance(int firstDistance, int secondDistance)
{
return Integer.compare(
firstDistance,
secondDistance);
}
public static int compareLevelAndDistance(byte firstDetail, int firstDistance, byte secondDetail, int secondDistance)
{
int compareResult = Integer.compare(
secondDetail,
firstDetail);
// System.out.println("comparing level "+ firstDetail + " " + secondDetail + " " + compareResult);
if (compareResult == 0)
{
compareResult = compareDistance(
firstDistance,
secondDistance);
// System.out.println("Equal level "+ firstDistance + " " + secondDistance + " " + compareResult);
}
return compareResult;
}
public static String toString(int[] levelPos)
{
return (getDetailLevel(levelPos) + " " + getPosX(levelPos) + " " + getPosZ(levelPos));
}
public static String toString(byte detailLevel, int posX, int posZ)
{
return (detailLevel + " " + posX + " " + posZ);
}
}
@@ -0,0 +1,678 @@
/*
* 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 java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.handlers.LodDimensionFileHandler;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import com.seibel.lod.wrappers.MinecraftWrapper;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.world.DimensionType;
import net.minecraft.world.server.ServerChunkProvider;
import net.minecraft.world.server.ServerWorld;
/**
* This object holds all loaded LOD regions
* for a given dimension.
*
* @author Leonardo Amato
* @author James Seibel
* @version 8-8-2021
*/
public class LodDimension
{
public final DimensionType dimension;
/**
* measured in regions
*/
private volatile int width;
/**
* measured in regions
*/
private volatile int halfWidth;
public volatile LodRegion regions[][];
public volatile boolean isRegionDirty[][];
public volatile boolean regen[][];
/**
* if true that means there are regions in this dimension
* that need to have their buffers rebuilt.
*/
public volatile boolean regenDimension = false;
private volatile RegionPos center;
private volatile ChunkPos lastGenChunk;
private volatile ChunkPos lastCutChunk;
private LodDimensionFileHandler fileHandler;
private ExecutorService cutAndGenThreads = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - cutAndGen"));
/**
* Creates the dimension centered at (0,0)
*
* @param newWidth in regions
*/
public LodDimension(DimensionType newDimension, LodWorld lodWorld, int newWidth)
{
lastCutChunk = null;
lastGenChunk = null;
dimension = newDimension;
width = newWidth;
halfWidth = (int) Math.floor(width / 2);
MinecraftWrapper mc = MinecraftWrapper.INSTANCE;
if (newDimension != null && lodWorld != null)
{
try
{
File saveDir;
if (mc.hasSingleplayerServer())
{
// local world
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(newDimension);
// provider needs a separate variable to prevent
// the compiler from complaining
ServerChunkProvider provider = serverWorld.getChunkSource();
saveDir = new File(provider.dataStorage.dataFolder.getCanonicalFile().getPath() + File.separatorChar + "lod");
} else
{
// connected to server
saveDir = new File(mc.getGameDirectory().getCanonicalFile().getPath() +
File.separatorChar + "lod server data" + File.separatorChar + mc.getCurrentDimensionId());
}
fileHandler = new LodDimensionFileHandler(saveDir, this);
} catch (IOException e)
{
// the file handler wasn't able to be created
// we won't be able to read or write any files
}
}
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
regen = new boolean[width][width];
//treeGenerator((int) mc.player.getX(),(int) mc.player.getZ());
// populate isRegionDirty
for (int i = 0; i < width; i++)
for (int j = 0; j < width; j++)
isRegionDirty[i][j] = false;
center = new RegionPos(0, 0);
}
/**
* Move the center of this LodDimension and move all owned
* regions over by the given x and z offset. <br><br>
* <p>
* Synchronized to prevent multiple moves happening on top of each other.
*/
public synchronized void move(RegionPos regionOffset)
{
int xOffset = regionOffset.x;
int zOffset = regionOffset.z;
// if the x or z offset is equal to or greater than
// the total size, just delete the current data
// and update the centerX and/or centerZ
if (Math.abs(xOffset) >= width || Math.abs(zOffset) >= width)
{
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
regions[x][z] = null;
}
}
// update the new center
center.x += xOffset;
center.z += zOffset;
return;
}
// X
if (xOffset > 0)
{
// move everything over to the left (as the center moves to the right)
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
if (x + xOffset < width)
regions[x][z] = regions[x + xOffset][z];
else
regions[x][z] = null;
}
}
} else
{
// move everything over to the right (as the center moves to the left)
for (int x = width - 1; x >= 0; x--)
{
for (int z = 0; z < width; z++)
{
if (x + xOffset >= 0)
regions[x][z] = regions[x + xOffset][z];
else
{
regions[x][z] = null;
}
}
}
}
// Z
if (zOffset > 0)
{
// move everything up (as the center moves down)
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
if (z + zOffset < width)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
} else
{
// move everything down (as the center moves up)
for (int x = 0; x < width; x++)
{
for (int z = width - 1; z >= 0; z--)
{
if (z + zOffset >= 0)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
}
// update the new center
center.x += xOffset;
center.z += zOffset;
}
/**
* return needed memory in byte
*/
public int getMinMemoryNeeded()
{
int count = 0;
LodRegion region;
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
region = regions[x][z];
if (region != null)
{
count += region.getMinMemoryNeeded();
}
}
}
return count;
}
/**
* Gets the region at the given X and Z
* <br>
* Returns null if the region doesn't exist
* or is outside the loaded area.
*/
public LodRegion getRegion(byte detailLevel, int posX, int posZ)
{
int xRegion = LevelPosUtil.getRegion(detailLevel, posX);
int zRegion = LevelPosUtil.getRegion(detailLevel, posZ);
int xIndex = (xRegion - center.x) + halfWidth;
int zIndex = (zRegion - center.z) + halfWidth;
if (!regionIsInRange(xRegion, zRegion))
return null;
//throw new ArrayIndexOutOfBoundsException("Region for level pos " + LevelPosUtil.toString(detailLevel, posX, posZ) + " out of range");
else if (regions[xIndex][zIndex] == null)
return null;
//throw new InvalidParameterException("Region for level pos " + LevelPosUtil.toString(detailLevel, posX, posZ) + " not currently initialized");
else if (regions[xIndex][zIndex].getMinDetailLevel() > detailLevel)
return null;
//throw new InvalidParameterException("Region for level pos " + LevelPosUtil.toString(detailLevel, posX, posZ) + " currently only reach level " + regions[xIndex][zIndex].getMinDetailLevel());
return regions[xIndex][zIndex];
}
/**
* Gets the region at the given X and Z
* <br>
* Returns null if the region doesn't exist
* or is outside the loaded area.
*/
public LodRegion getRegion(int regionPosX, int regionPosZ)
{
int xIndex = (regionPosX - center.x) + halfWidth;
int zIndex = (regionPosZ - center.z) + halfWidth;
if (!regionIsInRange(regionPosX, regionPosZ))
return null;
//throw new ArrayIndexOutOfBoundsException("Region " + regionPosX + " " + regionPosZ + " out of range");
else if (regions[xIndex][zIndex] == null)
return null;
//throw new InvalidParameterException("Region " + regionPosX + " " + regionPosZ + " not currently initialized");
return regions[xIndex][zIndex];
}
/**
* Overwrite the LodRegion at the location of newRegion with newRegion.
*
* @throws ArrayIndexOutOfBoundsException if newRegion is outside what can be stored in this LodDimension.
*/
public synchronized void addOrOverwriteRegion(LodRegion newRegion) throws ArrayIndexOutOfBoundsException
{
int xIndex = (newRegion.regionPosX - center.x) + halfWidth;
int zIndex = (newRegion.regionPosZ - center.z) + halfWidth;
if (!regionIsInRange(newRegion.regionPosX, newRegion.regionPosZ))
// out of range
throw new ArrayIndexOutOfBoundsException("Region " + newRegion.regionPosX + ", " + newRegion.regionPosZ + " out of range");
regions[xIndex][zIndex] = newRegion;
}
/**
*
*/
public void treeCutter(int playerPosX, int playerPosZ)
{
ChunkPos newPlayerChunk = new ChunkPos(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
if (lastCutChunk == null)
lastCutChunk = new ChunkPos(newPlayerChunk.x + 1, newPlayerChunk.z - 1);
if (newPlayerChunk.x != lastCutChunk.x || newPlayerChunk.z != lastCutChunk.z)
{
lastCutChunk = newPlayerChunk;
Thread thread = new Thread(() ->
{
int regionX;
int regionZ;
int minDistance;
byte detail;
byte levelToCut;
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
regionX = (x + center.x) - halfWidth;
regionZ = (z + center.z) - halfWidth;
//we start checking from the first circle. If the whole region is in the circle
//we proceed to cut all the level lower than the level of circle 1 and we break
//if this is not the case w
if (regions[x][z] != null)
{
minDistance = LevelPosUtil.minDistance(LodUtil.REGION_DETAIL_LEVEL, regionX, regionZ, playerPosX, playerPosZ);
detail = DetailDistanceUtil.getDistanceTreeCutInverse(minDistance);
levelToCut = DetailDistanceUtil.getCutLodDetail(detail);
if (regions[x][z].getMinDetailLevel() > levelToCut)
{
regions[x][z].cutTree(levelToCut);
}
}
}// region z
}// region z
});
cutAndGenThreads.execute(thread);
}
}
/**
*
*/
public void treeGenerator(int playerPosX, int playerPosZ)
{
DistanceGenerationMode generationMode = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
ChunkPos newPlayerChunk = new ChunkPos(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
if (lastGenChunk == null)
lastGenChunk = new ChunkPos(newPlayerChunk.x + 1, newPlayerChunk.z - 1);
if (newPlayerChunk.x != lastGenChunk.x || newPlayerChunk.z != lastGenChunk.z)
{
lastGenChunk = newPlayerChunk;
Thread thread = new Thread(() ->
{
int regionX;
int regionZ;
LodRegion region;
int minDistance;
byte detail;
byte levelToGen;
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
regionX = (x + center.x) - halfWidth;
regionZ = (z + center.z) - halfWidth;
final RegionPos regionPos = new RegionPos(regionX, regionZ);
region = regions[x][z];
//We require that the region we are checking is loaded with at least this level
minDistance = LevelPosUtil.minDistance(LodUtil.REGION_DETAIL_LEVEL, regionX, regionZ, playerPosX, playerPosZ);
detail = DetailDistanceUtil.getDistanceTreeGenInverse(minDistance);
levelToGen = DetailDistanceUtil.getLodGenDetail(detail).detailLevel;
if (region == null || region.getGenerationMode() != generationMode)
{
//First case, region has to be initialized
//We check if there is a file at the target level
regions[x][z] = getRegionFromFile(regionPos, levelToGen, generationMode);
//if there is no file we initialize the region
if (regions[x][z] == null)
{
regions[x][z] = new LodRegion(levelToGen, regionPos, generationMode);
}
regen[x][z] = true;
regenDimension = true;
} else if (region.getMinDetailLevel() > levelToGen)
{
//Second case, region has been initialized but at a higher level
//We expand the region by introducing the missing layer
region.expand(levelToGen);
}
}
}
});
cutAndGenThreads.execute(thread);
}
}
/**
* Add the given LOD to this dimension at the coordinate
* stored in the LOD. If an LOD already exists at the given
* coordinates it will be overwritten.
*/
public synchronized Boolean addData(byte detailLevel, int posX, int posZ, long lodDataPoint, boolean dontSave, boolean serverQuality)
{
// don't continue if the region can't be saved
int regionPosX = LevelPosUtil.getRegion(detailLevel, posX);
int regionPosZ = LevelPosUtil.getRegion(detailLevel, posZ);
LodRegion region = getRegion(regionPosX, regionPosZ);
if (region == null)
return false;
boolean nodeAdded = region.addData(detailLevel, posX, posZ, lodDataPoint, serverQuality);
// only save valid LODs to disk
if (!dontSave && fileHandler != null)
{
try
{
// mark the region as dirty so it will be saved to disk
int xIndex = (regionPosX - center.x) + halfWidth;
int zIndex = (regionPosZ - center.z) + halfWidth;
isRegionDirty[xIndex][zIndex] = true;
regen[xIndex][zIndex] = true;
regenDimension = true;
} catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
// This method was probably called when the dimension was changing size.
// Hopefully this shouldn't be an issue.
}
}
return nodeAdded;
}
public void setToRegen(int xRegion, int zRegion)
{
int xIndex = (xRegion - center.x) + halfWidth;
int zIndex = (zRegion - center.z) + halfWidth;
regen[xIndex][zIndex] = true;
}
/**
* method to get all the quadtree level that have to be generated based on the position of the player
*
* @return list of quadTrees
*/
public PosToGenerateContainer getDataToGenerate(byte farDetail, int maxDataToGenerate, double farRatio, int playerPosX, int playerPosZ)
{
PosToGenerateContainer posToGenerate = new PosToGenerateContainer(farDetail, maxDataToGenerate, (int) (maxDataToGenerate * farRatio), playerPosX, playerPosZ);
int n = regions.length;
int xIndex;
int zIndex;
LodRegion region;
for (int xRegion = 0; xRegion < n; xRegion++)
{
for (int zRegion = 0; zRegion < n; zRegion++)
{
xIndex = (xRegion + center.x) - halfWidth;
zIndex = (zRegion + center.z) - halfWidth;
region = getRegion(xIndex, zIndex);
if (region != null)
region.getDataToGenerate(posToGenerate, playerPosX, playerPosZ);
}
}
return posToGenerate;
}
/**
* method to get all the nodes that have to be rendered based on the position of the player
*
* @return list of nodes
*/
public void getDataToRender(PosToRenderContainer posToRender, RegionPos regionPos, int playerPosX, int playerPosZ)
{
LodRegion region = getRegion(regionPos.x, regionPos.z);
if (region != null)
region.getDataToRender(posToRender, playerPosX, playerPosZ);
}
/**
* Get the data point at the given X and Z coordinates
* in this dimension.
* <br>
* Returns null if the LodChunk doesn't exist or
* is outside the loaded area.
*/
public long getData(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
{
return 0;
}
return region.getData(detailLevel, posX, posZ);
}
/**
* Get the data point at the given X and Z coordinates
* in this dimension.
* <br>
* Returns null if the LodChunk doesn't exist or
* is outside the loaded area.
*/
public void updateData(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
{
return;
}
region.updateArea(detailLevel, posX, posZ);
}
/**
* return true if and only if the node at that position exist
*/
public boolean doesDataExist(byte detailLevel, int posX, int posZ)
{
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
{
return false;
}
return region.doesDataExist(detailLevel, posX, posZ);
}
/**
* Get the region at the given X and Z coordinates from the
* RegionFileHandler.
*/
public LodRegion getRegionFromFile(RegionPos regionPos, byte detailLevel, DistanceGenerationMode generationMode)
{
if (fileHandler != null)
return fileHandler.loadRegionFromFile(detailLevel, regionPos, generationMode);
else
return null;
}
/**
* Save all dirty regions in this LodDimension to file.
*/
public void saveDirtyRegionsToFileAsync()
{
fileHandler.saveDirtyRegionsToFileAsync();
}
/**
* Returns whether the region at the given X and Z coordinates
* is within the loaded range.
*/
public boolean regionIsInRange(int regionX, int regionZ)
{
int xIndex = (regionX - center.x) + halfWidth;
int zIndex = (regionZ - center.z) + halfWidth;
return xIndex >= 0 && xIndex < width && zIndex >= 0 && zIndex < width;
}
public int getCenterX()
{
return center.x;
}
public int getCenterZ()
{
return center.z;
}
public int getWidth()
{
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 = Math.floorDiv(width, 2);
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
regen = new boolean[width][width];
// populate isRegionDirty
for (int i = 0; i < width; i++)
for (int j = 0; j < width; j++)
isRegionDirty[i][j] = false;
}
@Override
public String toString()
{
LodRegion region;
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.append("Dimension : \n");
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
region = regions[x][z];
if (region == null)
{
stringBuilder.append("n");
stringBuilder.append("\t");
} else
{
stringBuilder.append(region.getMinDetailLevel());
stringBuilder.append("\t");
}
}
stringBuilder.append("\n");
}
return stringBuilder.toString();
}
}
@@ -0,0 +1,463 @@
package com.seibel.lod.objects;
import com.seibel.lod.builders.LodBuilder;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LodUtil;
/**
* STANDARD TO FOLLOW
* every coordinate called posX or posZ is a relative coordinate and not and absolute coordinate
* if an array contain coordinate the order is the following
* 0 for x, 1 for z in 2D
* 0 for x, 1 for y, 2 for z in 3D
*/
public class LodRegion
{
//x coord,
private byte minDetailLevel;
private static final byte POSSIBLE_LOD = 10;
//private int numberOfPoints;
private DistanceGenerationMode generationMode;
//For each of the following field the first slot is for the level of detail
//Important: byte have a [-128, 127] range. When converting from or to int a 128 should be added or removed
//If there is a bug with color then it's probably caused by this.
//in the future other fields like transparency and light level could be added
private long[][][] data;
public final int regionPosX;
public final int regionPosZ;
public LodRegion(LevelContainer levelContainer, RegionPos regionPos, DistanceGenerationMode generationMode)
{
this.generationMode = generationMode;
this.regionPosX = regionPos.x;
this.regionPosZ = regionPos.z;
this.minDetailLevel = levelContainer.detailLevel;
//Arrays of matrices
data = new long[POSSIBLE_LOD][][];
data[minDetailLevel] = levelContainer.data;
//Initialize all the different matrices
for (byte lod = (byte) (minDetailLevel + 1); lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
{
int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - lod);
data[lod] = new long[size][size];
}
updateArea(LodUtil.REGION_DETAIL_LEVEL, regionPosX, regionPosZ);
}
public LodRegion(byte minDetailLevel, RegionPos regionPos, DistanceGenerationMode generationMode)
{
this.generationMode = generationMode;
this.minDetailLevel = minDetailLevel;
this.regionPosX = regionPos.x;
this.regionPosZ = regionPos.z;
data = new long[POSSIBLE_LOD][][];
//Initialize all the different matrices
for (byte lod = minDetailLevel; lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
{
int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - lod);
data[lod] = new long[size][size];
}
}
/**
* This method can be used to insert data into the LodRegion
*
* @param dataPoint
* @return
*/
public boolean addData(byte detailLevel, int posX, int posZ, long dataPoint, boolean serverQuality)
{
posX = LevelPosUtil.getRegionModule(detailLevel, posX);
posZ = LevelPosUtil.getRegionModule(detailLevel, posZ);
if (!doesDataExist(detailLevel, posX, posZ) || serverQuality)
{
//update the number of node present
//if (!doesDataExist(detailLevel, posX, posZ)) numberOfPoints++;
//add the node data
this.data[detailLevel][posX][posZ] = dataPoint;
return true;
} else
{
return false;
}
}
/**
* This method will return the data in the position relative to the level of detail
*
* @return the data at the relative pos and level
*/
public long getData(byte detailLevel, int posX, int posZ)
{
posX = LevelPosUtil.getRegionModule(detailLevel, posX);
posZ = LevelPosUtil.getRegionModule(detailLevel, posZ);
return data[detailLevel][posX][posZ];
}
/**
* This method will return all the levelPos that are renderable according to the requisite given in input
*
* @return
*/
public void getDataToGenerate(PosToGenerateContainer posToGenerate, int playerPosX, int playerPosZ)
{
getDataToGenerate(posToGenerate, LodUtil.REGION_DETAIL_LEVEL, 0, 0, playerPosX, playerPosZ);
}
private void getDataToGenerate(PosToGenerateContainer posToGenerate, byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
{
int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel);
//here i calculate the the LevelPos is in range
//This is important to avoid any kind of hole in the generation
//nt minDistance = LevelPosUtil.minDistance(detailLevel, posX + regionPosX * size, posZ + regionPosZ * size, playerPosX, playerPosZ);
int maxDistance = LevelPosUtil.maxDistance(detailLevel, posX, posZ, playerPosX, playerPosZ, regionPosX, regionPosZ);
byte childDetailLevel = (byte) (detailLevel - 1);
int childPosX = posX * 2;
int childPosZ = posZ * 2;
int childSize = 1 << (LodUtil.REGION_DETAIL_LEVEL - childDetailLevel);
//we have reached the target detail level
if (DetailDistanceUtil.getDistanceGenerationInverse(maxDistance) > detailLevel)
{
return;
} else if (DetailDistanceUtil.getDistanceGenerationInverse(maxDistance) == detailLevel)
{
if (!doesDataExist(detailLevel, posX, posZ))
{
posToGenerate.addPosToGenerate(detailLevel, posX + regionPosX * size, posZ + regionPosZ * size);
}
} else
{
//we want max a request per chunk. So for lod smaller than chunk we explore only the top rigth child
if (detailLevel > LodUtil.CHUNK_DETAIL_LEVEL)
{
int num = 0;
//We take all the children that are not generated to at least the generation level taken in input
for (int x = 0; x <= 1; x++)
{
for (int z = 0; z <= 1; z++)
{
if (!doesDataExist(childDetailLevel, childPosX + x, childPosZ + z))
{
num++;
posToGenerate.addPosToGenerate(childDetailLevel, childPosX + x + regionPosX * childSize, childPosZ + z + regionPosZ * childSize);
}
}
}
//only if all the children are correctly generated we go deeper
if (num == 0)
{
for (int x = 0; x <= 1; x++)
{
for (int z = 0; z <= 1; z++)
{
getDataToGenerate(posToGenerate, childDetailLevel, childPosX + x, childPosZ + z, playerPosX, playerPosZ);
}
}
}
} else
//now we keep exploring the top right child
{
if (DetailDistanceUtil.getLodGenDetail(childDetailLevel).detailLevel <= (childDetailLevel))
{
if (!doesDataExist(childDetailLevel, childPosX, childPosZ))
{
posToGenerate.addPosToGenerate(childDetailLevel, childPosX + regionPosX * childSize, childPosZ + regionPosZ * childSize);
} else
{
getDataToGenerate(posToGenerate, childDetailLevel, childPosX, childPosZ, playerPosX, playerPosZ);
}
}
}
}
}
/**
* @return
*/
public void getDataToRender(PosToRenderContainer posToRender, int playerPosX, int playerPosZ)
{
getDataToRender(posToRender, LodUtil.REGION_DETAIL_LEVEL, 0, 0, playerPosX, playerPosZ);
}
/**
* @return
*/
private void getDataToRender(PosToRenderContainer posToRender, byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
{
int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - detailLevel);
//here i calculate the the LevelPos is in range
//This is important to avoid any kind of hole in the rendering
int maxDistance = LevelPosUtil.maxDistance(detailLevel, posX, posZ, playerPosX, playerPosZ, regionPosX, regionPosZ);
byte supposedLevel = DetailDistanceUtil.getLodDrawDetail(DetailDistanceUtil.getDistanceRenderingInverse(maxDistance));
if (supposedLevel > detailLevel)
return;
else if (supposedLevel == detailLevel)
{
posToRender.addPosToRender(detailLevel,
posX + regionPosX * size,
posZ + regionPosZ * size);
} else //case where (detailLevel > supposedLevel)
{
int childPosX = posX * 2;
int childPosZ = posZ * 2;
byte childDetailLevel = (byte) (detailLevel - 1);
int childrenCount = 0;
for (int x = 0; x <= 1; x++)
{
for (int z = 0; z <= 1; z++)
{
if (doesDataExist(childDetailLevel, childPosX + x, childPosZ + z)) childrenCount++;
}
}
//If all the four children exist we go deeper
if (childrenCount == 4)
{
for (int x = 0; x <= 1; x++)
{
for (int z = 0; z <= 1; z++)
{
getDataToRender(posToRender, childDetailLevel, childPosX + x, childPosZ + z, playerPosX, playerPosZ);
}
}
} else
{
posToRender.addPosToRender(detailLevel,
posX + regionPosX * size,
posZ + regionPosZ * size);
}
}
}
/**
*/
public void updateArea(byte detailLevel, int posX, int posZ)
{
int width;
int startX;
int startZ;
for (byte bottom = (byte) (minDetailLevel + 1); bottom <= detailLevel; bottom++)
{
startX = LevelPosUtil.convert(detailLevel, posX, bottom);
startZ = LevelPosUtil.convert(detailLevel, posZ, bottom);
width = 1 << (detailLevel - bottom);
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
update(bottom, startX + x, startZ + z);
}
}
}
for (byte up = (byte) (detailLevel + 1); up <= LodUtil.REGION_DETAIL_LEVEL; up++)
{
update(up,
LevelPosUtil.convert(detailLevel, posX, up),
LevelPosUtil.convert(detailLevel, posZ, up));
}
}
/**
*/
private void update(byte detailLevel, int posX, int posZ)
{
int numberOfChildren = 0;
int numberOfVoidChildren = 0;
int tempRed = 0;
int tempGreen = 0;
int tempBlue = 0;
int tempHeight = 0;
int tempDepth = 0;
int childPosX;
int childPosZ;
byte childDetailLevel;
posX = LevelPosUtil.getRegionModule(detailLevel, posX);
posZ = LevelPosUtil.getRegionModule(detailLevel, posZ);
for (int x = 0; x <= 1; x++)
{
for (int z = 0; z <= 1; z++)
{
childPosX = 2 * posX + x;
childPosZ = 2 * posZ + z;
childDetailLevel = (byte) (detailLevel - 1);
if (doesDataExist(childDetailLevel, childPosX, childPosZ))
{
if (!(DataPoint.getHeight(data[childDetailLevel][childPosX][childPosZ]) == LodBuilder.DEFAULT_HEIGHT
&& DataPoint.getDepth(data[childDetailLevel][childPosX][childPosZ]) == LodBuilder.DEFAULT_DEPTH))
{
numberOfChildren++;
tempRed += DataPoint.getRed(data[childDetailLevel][childPosX][childPosZ]);
tempGreen += DataPoint.getGreen(data[childDetailLevel][childPosX][childPosZ]);
tempBlue += DataPoint.getBlue(data[childDetailLevel][childPosX][childPosZ]);
tempHeight += DataPoint.getHeight(data[childDetailLevel][childPosX][childPosZ]);
tempDepth += DataPoint.getDepth(data[childDetailLevel][childPosX][childPosZ]);
} else
{
// void children have the default height (most likely -1)
// and represent a LOD with no blocks in it
numberOfVoidChildren++;
}
}
}
}
if (numberOfChildren > 0)
{
tempRed = tempRed / numberOfChildren;
tempGreen = tempGreen / numberOfChildren;
tempBlue = tempBlue / numberOfChildren;
tempHeight = tempHeight / numberOfChildren;
tempDepth = tempDepth / numberOfChildren;
} else if (numberOfVoidChildren > 0)
{
tempRed = (byte) 0;
tempGreen = (byte) 0;
tempBlue = (byte) 0;
tempHeight = LodBuilder.DEFAULT_HEIGHT;
tempDepth = LodBuilder.DEFAULT_DEPTH;
}
data[detailLevel][posX][posZ] = DataPoint.createDataPoint(tempHeight, tempDepth, tempRed, tempGreen, tempBlue);
}
/**
* @return
*/
public boolean doesDataExist(byte detailLevel, int posX, int posZ)
{
if(detailLevel < minDetailLevel) return false;
posX = LevelPosUtil.getRegionModule(detailLevel, posX);
posZ = LevelPosUtil.getRegionModule(detailLevel, posZ);
return DataPoint.doesItExist(data[detailLevel][posX][posZ]);
}
/**
* @return
*/
public DistanceGenerationMode getGenerationMode()
{
return generationMode;
}
public byte getMinDetailLevel()
{
return minDetailLevel;
}
/**
* This will be used to save a level
*
* @param detailLevel
* @return
*/
public LevelContainer getLevel(byte detailLevel)
{
if (detailLevel < minDetailLevel)
{
throw new IllegalArgumentException("getLevel asked for a level that does not exist: minimum " + minDetailLevel + " level requested " + detailLevel);
}
return new LevelContainer(detailLevel, data[detailLevel]);
}
/**
* @param levelContainer
*/
public void addLevel(LevelContainer levelContainer)
{
if (levelContainer.detailLevel < minDetailLevel - 1)
{
throw new IllegalArgumentException("addLevel requires a level that is at least the minimum level of the region -1 ");
}
if (levelContainer.detailLevel == minDetailLevel - 1) minDetailLevel = levelContainer.detailLevel;
data[levelContainer.detailLevel] = levelContainer.data;
}
/**
* @param detailLevel
*/
public void cutTree(byte detailLevel)
{
if (minDetailLevel < detailLevel)
{
for (byte tempLod = 0; tempLod < detailLevel; tempLod++)
{
data[tempLod] = new long[0][0];
}
minDetailLevel = detailLevel;
}
}
/**
* @param detailLevel
*/
public void expand(byte detailLevel)
{
if (detailLevel < minDetailLevel)
{
for (byte tempLod = detailLevel; tempLod < minDetailLevel; tempLod++)
{
int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod);
data[tempLod] = new long[size][size];
}
minDetailLevel = detailLevel;
}
}
/**
* return RegionPos of this lod region
*/
public RegionPos getRegionPos()
{
return new RegionPos(regionPosX, regionPosZ);
}
/**
* return needed memory in byte
*/
public int getMinMemoryNeeded()
{
int count = 0;
for (byte tempLod = LodUtil.REGION_DETAIL_LEVEL; tempLod > minDetailLevel; tempLod--)
{
//i'm doing a upper limit of the minimum
//Color should be just 3 byte but i'm gonna calculate as 12 byte
//Height and depth should be just 4 byte but i'm gonna calculate as 8 byte
count += Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod) * (8 + 3 + 2 + 2 + 1);
//count += Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod) * (24 + 8 + 8 + 8 + 8);
}
return count;
}
@Override
public String toString()
{
return getLevel(LodUtil.REGION_DETAIL_LEVEL).toString();
}
}
@@ -0,0 +1,159 @@
/*
* 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;
import java.util.Map;
import com.seibel.lod.proxy.ClientProxy;
import net.minecraft.world.DimensionType;
/**
* This stores all LODs for a given world.
*
* @author James Seibel
* @author Leonardo Amato
* @version 8-17-2021
*/
public class LodWorld
{
private String worldName;
private Map<DimensionType, LodDimension> lodDimensions;
/**
* If true then the LOD world is setup and ready to use
*/
private boolean isWorldLoaded = false;
public static final String NO_WORLD_LOADED = "No world loaded";
public LodWorld()
{
worldName = NO_WORLD_LOADED;
}
/**
* Set up the LodQuadTreeWorld with the given newWorldName. <br>
* This should be done whenever loading a new world.
*
* @param newWorldName name of the world
*/
public void selectWorld(String newWorldName)
{
if (newWorldName.isEmpty())
{
deselectWorld();
return;
}
if (worldName.equals(newWorldName))
// don't recreate everything if we
// didn't actually change worlds
return;
worldName = newWorldName;
lodDimensions = new Hashtable<DimensionType, LodDimension>();
isWorldLoaded = true;
}
/**
* Set the worldName to "No world loaded"
* and clear the lodDimensions Map. <br>
* This should be done whenever unloaded a world.
*/
public void deselectWorld()
{
worldName = NO_WORLD_LOADED;
lodDimensions = null;
isWorldLoaded = false;
}
/**
* Adds newStorage to this world, if a LodQuadTreeDimension
* already exists for the given dimension it is replaced.
*/
public void addLodDimension(LodDimension newStorage)
{
if (lodDimensions == null)
return;
lodDimensions.put(newStorage.dimension, newStorage);
}
/**
* Returns null if no LodQuadTreeDimension exists for the given dimension
*/
public LodDimension getLodDimension(DimensionType dimension)
{
if (lodDimensions == null)
return null;
return lodDimensions.get(dimension);
}
/**
* Resizes the max width in regions that each LodDimension
* should use.
*/
public void resizeDimensionRegionWidth(int newWidth)
{
if (lodDimensions == null)
return;
saveAllDimensions();
for (DimensionType key : lodDimensions.keySet())
lodDimensions.get(key).setRegionWidth(newWidth);
}
/**
* Requests all dimensions save any dirty regions they may have.
*/
public void saveAllDimensions()
{
if (lodDimensions == null)
return;
ClientProxy.LOGGER.info("Saving LODs");
for (DimensionType key : lodDimensions.keySet())
lodDimensions.get(key).saveDirtyRegionsToFileAsync();
}
public boolean getIsWorldLoaded()
{
return isWorldLoaded;
}
public String getWorldName()
{
return worldName;
}
@Override
public String toString()
{
return "World name: " + worldName;
}
}
@@ -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;
}
}
}
@@ -0,0 +1,148 @@
package com.seibel.lod.objects;
public class PosToGenerateContainer
{
private int playerPosX;
private int playerPosZ;
private byte farMinDetail;
private int maxSize;
private int maxNearSize;
private int maxFarSize;
private int nearSize;
private int farSize;
private int[][] posToGenerate;
public PosToGenerateContainer(byte farMinDetail, int maxDataToGenerate, int maxFarDataToGenerate, int playerPosX, int playerPosZ)
{
this.playerPosX = playerPosX;
this.playerPosZ = playerPosZ;
this.farMinDetail = farMinDetail;
maxNearSize = maxDataToGenerate;
maxFarSize = maxFarDataToGenerate;
maxSize = maxDataToGenerate;
nearSize = 0;
farSize = 0;
posToGenerate = new int[maxDataToGenerate][4];
}
public void addPosToGenerate(byte detailLevel, int posX, int posZ)
{
int distance = LevelPosUtil.minDistance(detailLevel, posX, posZ, playerPosX, playerPosZ);
int index;
if (detailLevel >= farMinDetail)
{//We are introducing a position in the far array
if (farSize < maxFarSize)
{
farSize++;
if (nearSize == maxNearSize)
{
nearSize--;
}
maxNearSize--;
}
index = posToGenerate.length - farSize;
while (index < posToGenerate.length - 1 && LevelPosUtil.compareLevelAndDistance(detailLevel, distance, (byte) (posToGenerate[index + 1][0] - 1), posToGenerate[index + 1][3]) <= 0)
{
posToGenerate[index][0] = posToGenerate[index + 1][0];
posToGenerate[index][1] = posToGenerate[index + 1][1];
posToGenerate[index][2] = posToGenerate[index + 1][2];
posToGenerate[index][3] = posToGenerate[index + 1][3];
index++;
}
if (index <= posToGenerate.length - 1)
{
posToGenerate[index][0] = detailLevel + 1;
posToGenerate[index][1] = posX;
posToGenerate[index][2] = posZ;
posToGenerate[index][3] = distance;
}
} else
{//We are introducing a position in the near array
if (nearSize < maxNearSize)
nearSize++;
index = nearSize - 1;
while (index > 0 && LevelPosUtil.compareDistance(distance, posToGenerate[index - 1][3]) <= 0)
{
posToGenerate[index][0] = posToGenerate[index - 1][0];
posToGenerate[index][1] = posToGenerate[index - 1][1];
posToGenerate[index][2] = posToGenerate[index - 1][2];
posToGenerate[index][3] = posToGenerate[index - 1][3];
index--;
}
if (index >= 0)
{
posToGenerate[index][0] = detailLevel + 1;
posToGenerate[index][1] = posX;
posToGenerate[index][2] = posZ;
posToGenerate[index][3] = distance;
}
}
}
public int getNumberOfPos()
{
return farSize + nearSize;
}
public int[] getNthPos(int n)
{
/*if(n < farSize)
return posToGenerate[maxSize - n - 1];
else
return posToGenerate[n - farSize];*/
int index;
if (n > farSize * 2)
index = n - farSize;
else if (n % 2 == 0)
index = n / 2;
else
index = posToGenerate.length - n / 2 - 1;
return posToGenerate[index];
}
public String toString()
{
StringBuilder builder = new StringBuilder();
builder.append("Number of pos to generate ");
builder.append(farSize + nearSize);
builder.append('\n');
builder.append("Number of near pos to generate ");
builder.append(nearSize);
builder.append('\n');
builder.append("Number of far pos to generate ");
builder.append(farSize);
builder.append('\n');
builder.append('\n');
builder.append("near pos to generate");
builder.append('\n');
for (int i = 0; i < nearSize; i++)
{
builder.append(posToGenerate[i][0]-1);
builder.append(" ");
builder.append(posToGenerate[i][1]);
builder.append(" ");
builder.append(posToGenerate[i][2]);
builder.append(" ");
builder.append(posToGenerate[i][3]);
builder.append('\n');
}
builder.append('\n');
builder.append("far pos to generate");
builder.append('\n');
for (int i = maxSize - 1; i >= maxSize - farSize; i--)
{
builder.append(posToGenerate[i][0]-1);
builder.append(" ");
builder.append(posToGenerate[i][1]);
builder.append(" ");
builder.append(posToGenerate[i][2]);
builder.append(" ");
builder.append(posToGenerate[i][3]);
builder.append('\n');
}
builder.append('\n');
return builder.toString();
}
}
@@ -0,0 +1,117 @@
package com.seibel.lod.objects;
import com.seibel.lod.util.LodUtil;
public class PosToRenderContainer
{
public byte minDetail;
private int regionPosX;
private int regionPosZ;
private int numberOfPosToRender;
private int[][] posToRender;
/*TODO this population matrix could be converted to boolean to improve memory use*/
private byte[][] population;
public PosToRenderContainer(byte minDetail, int regionPosX, int regionPosZ)
{
this.minDetail = minDetail;
this.numberOfPosToRender = 0;
this.regionPosX = regionPosX;
this.regionPosZ = regionPosZ;
int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - minDetail);
posToRender = new int[size*size][3];
population = new byte[size][size];
}
public void addPosToRender(byte detailLevel, int posX, int posZ)
{
//if(numberOfPosToRender >= posToRender.length)
// posToRender = Arrays.copyOf(posToRender, posToRender.length*2);
posToRender[numberOfPosToRender][0] = detailLevel;
posToRender[numberOfPosToRender][1] = posX;
posToRender[numberOfPosToRender][2] = posZ;
numberOfPosToRender++;
population[LevelPosUtil.getRegionModule(minDetail, LevelPosUtil.convert(detailLevel,posX,minDetail))]
[LevelPosUtil.getRegionModule(minDetail, LevelPosUtil.convert(detailLevel,posZ,minDetail))] = (byte) (detailLevel + 1);
}
public boolean contains(byte detailLevel, int posX, int posZ)
{
if(LevelPosUtil.getRegion(detailLevel, posX) == regionPosX && LevelPosUtil.getRegion(detailLevel, posZ) == regionPosZ)
{
return (population[LevelPosUtil.getRegionModule(minDetail, LevelPosUtil.convert(detailLevel,posX,minDetail))]
[LevelPosUtil.getRegionModule(minDetail, LevelPosUtil.convert(detailLevel,posZ,minDetail))] == (detailLevel + 1));
}else
{
return false;
}
}
public void clear(byte minDetail, int regionPosX, int regionPosZ){
this.numberOfPosToRender = 0;
this.regionPosX = regionPosX;
this.regionPosZ = regionPosZ;
if(this.minDetail == minDetail)
{
int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - minDetail);
for (int x = 0; x < size; x++)
{
for (int z = 0; z < size; z++)
{
posToRender[0][0] = 0;
posToRender[0][1] = 0;
posToRender[0][2] = 0;
population[x][z] = 0;
}
}
}else{
this.minDetail = minDetail;
int size = 1 << (LodUtil.REGION_DETAIL_LEVEL - minDetail);
posToRender = new int[size*size][3];
population = new byte[size][size];
}
}
public int getNumberOfPos()
{
return numberOfPosToRender;
}
public byte getNthDetailLevel(int n)
{
return (byte) posToRender[n][0];
}
public int getNthPosX(int n)
{
return posToRender[n][1];
}
public int getNthPosZ(int n)
{
return posToRender[n][2];
}
public int[] getNthPos(int n)
{
return posToRender[n];
}
@Override
public String toString()
{
StringBuilder builder = new StringBuilder();
builder.append("To render ");
builder.append(numberOfPosToRender);
builder.append('\n');
for(int i = 0; i < numberOfPosToRender; i++)
{
builder.append(posToRender[i][0]);
builder.append(" ");
builder.append(posToRender[i][1]);
builder.append(" ");
builder.append(posToRender[i][2]);
builder.append('\n');
}
builder.append('\n');
return builder.toString();
}
}
@@ -0,0 +1,87 @@
/*
* 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.util.LodUtil;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
/**
* This object is similar to ChunkPos or BlockPos.
*
* @author James Seibel
* @version 8-21-2021
*/
public class RegionPos
{
public int x;
public int z;
/**
* Default Constructor <br>
* <p>
* Sets x and z to 0
*/
public RegionPos()
{
x = 0;
z = 0;
}
public RegionPos(int newX, int newZ)
{
x = newX;
z = newZ;
}
public RegionPos(BlockPos pos)
{
this(new ChunkPos(pos));
}
public RegionPos(ChunkPos pos)
{
x = Math.floorDiv(pos.x, LodUtil.REGION_WIDTH_IN_CHUNKS);
z = Math.floorDiv(pos.z, LodUtil.REGION_WIDTH_IN_CHUNKS);
}
/**
* Returns the ChunkPos at the center of this region
*/
public ChunkPos chunkPos()
{
return new ChunkPos((x * LodUtil.REGION_WIDTH_IN_CHUNKS) + LodUtil.REGION_WIDTH_IN_CHUNKS / 2, (z * LodUtil.REGION_WIDTH_IN_CHUNKS) + LodUtil.REGION_WIDTH_IN_CHUNKS / 2);
}
/**
* Returns the BlockPos at the center of this region
*/
public BlockPos blockPos()
{
return chunkPos().getWorldPosition().offset(LodUtil.CHUNK_WIDTH / 2, 0, LodUtil.CHUNK_WIDTH / 2);
}
@Override
public String toString()
{
return "(" + x + "," + z + ")";
}
}

Some files were not shown because too many files have changed in this diff Show More