Files
distant-horizons-sharded/src/main/java/com/seibel/lod/render/LodNodeRenderer.java
T

885 lines
27 KiB
Java

/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.render;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.HashSet;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.NVFogDistance;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.LodNodeBufferBuilder;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.FogQuality;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.handlers.ReflectionHandler;
import com.seibel.lod.objects.LodQuadTreeDimension;
import com.seibel.lod.objects.LodQuadTreeNode;
import com.seibel.lod.objects.NearFarBuffer;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.player.ClientPlayerEntity;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexBuffer;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.potion.Effects;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraft.util.math.vector.Vector3f;
/**
* This is where all the magic happens. <br>
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 07-4-2021
*/
public class LodNodeRenderer
{
/** this is the light used when rendering the LODs,
* it should be something different than what is used by Minecraft */
private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
/**
* 64 MB by default is the maximum amount of memory that
* can be directly allocated. <br><br>
*
* I know there are commands to change that amount
* (specifically "-XX:MaxDirectMemorySize"), but
* I have no idea how to access that amount. <br>
* So I guess this will be the hard limit for now. <br><br>
*
* https://stackoverflow.com/questions/50499238/bytebuffer-allocatedirect-and-xmx
*/
public static final int MAX_ALOCATEABLE_DIRECT_MEMORY = 64 * 1024 * 1024;
/** Does this computer's GPU support fancy fog? */
private static Boolean fancyFogAvailable = null;
/** If true the LODs colors will be replaced with
* a checkerboard, this can be used for debugging. */
public boolean debugging = false;
private Minecraft mc;
private GameRenderer gameRender;
private IProfiler profiler;
private int farPlaneBlockDistance;
private ReflectionHandler reflectionHandler;
/** This is used to generate the buildable buffers */
private LodNodeBufferBuilder lodNodeBufferBuilder;
/** The buffers that are used to draw LODs using near fog */
private volatile BufferBuilder drawableNearBuffer;
/** The buffers that are used to draw LODs using far fog */
private volatile BufferBuilder drawableFarBuffer;
/** This is the VertexBuffer used to draw any LODs that use near fog */
private volatile VertexBuffer nearVbo;
/** This is the VertexBuffer used to draw any LODs that use far fog */
private volatile VertexBuffer farVbo;
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
/** This is used to determine if the LODs should be regenerated */
private int previousChunkRenderDistance = 0;
/** This is used to determine if the LODs should be regenerated */
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 LOD buffers should be regenerated,
* provided they aren't already being regenerated. */
private volatile boolean regen = false;
/** This HashSet contains every chunk that Vanilla Minecraft
* is going to render */
public HashSet<ChunkPos> vanillaRenderedChunks = new HashSet<>();
public LodNodeRenderer(LodNodeBufferBuilder newLodNodeBufferBuilder)
{
mc = Minecraft.getInstance();
gameRender = mc.gameRenderer;
reflectionHandler = new ReflectionHandler();
lodNodeBufferBuilder = newLodNodeBufferBuilder;
}
/**
* Besides drawing the LODs this method also starts
* the async process of generating the Buffers that hold those LODs.
*
* @param newDim The dimension to draw, if null doesn't replace the current dimension.
* @param partialTicks how far into the current tick this method was called.
*/
@SuppressWarnings("deprecation")
public void drawLODs(LodQuadTreeDimension lodDim, float partialTicks, IProfiler newProfiler)
{
if (lodDim == null)
{
// if there aren't any loaded LodChunks
// don't try drawing anything
return;
}
//===============//
// initial setup //
//===============//
profiler = newProfiler;
profiler.push("LOD setup");
// only check the GPU capability's once
if (fancyFogAvailable == null)
{
// see if this GPU can run fancy fog
fancyFogAvailable = GL.getCapabilities().GL_NV_fog_distance;
if (!fancyFogAvailable)
{
ClientProxy.LOGGER.info("This GPU does not support GL_NV_fog_distance. This means that fancy fog options will not be available.");
}
}
ClientPlayerEntity player = mc.player;
// should LODs be regenerated?
if ((int)player.getX() / LodUtil.CHUNK_WIDTH != prevChunkX ||
(int)player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
previousChunkRenderDistance != mc.options.renderDistance ||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
{
// yes
regen = true;
prevChunkX = (int)player.getX() / LodUtil.CHUNK_WIDTH;
prevChunkZ = (int)player.getZ() / LodUtil.CHUNK_WIDTH;
prevFogDistance = LodConfig.CLIENT.fogDistance.get();
}
else
{
// nope, the player hasn't moved, the
// render distance hasn't changed, and
// the dimension is the same
}
// did the user change the debug setting?
if (LodConfig.CLIENT.debugMode.get() != debugging)
{
debugging = LodConfig.CLIENT.debugMode.get();
regen = true;
}
// determine how far the game's render distance is currently set
farPlaneBlockDistance = mc.options.renderDistance * LodUtil.CHUNK_WIDTH;
// set how how far the LODs will go
int numbChunksWide = mc.options.renderDistance * 2 * LodConfig.CLIENT.lodChunkRadiusMultiplier.get();
// determine which LODs should not be rendered close to the player
HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
// see if the chunks Minecraft is going to render are the
// same as last time
if (!vanillaRenderedChunks.containsAll(chunkPosToSkip))
{
regen = true;
vanillaRenderedChunks = chunkPosToSkip;
}
//=================//
// create the LODs //
//=================//
// only regenerate the LODs if:
// 1. we want to regenerate LODs
// 2. we aren't already regenerating the LODs
// 3. we aren't waiting for the build and draw buffers to swap
// (this is to prevent thread conflicts)
if (regen && !lodNodeBufferBuilder.generatingBuffers && !lodNodeBufferBuilder.newBuffersAvaliable())
{
// this will mainly happen when the view distance is changed
if (drawableNearBuffer == null || drawableFarBuffer == null ||
previousChunkRenderDistance != mc.options.renderDistance)
setupBuffers(numbChunksWide);
// generate the LODs on a separate thread to prevent stuttering or freezing
lodNodeBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), numbChunksWide);
// the regen process has been started,
// it will be done when lodBufferBuilder.newBuffersAvaliable
// is true
regen = false;
}
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
if (lodNodeBufferBuilder.newBuffersAvaliable())
{
swapBuffers();
}
//===========================//
// GL settings for rendering //
//===========================//
// set the required open GL settings
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glEnable(GL11.GL_DEPTH_TEST);
// disable the lights Minecraft uses
GL11.glDisable(GL11.GL_LIGHT0);
GL11.glDisable(GL11.GL_LIGHT1);
// get the default projection matrix so we can
// reset it after drawing the LODs
float[] defaultProjMatrix = new float[16];
GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, defaultProjMatrix);
Matrix4f modelViewMatrix = generateModelViewMatrix(partialTicks);
setupProjectionMatrix(partialTicks);
setupLighting(lodDim, partialTicks);
NearFarFogSettings fogSettings = determineFogSettings();
// determine the current fog settings so they can be
// reset after drawing the LODs
float defaultFogStartDist = GL11.glGetFloat(GL11.GL_FOG_START);
float defaultFogEndDist = GL11.glGetFloat(GL11.GL_FOG_END);
int defaultFogMode = GL11.glGetInteger(GL11.GL_FOG_MODE);
int defaultFogDistance = GL11.glGetInteger(NVFogDistance.GL_FOG_DISTANCE_MODE_NV);
//===========//
// rendering //
//===========//
profiler.popPush("LOD draw");
setupFog(fogSettings.near.distance, fogSettings.near.quality);
sendLodsToGpuAndDraw(nearVbo, modelViewMatrix);
setupFog(fogSettings.far.distance, fogSettings.far.quality);
sendLodsToGpuAndDraw(farVbo, modelViewMatrix);
//=========//
// cleanup //
//=========//
profiler.popPush("LOD cleanup");
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(LOD_GL_LIGHT_NUMBER);
// re-enable the lights Minecraft uses
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_LIGHT1);
RenderSystem.disableLighting();
// this can't be called until after the buffers are built
// because otherwise the buffers may be set to the wrong size
previousChunkRenderDistance = mc.options.renderDistance;
// reset the fog settings so the normal chunks
// will be drawn correctly
cleanupFog(fogSettings, defaultFogStartDist, defaultFogEndDist, defaultFogMode, defaultFogDistance);
// reset the projection matrix so anything drawn after
// the LODs will use the correct projection matrix
Matrix4f mvm = new Matrix4f(defaultProjMatrix);
mvm.transpose();
gameRender.resetProjectionMatrix(mvm);
// clear the depth buffer so anything drawn is drawn
// over the LODs
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
// end of internal LOD profiling
profiler.pop();
}
/**
* This is where the actual drawing happens.
*
* @param buffers the buffers sent to the GPU to draw
*/
private void sendLodsToGpuAndDraw(VertexBuffer vbo, Matrix4f modelViewMatrix)
{
if (vbo == null)
return;
vbo.bind();
// 0L is the starting pointer
LOD_VERTEX_FORMAT.setupBufferState(0L);
vbo.draw(modelViewMatrix, GL11.GL_QUADS);
VertexBuffer.unbind();
LOD_VERTEX_FORMAT.clearBufferState();
}
//=================//
// Setup Functions //
//=================//
@SuppressWarnings("deprecation")
private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
{
if(fogQuality == FogQuality.OFF)
{
FogRenderer.setupNoFog();
RenderSystem.disableFog();
return;
}
if(fogDistance == FogDistance.NEAR_AND_FAR)
{
throw new IllegalArgumentException("setupFog doesn't accept the NEAR_AND_FAR fog distance.");
}
// determine the fog distance mode to use
int glFogDistanceMode;
if (fogQuality == FogQuality.FANCY)
{
// fancy fog (fragment distance based fog)
glFogDistanceMode = NVFogDistance.GL_EYE_RADIAL_NV;
}
else
{
// fast fog (frustum distance based fog)
glFogDistanceMode = NVFogDistance.GL_EYE_PLANE_ABSOLUTE_NV;
}
// the multipliers are percentages
// of the regular view distance.
if(fogDistance == FogDistance.NEAR)
{
// the reason that I wrote fogEnd then fogStart backwards
// 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)
{
RenderSystem.fogEnd(farPlaneBlockDistance * 1.75f);
RenderSystem.fogStart(farPlaneBlockDistance * 1.95f);
}
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
RenderSystem.fogEnd(farPlaneBlockDistance * 1.5f);
RenderSystem.fogStart(farPlaneBlockDistance * 2.0f);
}
}
else if(fogDistance == FogDistance.FAR)
{
if (fogQuality == FogQuality.FANCY)
{
RenderSystem.fogStart(farPlaneBlockDistance * 0.85f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
}
else if(fogQuality == FogQuality.FAST)
{
RenderSystem.fogStart(farPlaneBlockDistance * 0.5f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
RenderSystem.fogEnd(farPlaneBlockDistance * 0.75f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
}
}
GL11.glEnable(GL11.GL_FOG);
RenderSystem.enableFog();
RenderSystem.setupNvFogDistance();
RenderSystem.fogMode(GlStateManager.FogMode.LINEAR);
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, glFogDistanceMode);
}
/**
* Revert any changes that were made to the fog.
*/
@SuppressWarnings("deprecation")
private void cleanupFog(NearFarFogSettings fogSettings,
float defaultFogStartDist, float defaultFogEndDist,
int defaultFogMode, int defaultFogDistance)
{
RenderSystem.fogStart(defaultFogStartDist);
RenderSystem.fogEnd(defaultFogEndDist);
RenderSystem.fogMode(defaultFogMode);
GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, defaultFogDistance);
// disable fog if Minecraft wasn't rendering fog
// but we were
if(!fogSettings.vanillaIsRenderingFog &&
(fogSettings.near.quality != FogQuality.OFF ||
fogSettings.far.quality != FogQuality.OFF))
{
GL11.glDisable(GL11.GL_FOG);
}
}
/**
* Create the model view matrix to move the LODs
* from object space into world space.
*/
private Matrix4f generateModelViewMatrix(float partialTicks)
{
// get all relevant camera info
ActiveRenderInfo renderInfo = mc.gameRenderer.getMainCamera();
Vector3d projectedView = renderInfo.getPosition();
// generate the model view matrix
MatrixStack matrixStack = new MatrixStack();
matrixStack.pushPose();
// translate and rotate to the current camera location
matrixStack.mulPose(Vector3f.XP.rotationDegrees(renderInfo.getXRot()));
matrixStack.mulPose(Vector3f.YP.rotationDegrees(renderInfo.getYRot() + 180));
matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
return matrixStack.last().pose();
}
/**
* create a new projection matrix and send it over to the GPU
* <br><br>
* A lot of this code is copied from renderLevel (line 567)
* in the GameRender class. The code copied is anything with
* a matrixStack and is responsible for making sure the LOD
* objects distort correctly relative to the rest of the world.
* Distortions are caused by: standing in a nether portal,
* nausea potion effect, walking bobbing.
*
* @param partialTicks how many ticks into the frame we are
*/
private void setupProjectionMatrix(float partialTicks)
{
// Note: if the LOD objects don't distort correctly
// compared to regular minecraft terrain, make sure
// all the transformations in renderWorld are here too
MatrixStack matrixStack = new MatrixStack();
matrixStack.pushPose();
gameRender.bobHurt(matrixStack, partialTicks);
if (this.mc.options.bobView) {
gameRender.bobView(matrixStack, partialTicks);
}
// potion and nausea effects
float f = MathHelper.lerp(partialTicks, this.mc.player.oPortalTime, this.mc.player.portalTime) * this.mc.options.screenEffectScale * this.mc.options.screenEffectScale;
if (f > 0.0F) {
int i = this.mc.player.hasEffect(Effects.CONFUSION) ? 7 : 20;
float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
f1 = f1 * f1;
Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_OF_TWO / 2.0F, MathHelper.SQRT_OF_TWO / 2.0F);
matrixStack.mulPose(vector3f.rotationDegrees((gameRender.tick + partialTicks) * i));
matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
float f2 = -(gameRender.tick + partialTicks) * i;
matrixStack.mulPose(vector3f.rotationDegrees(f2));
}
// this projection matrix allows us to see past the normal
// world render distance
Matrix4f projectionMatrix =
Matrix4f.perspective(
getFov(partialTicks, true),
(float)this.mc.getWindow().getScreenWidth() / (float)this.mc.getWindow().getScreenHeight(),
// it is possible to see the near clip plane, but
// you have to be flying quickly in spectator mode through ungenerated
// terrain, so I don't think it is much of an issue.
LodConfig.CLIENT.lodChunkRadiusMultiplier.get(),
this.farPlaneBlockDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
// add the screen space distortions
projectionMatrix.multiply(matrixStack.last().pose());
gameRender.resetProjectionMatrix(projectionMatrix);
return;
}
/**
* setup the lighting to be used for the LODs
*/
@SuppressWarnings("deprecation")
private void setupLighting(LodQuadTreeDimension lodDimension, float partialTicks)
{
float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.level.getSkyDarken(partialTicks) : 0.2f;
float gammaMultiplyer = (float)mc.options.gamma - 0.5f;
float lightStrength = ((sunBrightness / 2f) - 0.2f) + (gammaMultiplyer * 0.3f);
float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
// can be used for debugging
// if (partialTicks < 0.005)
// ClientProxy.LOGGER.debug(lightStrength);
ByteBuffer temp = ByteBuffer.allocateDirect(16);
temp.order(ByteOrder.nativeOrder());
GL11.glLightfv(LOD_GL_LIGHT_NUMBER, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
GL11.glEnable(LOD_GL_LIGHT_NUMBER); // Enable the above lighting
RenderSystem.enableLighting();
}
/**
* Create all buffers that will be used.
*/
private void setupBuffers(int numbChunksWide)
{
// calculate the max amount of memory needed (in bytes)
int bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
// if the required memory is greater than the
// MAX_ALOCATEABLE_DIRECT_MEMORY lower the lodChunkRadiusMultiplier
// to fit.
if (bufferMemory > MAX_ALOCATEABLE_DIRECT_MEMORY)
{
int maxRadiusMultiplier = RenderUtil.getMaxRadiusMultiplierWithAvaliableMemory(LodConfig.CLIENT.lodTemplate.get(), LodUtil.CHUNK_DETAIL_LEVEL);
ClientProxy.LOGGER.warn("The lodChunkRadiusMultiplier was set too high "
+ "and had to be lowered to fit memory constraints "
+ "from " + LodConfig.CLIENT.lodChunkRadiusMultiplier.get() + " "
+ "to " + maxRadiusMultiplier);
LodConfig.CLIENT.lodChunkRadiusMultiplier.set(
maxRadiusMultiplier);
bufferMemory = RenderUtil.getBufferMemoryForRadiusMultiplier(maxRadiusMultiplier);
}
drawableNearBuffer = new BufferBuilder(bufferMemory);
drawableFarBuffer = new BufferBuilder(bufferMemory);
lodNodeBufferBuilder.setupBuffers(bufferMemory);
}
//======================//
// Other Misc Functions //
//======================//
/**
* If this is called then the next time "drawLODs" is called
* the LODs will be regenerated; the same as if the player moved.
*/
public void regenerateLODsNextFrame()
{
regen = true;
}
/**
* Replace the current drawable buffers with the newly
* created buffers from the lodBufferBuilder.
*/
private void swapBuffers()
{
// replace the drawable buffers with
// the newly created buffers from the lodBufferBuilder
NearFarBuffer newBuffers = lodNodeBufferBuilder.swapBuffers(drawableNearBuffer, drawableFarBuffer);
drawableNearBuffer = newBuffers.nearBuffer;
drawableFarBuffer = newBuffers.farBuffer;
// bind the buffers with their respective VBOs
if (nearVbo != null)
nearVbo.close();
nearVbo = new VertexBuffer(LOD_VERTEX_FORMAT);
nearVbo.upload(drawableNearBuffer);
if (farVbo != null)
farVbo.close();
farVbo = new VertexBuffer(LOD_VERTEX_FORMAT);
farVbo.upload(drawableFarBuffer);
}
private double getFov(float partialTicks, boolean useFovSetting)
{
return mc.gameRenderer.getFov(mc.gameRenderer.getMainCamera(), partialTicks, useFovSetting);
}
/**
* Return what fog settings should be used when rendering.
*/
private NearFarFogSettings determineFogSettings()
{
NearFarFogSettings fogSettings = new NearFarFogSettings();
FogQuality quality = reflectionHandler.getFogQuality();
FogDrawOverride override = LodConfig.CLIENT.fogDrawOverride.get();
if (quality == FogQuality.OFF)
fogSettings.vanillaIsRenderingFog = false;
else
fogSettings.vanillaIsRenderingFog = true;
// use any fog overrides the user may have set
switch(override)
{
case ALWAYS_DRAW_FOG_FANCY:
quality = FogQuality.FANCY;
break;
case NEVER_DRAW_FOG:
quality = FogQuality.OFF;
break;
case ALWAYS_DRAW_FOG_FAST:
quality = FogQuality.FAST;
break;
case USE_OPTIFINE_FOG_SETTING:
// don't override anything
break;
}
// only use fancy fog if the user's GPU can deliver
if (!fancyFogAvailable && quality == FogQuality.FANCY)
{
quality = FogQuality.FAST;
}
// how different distances are drawn depends on the quality set
switch(quality)
{
case FANCY:
fogSettings.near.quality = FogQuality.FANCY;
fogSettings.far.quality = FogQuality.FANCY;
switch(LodConfig.CLIENT.fogDistance.get())
{
case NEAR_AND_FAR:
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.FAR;
break;
case NEAR:
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case FAR:
fogSettings.near.distance = FogDistance.FAR;
fogSettings.far.distance = FogDistance.FAR;
break;
}
break;
case FAST:
fogSettings.near.quality = FogQuality.FAST;
fogSettings.far.quality = FogQuality.FAST;
// fast fog setting should only have one type of
// fog, since the LODs are separated into a near
// and far portion; and fast fog is rendered from the
// frustrum's perspective instead of the camera
switch(LodConfig.CLIENT.fogDistance.get())
{
case NEAR_AND_FAR:
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case NEAR:
fogSettings.near.distance = FogDistance.NEAR;
fogSettings.far.distance = FogDistance.NEAR;
break;
case FAR:
fogSettings.near.distance = FogDistance.FAR;
fogSettings.far.distance = FogDistance.FAR;
break;
}
break;
case OFF:
fogSettings.near.quality = FogQuality.OFF;
fogSettings.far.quality = FogQuality.OFF;
break;
}
return fogSettings;
}
/**
* Get a HashSet of all ChunkPos within the normal render distance
* that should not be rendered.
*/
private HashSet<ChunkPos> getNearbyLodChunkPosToSkip(LodQuadTreeDimension lodDim, BlockPos playerPos)
{
int chunkRenderDist = mc.options.renderDistance;
int blockRenderDist = chunkRenderDist * 16;
ChunkPos centerChunk = new ChunkPos(playerPos);
// skip chunks that are already going to be rendered by Minecraft
HashSet<ChunkPos> posToSkip = getRenderedChunks();
// go through each chunk within the normal view distance
for(int x = centerChunk.x - chunkRenderDist; x < centerChunk.x + chunkRenderDist; x++)
{
for(int z = centerChunk.z - chunkRenderDist; z < centerChunk.z + chunkRenderDist; z++)
{
LodQuadTreeNode lod = lodDim.getLodFromCoordinates(new ChunkPos(x, z), 4);
if (lod != null)
{
short lodHighestPoint = lod.getLodDataPoint().height;
if (playerPos.getY() < lodHighestPoint)
{
// don't draw Lod's that are taller than the player
// to prevent LODs being drawn on top of the player
posToSkip.add(new ChunkPos(x, z));
}
else if (blockRenderDist < Math.abs(playerPos.getY() - lodHighestPoint))
{
// draw Lod's that are lower than the player's view range
posToSkip.remove(new ChunkPos(x, z));
}
}
}
}
return posToSkip;
}
/**
* This method returns the ChunkPos of all chunks that Minecraft
* is going to render this frame. <br><br>
*
* Note: This isn't perfect. It will return some chunks that are outside
* the clipping plane. (For example, if you are high above the ground some chunks
* will be incorrectly added, even though they are outside render range).
*/
public static HashSet<ChunkPos> getRenderedChunks()
{
HashSet<ChunkPos> loadedPos = new HashSet<>();
Minecraft mc = Minecraft.getInstance();
// Wow those are some long names!
// go through every RenderInfo to get the compiled chunks
for(WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : mc.levelRenderer.renderChunks)
{
if (!worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk().hasNoRenderableLayers())
{
// add the ChunkPos for every empty compiled chunk
BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
loadedPos.add(new ChunkPos(bpos.getX() / 16, bpos.getZ() / 16));
}
}
return loadedPos;
}
}