811 lines
24 KiB
Java
811 lines
24 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 java.util.Iterator;
|
|
|
|
import net.minecraft.world.chunk.Chunk;
|
|
import org.lwjgl.opengl.GL;
|
|
import org.lwjgl.opengl.GL11;
|
|
import org.lwjgl.opengl.NVFogDistance;
|
|
|
|
import com.mojang.blaze3d.matrix.MatrixStack;
|
|
import com.mojang.blaze3d.platform.GlStateManager;
|
|
import com.mojang.blaze3d.systems.RenderSystem;
|
|
import com.seibel.lod.builders.LodBufferBuilder;
|
|
import com.seibel.lod.enums.DebugMode;
|
|
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.LodDimension;
|
|
import com.seibel.lod.objects.NearFarFogSettings;
|
|
import com.seibel.lod.objects.RegionPos;
|
|
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.FogRenderer;
|
|
import net.minecraft.client.renderer.GameRenderer;
|
|
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.EffectInstance;
|
|
import net.minecraft.potion.Effects;
|
|
import net.minecraft.profiler.IProfiler;
|
|
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 8-21-2021
|
|
*/
|
|
public class LodRenderer
|
|
{
|
|
/**
|
|
* this is the light used when rendering the LODs,
|
|
* it should be something different than what is used by Minecraft
|
|
*/
|
|
private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
|
|
|
|
/**
|
|
* 64 MB by default is the maximum amount of memory that
|
|
* can be directly allocated. <br><br>
|
|
* <p>
|
|
* 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>
|
|
* <p>
|
|
* 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 DebugMode previousDebugMode = DebugMode.OFF;
|
|
|
|
private Minecraft mc;
|
|
private GameRenderer gameRender;
|
|
private IProfiler profiler;
|
|
private int farPlaneBlockDistance;
|
|
private ReflectionHandler reflectionHandler;
|
|
|
|
|
|
/**
|
|
* This is used to generate the buildable buffers
|
|
*/
|
|
private LodBufferBuilder lodBufferBuilder;
|
|
|
|
/**
|
|
* Each VertexBuffer represents 1 region
|
|
*/
|
|
private VertexBuffer[][] vbos;
|
|
public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
|
|
|
|
|
|
/**
|
|
* 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 LodRenderer(LodBufferBuilder newLodNodeBufferBuilder)
|
|
{
|
|
mc = Minecraft.getInstance();
|
|
gameRender = mc.gameRenderer;
|
|
|
|
reflectionHandler = new ReflectionHandler();
|
|
lodBufferBuilder = newLodNodeBufferBuilder;
|
|
}
|
|
|
|
|
|
/**
|
|
* Besides drawing the LODs this method also starts
|
|
* the async process of generating the Buffers that hold those LODs.
|
|
*
|
|
* @param lodDim 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(LodDimension 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 ||
|
|
ClientProxy.previousLodRenderDistance != LodConfig.CLIENT.lodChunkRenderDistance.get() ||
|
|
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();
|
|
vanillaRenderedChunks.clear();
|
|
} 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() != previousDebugMode)
|
|
{
|
|
previousDebugMode = LodConfig.CLIENT.debugMode.get();
|
|
regen = true;
|
|
}
|
|
|
|
|
|
// determine how far the game's render distance is currently set
|
|
farPlaneBlockDistance = LodConfig.CLIENT.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
|
|
|
|
// set how how far the LODs will go
|
|
int numbChunksWide =LodConfig.CLIENT.lodChunkRenderDistance.get() * 2;
|
|
|
|
// determine which LODs should not be rendered close to the player
|
|
HashSet<ChunkPos> chunkPosToSkip = LodUtil.getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
|
|
|
|
for(ChunkPos pos : chunkPosToSkip){
|
|
if(!vanillaRenderedChunks.contains(pos))
|
|
{
|
|
vanillaRenderedChunks.add(pos);
|
|
System.out.println(pos);
|
|
lodDim.setToRegen(pos.getRegionX(),pos.getRegionZ());
|
|
}
|
|
}
|
|
// see if the chunks Minecraft is going to render are the
|
|
// same as last time
|
|
/*
|
|
if (!vanillaRenderedChunks.containsAll(chunkPosToSkip) || vanillaRenderedChunks.size() != chunkPosToSkip.size())
|
|
{
|
|
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 && !lodBufferBuilder.generatingBuffers && !lodBufferBuilder.newBuffersAvaliable())
|
|
{
|
|
// generate the LODs on a separate thread to prevent stuttering or freezing
|
|
lodBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), Math.floorMod((int) player.xRot,360), Math.floorMod((int) player.yRot,360), 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 (lodBufferBuilder.newBuffersAvaliable())
|
|
{
|
|
swapBuffers();
|
|
}
|
|
|
|
|
|
//===========================//
|
|
// GL settings for rendering //
|
|
//===========================//
|
|
|
|
// set the required open GL settings
|
|
|
|
if (LodConfig.CLIENT.debugMode.get() == DebugMode.SHOW_DETAIL_WIREFRAME)
|
|
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
|
|
else
|
|
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
|
|
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");
|
|
|
|
if (vbos != null)
|
|
{
|
|
Vector3d cameraDir = mc.cameraEntity.getLookAngle().normalize();
|
|
cameraDir = mc.options.getCameraType().isMirrored() ? cameraDir.reverse() : cameraDir;
|
|
|
|
|
|
// used to determine what type of fog to render
|
|
int halfWidth = vbos.length/2;
|
|
int quarterWidth = vbos.length/4;
|
|
|
|
for (int i = 0; i < vbos.length; i++)
|
|
{
|
|
for (int j = 0; j < vbos.length; j++)
|
|
{
|
|
RegionPos vboPos = new RegionPos(i + lodDim.getCenterX() - lodDim.getWidth()/2, j + lodDim.getCenterZ() - lodDim.getWidth()/2);
|
|
if (RenderUtil.isRegionInViewFrustum(mc.cameraEntity.blockPosition(), cameraDir, vboPos.blockPos()))
|
|
{
|
|
if ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
|
|
setupFog(fogSettings.near.distance, fogSettings.near.quality);
|
|
else
|
|
setupFog(fogSettings.far.distance, fogSettings.far.quality);
|
|
|
|
|
|
sendLodsToGpuAndDraw(vbos[i][j], 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();
|
|
|
|
// 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.
|
|
*
|
|
*/
|
|
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.FAR)
|
|
{
|
|
// 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.fogStart(farPlaneBlockDistance * 0.8f);
|
|
RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
|
|
} 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.fogStart(farPlaneBlockDistance * 1.5f);
|
|
RenderSystem.fogEnd(farPlaneBlockDistance * 2.0f);
|
|
}
|
|
} else if (fogDistance == FogDistance.NEAR)
|
|
{
|
|
if (fogQuality == FogQuality.FANCY)
|
|
{
|
|
RenderSystem.fogEnd(mc.options.renderDistance * 16 * 1.41f);
|
|
RenderSystem.fogStart(mc.options.renderDistance * 16 * 1.6f);
|
|
} else if (fogQuality == FogQuality.FAST)
|
|
{
|
|
RenderSystem.fogEnd(mc.options.renderDistance * 16 * 1.0f);
|
|
RenderSystem.fogStart(mc.options.renderDistance * 16 * 1.5f);
|
|
}
|
|
}
|
|
|
|
|
|
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.
|
|
mc.options.renderDistance,
|
|
farPlaneBlockDistance * LodUtil.CHUNK_WIDTH * 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(LodDimension lodDimension, float partialTicks)
|
|
{
|
|
// Determine if the player has night vision
|
|
boolean playerHasNightVision = false;
|
|
if (this.mc.player != null)
|
|
{
|
|
Iterator<EffectInstance> iterator = this.mc.player.getActiveEffects().iterator();
|
|
while(iterator.hasNext())
|
|
{
|
|
EffectInstance instance = iterator.next();
|
|
if (instance.getEffect() == Effects.NIGHT_VISION)
|
|
{
|
|
playerHasNightVision = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.level.getSkyDarken(partialTicks) : 0.2f;
|
|
sunBrightness = playerHasNightVision ? 1.0f : sunBrightness;
|
|
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()); // TODO, could put return null? this crashed on James' laptop
|
|
GL11.glEnable(LOD_GL_LIGHT_NUMBER); // Enable the above lighting
|
|
|
|
RenderSystem.enableLighting();
|
|
}
|
|
|
|
/**
|
|
* Create all buffers that will be used.
|
|
*/
|
|
public void setupBuffers(int numbRegionsWide)
|
|
{
|
|
// calculate the max amount of memory needed (in bytes)
|
|
int bufferMemory = RenderUtil.getBufferMemoryForRegion();
|
|
|
|
// if the required memory is greater than the
|
|
// MAX_ALOCATEABLE_DIRECT_MEMORY lower the lodChunkRadiusMultiplier
|
|
// to fit.
|
|
if (bufferMemory > MAX_ALOCATEABLE_DIRECT_MEMORY)
|
|
{
|
|
ClientProxy.LOGGER.warn("setupBuffers tried to allocate too much memory for the BufferBuilders."
|
|
+ " It tried to allocate \"" + bufferMemory + "\" bytes, when \"" + MAX_ALOCATEABLE_DIRECT_MEMORY + "\" is the max.");
|
|
}
|
|
|
|
lodBufferBuilder.setupBuffers(numbRegionsWide, 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 Vertex Buffers with the newly
|
|
* created buffers from the lodBufferBuilder.
|
|
*/
|
|
private void swapBuffers()
|
|
{
|
|
// replace the drawable buffers with
|
|
// the newly created buffers from the lodBufferBuilder
|
|
vbos = lodBufferBuilder.getVertexBuffers();
|
|
}
|
|
|
|
/**
|
|
* Calls the BufferBuilder's destroyBuffers method.
|
|
*/
|
|
public void destroyBuffers()
|
|
{
|
|
lodBufferBuilder.destroyBuffers();
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
} |