417 lines
22 KiB
Java
417 lines
22 KiB
Java
/*
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* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
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*
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* Copyright (C) 2020 James Seibel
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.lod.config;
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import java.nio.file.Path;
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import java.nio.file.Paths;
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import com.seibel.lod.enums.*;
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import org.apache.commons.lang3.tuple.Pair;
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import org.apache.logging.log4j.LogManager;
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import com.electronwill.nightconfig.core.file.CommentedFileConfig;
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import com.electronwill.nightconfig.core.io.WritingMode;
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import com.seibel.lod.ModInfo;
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import net.minecraftforge.common.ForgeConfigSpec;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.config.ModConfig;
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/**
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* This handles any configuration the user has access to.
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*
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* @author James Seibel
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* @version 9-17-2021
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*/
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@Mod.EventBusSubscriber
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public class LodConfig
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{
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public static class Client
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{
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public final Graphics graphics;
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public final WorldGenerator worldGenerator;
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public final Threading threading;
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public final Debugging debugging;
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public final Buffers buffers;
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public Client(ForgeConfigSpec.Builder builder)
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{
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builder.push("client");
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{
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graphics = new Graphics(builder);
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worldGenerator = new WorldGenerator(builder);
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threading = new Threading(builder);
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debugging = new Debugging(builder);
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buffers = new Buffers(builder);
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}
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builder.pop();
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}
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}
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//================//
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// Client Configs //
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//================//
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public static class Graphics
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{
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public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
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public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
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public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
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public ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
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public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
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public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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public ForgeConfigSpec.IntValue lodChunkRenderDistance;
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public ForgeConfigSpec.BooleanValue disableDirectionalCulling;
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Graphics(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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fogDistance = builder
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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fogDrawOverride = builder
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.comment("\n\n"
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+ " When should fog be drawn? \n"
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+ " " + FogDrawOverride.USE_OPTIFINE_FOG_SETTING + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ". \n"
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+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
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.defineEnum("fogDrawOverride", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
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lodTemplate = builder
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.comment("\n\n"
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+ " How should the LODs be drawn? \n"
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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drawResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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horizontalQuality = builder
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.comment("\n\n"
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+ " This indicate the unit for the \n"
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+ " " + HorizontalQuality.LOW + ": Base distance 4 chunks. \n"
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+ " " + HorizontalQuality.MEDIUM + ": Base distance 8 chunks. \n"
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+ " " + HorizontalQuality.HIGH + ": Base distance 16 chunks. \n")
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.defineEnum("lodDrawQuality", HorizontalQuality.LOW);
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lodChunkRenderDistance = builder
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.comment("\n\n"
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+ " This is the render distance of the mod \n")
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.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
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disableDirectionalCulling = builder
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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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+ ""
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+ " Disable this if you see LODs disapearing. \n"
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+ " (This may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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shadingMode = builder
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.comment("\n\n"
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+ " What kind of shading should the LODs have? \n"
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+ " \n"
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+ " " + ShadingMode.NONE + " \n"
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+ " " + "LODs will have the same lighting on every side. \n"
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+ " " + "Can make large similarly colored areas hard to differentiate. \n"
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+ "\n"
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+ " " + ShadingMode.GAME_SHADING + " \n"
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+ " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
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.defineEnum("lightingMode", ShadingMode.GAME_SHADING);
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builder.pop();
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}
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}
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public static class WorldGenerator
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{
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public ForgeConfigSpec.EnumValue<VerticalQuality> lodQualityMode;
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public ForgeConfigSpec.EnumValue<HorizontalResolution> generationResolution;
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public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
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public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
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public ForgeConfigSpec.EnumValue<DistanceQualityDropOff> lodDistanceCalculatorType;
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WorldGenerator(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
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lodQualityMode = builder
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.comment("\n\n"
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+ " Use 3d lods or 2d lods? \n"
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+ " " + VerticalQuality.HEIGHTMAP + ": enable 2d lods with heightmap \n"
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+ " " + VerticalQuality.MULTI_LOD + ": enable 3d lods with heightmap \n")
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.defineEnum("lodQualityMode", VerticalQuality.HEIGHTMAP);
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generationResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be generated at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Generation Resolution", HorizontalResolution.BLOCK);
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lodDistanceCalculatorType = builder
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.comment("\n\n"
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+ " " + DistanceQualityDropOff.LINEAR + " \n"
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+ " with LINEAR calculator the quality of block decrease \n"
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+ " linearly to the distance of the player \n"
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+ "\n"
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+ " " + DistanceQualityDropOff.QUADRATIC + " \n"
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+ " with LINEAR calculator the quality of block decrease \n"
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+ " quadratically to the distance of the player \n")
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.defineEnum("lodDistanceComputation", DistanceQualityDropOff.LINEAR);
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distanceGenerationMode = builder
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.comment("\n\n"
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+ " Note: The times listed here are the amount of time it took \n"
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+ " the developer's PC to generate 1 chunk, \n"
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+ " and are included so you can compare the \n"
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use biome \n"
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+ " grass/foliage color, water color, or snow color \n"
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+ " to generate the color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include caves, trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SERVER + " \n"
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+ " Ask the server to generate/load each chunk. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " This will also show player made structures if you \n"
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+ " are adding the mod to a pre-existing world. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
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allowUnstableFeatureGeneration = builder
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.comment("\n\n"
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+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
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+ " some features may not be thread safe, which could \n"
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+ " cause instability and crashes. \n"
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+ " By default (false) those features are skipped, \n"
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+ " improving stability, but decreasing how many features are \n"
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+ " actually generated. \n"
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+ " (for example: some tree generation is unstable, \n"
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+ " so some trees may not be generated.) \n"
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+ " By setting this to true, all features will be generated, \n"
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+ " but your game will be more unstable and crashes may occur. \n"
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+ " \n"
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+ " I would love to remove this option and always generate everything, \n"
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+ " but I'm not sure how to do that. \n"
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+ " If you are a Java wizard, check out the git issue here: \n"
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+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
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.define("allowUnstableFeatureGeneration", false);
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builder.pop();
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}
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}
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public static class Threading
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{
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public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
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public ForgeConfigSpec.IntValue numberOfBufferBuilderThreads;
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Threading(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
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numberOfWorldGenerationThreads = builder
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.comment("\n\n"
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+ " This is how many threads are used when generating LODs outside \n"
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+ " the normal render distance. \n"
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+ " If you experience stuttering when generating distant LODs, decrease \n"
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+ " this number. If you want to increase LOD generation speed, \n"
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+ " increase this number. \n"
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+ " \n"
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+ " The maximum value is the number of processors on your CPU. \n"
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+ " Requires a restart to take effect. \n")
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.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
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numberOfBufferBuilderThreads = builder
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.comment("\n\n"
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+ " This is how many threads are used when building vertex buffers \n"
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+ " (The things sent to your GPU to draw the LODs). \n"
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+ " If you experience high CPU useage when NOT generating distant \n"
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+ " LODs, lower this number. \n"
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+ " \n"
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+ " The maximum value is the number of processors on your CPU. \n"
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+ " Requires a restart to take effect. \n")
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.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
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builder.pop();
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}
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}
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public static class Debugging
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{
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public ForgeConfigSpec.EnumValue<DebugMode> debugMode;
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public ForgeConfigSpec.BooleanValue enableDebugKeybinding;
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Debugging(ForgeConfigSpec.Builder builder)
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{
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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());
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debugMode = builder
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.comment("\n\n"
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+ " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n"
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+ " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail. \n"
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+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail, drawn with wireframe. \n")
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.defineEnum("debugMode", DebugMode.OFF);
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enableDebugKeybinding = builder
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.comment("\n\n"
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+ " If true the F4 key can be used to cycle through the different debug modes. \n")
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.define("enableDebugKeybinding", false);
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builder.pop();
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}
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}
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public static class Buffers
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{
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public ForgeConfigSpec.IntValue bufferRebuildPlayerMoveTimeout;
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public ForgeConfigSpec.IntValue bufferRebuildChunkChangeTimeout;
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public ForgeConfigSpec.IntValue bufferRebuildLodChangeTimeout;
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Buffers(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
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bufferRebuildPlayerMoveTimeout = builder
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.comment("\n\n"
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+ " How long in milliseconds should we wait to \n"
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+ " rebuild the vertex buffers when the player moves \n"
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+ " a chunk or more? \n")
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.defineInRange("bufferRebuildPlayerMoveTimeout", 2000, 1, 60000);
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bufferRebuildChunkChangeTimeout = builder
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.comment("\n\n"
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+ " How long in milliseconds should we wait to \n"
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+ " rebuild the vertex buffers when the vanilla rendered \n"
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+ " chunks change? \n")
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.defineInRange("bufferRebuildChunkChangeTimeout", 1000, 1, 60000);
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bufferRebuildLodChangeTimeout = builder
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.comment("\n\n"
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+ " How long in milliseconds should we wait to \n"
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+ " rebuild the vertex buffers when the LOD regions change? \n")
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.defineInRange("bufferRebuildLodChangeTimeout", 5000, 1, 60000);
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builder.pop();
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}
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}
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/**
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* {@link Path} to the configuration file of this mod
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*/
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private static final Path CONFIG_PATH = Paths.get("config", ModInfo.MODID + ".toml");
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public static final ForgeConfigSpec CLIENT_SPEC;
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public static final Client CLIENT;
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static
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{
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final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
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CLIENT_SPEC = specPair.getRight();
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CLIENT = specPair.getLeft();
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CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
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.writingMode(WritingMode.REPLACE)
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.build();
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clientConfig.load();
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clientConfig.save();
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CLIENT_SPEC.setConfig(clientConfig);
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}
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@SubscribeEvent
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public static void onLoad(final ModConfig.Loading configEvent)
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{
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LogManager.getLogger().debug(ModInfo.MODNAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
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}
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@SubscribeEvent
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public static void onFileChange(final ModConfig.Reloading configEvent)
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{
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LogManager.getLogger().debug(ModInfo.MODNAME, "Forge config just got changed on the file system!");
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}
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}
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