259 lines
12 KiB
Java
259 lines
12 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.handlers;
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import java.nio.file.Path;
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import java.nio.file.Paths;
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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 com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.enums.LodTemplate;
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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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*
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* @author James Seibel
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* @version 7-5-2021
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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 ForgeConfigSpec.BooleanValue drawLODs;
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public ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
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public ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
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public ForgeConfigSpec.BooleanValue debugMode;
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public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
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public ForgeConfigSpec.EnumValue<LodDetail> lodDetail;
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public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
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public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
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public ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
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/** this is multiplied by the default view distance
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* to determine how far out to generate/render LODs */
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public ForgeConfigSpec.IntValue lodChunkRadiusMultiplier;
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Client(ForgeConfigSpec.Builder builder)
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{
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builder.comment(ModInfo.MODNAME + " configuration settings").push("client");
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drawLODs = builder
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.comment("\n\n"
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+ " If false LODs will not be drawn, \n"
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+ " however they will still be generated \n"
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+ " and saved to file for later use. \n")
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.define("drawLODs", true);
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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\" \n"
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+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \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.toString() + ": Use whatever Fog setting Optifine is using. If Optifine isn't installed this defaults to " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ". \n"
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+ " " + FogDrawOverride.NEVER_DRAW_FOG.toString() + ": Never draw fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST.toString() + ": Always draw fast fog on the LODs \n"
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+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY.toString() + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
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.defineEnum("fogDrawOverride", FogDrawOverride.USE_OPTIFINE_FOG_SETTING);
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debugMode = builder
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.comment("\n\n"
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+ " If false the LODs will draw with their normal world colors. \n"
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+ " If true they will draw as a black and white checkerboard. \n"
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+ " This can be used for debugging or imagining you are playing a \n"
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+ " giant game of chess ;) \n")
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.define("drawCheckerBoard", false);
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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.toString() + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC.toString() + ": 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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lodDetail = builder
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.comment("\n\n"
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+ " How detailed should the LODs be? \n"
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+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
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+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n")
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.defineEnum("lodGeometryQuality", LodDetail.DOUBLE);
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lodChunkRadiusMultiplier = builder
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.comment("\n\n"
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+ " This is multiplied by the default view distance \n"
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+ " to determine how far out to generate/render LODs. \n"
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+ " A value of 2 means that there is 1 render distance worth \n"
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+ " of LODs in each cardinal direction. \n")
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.defineInRange("lodChunkRadiusMultiplier", 8, 2, 16);
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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.BIOME_ONLY.toString() + " \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.toString() + " \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.toString() + " \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.toString() + " \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.toString() + " \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.toString() + "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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numberOfWorldGenerationThreads = builder
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.comment("\n\n"
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+ " This is how many threads are used when generating terrain. \n"
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+ " If you experience stuttering when generating terrain, decrease \n"
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+ " this number. If you want to increase LOD generation speed, \n"
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+ " increase the number. \n"
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+ " The max is the number of processors on your CPU. \n"
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+ "\n"
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+ " Requires a restart to take effect. \n"
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)
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.defineInRange("numberOfWorldGenerationThreads", 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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/**
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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 =
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Paths.get("config", ModInfo.MODID + ".toml");
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public static final ForgeConfigSpec clientSpec;
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public static final Client CLIENT;
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static {
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final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
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clientSpec = specPair.getRight();
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CLIENT = specPair.getLeft();
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// setup the config file
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CommentedFileConfig config = CommentedFileConfig.builder(CONFIG_PATH)
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.writingMode(WritingMode.REPLACE)
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.build();
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config.load();
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config.save();
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clientSpec.setConfig(config);
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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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