639 lines
19 KiB
Java
639 lines
19 KiB
Java
package com.seibel.lod.render;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import org.lwjgl.opengl.GL11;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.seibel.lod.builders.LodBufferBuilder;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogQuality;
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import com.seibel.lod.handlers.ReflectionHandler;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarBuffer;
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import com.seibel.lod.objects.NearFarFogSetting;
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import com.seibel.lod.util.LodConfig;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.player.ClientPlayerEntity;
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import net.minecraft.client.renderer.ActiveRenderInfo;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.FogRenderer;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexBuffer;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.potion.Effects;
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import net.minecraft.profiler.IProfiler;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.vector.Matrix4f;
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import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.util.math.vector.Vector3f;
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/**
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* This is where all the magic happens. <br>
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* This is where LODs are draw to the world.
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*
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* @author James Seibel
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* @version 05-08-2021
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*/
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public class LodRender
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{
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/** this is the light used when rendering the LODs,
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* it should be something different than what is used by Minecraft */
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private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
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/** If true the LODs colors will be replaced with
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* a checkerboard, this can be used for debugging. */
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public boolean debugging = false;
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private Minecraft mc;
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private GameRenderer gameRender;
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private IProfiler profiler;
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private float farPlaneDistance;
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private ReflectionHandler reflectionHandler;
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/** This is used to generate the buildable buffers */
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private LodBufferBuilder lodBufferBuilder;
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/** The buffers that are used to draw LODs using near fog */
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private volatile BufferBuilder drawableNearBuffer;
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/** The buffers that are used to draw LODs using far fog */
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private volatile BufferBuilder drawableFarBuffer;
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/** This is the VertexBuffer used to draw any LODs that use near fog */
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private volatile VertexBuffer nearVbo;
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/** This is the VertexBuffer used to draw any LODs that use far fog */
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private volatile VertexBuffer farVbo;
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public static final VertexFormat LOD_VERTEX_FORMAT = DefaultVertexFormats.POSITION_COLOR;
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/** This is used to determine if the LODs should be regenerated */
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private int previousChunkRenderDistance = 0;
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/** This is used to determine if the LODs should be regenerated */
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private int prevChunkX = 0;
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/** This is used to determine if the LODs should be regenerated */
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private int prevChunkZ = 0;
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/** This is used to determine if the LODs should be regenerated */
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private FogDistance prevFogDistance = FogDistance.NEAR_AND_FAR;
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/** if this is true the LOD buffers should be regenerated,
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* provided they aren't already being regenerated. */
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private boolean regen = false;
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public LodRender(LodBufferBuilder newLodBufferBuilder)
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{
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mc = Minecraft.getInstance();
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gameRender = mc.gameRenderer;
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reflectionHandler = new ReflectionHandler();
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lodBufferBuilder = newLodBufferBuilder;
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}
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/**
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* Besides drawing the LODs this method also starts
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* the async process of generating the Buffers that hold those LODs.
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*
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* @param newDimension The dimension to draw, if null doesn't replace the current dimension.
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* @param partialTicks how far into the current tick this method was called.
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*/
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@SuppressWarnings("deprecation")
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public void drawLODs(LodDimension lodDim, float partialTicks, IProfiler newProfiler)
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{
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if (lodDim == null)
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{
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// if there aren't any loaded LodChunks
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// don't try drawing anything
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return;
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}
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//===============//
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// initial setup //
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//===============//
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profiler = newProfiler;
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profiler.startSection("LOD setup");
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ClientPlayerEntity player = mc.player;
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// should LODs be regenerated?
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if ((int)player.getPosX() / LodChunk.WIDTH != prevChunkX ||
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(int)player.getPosZ() / LodChunk.WIDTH != prevChunkZ ||
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previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks ||
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prevFogDistance != LodConfig.CLIENT.fogDistance.get())
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{
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// yes
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regen = true;
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prevChunkX = (int)player.getPosX() / LodChunk.WIDTH;
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prevChunkZ = (int)player.getPosZ() / LodChunk.WIDTH;
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prevFogDistance = LodConfig.CLIENT.fogDistance.get();
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}
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else
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{
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// nope, the player hasn't moved, the
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// render distance hasn't changed, and
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// the dimension is the same
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}
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// did the user change the debug setting?
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if (LodConfig.CLIENT.debugMode.get() != debugging)
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{
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debugging = LodConfig.CLIENT.debugMode.get();
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regen = true;
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}
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// determine how far the game's render distance is currently set
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int renderDistWidth = mc.gameSettings.renderDistanceChunks;
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farPlaneDistance = renderDistWidth * LodChunk.WIDTH;
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// set how big the LODs will be and how far they will go
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int totalLength = (int) farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2;
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int numbChunksWide = (totalLength / LodChunk.WIDTH);
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//=================//
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// create the LODs //
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//=================//
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// only regenerate the LODs if:
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// 1. we want to regenerate LODs
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// 2. we aren't already regenerating the LODs
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// 3. we aren't waiting for the build and draw buffers to swap
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// (this is to prevent thread conflicts)
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if (regen && !lodBufferBuilder.generatingBuffers && !lodBufferBuilder.newBuffersAvaliable())
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{
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// this will mainly happen when the view distance is changed
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if (drawableNearBuffer == null || drawableFarBuffer == null ||
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previousChunkRenderDistance != mc.gameSettings.renderDistanceChunks)
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setupBuffers(numbChunksWide);
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// generate the LODs on a separate thread to prevent stuttering or freezing
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lodBufferBuilder.generateLodBuffersAsync(this, lodDim, player.getPosX(), player.getPosZ(), numbChunksWide);
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// the regen process has been started,
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// it will be done when lodBufferBuilder.newBuffersAvaliable
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// is true
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regen = false;
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}
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// replace the buffers used to draw and build,
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// this is only done when the createLodBufferGenerationThread
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// has finished executing on a parallel thread.
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if (lodBufferBuilder.newBuffersAvaliable())
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{
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swapBuffers();
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}
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//===========================//
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// GL settings for rendering //
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//===========================//
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// set the required open GL settings
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_COLOR_MATERIAL);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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// disable the lights Minecraft uses
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GL11.glDisable(GL11.GL_LIGHT0);
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GL11.glDisable(GL11.GL_LIGHT1);
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// get the default projection matrix so we can
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// reset it after drawing the LODs
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float[] defaultProjMatrix = new float[16];
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GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, defaultProjMatrix);
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Matrix4f modelViewMatrix = generateModelViewMatrix(partialTicks);
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setupProjectionMatrix(partialTicks);
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setupLighting(lodDim, partialTicks);
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NearFarFogSetting fogSetting = determineFogSettings();
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// determine the current fog settings so they can be
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// reset after drawing the LODs
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float defaultFogStartDist = GL11.glGetFloat(GL11.GL_FOG_START);
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float defaultFogEndDist = GL11.glGetFloat(GL11.GL_FOG_END);
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int defaultFogMode = GL11.glGetInteger(GL11.GL_FOG_MODE);
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//===========//
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// rendering //
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//===========//
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profiler.endStartSection("LOD draw");
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setupFog(fogSetting.nearFogSetting, reflectionHandler.getFogQuality());
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sendLodsToGpuAndDraw(nearVbo, modelViewMatrix);
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setupFog(fogSetting.farFogSetting, reflectionHandler.getFogQuality());
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sendLodsToGpuAndDraw(farVbo, modelViewMatrix);
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//=========//
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// cleanup //
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//=========//
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profiler.endStartSection("LOD cleanup");
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(LOD_GL_LIGHT_NUMBER);
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// re-enable the lights Minecraft uses
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GL11.glEnable(GL11.GL_LIGHT0);
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GL11.glEnable(GL11.GL_LIGHT1);
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RenderSystem.disableLighting();
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// this can't be called until after the buffers are built
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// because otherwise the buffers may be set to the wrong size
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previousChunkRenderDistance = mc.gameSettings.renderDistanceChunks;
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// reset the fog settings so the normal chunks
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// will be drawn correctly
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RenderSystem.fogStart(defaultFogStartDist);
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RenderSystem.fogEnd(defaultFogEndDist);
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RenderSystem.fogMode(defaultFogMode);
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// reset the projection matrix so anything drawn after
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// the LODs will use the correct projection matrix
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Matrix4f mvm = new Matrix4f(defaultProjMatrix);
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mvm.transpose();
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gameRender.resetProjectionMatrix(mvm);
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// clear the depth buffer so anything drawn is drawn
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// over the LODs
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GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
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// end of internal LOD profiling
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profiler.endSection();
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}
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/**
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* This is where the actual drawing happens.
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*
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* @param buffers the buffers sent to the GPU to draw
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*/
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private void sendLodsToGpuAndDraw(VertexBuffer vbo, Matrix4f modelViewMatrix)
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{
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if (vbo == null)
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return;
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vbo.bindBuffer();
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// 0L is the starting pointer
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LOD_VERTEX_FORMAT.setupBufferState(0L);
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vbo.draw(modelViewMatrix, GL11.GL_QUADS);
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VertexBuffer.unbindBuffer();
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LOD_VERTEX_FORMAT.clearBufferState();
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}
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//=================//
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// Setup Functions //
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//=================//
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@SuppressWarnings("deprecation")
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private void setupFog(FogDistance fogDistance, FogQuality fogQuality)
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{
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if(fogQuality == FogQuality.OFF)
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{
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FogRenderer.resetFog();
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RenderSystem.disableFog();
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return;
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}
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if(fogDistance == FogDistance.NEAR_AND_FAR)
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{
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throw new IllegalArgumentException("setupFog doesn't accept the NEAR_AND_FAR fog distance.");
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}
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// the multipliers are percentages
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// of the regular view distance.
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if(fogDistance == FogDistance.NEAR)
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{
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// the reason that I wrote fogEnd then fogStart backwards
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// is because we are using fog backwards to how
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// it is normally used, with it hiding near objects
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// instead of far objects.
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if (fogQuality == FogQuality.FANCY)
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{
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RenderSystem.fogEnd(farPlaneDistance * 1.75f);
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RenderSystem.fogStart(farPlaneDistance * 1.95f);
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}
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else if(fogQuality == FogQuality.FAST)
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{
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// for the far fog of the normal chunks
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// to start right where the LODs' end use:
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// end = 0.8f, start = 1.5f
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RenderSystem.fogEnd(farPlaneDistance * 1.5f);
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RenderSystem.fogStart(farPlaneDistance * 2.0f);
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}
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}
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else if(fogDistance == FogDistance.FAR)
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{
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if (fogQuality == FogQuality.FANCY)
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{
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RenderSystem.fogStart(farPlaneDistance * 0.85f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
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RenderSystem.fogEnd(farPlaneDistance * 1.0f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
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}
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else if(fogQuality == FogQuality.FAST)
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{
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RenderSystem.fogStart(farPlaneDistance * 0.5f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
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RenderSystem.fogEnd(farPlaneDistance * 0.75f * LodConfig.CLIENT.lodChunkRadiusMultiplier.get());
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}
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}
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RenderSystem.fogMode(GlStateManager.FogMode.LINEAR);
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RenderSystem.enableFog();
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}
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/**
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* Create the model view matrix to move the LODs
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* from object space into world space.
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*/
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private Matrix4f generateModelViewMatrix(float partialTicks)
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{
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// get all relevant camera info
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ActiveRenderInfo renderInfo = mc.gameRenderer.getActiveRenderInfo();
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Vector3d projectedView = renderInfo.getProjectedView();
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// generate the model view matrix
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MatrixStack matrixStack = new MatrixStack();
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matrixStack.push();
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// translate and rotate to the current camera location
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matrixStack.rotate(Vector3f.XP.rotationDegrees(renderInfo.getPitch()));
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matrixStack.rotate(Vector3f.YP.rotationDegrees(renderInfo.getYaw() + 180));
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matrixStack.translate(-projectedView.x, -projectedView.y, -projectedView.z);
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return matrixStack.getLast().getMatrix();
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}
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/**
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* create a new projection matrix and send it over to the GPU
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* <br><br>
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* A lot of this code is copied from renderWorld (line 578)
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* in the GameRender class. The code copied is anything with
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* a matrixStack and is responsible for making sure the LOD
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* objects distort correctly relative to the rest of the world.
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* Distortions are caused by: standing in a nether portal,
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* nausea potion effect, walking bobbing.
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*
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* @param partialTicks how many ticks into the frame we are
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*/
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private void setupProjectionMatrix(float partialTicks)
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{
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// Note: if the LOD objects don't distort correctly
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// compared to regular minecraft terrain, make sure
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// all the transformations in renderWorld are here too
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MatrixStack matrixStack = new MatrixStack();
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matrixStack.push();
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gameRender.hurtCameraEffect(matrixStack, partialTicks);
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if (this.mc.gameSettings.viewBobbing) {
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gameRender.applyBobbing(matrixStack, partialTicks);
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}
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// potion and nausea effects
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float f = MathHelper.lerp(partialTicks, mc.player.prevTimeInPortal, mc.player.timeInPortal) * mc.gameSettings.screenEffectScale * mc.gameSettings.screenEffectScale;
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if (f > 0.0F) {
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int i = this.mc.player.isPotionActive(Effects.NAUSEA) ? 7 : 20;
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float f1 = 5.0F / (f * f + 5.0F) - f * 0.04F;
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f1 = f1 * f1;
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Vector3f vector3f = new Vector3f(0.0F, MathHelper.SQRT_2 / 2.0F, MathHelper.SQRT_2 / 2.0F);
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matrixStack.rotate(vector3f.rotationDegrees((gameRender.rendererUpdateCount + partialTicks) * i));
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matrixStack.scale(1.0F / f1, 1.0F, 1.0F);
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float f2 = -(gameRender.rendererUpdateCount + partialTicks) * i;
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matrixStack.rotate(vector3f.rotationDegrees(f2));
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}
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// this projection matrix allows us to see past the normal
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// world render distance
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Matrix4f projectionMatrix =
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Matrix4f.perspective(
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getFov(partialTicks, true),
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(float)this.mc.getMainWindow().getFramebufferWidth() / (float)this.mc.getMainWindow().getFramebufferHeight(),
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0.5F,
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this.farPlaneDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
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// add the screen space distortions
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projectionMatrix.mul(matrixStack.getLast().getMatrix());
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gameRender.resetProjectionMatrix(projectionMatrix);
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return;
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}
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/**
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* setup the lighting to be used for the LODs
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*/
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@SuppressWarnings("deprecation")
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private void setupLighting(LodDimension lodDimension, float partialTicks)
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{
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float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.world.getSunBrightness(partialTicks) : 0.2f;
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float gammaMultiplyer = (float)mc.gameSettings.gamma - 0.5f;
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float lightStrength = sunBrightness - 0.4f + (gammaMultiplyer * 0.2f);
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float lightAmbient[] = {lightStrength, lightStrength, lightStrength, 1.0f};
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ByteBuffer temp = ByteBuffer.allocateDirect(16);
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temp.order(ByteOrder.nativeOrder());
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GL11.glLightfv(LOD_GL_LIGHT_NUMBER, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip());
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GL11.glEnable(LOD_GL_LIGHT_NUMBER); // Enable the above lighting
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RenderSystem.enableLighting();
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}
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/**
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* Create all buffers that will be used.
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*/
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private void setupBuffers(int numbChunksWide)
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{
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// calculate the max amount of storage needed (in bytes)
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int bufferMaxCapacity = (numbChunksWide * numbChunksWide * (6 * 4 * (3 + 4)));
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// (numbChunksWide * numbChunksWide *
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// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints)))
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// TODO complain or do something when memory is too low
|
|
// currently the VM will just crash and complain there is no more memory
|
|
// issue #4
|
|
drawableNearBuffer = new BufferBuilder(bufferMaxCapacity);
|
|
drawableFarBuffer = new BufferBuilder(bufferMaxCapacity);
|
|
|
|
lodBufferBuilder.setupBuffers(bufferMaxCapacity);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//======================//
|
|
// 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 = lodBufferBuilder.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.getFOVModifier(mc.gameRenderer.getActiveRenderInfo(), partialTicks, useFovSetting);
|
|
}
|
|
|
|
|
|
/**
|
|
* Based on the fogDistance setting and
|
|
* optifine's fogQuality setting return what fog
|
|
* settings should be used when rendering.
|
|
*/
|
|
private NearFarFogSetting determineFogSettings()
|
|
{
|
|
NearFarFogSetting fogSetting = new NearFarFogSetting();
|
|
|
|
switch(reflectionHandler.getFogQuality())
|
|
{
|
|
case FANCY:
|
|
|
|
switch(LodConfig.CLIENT.fogDistance.get())
|
|
{
|
|
case NEAR_AND_FAR:
|
|
fogSetting.nearFogSetting = FogDistance.NEAR;
|
|
fogSetting.farFogSetting = FogDistance.FAR;
|
|
break;
|
|
|
|
case NEAR:
|
|
fogSetting.nearFogSetting = FogDistance.NEAR;
|
|
fogSetting.farFogSetting = FogDistance.NEAR;
|
|
break;
|
|
|
|
case FAR:
|
|
fogSetting.nearFogSetting = FogDistance.FAR;
|
|
fogSetting.farFogSetting = FogDistance.FAR;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case 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:
|
|
fogSetting.nearFogSetting = FogDistance.NEAR;
|
|
fogSetting.farFogSetting = FogDistance.NEAR;
|
|
break;
|
|
|
|
case NEAR:
|
|
fogSetting.nearFogSetting = FogDistance.NEAR;
|
|
fogSetting.farFogSetting = FogDistance.NEAR;
|
|
break;
|
|
|
|
case FAR:
|
|
fogSetting.nearFogSetting = FogDistance.FAR;
|
|
fogSetting.farFogSetting = FogDistance.FAR;
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case OFF:
|
|
break;
|
|
|
|
}
|
|
|
|
return fogSetting;
|
|
}
|
|
|
|
|
|
|
|
} |