Files
distant-horizons-sharded/src/main/java/com/seibel/lod/config/LodConfig.java
T
2021-10-19 22:24:21 +02:00

502 lines
22 KiB
Java

/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.config;
import java.nio.file.Path;
import java.nio.file.Paths;
import com.seibel.lod.enums.*;
import org.apache.commons.lang3.tuple.Pair;
import org.apache.logging.log4j.LogManager;
import com.electronwill.nightconfig.core.file.CommentedFileConfig;
import com.electronwill.nightconfig.core.io.WritingMode;
import com.seibel.lod.ModInfo;
import com.seibel.lod.util.LodUtil;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.config.ModConfig;
/**
* This handles any configuration the user has access to.
* @author James Seibel
* @version 10-11-2021
*/
@Mod.EventBusSubscriber
public class LodConfig
{
public static class Client
{
public final Graphics graphics;
public final WorldGenerator worldGenerator;
public final AdvancedModOptions advancedModOptions;
public Client(ForgeConfigSpec.Builder builder)
{
builder.push("client");
{
graphics = new Graphics(builder);
worldGenerator = new WorldGenerator(builder);
advancedModOptions = new AdvancedModOptions(builder);
}
builder.pop();
}
//================//
// Client Configs //
//================//
public static class Graphics
{
public final QualityOption qualityOption;
public final FogQualityOption fogQualityOption;
public final AdvancedOption advancedOption;
Graphics(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how LODs will look in game").push(this.getClass().getSimpleName());
{
qualityOption = new QualityOption(builder);
fogQualityOption = new FogQualityOption(builder);
advancedOption = new AdvancedOption(builder);
}
builder.pop();
}
public static class QualityOption
{
public final ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
public final ForgeConfigSpec.IntValue lodChunkRenderDistance;
public final ForgeConfigSpec.EnumValue<VerticalQuality> verticalQuality;
public final ForgeConfigSpec.EnumValue<HorizontalScale> horizontalScale;
public final ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
QualityOption(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
verticalQuality = builder
.comment("\n\n"
+ " This indicates how detailed LODs will represent \n"
+ " overhangs, caves, floating islands, ect. \n"
+ " Higher options will use more memory and increase GPU usage. \n"
+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
+ " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n"
+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n")
.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
horizontalScale = builder
.comment("\n\n"
+ " This indicates how quickly LODs drop off in quality. \n"
+ " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n"
+ " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n")
.defineEnum("Horizontal Scale", HorizontalScale.MEDIUM);
horizontalQuality = builder
.comment("\n\n"
+ " This indicates the exponential base of the quadratic drop-off \n"
+ " " + HorizontalQuality.LOWEST + ": base " + HorizontalQuality.LOWEST.quadraticBase + ". \n"
+ " " + HorizontalQuality.LOW + ": base " + HorizontalQuality.LOW.quadraticBase + ". \n"
+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n")
.defineEnum("Horizontal Quality", HorizontalQuality.MEDIUM);
drawResolution = builder
.comment("\n\n"
+ " What is the maximum detail LODs should be drawn at? \n"
+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
+ " " + HorizontalResolution.TWO_BLOCKS + ": render 64 LODs for each Chunk. \n"
+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
.defineEnum("Block size", HorizontalResolution.BLOCK);
lodChunkRenderDistance = builder
.comment("\n\n"
+ " The mod's render distance, measured in chunks. \n")
.defineInRange("Lod Render Distance", 64, 32, 1024);
builder.pop();
}
}
public static class FogQualityOption
{
public final ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
public final ForgeConfigSpec.EnumValue<FogDrawOverride> fogDrawOverride;
FogQualityOption(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control the fog quality.").push(this.getClass().getSimpleName());
fogDistance = builder
.comment("\n\n"
+ " At what distance should Fog be drawn on the LODs? \n"
+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
.defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR);
fogDrawOverride = builder
.comment("\n\n"
+ " When should fog be drawn? \n"
+ " " + 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"
+ " " + FogDrawOverride.NEVER_DRAW_FOG + ": Never draw fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FAST + ": Always draw fast fog on the LODs \n"
+ " " + FogDrawOverride.ALWAYS_DRAW_FOG_FANCY + ": Always draw fancy fog on the LODs (if your graphics card supports it) \n")
.defineEnum("Fog Draw Override", FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
builder.pop();
}
}
public static class AdvancedOption
{
public final ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
public final ForgeConfigSpec.BooleanValue disableDirectionalCulling;
public final ForgeConfigSpec.BooleanValue alwaysDrawAtMaxQuality;
public final ForgeConfigSpec.EnumValue<VanillaOverdraw> vanillaOverdraw;
AdvancedOption(ForgeConfigSpec.Builder builder)
{
lodTemplate = builder
.comment("\n\n"
+ " How should the LODs be drawn? \n"
+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
+ " \n"
+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
+ " " + " unless a neighboring chunk is at a significantly different height. \n")
.defineEnum("LOD Template", LodTemplate.CUBIC);
disableDirectionalCulling = builder
.comment("\n\n"
+ " If false LODs that are behind the player's camera \n"
+ " aren't drawn, increasing performance. \n\n"
+ ""
+ " If true all LODs are drawn, even those behind \n"
+ " the player's camera, decreasing performance. \n\n"
+ ""
+ " Disable this if you see LODs disappearing. \n"
+ " (Which may happen if you are using a camera mod) \n")
.define("Disable Directional Culling", false);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"
+ " Disable LOD quality falloff, \n"
+ " all LODs will be drawn at the highest \n"
+ " available detail level. \n\n"
+ " "
+ " WARNING: \n"
+ " This could cause a Out Of Memory crash on render \n"
+ " distances higher than 128 \n")
.define("Always Use Max Quality", false);
vanillaOverdraw = builder
.comment("\n\n"
+ " How often should LODs be drawn on top of regular chunks? \n"
+ " HALF and ALWAYS will prevent holes in the world, but may look odd for transparent blocks or in caves. \n\n"
+ " " + VanillaOverdraw.NEVER + ": LODs won't render on top of vanilla chunks. \n"
+ " " + VanillaOverdraw.DYNAMIC + ": LODs will render on top of distant vanilla chunks to hide delayed loading. \n"
+ " " + " More effective on higher render distances. \n"
+ " " + " For vanilla render distances less than or equal to " + LodUtil.MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW + " \n"
+ " " + " " + VanillaOverdraw.NEVER + " or " + VanillaOverdraw.ALWAYS + " may be used depending on the dimension. \n"
+ " " + VanillaOverdraw.ALWAYS + ": LODs will render on all vanilla chunks preventing holes in the world. \n")
.defineEnum("Vanilla Overdraw", VanillaOverdraw.DYNAMIC);
builder.pop();
}
}
}
public static class WorldGenerator
{
public final ForgeConfigSpec.EnumValue<GenerationPriority> generationPriority;
public final ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
public final ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
public final ForgeConfigSpec.EnumValue<BlockToAvoid> blockToAvoid;
//public final ForgeConfigSpec.BooleanValue useExperimentalPreGenLoading;
WorldGenerator(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how LODs outside your normal view range are generated.").push(this.getClass().getSimpleName());
generationPriority = builder
.comment("\n\n"
+ " " + GenerationPriority.FAR_FIRST + " \n"
+ " LODs are generated from low to high detail \n"
+ " with a small priority for far away regions. \n"
+ " This fills in the world fastest. \n\n"
+ ""
+ " " + GenerationPriority.NEAR_FIRST + " \n"
+ " LODs are generated around the player \n"
+ " in a spiral, similar to vanilla minecraft. \n")
.defineEnum("Generation Priority", GenerationPriority.FAR_FIRST);
distanceGenerationMode = builder
.comment("\n\n"
+ " Note: The times listed here are the amount of time it took \n"
+ " one of the developer's PC to generate 1 chunk, \n"
+ " and are included so you can compare the \n"
+ " different generation options. Your mileage may vary. \n"
+ "\n"
+ " " + DistanceGenerationMode.NONE + " \n"
+ " Don't run the distance generator. \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
+ " Only generate the biomes and use the biome's \n"
+ " grass color, water color, or snow color. \n"
+ " Doesn't generate height, everything is shown at sea level. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
+ " Same as BIOME_ONLY, except instead \n"
+ " of always using sea level as the LOD height \n"
+ " different biome types (mountain, ocean, forest, etc.) \n"
+ " use predetermined heights to simulate having height data. \n"
+ " Multithreaded - Fastest (2-5 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SURFACE + " \n"
+ " Generate the world surface, \n"
+ " this does NOT include trees, \n"
+ " or structures. \n"
+ " Multithreaded - Faster (10-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.FEATURES + " \n"
+ " Generate everything except structures. \n"
+ " WARNING: This may cause world generation bugs or instability! \n"
+ " Multithreaded - Fast (15-20 ms) \n"
+ "\n"
+ " " + DistanceGenerationMode.SERVER + " \n"
+ " Ask the server to generate/load each chunk. \n"
+ " This will show player made structures, which can \n"
+ " be useful if you are adding the mod to a pre-existing world. \n"
+ " This is the most compatible, but causes server/simulation lag. \n"
+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
.defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE);
allowUnstableFeatureGeneration = builder
.comment("\n\n"
+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
+ " some features may not be thread safe, which could \n"
+ " cause instability and crashes. \n"
+ " By default (false) those features are skipped, \n"
+ " improving stability, but decreasing how many features are \n"
+ " actually generated. \n"
+ " (for example: some tree generation is unstable, \n"
+ " so some trees may not be generated.) \n"
+ " By setting this to true, all features will be generated, \n"
+ " but your game will be more unstable and crashes may occur. \n"
+ " \n"
+ " I would love to remove this option and always generate everything, \n"
+ " but I'm not sure how to do that. \n"
+ " If you are a Java wizard, check out the git issue here: \n"
+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
.define("Allow Unstable Feature Generation", false);
blockToAvoid = builder
.comment("\n\n"
+ " " + BlockToAvoid.NONE + " \n"
+ " Use all block in the generation \n"
+ "\n"
+ " " + BlockToAvoid.NON_FULL + " \n"
+ " Avoid block that are not full (slab, lantern, grass, torches ..) \n"
+ "\n"
+ " " + BlockToAvoid.NO_COLLISION + " \n"
+ " Avoid block that have no collision (grass, torches ..) \n"
+ "\n"
+ " " + BlockToAvoid.BOTH + " \n"
+ " Avoid both type of blocks \n"
+ "\n")
.defineEnum("Block to avoid", BlockToAvoid.BOTH);
/*useExperimentalPreGenLoading = builder
.comment("\n\n"
+ " if a chunk has been pre-generated, then the mod would use the real chunk for the \n"
+ "fake chunk creation. May require a deletion of the lod file to see the result. \n")
.define("Use pre-generated chunks", false);*/
builder.pop();
}
}
public static class AdvancedModOptions
{
public final Threading threading;
public final Debugging debugging;
public final Buffers buffers;
public AdvancedModOptions(ForgeConfigSpec.Builder builder)
{
builder.comment("Advanced mod settings").push(this.getClass().getSimpleName());
{
threading = new Threading(builder);
debugging = new Debugging(builder);
buffers = new Buffers(builder);
}
builder.pop();
}
public static class Threading
{
public final ForgeConfigSpec.IntValue numberOfWorldGenerationThreads;
public final ForgeConfigSpec.IntValue numberOfBufferBuilderThreads;
Threading(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings control how many CPU threads the mod uses for different tasks.").push(this.getClass().getSimpleName());
numberOfWorldGenerationThreads = builder
.comment("\n\n"
+ " This is how many threads are used when generating LODs outside \n"
+ " the normal render distance. \n"
+ " If you experience stuttering when generating distant LODs, decrease \n"
+ " this number. If you want to increase LOD generation speed, \n"
+ " increase this number. \n"
+ " \n"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfWorldGenerationThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors());
numberOfBufferBuilderThreads = builder
.comment("\n\n"
+ " This is how many threads are used when building vertex buffers \n"
+ " (The things sent to your GPU to draw the LODs). \n"
+ " If you experience high CPU usage when NOT generating distant \n"
+ " LODs, lower this number. \n"
+ " \n"
+ " The maximum value is the number of logical processors on your CPU. \n"
+ " Requires a restart to take effect. \n")
.defineInRange("numberOfBufferBuilderThreads", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors());
builder.pop();
}
}
public static class Debugging
{
public final ForgeConfigSpec.BooleanValue drawLods;
public final ForgeConfigSpec.EnumValue<DebugMode> debugMode;
public final ForgeConfigSpec.BooleanValue enableDebugKeybindings;
Debugging(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings can be used to look for bugs, or see how certain aspects of the mod work.").push(this.getClass().getSimpleName());
drawLods = builder
.comment("\n\n"
+ " If true, the mod is enabled and LODs will be drawn. \n"
+ " If false, the mod will still generate LODs, \n"
+ " but they won't be rendered. \n")
.define("Disable Draw", true);
debugMode = builder
.comment("\n\n"
+ " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n"
+ " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail level. \n"
+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail level, drawn as a wireframe. \n")
.defineEnum("debugMode", DebugMode.OFF);
enableDebugKeybindings = builder
.comment("\n\n"
+ " If true the F4 key can be used to cycle through the different debug modes. \n"
+ " and the F6 key can be used to enable and disable LOD rendering.")
.define("enableDebugKeybinding", false);
builder.pop();
}
}
public static class Buffers
{
public final ForgeConfigSpec.EnumValue<BufferRebuildTimes> rebuildTimes;
Buffers(ForgeConfigSpec.Builder builder)
{
builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
rebuildTimes = builder
.comment("\n\n"
+ " How frequently should geometry be rebuilt and sent to the GPU? \n"
+ " Faster settings may cause stuttering, but will prevent holes in the world \n")
.defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL);
builder.pop();
}
}
}
}
/**
* {@link Path} to the configuration file of this mod
*/
private static final Path CONFIG_PATH = Paths.get("config", ModInfo.MODNAME + ".toml");
public static final ForgeConfigSpec CLIENT_SPEC;
public static final Client CLIENT;
static
{
final Pair<Client, ForgeConfigSpec> specPair = new ForgeConfigSpec.Builder().configure(Client::new);
CLIENT_SPEC = specPair.getRight();
CLIENT = specPair.getLeft();
CommentedFileConfig clientConfig = CommentedFileConfig.builder(CONFIG_PATH)
.writingMode(WritingMode.REPLACE)
.build();
clientConfig.load();
clientConfig.save();
CLIENT_SPEC.setConfig(clientConfig);
}
@SubscribeEvent
public static void onLoad(final ModConfig.Loading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Loaded forge config file {}", configEvent.getConfig().getFileName());
}
@SubscribeEvent
public static void onFileChange(final ModConfig.Reloading configEvent)
{
LogManager.getLogger().debug(ModInfo.MODNAME, "Forge config just got changed on the file system!");
}
}