Reenabled cache, added translation, set default slider quality to 10

This commit is contained in:
mcrcortex
2024-02-20 18:37:31 +10:00
parent 4bb0474f4d
commit 0eb28acfc5
7 changed files with 48 additions and 17 deletions

View File

@@ -8,7 +8,7 @@ yarn_mappings=1.20.4+build.1
loader_version=0.15.0
# Mod Properties
mod_version = 0.0.8-alpha
mod_version = 0.0.9-alpha
maven_group = me.cortex
archives_base_name = voxy

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@@ -21,11 +21,11 @@ public class VoxyConfig {
public boolean enabled = true;
public boolean ingestEnabled = true;
public int qualityScale = 20;
public int qualityScale = 12;
public int maxSections = 200_000;
public int geometryBufferSize = (1<<30)/8;
public int ingestThreads = 5;
public int savingThreads = 10;
public int ingestThreads = 2;
public int savingThreads = 4;
public int renderThreads = 5;

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@@ -44,18 +44,18 @@ public class DistanceTracker {
// acts on LoD level + 1
//TODO: check this is actually working lmao and make it generate parent level lods on the exit instead of entry so it looks correct when flying backwards
//this.cacheLoadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheLoadDistance, (x, z) -> {
// //When entering a cache ring, trigger a mesh op and inject into cache
// for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
// this.tracker.addCache(capRing, x, y, z);
// }
//}, (x, z) -> {});
//this.cacheUnloadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheUnloadDistance, (x, z) -> {}, (x, z) -> {
// //When exiting the cache unload ring, tell the cache to dump whatever mesh it has cached and not add any mesh from that position
// for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
// this.tracker.removeCache(capRing, x, y, z);
// }
//});
this.cacheLoadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheLoadDistance, (x, z) -> {
//When entering a cache ring, trigger a mesh op and inject into cache
for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
this.tracker.addCache(capRing, x, y, z);
}
}, (x, z) -> {});
this.cacheUnloadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheUnloadDistance, (x, z) -> {}, (x, z) -> {
//When exiting the cache unload ring, tell the cache to dump whatever mesh it has cached and not add any mesh from that position
for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
this.tracker.removeCache(capRing, x, y, z);
}
});
}
}

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@@ -7,6 +7,7 @@ import me.cortex.voxy.client.core.rendering.*;
import me.cortex.voxy.client.core.rendering.building.RenderGenerationService;
import me.cortex.voxy.client.core.rendering.post.PostProcessing;
import me.cortex.voxy.client.core.util.DebugUtil;
import me.cortex.voxy.client.core.util.IrisUtil;
import me.cortex.voxy.client.saver.ContextSelectionSystem;
import me.cortex.voxy.common.world.WorldEngine;
import me.cortex.voxy.client.importers.WorldImporter;
@@ -131,6 +132,9 @@ public class VoxelCore {
}
public void renderOpaque(MatrixStack matrices, double cameraX, double cameraY, double cameraZ) {
if (IrisUtil.irisShadowActive()) {
return;
}
matrices.push();
matrices.translate(-cameraX, -cameraY, -cameraZ);
DebugUtil.setPositionMatrix(matrices);

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@@ -4,6 +4,8 @@ import java.util.Arrays;
import java.util.BitSet;
import java.util.Random;
//TODO: redo this so that it works as you are inserting data into it maybe? since it should be much faster??
public class Mesher2D {
private final int size;
private final int maxSize;

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@@ -28,7 +28,7 @@ public class MixinDefaultChunkRenderer {
private void injectRender(ChunkRenderMatrices matrices, CommandList commandList, ChunkRenderListIterable renderLists, TerrainRenderPass renderPass, CameraTransform camera, CallbackInfo ci) {
if (renderPass == DefaultTerrainRenderPasses.CUTOUT) {
var core = ((IGetVoxelCore) MinecraftClient.getInstance().worldRenderer).getVoxelCore();
if (core != null && !IrisUtil.irisShadowActive()) {
if (core != null) {
var stack = new MatrixStack();
stack.loadIdentity();
stack.multiplyPositionMatrix(new Matrix4f(matrices.modelView()));

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@@ -0,0 +1,25 @@
{
"voxy.config.title": "Voxy config",
"voxy.config.general": "General",
"voxy.config.threads": "Threads",
"voxy.config.storage": "Storage",
"voxy.config.general.enabled": "Enable Voxy",
"voxy.config.general.enabled.tooltip": "Fully enables or disables voxy",
"voxy.config.general.ingest": "Chunk Ingest",
"voxy.config.general.ingest.tooltip": "Enables or disables voxies ability to convert new chunks into LoDs",
"voxy.config.general.quality": "LoD Quality",
"voxy.config.general.quality.tooltip": "How far each LoD ring lasts before its downgraded to a lower detail level",
"voxy.config.general.geometryBuffer": "Geometry Buffer Quads",
"voxy.config.general.geometryBuffer.tooltip": "How many quads the geometry buffer can hold",
"voxy.config.general.maxSections": "Max Sections",
"voxy.config.general.maxSections.tooltip": "The max number of sections the renderer can contain",
"voxy.config.threads.ingest": "Ingest",
"voxy.config.threads.ingest.tooltip": "How many threads voxy will use for ingesting new chunks",
"voxy.config.threads.saving": "Saving",
"voxy.config.threads.saving.tooltip": "How many threads voxy will use for saving sections to the storage backend",
"voxy.config.threads.render": "Render",
"voxy.config.threads.render.tooltip": "How many threads voxy will use for generating render data"
}