Reenabled cache, added translation, set default slider quality to 10
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@@ -8,7 +8,7 @@ yarn_mappings=1.20.4+build.1
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loader_version=0.15.0
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# Mod Properties
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mod_version = 0.0.8-alpha
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mod_version = 0.0.9-alpha
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maven_group = me.cortex
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archives_base_name = voxy
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@@ -21,11 +21,11 @@ public class VoxyConfig {
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public boolean enabled = true;
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public boolean ingestEnabled = true;
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public int qualityScale = 20;
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public int qualityScale = 12;
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public int maxSections = 200_000;
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public int geometryBufferSize = (1<<30)/8;
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public int ingestThreads = 5;
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public int savingThreads = 10;
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public int ingestThreads = 2;
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public int savingThreads = 4;
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public int renderThreads = 5;
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@@ -44,18 +44,18 @@ public class DistanceTracker {
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// acts on LoD level + 1
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//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
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//this.cacheLoadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheLoadDistance, (x, z) -> {
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// //When entering a cache ring, trigger a mesh op and inject into cache
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// for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
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// this.tracker.addCache(capRing, x, y, z);
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// }
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//}, (x, z) -> {});
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//this.cacheUnloadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheUnloadDistance, (x, z) -> {}, (x, z) -> {
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// //When exiting the cache unload ring, tell the cache to dump whatever mesh it has cached and not add any mesh from that position
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// for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
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// this.tracker.removeCache(capRing, x, y, z);
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// }
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//});
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this.cacheLoadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheLoadDistance, (x, z) -> {
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//When entering a cache ring, trigger a mesh op and inject into cache
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for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
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this.tracker.addCache(capRing, x, y, z);
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}
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}, (x, z) -> {});
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this.cacheUnloadRings[i] = new TransitionRing2D(5+i, (lodRingScales[i]<<1) + cacheUnloadDistance, (x, z) -> {}, (x, z) -> {
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//When exiting the cache unload ring, tell the cache to dump whatever mesh it has cached and not add any mesh from that position
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for (int y = this.minYSection>>capRing; y <= this.maxYSection>>capRing; y++) {
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this.tracker.removeCache(capRing, x, y, z);
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}
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});
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}
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}
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@@ -7,6 +7,7 @@ import me.cortex.voxy.client.core.rendering.*;
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import me.cortex.voxy.client.core.rendering.building.RenderGenerationService;
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import me.cortex.voxy.client.core.rendering.post.PostProcessing;
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import me.cortex.voxy.client.core.util.DebugUtil;
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import me.cortex.voxy.client.core.util.IrisUtil;
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import me.cortex.voxy.client.saver.ContextSelectionSystem;
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import me.cortex.voxy.common.world.WorldEngine;
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import me.cortex.voxy.client.importers.WorldImporter;
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@@ -131,6 +132,9 @@ public class VoxelCore {
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}
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public void renderOpaque(MatrixStack matrices, double cameraX, double cameraY, double cameraZ) {
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if (IrisUtil.irisShadowActive()) {
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return;
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}
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matrices.push();
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matrices.translate(-cameraX, -cameraY, -cameraZ);
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DebugUtil.setPositionMatrix(matrices);
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@@ -4,6 +4,8 @@ import java.util.Arrays;
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import java.util.BitSet;
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import java.util.Random;
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//TODO: redo this so that it works as you are inserting data into it maybe? since it should be much faster??
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public class Mesher2D {
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private final int size;
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private final int maxSize;
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@@ -28,7 +28,7 @@ public class MixinDefaultChunkRenderer {
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private void injectRender(ChunkRenderMatrices matrices, CommandList commandList, ChunkRenderListIterable renderLists, TerrainRenderPass renderPass, CameraTransform camera, CallbackInfo ci) {
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if (renderPass == DefaultTerrainRenderPasses.CUTOUT) {
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var core = ((IGetVoxelCore) MinecraftClient.getInstance().worldRenderer).getVoxelCore();
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if (core != null && !IrisUtil.irisShadowActive()) {
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if (core != null) {
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var stack = new MatrixStack();
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stack.loadIdentity();
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stack.multiplyPositionMatrix(new Matrix4f(matrices.modelView()));
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25
src/main/resources/assets/voxy/lang/en_us.json
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25
src/main/resources/assets/voxy/lang/en_us.json
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@@ -0,0 +1,25 @@
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{
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"voxy.config.title": "Voxy config",
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"voxy.config.general": "General",
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"voxy.config.threads": "Threads",
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"voxy.config.storage": "Storage",
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"voxy.config.general.enabled": "Enable Voxy",
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"voxy.config.general.enabled.tooltip": "Fully enables or disables voxy",
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"voxy.config.general.ingest": "Chunk Ingest",
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"voxy.config.general.ingest.tooltip": "Enables or disables voxies ability to convert new chunks into LoDs",
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"voxy.config.general.quality": "LoD Quality",
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"voxy.config.general.quality.tooltip": "How far each LoD ring lasts before its downgraded to a lower detail level",
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"voxy.config.general.geometryBuffer": "Geometry Buffer Quads",
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"voxy.config.general.geometryBuffer.tooltip": "How many quads the geometry buffer can hold",
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"voxy.config.general.maxSections": "Max Sections",
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"voxy.config.general.maxSections.tooltip": "The max number of sections the renderer can contain",
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"voxy.config.threads.ingest": "Ingest",
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"voxy.config.threads.ingest.tooltip": "How many threads voxy will use for ingesting new chunks",
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"voxy.config.threads.saving": "Saving",
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"voxy.config.threads.saving.tooltip": "How many threads voxy will use for saving sections to the storage backend",
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"voxy.config.threads.render": "Render",
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"voxy.config.threads.render.tooltip": "How many threads voxy will use for generating render data"
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}
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