Jump to content

Drawing top most block colour in a BIG range


poopoodice

Recommended Posts

Hello, I want to draw block colours similar to how maps does it but in a gui.

Here's what I do in a tickable tileentity every 100 seconds:

public void updateMapColourData()
{
    if (world == null)
        return;
    mapColourData = new ArrayList<>();
    System.out.println("updating");
    for (int x = getPos().getX() - RADIUS; x < getPos().getX() + RADIUS; x++)
    {
        for (int z = getPos().getZ() - SCAN_RADIUS; z < getPos().getZ() + SCAN_RADIUS; z++)
            mapColourData.add(world.getBlockState(new BlockPos(x, world.getChunk(x, z).getTopBlockY(Heightmap.Type.WORLD_SURFACE, x, z), z)).getMaterial().getColor().colorIndex);
    }
    System.out.println("updated");
    mapColourDataUpdated = true;
    markDirty();
}

I originally set RADIUS to 100 (which makes up a 200 * 200 area) but the game freezes.

Then I set the radius to 10, (20 * 20 area) and it worked, but it took an average of 50 ticks per update just for (20 * 20 area).

 

My assumption is Chunk#getTopBlockY is expensive. If so is there any more efficient way to do this?

 

My alternative plan is instead of update all the areas in one step, update a small area every tick instead. Does it sounds more workable?

Any opinion/suggestion is appreciated.

 

20 * 20 area

image.png.6908fedc52844c9b710b5b2e11153aee.png

 

Edited by poopoodice
Link to comment
Share on other sites

I tried to update 5 blocks per tick now, but it starts to crash everytime I open the screen (it sometimes crash before), and I've no idea why this happen because it just stop responding instead of crashing. The only line appeared:

Preparing crash report with UUID .................

After removing code one by one, I noticed that this method

https://github.com/poopoodice/techrecon/blob/main/src/main/java/poopoodice/techrecon/block/recon/ReconUAVTileEntity.java#L65-L92

seems like the problem, but it is weird that the issue only happens when I try to open the screen.

Repo: https://github.com/poopoodice/techrecon

Link to comment
Share on other sites

12 hours ago, diesieben07 said:

It's really not. Its some math (irrelevant), a map lookup and an array lookup.

 

Have you tried looking at what FilledMapItem does?

I noticed that there are two methods:

updateMapData

and

func_226642_a_

 

updateMapData is called every inventory tick, which I think it updates the blank map according to the player's position.

func_226642_a_ seems like it initialize and saves the colour to the map data? I'm not so sure about this one.

Edited by poopoodice
Link to comment
Share on other sites

Just one more question, at where the code stuck

mapColourData = new ArrayList<>();
for (int x = getPos().getX() - 100; x < getPos().getX() + 100; x++)
{
    for (int z = getPos().getZ() - 100; z < getPos().getZ() + 100; z++)
        mapColourData.add(world.getBlockState(new BlockPos(x, world.getChunk(x, z).getTopBlockY(Heightmap.Type.WORLD_SURFACE, x, z), z)).getMaterial().getColor().colorIndex);
}

As you said 

13 hours ago, diesieben07 said:

It's really not.

Maybe it's World#getChunk causing lags? If so should I not get chunk for every position instead only get it once and fills up all positions (16x16) in it?

Link to comment
Share on other sites

I've figure out the problem, I'm stupid that I was using the wrong World#getChunk all time. The one I was previously using:

getChunk(int chunkX, int chunkZ)

is looking for chunk pos not block pos.

The correct one (using block pos) should be 

getChunk(BlockPos pos)

 

Thanks for helping :)

Edited by poopoodice
Link to comment
Share on other sites

Hello, so I have successfully created a simple map, but it does not have the effect the vanilla map has.

My map:

image.png.24a77f78f9a9e992a37a93429ad72a74.png

Vanilla map

image.png.3ec171288c7985187632b8ed567eec5e.png

I think in vanilla it is done by creating a set of nearby colours, then apply some maths.... (L119 ~ 210 in updateMapDate in FIlledMapItem).

But how come func_226642_a_ goes the other way? func_226642_a_ checks the biome depth of nearby blocks, then change the colour.

So I have a few questions here, if I understand them correctly:

1. Why are they plotting colour data in a different way?

2. In func_226642_a_ L245 it checks the graphicalX (mapX) and graphicalZ (mapZ) is greater than 0 and smaller than the map size - 1 (128 - 1 = 127), to prevent when calling func_195954_a_, it is out of bound (since it checks 8 adjacent blocks).

Thank you.

 

Edited by poopoodice
Link to comment
Share on other sites

Apparently by using the code in FIlledMapItem#updateMapData it worked.

This is how I render it:

                int rgb = MaterialColor.COLORS[index / 4].getMapColor(index & 3);
                Color colour = new Color(rgb);
                int red = colour.getBlue();
                int green = colour.getGreen();
                int blue = colour.getRed();
                fill(stack, minX, minY, minX + 1, minY + 1, ColorHelper.PackedColor.packColor(255, red, green, blue));

I have to swap red and blue in order to get the correct colour to display.

Thanks for the help.

Edited by poopoodice
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.