Commit graph

12 commits

Author SHA1 Message Date
PepperCode1
a4a2d6ba13 Sparse changes
- Add Model.boundingSphere()
- Fix MaterialRenderState not setting up polygon offset correctly
- Fix GlslSwitch using incorrect indentation for first and last line
- Tweak how instanced crumbling works
- Add CutoutShaders.ONE_TENTH
- Rename Contexts.WORLD to DEFAULT
- Rename Material.baseTexture() to texture
- Rename Transparency.LIGHTING to LIGHTNING
- Rename WriteMask.BOTH to COLOR_DEPTH
- Rename SimpleModel to SingleMeshModel and add new SimpleModel that
stores an arbitrary amount of meshes
- Remove flywheel:flywheel/api/* files and assume appropriate symbols
are automatically defined
- Rename many GLSL variables, functions, and constants
- Reorganize GLSL files
- Add NonExtendable annotation to some API classes
- Rename some Java classes, methods, fields, and variables
2023-12-06 22:00:31 -08:00
Jozufozu
bf6401a867 A refined plan
- Clean up and improve functional interfaces used in Plans.
- Allow safely running TaskExecutor#sync* methods off-thread.
- Formalize the concept of "main thread" in task executor.
- Improve tests for main-thread plans.
2023-11-29 20:10:13 -08:00
PepperCode1
e68845ee3e Port fixes and other changes 2023-11-25 14:09:30 -08:00
Jozufozu
055ac161d8 Plans yet to crumble
- Rename Engine#delete -> #invalidate per pepper's TODO.
- Plans
  - Remove thenMap and andMap from Plan API.
  - Add builder for MapContextPlan for better composition.
  - Add IfElsePlan and Builder to "fork" on a condition.
  - VisualizationManagerImpl no longer rolls a special Plan class and
    instead uses a plan composition chain.
- Crumbling
  - Not implemented yet!! But the skeleton is taking shape.
  - Remove LevelRendererAccessor, and instead directly pass the map of
    destructionProgress to the VisualizationManagerImpl when it's time
    to render crumbling instances.
  - Give Instances a Handle getter.
  - Add way to get a block entity visual at a given position.
  - Add Engine#renderCrumblingInstance stub.
2023-11-24 20:40:14 -08:00
Jozufozu
78975e8cad Improved vexillology
- Separate concept of Flags from TaskExecutor.
- Instead, allow TaskExecutor to sync until, or while a given condition
  is met.
- Flags directly store their state as an AtomicBoolean.
- Switch `executor.syncOn(flag)` to `executor.syncUntil(flag::isRaised)`
- Remove tests made redundant by improved interface.
2023-11-21 10:47:33 -08:00
Jozufozu
8126a63216 Full of red flags
- Add concept of flags to TaskExecutor.
- Can raise and lower flags from any thread.
- Add TaskExecutor#syncTo
  - Behaves much like #syncPoint, but exits early as soon as it detects
    that the requested flag has been raised.
- Document all methods in TaskExecutor.
- Do not discard tasks when destroying a VisualizationManagerImpl.
- Use flags in VisualizationManagerImpl to track frame plan and tick
  plan completion.
- Use flags in BatchingEngine to track stage buffering completion and
  flush completion.
  - Synchronization is now needed in BatchedDrawTracker#draw.
- Use flags in IndirectEngine and InstancingEngine to track flush
  completion.
- Add unit tests to validate flag behavior.
- Rename OnMainThreadPlan -> SyncedPlan.
2023-11-18 16:07:58 -08:00
PepperCode1
2a74ef19a6 Batched simplification
- Perform various cleanup in batching code
- Remove ClientLevel argument from InstanceVertexTransformer#transform
- Rename Plan#maybeSimplify to simplify
- Rename some classes
- Move TickContext from impl to impl.visualization
- Move VertexListProviderRegistryImpl from impl to impl.vertex
2023-05-28 09:54:51 -07:00
Jozufozu
3b88b149ca Context for Tickable/Dynamic visuals
- Add VisualFrameContext for DynamicVisual#beginFrame
- Add VisualTickContext for TickableVisual#tick
- Move checks for update limiting to within the update calls themselves
- Provide update limiting/culling primitives within (B)E Visuals
- Remove methods from *Visual interfaces related to update limiting
- Add thenMap and andMap to Plan
- Add Plan primitive to transform context
  - Used in Visual update dispatch
2023-05-21 18:10:46 -07:00
Jozufozu
128a77275a Stick to the plan
- Plans are now generic about a context object
- Move default composition impls to SimplyComposedPlan
- Remove PlanUtil
- Make Synchronizer implement Runnable
- Add ContextAgnosticPlan to preserve old behavior
- Reduce creation of plan objects
- Make BatchingEngine, BatchingStage directly implement plan
- Introduce BatchContext for BatchingStage plans
- Introduce FrameContext, TickContext for VisualManager plans
- Cache separate "recreation plan" for when origin shifts occur
2023-04-23 12:42:07 -07:00
Jozufozu
d7f8c9fcea Weaving threads
- Restore WaitGroup abstraction
- Simplify WaitGroup to make proper use of atomics
- Fix logic error in ParallelTaskExecutor causing task counter to go
  below zero when executing main thread tasks
- Use ConcurrentHashMap in models to allow parallel access
- Reduce chunk size in RunOnAllPlan
- Only queue in InstanceManager
- Defer syncPoint within renderStage
- AbstractStorage return immutable view for tickable/dynamic instances
- Process InstanceManager queues off-thread
2023-04-13 15:17:02 -07:00
Jozufozu
63b4b8b1d7 Parallel planning primitives
- Engines/InstanceManagers now provide Plans for frames/ticks
- TODO: batching is broken
- TODO: plan caching
- Add Plan interface which can be used to compose complex systems
  of parallel execution
- Add Synchronizer to facilitate barriering
- Remove WorkGroup
- Summary of different primitives below, names need work :ioa:
  - BarrierPlan: executes one plan then another
  - NestedPlan: executes many plans at once
  - OnMainThreadPlan: waits for a syncPoint to execute
  - RunOnAllPlan: dispatches work over a Supplier<List>
  - SimplePlan: executes many Runnables at once
  - UnitPlan: does nothing
2023-04-08 18:08:53 -07:00
PepperCode1
a1910f06d4 Reorganization II 2023-03-30 16:52:51 -07:00