Commit graph

221 commits

Author SHA1 Message Date
IThundxr
178dd6c44e
address review 2024-10-12 08:37:52 -04:00
IThundxr
93c116384f
Last fixes 2024-10-10 20:54:25 -04:00
IThundxr
6cc2b74eef
Fix iris compat 2024-10-06 13:28:43 -04:00
IThundxr
05b82b50ca
Fix sprite UVs being messed up 2024-10-06 13:14:16 -04:00
IThundxr
ae4e4e79f5
post merge fixes 2024-10-05 12:59:27 -04:00
IThundxr
08866edf09
Merge branch '1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	forge/src/main/java/dev/engine_room/flywheel/impl/ForgeFlwConfig.java
2024-10-01 21:02:33 -04:00
Jozufozu
40577420d5 In the right direction
- Use vanilla light directions for diffuse lighting
- Copy mc's glsl code for it, but assume directions are normalized
- Add command/config to toggle use of light directions vs chunk accurate
  diffuse
- Always use shade in getItemMaterial
- Do not reload resource packs when updating light smoothness config,
  we don't need to anymore with lazy compilation
2024-09-29 11:52:35 -07:00
Jozufozu
22b5676e47 Quick thinking
- Decide not to render entities directly in the renderEntity method
- Prevents allocating large lists every frame to filter entities from
  the client level
2024-09-28 23:37:49 -07:00
Jozufozu
0a01b82647 Glimpse of glint
- Add pick glint material and system time uniform
- Move _FlwCullData to beginning of uniform block to ensure alignment
- Add helper to convert item rendertype into flywheel material
2024-09-28 23:27:28 -07:00
Jozufozu
bd0aadf9d9 Streamlined pipelines
- Make UberShaderComponent#build NotNull
- Move index update and key creation logic to PipelineCompiler
- Always update index when a resource location is requested to fix
  MaterialEncoder misses
- Indices trigger pipeline compiler deletion when updated
2024-09-28 22:05:38 -07:00
Jozufozu
ef05f7d3fd Errors galore
- Make everything in the compiler chain's results not null
- Throw errors immediately when encountered
- Log error messages when falling back
- Do not eagerly grab utility programs in IndirectDrawManager so we can
  actually catch errors and fall back
- Remove CompilerStats
2024-09-28 16:00:23 -07:00
Jozufozu
11ce4ac185 Dynamic ubering
- Remove fog shader registry
- Remove Registry and RegistryImpl
- Make shader indices mutable
- Track fog uber component in a static field in PipelineCompiler
- When a new fog source is added, delete the pipeline compilation
  harness and recreate the fog uber component
- Inline SourceLoader
2024-09-28 15:30:10 -07:00
Jozufozu
bce657804a Source of all pain
- Strip out almost all source registries
- Fog will be dealt with in a follow-up commit
- Remove most static #init methods
- Remove old ubershader indices from shaders
2024-09-28 14:48:22 -07:00
Jozufozu
48fdcdb751 DeDelleetete
- Process instancer deletions in parallel
- Give DrawManagers a frame plan
2024-09-28 14:26:15 -07:00
Jozufozu
7bd59f7b14 Not pointing
- Fix occasional npe in PlayerUniforms
- Mark accessor method as Nullable
2024-09-23 11:16:45 -07:00
Jozufozu
36b0ad4cf9 To bug or not to bug
- Disable the debug stuff in the frag shader with compile flags
- Also disable discard and conservative depth with CutoutShaders.OFF
2024-09-22 15:51:37 -07:00
IThundxr
42bdd3693c
port changes to 1.21 2024-09-22 18:20:36 -04:00
IThundxr
a3bb585a15
Merge branch '1.20/dev' into feat/multi-loader-1.21 2024-09-22 18:18:25 -04:00
Jozufozu
897c350f41 Uberstate ready
- Fix material state sorting/equality functions
2024-09-22 13:13:38 -07:00
Jozufozu
ff73e78e21 Visions of visibility
- Add visible/skipDraw getter/setter to InstanceTree
- Minecart finally gets to resolve its TODO!
2024-09-22 13:04:51 -07:00
Jozufozu
ee0f799f60 More statefuler
- Hidden state now tracks the Instance object to keep the handle small
- Make the recreate supplier an explicit record to allow comparisons
- Add setVisible method to Instance
2024-09-22 12:56:49 -07:00
Jozufozu
c5d9abab5f Tasteful stateful handles
- Use state machine interface in InstanceHandleImpl
- 3 states: deleted, visible, hidden
- Visible is directly implemented by AbstractInstancer
- Hidden stores the instancer supplier to recreate an instancer
2024-09-22 12:28:35 -07:00
Jozufozu
6a6d98c0a7 Fewber
- Do not uberize material or cutout shaders
- Add debug log for shader compilations/program links
2024-09-21 15:10:27 -07:00
Jozufozu
27e5b609af Reject eagerness return to lazy
- Eagerly load ALL shaders in ShaderSources, resolving imports there
- Compile and cache programs on-demand
- Move gl state try blocks to EngineImpl
- EngineImpl catches shader exceptions and triggers a fallback
2024-09-21 13:41:55 -07:00
Jozufozu
cb58f6075e Crumbling grumbling
- Fix crumbling on indirect
- Directly use the baseInstance as instance index without indirection
- #define base instance and draw id variables to simplify usage
- Fix null pointer looking up culling group
- Add method to map an instancer's local instance index to a global
  index in the page file
2024-09-21 12:00:09 -07:00
Jozufozu
b7b7cca992 Happy as a clamp
- Fix instances vanishing close to the edge of your screen
2024-09-20 20:07:38 -07:00
Jozufozu
40cfc08025 Mul-ing things over
- Add missing multiply functions to TransformedInstance
2024-09-20 19:28:27 -07:00
Jozufozu
90e088aedc Creation is change
- Indirect instancers mark pages as changed when instances are added
2024-09-20 19:14:50 -07:00
IThundxr
556e11a683
Fix compile errors 2024-09-20 09:47:32 -04:00
IThundxr
e7e3579315
Merge branch '1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	common/src/lib/java/dev/engine_room/flywheel/lib/model/part/ModelPartConverter.java
#	forge/src/main/java/dev/engine_room/flywheel/impl/ForgeFlwConfig.java
#	gradle.properties
2024-09-20 09:37:06 -04:00
PepperCode1
5b6463b8f1 Regularly scheduled maintenance
- Remove ModelHolder and ModelCache
- Remove lib/util.FlwUtil
- Remove lib/util.Pair and replace usages with com.mojang.datafixers.util.Pair
- Remove lib/util.Unit and replace usages with net.minecraft.util.Unit
- Make ResourceReloadHolder and ResourceReloadCache final and move to util
- Clean up code in backend/glsl
- Move LightSmoothnessArgument to impl
2024-09-19 20:24:58 -07:00
PepperCode1
62a0954381 Home alone
- Remove LoweringVisitor
- Move functionality of four main static methods in LoweringVisitor to new ModelTrees class
  - Return ModelTree directly
  - Accept Material instead of TextureAtlasSprite for efficiency, so visuals don't need to look up the sprite to get the ModelTree
- Use ResourceReloadCache for MeshTree.CACHE
2024-09-19 11:40:41 -07:00
Jozufozu
5a75fe972f First try
- Implement instance hiding by deleting/stealing
- Work around instancer persistence by storing a recreation supplier in
  the instance handle
- Rework instancer ctors to just take an InstancerKey
- Parameterize InstanceHandle by I extends Instance so the steal method
  and the supplier can be safely assigned
2024-09-18 23:43:23 -07:00
Jozufozu
e1b594ac47 Ctrl + Alt + N
- IndirectInstancer#uploadInstances: 46% of render thread to 26%
- Inline #enqueueCopy to avoid allocating LongConsumers
- Do not even bother to track individual changed indices, instead rely
  on just the changedPage set
2024-09-15 21:29:00 -07:00
Jozufozu
c658b2bfe3 Pop! Goes the storage
- Trigger an upload when an allocation is deleted
2024-09-15 16:50:02 -07:00
Jozufozu
9f938e0673 A slap on the wrist
- Add restrict qualifier to images in downsample shaders
- Early out when there are no changed pages in
  IndirectInstancer#uploadInstances
2024-09-15 16:37:12 -07:00
Jozufozu
d342ae740c Get shulked
- Convert ShulkerBoxVisual to use InstanceTree
- Add "pruning" helper visitors
- Remove ModelPartConverter
- Remove TextureMapper and related code from VertexWriter
2024-09-15 15:29:09 -07:00
Jozufozu
31b3507d62 One big happy family
- Add ModelTree
- Add LoweringVisitor to traverse a MeshTree and emit ModelTree nodes
  and Models
- Provide some default visitor creation methods
- Abstract ModelCache -> ResourceReloadCache
- Abstract ModelHolder -> ResourceReloadHolder
- Add ModelTreeCache to hide lookup cost if it gets extreme
2024-09-15 14:49:33 -07:00
PepperCode1
904933e22e Treeify bells and minecarts
- Use InstanceTrees in BellVisual and MinecartVisual
- Use JOML Matrix4fStack instead of PoseStack
- Directly transform Matrix4f instead of using PoseStack to compute initial pose
2024-09-15 13:27:08 -07:00
Jozufozu
ed727e7a1b Things are changing
- Track if the transforms for an InstanceTree have changed
- Pass a boolean down the tree and || it with our changed flag to force
  updates
- Expose the force flag to visuals so they can hint to us if their root
  transforms never change
- Add 2 wrapper methods to make the distinction more clear
2024-09-15 00:28:10 -07:00
Jozufozu
5299571540 A little encapsulation goes a long way
- Encapsulate instancerProvider and renderOrigin in AbstractVisual
- Saves 8 bytes per visual
2024-09-14 22:46:06 -07:00
PepperCode1
b24e87262b Stackless
- Store a pose matrix in each InstanceTree, equivalent to its instance's pose matrix if the instance exists
- Directly transform the current InstanceTree's pose matrix instead of transforming a PoseStack and copying its matrix to the instance, eliminating the need to push and pop stack entries
- Remove InstanceTree.rotation
- Add more InstanceTree methods to allow full inspection of children
2024-09-14 22:37:48 -07:00
Jozufozu
41e0aa6bba Strike a pose
- Rename TransformedInstance -> PosedInstance
- Add TransformedInstance, which does not have a normal matrix
- Use mat3(transpose(inverse(i.pose))) in the vertex shader, but for
  most cases that will be overkill
2024-09-14 21:46:49 -07:00
Jozufozu
6f2b8fd3fb Shiver me timbers
- Use arrrays in the trees
- MeshTree tracks parallel arrays of children and keys
- InstanceTree tracks which mesh tree it came from for lookup purposes
- Remove walker object
- Make RecyclingPoseStack use add/removeLast instead of push/pop
2024-09-14 19:38:55 -07:00
Jozufozu
5ffddeb221 Walk this way
- Update instances using a walker object created at the top level
2024-09-14 17:46:54 -07:00
Jozufozu
ed35c5a429 Reduce and reuse
- Create subclass to recycle PoseStack.Pose objects
- Add mixin/liblink to access a PoseStack's inner deque
2024-09-14 16:50:02 -07:00
PepperCode1
295ebc7573 Treefactors
- Add MeshTree and InstanceTree
- Deprecate ModelPartConverter for removal
- Refactor ChestVisual to use InstanceTree
- Combine double chest light in ChestVisual
2024-09-14 15:00:27 -07:00
Jozufozu
ddb0450105 Rapid descent
- Implement single (but actually 2) pass downsampling
2024-09-14 14:12:14 -07:00
Jozufozu
a527af513f Harvesting
- Cherry-pick misc cleanups from last-frame-visibility
- Smarter multibind logic
- Make offsets in IndirectBuffers dependent on BufferBindings
- Organize buffer bindings based on where they're used to allow each
  pass to bind exactly which buffers it needs
- Use DSA for the depth pyramid
- Pass the map of util programs to IndirectPrograms rather than
  unpacking them individually
- Actually delete all the indirect utils
2024-09-14 14:04:50 -07:00
Jozufozu
f009cb846c Near stability
- Fix near plane rejection logic
- Fix lod clamp
2024-09-14 12:55:05 -07:00
Jozufozu
6c1fbf610d The depths of the rabbit hole
- Fix mip levels being half the size they should be
- Use the next lowest po2 from the main render target size for mip 0
- Map from dst texel to src texel rather than naively multiply by 2
- Clamp the estimated mip level in the cull shader
- Use texel fetches in the cull shader (not sure if necessary?)
2024-09-14 12:55:04 -07:00
Jozufozu
01a7936a05 Joining the occult
- Implement hi-z occlusion culling
- Generate depth pyramid just before issuing cull dispatches
- Currently use raw texel fetches but this may be causing loss
- Add _flw_cullData to frame uniforms
2024-09-14 12:55:03 -07:00
Jozufozu
81cb2340e7 The hardest problem
- Rename most InstancePager terminology
- Rename MODEL_INDEX buffer stuffs
2024-09-14 12:55:03 -07:00
Jozufozu
b5680a0fd6 On-call paging
- Only update the page table when an allocation is resized
- Only upload the page table after it's uploaded
- Combine various setters for InstancePager.Allocation and
  IndirectInstancer
- Free pages when an allocation is deleted
2024-09-14 12:55:02 -07:00
Jozufozu
637f0538fc Growing pains
- Fix bit logic on the GPU
- Manually manage the size of the storage and pageTable buffers
- Make object2Page and page2Object static
- Fix instance writing loop
- Fix page table always having full pages
- Fix allocations not shrinking
2024-09-14 12:55:01 -07:00
Jozufozu
0af1127745 Paging Dr. Instancer
- Goal: avoid needing to re-upload everything when instance count for
  one instancer changes
- Solution: store instances in pages of 32
- Allocate pages in a GPU arena
- Store one uint per page to indicate which model the instances in the
  page belong to, and how many instances are actually stored in the page
- Instancers eagerly allocate and free pages as their instance count
  changes
- Instancers will not necessarily store instances contiguously anymore,
  but that's okay because any given cull workgroup will only reference a
  single page
- Culling threads *will* write instances contiguously however, and so we
  still need to keep track of a base instance per instancer, and the
  target buffer logic does not change
2024-09-14 12:55:01 -07:00
IThundxr
3176f1d0f5
Fix issues 2024-09-14 09:40:33 -04:00
IThundxr
fc61ff1c98
Add sodium 0.6 compat 2024-09-14 09:20:59 -04:00
IThundxr
42290b207f
Merge remote-tracking branch 'upstream/1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	buildSrc/build.gradle.kts
#	buildSrc/src/main/kotlin/dev/engine_room/gradle/subproject/SubprojectPlugin.kt
#	forge/build.gradle.kts
#	gradle.properties
#	gradle/wrapper/gradle-wrapper.properties
2024-09-14 08:57:52 -04:00
PepperCode1
14ca1d3286 Allow VertexViews to hold a memory owner
- Remove MemoryBlock parameter from SimpleQuadMesh constructors
2024-09-09 19:01:19 -07:00
IThundxr
0919c0f02b
Merge remote-tracking branch 'upstream/1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	forge/src/main/java/dev/engine_room/flywheel/impl/FlywheelForge.java
#	forge/src/main/java/dev/engine_room/flywheel/impl/ForgeFlwConfig.java
2024-08-22 20:30:26 -04:00
IThundxr
a932d5daa0
Merge remote-tracking branch 'upstream/1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	forge/src/main/java/dev/engine_room/flywheel/impl/FlywheelForge.java
2024-08-22 20:29:53 -04:00
IThundxr
4e1a4b6490
fix jittery visual animations 2024-08-16 22:54:01 -04:00
Jozufozu
1a8ed8db28 Keeping our priorities straight
- Implement backend priority system
- Give indirect priority 1000 and instancing 500
- Generate the sorted list of backends on demand in case one changes
  priority at runtime
2024-08-15 21:45:14 -07:00
Jozufozu
a5f49c6738 Hol up
- Use way fewer memory barriers
- I didn't realize that GL_SHADER_STORAGE_BARRIER_BIT was global instead
  of operating only on the currently bound buffers. Oh, well
- Move apply program binding to IndirectDrawManager
- Fix embedded instances flickering when first loading a world. Need to
  actually bind the matrix buffer for the cull shader. Not sure how it
  worked at all before
- Minor styling/cleanup
2024-08-15 20:57:28 -07:00
IThundxr
44f045b961
Fix lighting 2024-08-15 17:51:25 -04:00
Jozufozu
7a7d58adf2 Embeds your embeddings
- Optimize embeddings on indirect backend by uploading all matrices in
  an SSBO
- Allocate matrices in an arena
- Flatten IndirectCullingGroups to only be parameterized by
  InstanceType, so now all instances from all embeddings get culled in
  the same dispatch
- Sort indirect draws by whether they're embedded before anything else
- Include an "embedded" boolean in the MultiDraw record to decide which
  shader to use
- Include "matrixIndex" field in model descriptor and indirect draw
  structs
- Use matrixIndex == 0 to indicate that a matrix is the identity to
  avoid unnecessary work in the cull shader
- Add helper to write a mat3 as 3 vec4s
2024-08-15 11:41:33 -07:00
Jozufozu
b7d2b2ac7c Ubern't
- De-uberify the light shader
- Remove lightSources index
- Include LightShader in PipelineProgramKey and parameterize the
  pipeline fragment shader by it
- Profiling suggests that specializing the shaders uses significantly
  less GPU time, and we may want to do this for actual user-authored
  material shaders (and cutout?) as well
- Sort LightShader highest in the material comparator
- Implement a materialEquals method so IndirectCullingGroup can bucket
  draws on more that just material reference equality
- Do not store any particular draw program in IndirectCullingGroup
2024-08-12 17:35:31 -07:00
Jozufozu
2d37c3894d We (un)roll
- Manually unroll all loops in light_lut with the help of macros
  - Pretty significant perf gains on my 5600G
- I tried assembling a bitmask of the blocks we actually want to fetch
  and branching in each _FLW_LIGHT_FETCH in an attempt to reduce the
  bandwidth required but that turned out much slower. Perhaps there's
  still some middle-ground to be found for axis-aligned normals
- Re-order the 8-arrays in _flw_lightForDirection to be xzy to be
  consistent with everything else and improve the memory access pattern
2024-08-12 15:37:29 -07:00
IThundxr
5313585f3e
update neoforge & fix mixins 2024-08-11 10:05:39 -04:00
Jozufozu
76a4b35ce6 Assimilate Backend Config
- Merge flywheel-backend config into an object within the base flywheel
  config
- On forge, push a path in the toml
- On fabric, serialize a nested json object
- Still expose the BackendConfig via FlwBackendXplat, but have the impl
  set a static field in the xplat impl
- Revert debug shulker box changes in previous commit
2024-08-10 12:54:15 -07:00
IThundxr
f2c0b79085
uncomment the comments
"i commented out the particle stuff for testing something
 uh you can revert that" -IMS
2024-08-10 10:32:46 -04:00
IThundxr
475b1d8d7d
fix view -IMS 2024-08-10 10:31:20 -04:00
Jozufozu
744c40a56a Installing a light switch
- Guard 3 different flw_light impls via #define
- Guard the inner face correction behind another #define
- Add LightSmoothness enum to decide which flw_light impl to use
- Make LightSmoothness configurable via a new BackendConfig
- Add command to switch LightSmoothness on the fly
- Note: currently requires a resource reload so we don't need to compile
  4x as many shaders
2024-08-09 14:45:17 -07:00
Jozufozu
3dc4cf0841 All okay
- Use struct to separate light and ao fields
- Move light config TODO to impl
- Fix formatting in InstancerProvider docs
2024-08-01 12:14:14 -07:00
Jozufozu
3692dbdf3c Ayo!
- Calculate AO in flw_light
- Pack block light, sky light, and valid block count into a single uint
  when reading the 3x3x3 light volume for a fragment. This saves a
  significant amount of memory and integer additions in the shader, but
  does require slightly more alu ops overall for the packing/unpacking
- Add pragma optionNV (unroll all) for significant perf boost, may want
  to manually unroll to be cross-platform
- Remove redundant flw_light
2024-08-01 11:12:47 -07:00
IThundxr
68393d11bb
fix(mixins): broken LevelRenderer injector 2024-07-29 19:19:58 -04:00
IThundxr
b55afc9b72
Merge remote-tracking branch 'refs/remotes/upstream/1.20/dev' into feat/multi-loader-1.21 2024-07-28 19:00:44 -04:00
Jozufozu
601b70704a Solidly lit
- Upload a bitset for each section indicating if blocks are solid
- When interpolating light, count the number of transparent blocks and
  divide to avoid the incorrect "AO" effect near the ground
2024-07-28 15:57:05 -07:00
Jozufozu
8dce80ba61 The origin of all your problems
- Expose an ivec3 flw_renderOrigin in the shader api
- Internally add flw_renderOrigin in flw_light(*)
- flw_lightFetch expects an actual world position still
2024-07-28 13:16:50 -07:00
IThundxr
44c2f78458
merge: post merge fixes & porting 2024-07-27 22:03:46 -04:00
IThundxr
5e642245b7
Merge remote-tracking branch 'refs/remotes/upstream/1.20/dev' into feat/multi-loader-1.21
# Conflicts:
#	common/src/lib/java/dev/engine_room/flywheel/lib/material/Materials.java
#	common/src/lib/java/dev/engine_room/flywheel/lib/model/baked/MeshHelper.java
#	common/src/lib/java/dev/engine_room/flywheel/lib/visual/component/ShadowComponent.java
#	common/src/main/java/dev/engine_room/flywheel/impl/mixin/LevelRendererMixin.java
#	common/src/main/java/dev/engine_room/flywheel/impl/mixin/visualmanage/SectionCompilerMixin.java
#	forge/src/api/java/dev/engine_room/flywheel/api/event/BeginFrameEvent.java
#	forge/src/api/java/dev/engine_room/flywheel/api/event/RenderStageEvent.java
#	forge/src/lib/java/dev/engine_room/flywheel/lib/model/baked/PartialModelEventHandler.java
#	forge/src/main/java/dev/engine_room/flywheel/impl/FlwImplXplatImpl.java
#	forge/src/main/java/dev/engine_room/flywheel/impl/mixin/sodium/ChunkBuilderMeshingTaskMixin.java
2024-07-27 21:59:46 -04:00
Jozufozu
fe89e0024a Courier transformed
- SimpleQuadMesh holds a reference to its backing MemoryBlock so the
  cleaner doesn't drop it
- Fixes issue where meshes suddenly start rendering garbage
2024-07-27 18:00:44 -07:00
Jozufozu
69411fb36f Uber smooth
- Add material shader component to specify smooth lighting behavior
- Allows much easier composition of smooth lighting/material shader
  effects, and potentially gives backends the option to specialize
  shaders on the complexity of shader lighting
- Pack fog, cutout, and light into a single uint
2024-07-27 15:31:08 -07:00
Jozufozu
cdc68244e7 An original thought
- Require embeddings to specify an origin coordinate on creation
2024-07-27 14:12:28 -07:00
Jozufozu
b8f6bf841d Biased towards artistic control
- Extend InstancerProvider to allow visuals to bias the render order of
  their instancers
- Keep the old InstancerProvider#instancer method with a bias of 0
- Add an explanation of render order in InstancerProvider
2024-07-26 16:32:05 -07:00
PepperCode1
eb2ba12a98
Formalize most public API (#253)
* Start on general API formalization

* More API improvements

- Add Engine#onLightUpdate; remove LightUpdateHolder and backend/ClientChunkCacheMixin
- Add Effect#level
- Add VisualizationHelper#queueAdd and #queueRemove for Effects
- Fix PartialModel not assigning bakedModel field when populating on init
- Fix PartialModel.ALL using weak keys instead of weak values
- Make Simple*Visualizer and corresponding inner Builder classes final
- Restore FlatLit#light overload that accepts block and sky light values separately
- Add AbstractBlockEntityVisual#relight overloads that accept Iterator and Iterable
- Reorganize classes in impl.vizualization

* TaskExecutor simplification

- Move TaskExecutor#sync* methods to TaskExecutorImpl
- Move Flag and RaisePlan to impl
- Remove TaskExecutor#scheduleForMainThread and #isMainThread methods
- Remove SyncedPlan
- Add Engine#setupRender
- Remove TaskExecutor parameters from Engine#render* methods
- Convert Engine$CrumblingBlock into an interface
- Unmark RenderContext as NonExtendable to allow fulfilling the purpose described in the doc of VisualizationManager#renderDispatcher

* Remove registry freeze callbacks

- Lazily initialize MaterialShaderIndices
- Rename MaterialShaders#*Shader to #*Source
- Move BackendImplemented to api.backend package
2024-07-26 14:21:35 -06:00
IThundxr
246939b6a5
Merge remote-tracking branch 'refs/remotes/upstream/1.20/dev' into feat/multi-loader-1.21 2024-07-19 18:18:37 -04:00
Jozufozu
cc0ad90242 Lit on init
- Automatically call updateLight upon visual creation
2024-07-19 12:50:08 -07:00
PepperCode1
fe0eacad8e Light clean up
- Ensure section set returned by SectionTracker is Unmodifiable to avoid copy in LightUpdatedVisualStorage
- Do not recompute section set in ShaderLightVisualStorage if not dirty
- Fix BlockEntityStorage not clearing posLookup on recreation or invalidation
- Fix Storage.invalidate not clearing everything
- Inline TopLevelEmbeddedEnvironment and NestedEmbeddedEnvironment into AbstractEmbeddedEnvironment and rename to EmbeddedEnvironment
- Move some classes between packages
- Remove unused fields in EmbeddingUniforms
- Remove suffix on field names in BufferBindings
- Rename enqueueLightUpdateSection methods to onLightUpdate
- Rename SectionCollectorImpl to SectionTracker
- Rename classes, methods, fields, and parameters and edit javadoc and comments to match previously done renames, new renames, and other existing classes
2024-07-15 15:15:34 -07:00
Jozufozu
1ea94a859e The name game
- Rename the light visuals to have distinct names
- Rename SectionProperty -> SectionCollector because it isn't really a
  property
2024-07-15 15:15:34 -07:00
Jozufozu
caa02f2666 Lighter tracking
- Deduplicate section tracking logic between Lit and SmoothLit
- Now there is one SectionPropertyImpl which the 2 storages add
  listeners to
2024-07-15 15:15:34 -07:00
Jozufozu
c4c4d45b0b Sunset box
- Unused in flywheel and not a productive utility for others with the
  new features
2024-07-15 15:15:34 -07:00
Jozufozu
0c5995bad8 It's not a phase!
- Optimize collecting light section edges
- Kinda an absurd amount of code, but I'm not sure how to parameterize
  by an axis without having capturing lambdas
- Around 3-4x faster
2024-07-15 15:15:34 -07:00
Jozufozu
2cced88749 Lazy as can be
- Only push light sections to the engine when the set of sections
  requested by visuals changes
- Clean up light storage plan and comment code
- Remove LIGHT_VOLUME debug mode as it's no longer used
2024-07-15 15:15:34 -07:00
Jozufozu
2837762cbf SmoothLit joins the battle
- Not attached to the name
- Add SmoothLitVisual opt in interface, allowing any visuals to
  contribute light sections to the arena
- Remove lightChunks from VisualEmbedding, it has been usurped
- Pass total collected light sections from BEs, Es, and effects to the
  engine interface. It seemed the most proper way to hand off
  information from the impl to the backend
- Add SmoothLitVisualStorage to maintain the set of collected sections,
  though at the moment it is very naive and simply unions everything
  upon request, which is also naively done every frame
2024-07-15 15:15:34 -07:00
Jozufozu
b9a51d0e5f Smoothest operator
- Implement RogueLogix's normal-dependent smooth lighting function
- Uses a lot of fetches, so I imagine occupancy is kinda bad
2024-07-15 15:15:34 -07:00
Jozufozu
ef2bb09fcd Literally unusable
- Trim out dead light code from *EmbeddedEnvironment
- Fix indirect never deleting empty culling groups
- Fix embedded transforms not being applied
2024-07-15 15:15:34 -07:00
Jozufozu
b7c8604898 Light in the shade
- Expose light in the shader api
  - flw_light - for builtin smooth lighting, faster than can be
    implemented by materials alone
  - flw_lightFetch - for materials that want to go crazy, access to raw
    data
2024-07-15 15:15:34 -07:00
Jozufozu
495c047968 Lighting, for instance
- Sideport light lut stuffs to instancing engine
- Move actual lookup logic to light_lut.glsl, and have backend mains
  provide functions to index the backing storages for sanity's sake
- Standardize naming of lut and sections
- Pull in pepper's loom fix, so I can build :lwe:
- Allow specifying the internal format of texture buffers so light can
  be a simple uint array
2024-07-15 15:15:34 -07:00