- SimpleQuadMesh holds a reference to its backing MemoryBlock so the
cleaner doesn't drop it
- Fixes issue where meshes suddenly start rendering garbage
- 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
- 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
* 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
- 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
- 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
- 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
- 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
- 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
- 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
- Pass light updates to LightStorage so that we don't have to re-upload
every tracked section every frame
- Slightly optimize light section writing, still room for improvement
- Remove dead code in LightStorage
- Avoid adding all sections every frame
- Remove sections when they are no longer needed
- Rebuild the lut when sections are removed
- Properly detect missing sections by writing 1-based indices to the lut
- "Functional" arena based lighting for indirect
- Strip out most of the reference counting stuffs for embeddings
- Naively re-buffer all tracked light sections every frame
- Pass partial tick to visualizers and Effect#visualize
- Pass partial tick to LitVisual#updateLight
- Remove Visual#init
- Rename LitVisual#initLightSectionNotifier to setLightSectionNotifier
- Add static utility methods to FlatLit
- Remove relight methods from AbstractVisual and add specialized relight methods to AbstractBlockEntityVisual and AbstractEntityVisual to match how vanilla retrieves lightmaps
- Rename AtomicBitset to AtomicBitSet
- Visualizers return a list of visuals instead of just one
- Simple*Visualizer's builders still only allow one visual per object,
I'm not sure how best to expose adding multiple in a way that allows
other mods to extend existing visualizers