- Allow materials to specify the cardinal lighting mode
- Hard-code the cardinal lighting mode to be one of 3
- Off
- Chunk
- Entity (default)
- This gives artists some control over how they want their models to
appear in-game. Kryppers in particular noticed lighting discrepancies
between a flywheel model and a block model
- Remove "useLightDirections" config, command, and uniform
- Remove "diffuse" flag from Material
- Replace ModelUtil.VANILLA_RENDERER with the actual vanilla renderer
- Inline it and remove the static field
- Remove the BlockRenderDispatcher parameter from all BakedModelBufferer
functions
- Remove FlwLibLink#createVanillaBlockRenderDispatcher
- Add debug flag to disable frame/tick plan execution
- Should help debugging cases where a visual constructor produces a
visual in an invalid state like the weeping shulker bug
- Clean up VertexWriter to closer match BufferBuilder
- Clean up MeshEmitter on Fabric/NeoForge and remove BufferBuilderAccessor
- Remove model data and model data lookup parameters in NeoForge model builders; use IBlockGetterExtension#getModelData instead
- Fix artifact Minecraft version
* Backport changes from 1.21.1
* fix
* Fix building
* fix compile error
* fix
* fix build for real
* address reviews
* Fix sodium compat
* address requested changes
* mark rubidium as incompatible
* add missed call
* Should have worn steel toe boots
- Add "stub" sourceset to each subproject
- Directly pass vararg sourcesets to methods in PlatformExtension to
avoid automatically shipping jars with the api stubs
- We may have to include stubs in setupLoomMod, but I don't think so
- A lot of this can be stripped back out if we don't need stub sources
for the forge/fabric subprojects
* Guarded stubs
- Add Sodium 0.6 and Iris API stubs to stubs source set and remove Gradle dependencies on local Sodium jar, Iris, and Oculus
- Ensure usage of APIs that may not exist at runtime is in private classes and access is always guarded
- Change ShadersModHandler
- Rename to ShadersModHelper
- Convert methods to check for Iris' and Optifine's presence into static final fields
- Move implementation to impl source set in form of IrisCompat and OptifineCompat classes
- Rename CompatMods to CompatMod and add public field to access mod ID
- Set BlockEntityType's Sodium predicate to null after it is removed
- Update repository links
- Remove local libs repository
---------
Co-authored-by: Jozufozu <jozsefaug@gmail.com>
Co-authored-by: PepperCode1 <44146161+PepperCode1@users.noreply.github.com>
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Convert ShulkerBoxVisual to use InstanceTree
- Add "pruning" helper visitors
- Remove ModelPartConverter
- Remove TextureMapper and related code from VertexWriter
- 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
- Use InstanceTrees in BellVisual and MinecartVisual
- Use JOML Matrix4fStack instead of PoseStack
- Directly transform Matrix4f instead of using PoseStack to compute initial pose
- 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
- 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
- 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
- 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
- Add MeshTree and InstanceTree
- Deprecate ModelPartConverter for removal
- Refactor ChestVisual to use InstanceTree
- Combine double chest light in ChestVisual