Commit graph

92 commits

Author SHA1 Message Date
Jozufozu
a0eab9a250 Light refactoring
- Run light updates in parallel to the visual frame plans
- Add null check in AbstractVisual#relight
- Add AbstractVisual#relight taking an iterable.
- Begin frame is after light updates are complete. I tried dividing some
  work to run before, but it doesn't really make a difference.
- Remove LightUpdatedLevel.
- Remove FrameContext.
- LightUpdater no longer runs ticks.
- LightUpdater no longer stores things weakly.
- Fix some docs.
2024-01-22 14:09:20 -08:00
Jozufozu
91738e38a8 Light updated
- Promote LightUpdater to the API.
- Include LightUpdater in VisualizationContext.
- Explicitly launch a plan to run light updates.
- Misc tweaks:
  - The tick/frame limiters are now shared between visual managers.
  - The VisualizationManager assembles the frame/tick plans itself to
    avoid duplicate context mapping and to allow for reorganization
    in later commits.
2024-01-22 14:09:07 -08:00
PepperCode1
f9e5d33296 Automated nullability
- Remove most NotNull annotations
- Automatically generate missing package-info.java files which contain
annotations to establish that everything is not null by default
- Remove CurseForge integration from build script
- Fix some other formatting
2024-01-22 11:12:48 -08:00
Jozufozu
59fec85584 Stop playing hide and seek
- Dump stitched shaders to meaningful paths.
- Simplify dataflow to Compilation.
- Rename some compiler classes to better reflect what they do.
- Inline some utility methods on shader enums.
2024-01-19 13:20:57 -08:00
Jozufozu
af56417d23 Update uniform providers (again)
- Remove uniform api.
- Do not generate uniform interface blocks.
- Move uniform shader into internal/ and manually include it in the api
  impl headers.
- Add flw_ prefix to existing uniforms.
- Separate fog uniforms into their own UBO, uploaded in FogUpdateMixin.
- Drastically simplify UniformBuffer.
- Do not poll for uniform buffer updates. Instead, do the upload at the
  beginning of a frame when the engine is flushing.
2024-01-18 17:07:10 -08:00
Jozufozu
2ba8641d65 Write me
- Convert InstanceWriters into lambdas passed directly to the builder.
- It's very nice to have everything in one place like that, will make
  tweaking the layout much easier.
- Also micro-optimize the cull shader for TransformedInstance.
2024-01-08 16:50:22 -08:00
Jozufozu
e447766e47 Little things
- Do not store a list of initialized instancers.
- Remove AbstractInstancer#delete. Only InstancedInstancer was using it
  so move instancer deletion to InstancedDrawManager.
- Improve CompilationHarness builder pattern and reusability.
  - Pass compilation keys directly to compileAndReportErrors.
  - Build the harness at the end of the builder chain rather than at the
    beginning.
  - Use same CompilationHarness for apply shader and scatter shader.
- Remove _ prefix from packed struct fields.
- Make element type's byte size 4-aligned.
- Remove byteSize method from Element.
2024-01-08 13:33:50 -08:00
Jozufozu
8f7c988168 The great migration
- Move gl -> backend.gl
- Move glsl -> backend.glsl
- Move lib.layout -> backend.gl.layout
2024-01-05 18:38:57 -08:00
Jozufozu
7ad163588e A lot to unpack here
- Elements are 4 byte aligned and store their offset.
- Make all ElementTypeImpls records.
- Implement unpacking for all types/reprs.
- Add many utilities to GlslExpr to facilitate unpacking.
2024-01-05 18:34:28 -08:00
Jozufozu
5a31bd5d63 Untyped instance types
- Add SimpleInstanceType and builder.
- Remove OrientedType and TransformedType classes in favor of builder.
2024-01-04 15:21:02 -08:00
PepperCode1
4bcc190b4e Rewrite the layout API 2024-01-04 14:57:21 -08:00
Jozufozu
0154efb87c Pain points
- Add Self parameter to TransformStack.
- Replace duck interface impl of TransformStack for PoseStack with
  lazily constructed wrapper object.
- Document Models.
- Replace PARTIAL_DIR with TRANSFORMED_PARTIAl and allow for arbitrary
  transformations with arbitrary keys.
  - Will be useful for transforming by different enums, or using
    alternative transforms by Direction.
- Add default impl of #delete to Instance.
- Store VisualizationContext in AbstractVisual.
- Reduce usage of @SuppressWarnings in Rotate and Transform.
2024-01-03 12:45:32 -08:00
Jozufozu
953e2d1ec4 Gone, reduced to batches
- Remove BatchingEngine.
- Remove InstanceVertexTransformer and BoundingSphereTransformer.
- Remove fallback RenderType and MaterialVertexTransformer.
2023-12-20 12:46:00 -08:00
Jozufozu
948750f296 To delete or not to delete
- Fix AtomicBitset#nextClearBit
- Add test for AtomicBitset
- Remove unnecessary gl state stuff from IndirectEngine#renderCrumbling.
- Fix instance removal on IndirectEngine.
  - Deleting an instance not at the end of the instancers list would
    cause an exception to be thrown during upload caused by
    out-of-bounds indexing.
  - Fixed by unsetting changed for the tail of the instancers list.
2023-12-20 11:21:18 -08:00
Jozufozu
c79e94cd18 Layout on me, dev
- Move gl-coupled BufferLayout and co. to lib.
- Add new Layout record to API.
  - List of Elements, a sealed interface of type safe records
    representing most possible vertex attributes.
- Deprecate InstanceType#getLayout.
- Add LayoutBuilder in lib for convenience.
- TODO: use new Layouts in backends.
2023-12-13 13:40:53 -08:00
Jozufozu
f9209f7dd6 Throw more compute at it
- Use a shader to perform copies.
- Needs optimization, but it works surprisingly well and avoids the
  driver hitch.
2023-12-09 15:32:21 -08:00
Jozufozu
a65c0c00be Bit-ing the atom
- Use an atomic bitset in AbstractInstancer.
- Add method to iterate over each contiguous span of set bits.
2023-12-08 18:05:03 -08:00
Jozufozu
f98b8e11b8 DIY
- Visuals must manually call setChanged on Instances.
- Decreases the extent of resource contention and makes what's going on
  more explicit.
- Remove self type parameter from FlatLit, I don't think it was ever
  needed.
2023-12-08 18:05:02 -08:00
PepperCode1
cbbd2bfdf8 Separation, for instance
- Separate instance vertex shaders and instance cull shaders into
different files with separate getters in InstanceType
- Remove all occurrences of Names and Files inner classes
2023-12-08 17:02:12 -08:00
PepperCode1
1def0876d8 Untyped vertices
- Remove VertexType
- Rename ReusableVertexList to VertexView and all associated classes,
methods, fields, and variables
- Add VertexView#stride
- Make vertex compiler automatically include layout shader
- Fix instancing and indirect not setting correct vertex count before
writing mesh
2023-12-07 16:49:12 -08:00
Jozufozu
ea4ec918a6 Merge remote-tracking branch 'origin/1.20/next' into 1.20/next
# Conflicts:
#	src/main/java/com/jozufozu/flywheel/backend/compile/PipelineCompiler.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectBuffers.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectCullingGroup.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectDrawManager.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectEngine.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectInstancer.java
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectModel.java
#	src/main/resources/assets/flywheel/flywheel/internal/indirect/draw.vert
#	src/main/resources/assets/flywheel/flywheel/internal/instancing/main.vert
#	src/main/resources/assets/flywheel/flywheel/internal/layout.vert
2023-12-07 12:56:10 -08:00
Jozufozu
c2a4ac2e83 In an abstract sense, buffered
- Abstract indirect buffers to deduplicate code.
- Write buffer handles when updating sizes.
- StagingBuffer internally handles deferring to a memCopy, accepting a
  long consumer
2023-12-06 23:30:01 -08:00
PepperCode1
9cf7a1c307 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
de0876c2ee Internal overlay
- Add overlay to internal vertex format.
- Move interval vertex format related constants to helper class.
- Switch strides to long so java stops complaining about implicit casts
  in multiplication.
- Remove VertexTypes#init as it's not needed anymore.
2023-12-04 21:17:57 -08:00
Jozufozu
c74fbda15f Merge remote-tracking branch 'origin/1.20/next' into 1.20/next
# Conflicts:
#	src/main/java/com/jozufozu/flywheel/backend/engine/indirect/IndirectDrawSet.java
#	src/main/resources/assets/flywheel/flywheel/internal/block.vert
#	src/main/resources/assets/flywheel/flywheel/layout/pos_tex_normal.vert
2023-12-04 00:29:32 -08:00
Jozufozu
0876902421 More indirecter
- Indirect now supports multiple meshes per model.
- Cull entire models at once and then apply the accumulated instance
  count to each draw command in a separate compute pass.
- Add utility to calculate the bounding sphere for multiple meshes.
- Inline IndirectDrawSet into IndirectCullingGroup.
- Use MemoryBlocks for draw command and model descriptor storage.
- Fix leaked draw commands.
- Add IndirectModel to track bounding sphere and instancer stuffs.
- IndirectDrawCommand now references IndirectModel instead of Instancer.
2023-12-04 00:25:20 -08:00
PepperCode1
dfd27fc968 Materials and You: Volume 3
- Add material properties
  - depthTest
  - useOverlay
- Rename some material properties
  - mip -> mipmap
  - backfaceCull -> backfaceCulling
  - lighting -> useLight
- Fix InstancingEngine and IndirectEngine not binding overlay texture
and setting unnecessary render state
- Fix indirect internal shaders applying light twice
- Fix internal shaders using removed ALPHA_CUTOFF define
- Rename some variables and functions in shader files
- Separate MaterialUtil into MaterialRenderState and MaterialEncoder
- Delete unused Textures class
2023-12-03 18:13:39 -08:00
Jozufozu
d641fd636f Laying out the API
- Remove BufferLayout from VertexType.
- Remove VertexType from mesh, and only allow writes to a VertexList.
- MeshPools directly refer to BufferLayout instead of going through
  VertexType.
2023-12-03 17:03:13 -08:00
Jozufozu
0e5617219b Blocks all the way down
- Instancing and indirect backends use the block format internally.
- Remove layout shaders.
- Do not compile against VertexType.
- Do not sort draw calls by VertexType.
- Remove VertexType#REGISTRY.
2023-12-03 16:27:18 -08:00
Jozufozu
473e5e852f Looks good to me
- Make SimpleMaterial.Builder implement Material itself.
- Add way to copy a material.
- Move fog/cutout shaders to their own utility classes.
- Fix crumbling on cutout materials by overriding properties.
- Add helper in glsl for unpacking 2 shorts from one uint.
- Remove Fog enum.
2023-12-02 13:08:53 -08:00
Jozufozu
570e00978a Fog so thick you could cut it
- Add generic ResourceLocation Index in ShaderIndices.
- Add FogShader and CutoutShader API.
- Implement existing fog/cutout configurations as separate shaders.
- Simplify pipeline shaders to accommodate for new api.
- Separate fog and cutout ubershader components.
  - This was much easier than I anticipated, seems we finally have a
    usable compiler/shader stitcher.
- Pass fog and cutout IDs to ubershader via a 2x16 packed uint.
- Remove discardPredicate and fogFilter from default material shader.
2023-12-02 13:08:25 -08:00
Jozufozu
42c4d311b0 Cut it out!
- Down to just one material shader.
- May need some better examples?
2023-12-01 23:59:51 -08:00
Jozufozu
301d2f82dd Usurper materials, do you have any last words?
- Pipeline shaders now implement all currently used material properties.
- Rename flw_initVertex/flw_initFragment to flw_begin*.
- Rename flw_contextVertex/flw_contextFragment to flw_end*.
- Bind the diffuse texture by hand instead of calling bindActive.
- Add cutout property to materials that need it.
2023-12-01 23:44:04 -08:00
Jozufozu
2cc1b4719e Materials and You: Volume 2
- Make the state provided by materials explicit
- Add utility to pack material properties into an int for use in shaders
2023-11-30 23:16:23 -08:00
PepperCode1
3a581bac79 Materials and You: Volume 1
- Add MaterialShaders
  - MaterialShaders must be registered
  - Materials are no longer registered
  - Material now returns a MaterialShaders instead of the locations of
each shader
- Rename MaterialIndices to MaterialShaderIndicies
- Improve MaterialShaderIndicies and move it to the backend package
- Use RegisterClientReloadListenersEvent instead of adding listeners
manually
2023-11-30 15:38:14 -08:00
Jozufozu
aa75e7c276 Spheres your cubes
- Use sphere-frustum intersection tests in visuals.
- Seems to be ~20x faster.
2023-11-29 20:10:13 -08:00
Jozufozu
e87eb4e371 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
f72abf8e1d Re-reload
- Rename ReloadRenderersEvent to ReloadLevelRendererEvent
- Rename Engine#renderCrumblingInstances to #renderCrumbling
- Make all mixin classes package-private and abstract
- Make all event classes final and document which event bus they are
posted on
- Add EndClientResourceReloadEvent
  - Replace some usages of ReloadLevelRendererEvent with
EndClientResourceReloadEvent, including ModelHolder and ModelCache
- Always add all existing entities from world to
VisualizationManagerImpl on construction if level is instanceof Level
- Delete all VisualizationManagerImpls on resource reload
- Improve MemoryBlock utility
  - Add MemoryBlock#copyTo(MemoryBlock)
  - Remove MemoryBlock#reallocTracked and make #realloc create a tracked
block if and only if the existing block is tracked
  - Fix reallocating a debug memory block creating a regular memory
block
- Change BakedModelBufferer to only invoke the result consumer if the
data is not empty
- Improve BackendArgument
  - Fix classloading BackendArgument early causing it to return
incomplete suggestions
  - Always allow specifying namespace, allow matching only by path, and
always display suggested IDs with namespace
2023-11-29 20:03:26 -08:00
Jozufozu
be74a5a21b Relativistic crumbling
- Apply crumbling texture based on model space coordinates, not world
  space.
- Discard based both on crumbling alpha and diffuse alpha.
2023-11-26 19:24:04 -08:00
Jozufozu
9f029041a4 Consistent batches
- Reintroduce BatchedDrawManager.
- BatchingEngine no longer implements plan itself, instead uses
  composition of other plans.
- Add DynamicNestedPlan, runs many plans provided at execution time.
- Add ContextFunction and ContextSupplier to match *Consumer and
  *Runnable.
- Add unit tests for DynamicNestedPlan and IfElsePlan.
2023-11-26 13:49:54 -08:00
PepperCode1
9bcc334bfa Port fixes and other changes 2023-11-25 14:09:30 -08:00
Jozufozu
581bec1e7a Reduced to ashes
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
  - It's ugly.
  - Track what draw calls belong with what instancers.
  - DrawCalls lazily create a second VAO for one-off rendering.
  - Bind instance vbo with offset to scratch VAO to emulate a draw with
    baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.

Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
2023-11-24 23:10:27 -08:00
Jozufozu
e98317682e 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
9ac8aea347 Shaking things out
- Use JOML better where we can.
  - Inline MatrixUtil#store and #toJoml
  - FlwShaderUniforms keeps a scratch matrix around for mutating the
    viewProjection.
  - Directly store a Quaternion4f in OrientedInstance to avoid creating
    new objects in the batching transformers.
- Move FrameContext creation to a functor.
- We do need to check the renderDebug flag still :ioa:
- Make VisualUpdatePlan's internal plan not null.
- Remove ClientMainMixin :sad:
  - Forge's new earlywindow stuff means there's no opportunity for
    Flywheel the mod to inject renderdoc before the window is
    initialized.
  - The workaround for now is to breakpoint in FML's
    DisplayWindow#initialize and evaluate
    `System.loadLibrary("renderdoc")` manually.
2023-11-24 14:29:03 -08:00
Jozufozu
152688a09f Finally free
- Free from mojmath, have to flip many matrix field accesses.
- Free the memory allocated in model cache.
  - Shout out to pepper's DebugMemoryBlock telling me *exactly* where a
    leak was from.
- Instancing and batching seem to mostly work, indirect appears to be
  rendering instances in the wrong places, though they are culled from
  their real location.
2023-11-23 23:09:46 -08:00
Jozufozu
9f019fc72f Loading visualization
- Fix up/comment out some touchy mixins.
- Get chests to render.
- There's something wrong with the projection matrix.
- Add comment to DebugMemoryBlockImpl's stack walker usage.
2023-11-23 22:48:29 -08:00
Jozufozu
b7f3c11472 I'm partial to compiler errors
- Update PartialModel events
- Flywheel compiles!
2023-11-23 14:15:01 -08:00
Jozufozu
aae0200d93 The bakery
- Port model baking infrastructure.
- VirtualEmptyModelData seems like it isn't needed anymore,
  but I left some stubs in.
2023-11-23 14:10:50 -08:00
Jozufozu
7bc6a7559a Round 2
- Add Axes class to (temporarily?) replace old mojmath Vector3f.$axis.
- Add helper for getting a random float between 2 values.
- Implement diffuse light formula.
- Fix debug overlay event.
- Try and fix ChunkRebuildHooksMixin but the first parameter isn't
  visible. Hopefully stubbing in Object will compile later.
2023-11-23 11:42:11 -08:00
Jozufozu
99be0ad281 First blood
- Make a quick pass resolving conflicts
- Mostly joml related, or to do with the world -> level rename
- Basically left model builders and virtual levels alone
- There are also some forge events that seem to no longer exist
2023-11-22 21:30:58 -08:00