Commit graph

59 commits

Author SHA1 Message Date
Jozufozu
a89756a709 Nobody Else Shall Wonder
- 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
2025-01-05 11:19:06 -08:00
Jozufozu
e57702f742 Chronically inline
- 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
2024-12-24 20:37:42 -08:00
Jozufozu
ddcc96e52a Cover me!
- Switch ResourceReloadCache to RendererReloadCache
2024-12-24 16:44:29 -08:00
Jozufozu
e1ddd7c2fc You merely adopted it
- Default light to 0 in DefaultVertexList
- Take the max of mesh and instance light in the instance shader
2024-12-02 17:19:00 -08:00
Jozufozu
3811da166c Wait a minute
- 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
2024-11-15 18:18:44 -08:00
Jozufozu
6f0a2b0e56 Reticulated splines
- Fix line models rendering garbage
- Fix shulker boxes appear at the origin before snapping into place
- Make the box and line models public
2024-11-12 13:33:11 -08:00
IThundxr
3d2fdb7e83
Backport changes from 1.21.1 (#265)
* 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>
2024-10-18 20:29:43 -07:00
PepperCode1
734506b010 Fix #266 2024-10-18 18:25:11 -07:00
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
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
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
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
40cfc08025 Mul-ing things over
- Add missing multiply functions to TransformedInstance
2024-09-20 19:28:27 -07:00
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
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
PepperCode1
14ca1d3286 Allow VertexViews to hold a memory owner
- Remove MemoryBlock parameter from SimpleQuadMesh constructors
2024-09-09 19:01:19 -07:00
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
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
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
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
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
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
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
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
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
b2483def1d Revert "Listless no longer"
This reverts commit 22383fd5
2024-07-05 13:49:39 -07:00
PepperCode1
06a2788f9c Implicitly initiated
- 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
2024-07-01 13:16:27 -07:00
PepperCode1
6017228f4a Add ExtraMemoryOps lib class
- Rename some fields and methods in ColoredLitInstance and FlatLit
2024-06-29 19:15:00 -07:00
Jozufozu
22383fd51e Listless no longer
- 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
2024-06-29 13:57:41 -07:00
PepperCode1
ee3958b140 Remove VertexViewProvider and VertexViewProvider registry 2024-05-30 17:30:39 -07:00
Jozufozu
a69389c175 Ctrl Shift R
- Bulk replace com.jozufozu.flywheel with dev.engine_room.flywheel
- Optimize imports
2024-05-25 12:08:50 -07:00
Jozufozu
6e710049a5 Moving house
- Move all files without touching package names in-code
2024-05-25 12:08:01 -07:00