Commit Graph

184 Commits

Author SHA1 Message Date
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
Jozufozu
253de1f343 Lightly observed
- 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
2024-07-15 15:15:34 -07:00
Jozufozu
b34d0f1c15 Cornered again
- Fix light being fetched from a section adjacent to the block a
  fragment actually resides in
- Fix light always being missing
2024-07-15 15:15:34 -07:00
Jozufozu
2a0694ccaf Missing section misdirection
- 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
2024-07-15 15:15:34 -07:00
Jozufozu
cf2c11a37c Get lerped
- Use naive trilinear interpolation when fetching embedded light
2024-07-15 15:15:34 -07:00
Jozufozu
6cd30b8164 Pixel perfect
- Do embedded lighting in the fragment shader
- Fix light coord being saturated
2024-07-15 15:15:34 -07:00
Jozufozu
51224d618f Indirectly lit
- "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
2024-07-15 15:15:34 -07:00
Jozufozu
e10852fe7a Little light lut
- Commit entire chunks of light at a time
- Share all light data between embeddings
2024-07-15 15:15:34 -07:00
PepperCode1
4e8dcb0248 Move Intel MDI workaround to GlCompat 2024-07-15 16:13:24 -06:00
IThundxr
6533723fdf
feat(api): Make PartialModel's use RL's instead of MRL's 2024-07-15 17:36:57 -04:00
IThundxr
eeb6e0f37a
style: javadoc fixes 2024-07-14 22:19:35 -04:00
IThundxr
1cce5da673
Mixin Fixin' 2024-07-14 22:18:14 -04:00
IThundxr
dfbd451fdb
1.21 Port V 2024-07-10 13:04:42 -04:00
IThundxr
e374365ce4
1.21 Port III 2024-07-10 12:51:47 -04:00
IThundxr
d0924175de
1.21 Port II 2024-07-10 11:44:52 -04:00
IThundxr
d587ec0ec8
1.21 Port I 2024-07-10 11:27:18 -04:00
Jozufozu
b2483def1d Revert "Listless no longer"
This reverts commit 22383fd5
2024-07-05 13:49:39 -07:00
IThundxr
a9c4e5c6f4
Merge branch 'refs/heads/1.20/dev' into feat/multi-loader-1.20.4
# Conflicts:
#	gradle.properties
2024-07-03 09:47:31 -04:00
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
IThundxr
a9127bee1c
fix instance textures 2024-06-07 16:57:02 -04:00
IThundxr
cbdc3189e2
fixme fixedme fixed... 2024-06-04 15:07:48 -04:00
IThundxr
56b0fce44d
Port to 1.20.4 2024-06-04 15:07:43 -04:00
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
Jozufozu
1e81903494 Now you have been promoted
- Move VisualizationHelper into lib
2024-05-20 20:59:20 -07:00
Jozufozu
e19cc337fe A ticking time bomb
- Add context object back to SimpleTickableVisual#tick
- Document base *Visual plan methods
2024-05-18 17:34:45 -07:00
PepperCode1
7ef9ce3907 Fix mesh order of models from model builders
Meshes are now always sorted by chunk layer first, then in order of how the BakedModel returned quads. This should exactly match vanilla's chunk buffering and avoid any rendering issues.
2024-05-17 08:43:56 -07:00
PepperCode1
914ce0a7de Fix registry freeze timing
- Move registry freezing to right before start of initial resource reload
- Also warn if Fabric config JSON is not an object
- Move Flywheel.java to API
- Remove Flywheel.LOGGER and others; add impl-specific and backend-specific loggers
- Remove unused mixins
- Organize imports
2024-05-17 08:43:56 -07:00
Kneelawk
6dff488f8c Use better method for telling loom to remap api artifacts
This reverts commit c5a6fe98c2.
2024-05-17 08:43:56 -07:00
Kneelawk
9c0f0e94f7 Fix api artifacts getting remapped by consumers 2024-05-17 08:43:56 -07:00
Jozufozu
4546de8987 Vulcan't
- Catch exception from GlCapabilities to detect vulkanmod and similar
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Jozufozu
18676599a2 Extending clarity
- Use immutable lists for backend extensions
- Copy the contents of indirect base extensions into compute extensions
- Move uniform block binding to Uniforms class and make magic strings
  static final
2024-05-17 08:43:56 -07:00
Jozufozu
77833a5b01 Aven-jars assemble
- Create separate remap tasks for the common mojmap api to get loom to
  populate its manifest file
- Add helper method to fork a JarTaskSet and generate new remap tasks
- Remove non-remap publish method
- Set assemble to depend on published jar tasks again
- Add companion methods to create individual jar tasks
2024-05-17 08:43:56 -07:00
Jozufozu
4c706f23e6 Less is more
- Merge package-infos, jar-sets, and transitive-source-sets plugins
- Move publishing logic into JarTaskSet
- Do not eagerly add all jarsets to assemble
  - Significantly reduces build times
- Add separate helper method for creating outgoing jarsets
2024-05-17 08:43:56 -07:00
Jozufozu
3f24efba8a Final warning
- Address warnings generated by javadocs and mixin remaps for joml
2024-05-17 08:43:56 -07:00