Commit graph

643 commits

Author SHA1 Message Date
Jozufozu
3f8876b073 Don't take this out of context
- Make all context records in the API interfaces.
- Move records to impl package.
- Update *Visual docs.
- Inline TickContext.
2024-01-22 15:49:15 -08:00
Jozufozu
06359c6ea2 Changing assumptions
- The SyncedPlan no longer runs immediately if executed on the main
  thread.
- Update tests/names to reflect this change.
2024-01-22 14:37:30 -08:00
Jozufozu
9f2aaa933f Pretty lit
- Add LitVisual interface.
  - A NON MOVING visual that provides the sections
    it wishes to receive updates for upon creation.
- Cannibalize LightUpdaterImpl into LitVisualStorage.
- Remove everything else related to LightUpdater.
- EntityVisual no longer receives light updates.
- MinecartVisual updates light every tick.
- Add nullability annotations to AbstractVisual#relight.
- Check instanceof before removing from the various lists in Storage.
- Also, don't immediately run SyncedPlan on the main thread. It makes
  profiling too difficult as the call stack for its runnable ends up
  starting from multiple points.
2024-01-22 14:09:29 -08:00
Jozufozu
bc9f156cfd 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
77fd9dab1e 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
6204acf8bf 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
PepperCode1
ed47aa226d Revert addition of flw_vertexDiffuse and flw_fragDiffuse 2024-01-22 09:00:18 -08:00
Jozufozu
21549567e7 Store away some classes
- Remove *VisualManager classes, promoting *Storage to the top level.
- AbstractVisualManager -> VisualManagerImpl.
- Parameterize VisualizationManagerImpl by the storage type.
2024-01-19 16:20:42 -08:00
Jozufozu
b49073ebee safety = null
- Do not crash when instances passed to api methods are null.
  - Ignore null crumbling instances.
  - Do not attempt to steal null instances.
- Add nullability annotations where relevant.
- Update docs to indicate null behavior.
2024-01-19 16:20:34 -08:00
Jozufozu
04dff58714 Diewheel
- Remove update json url from mods.toml.
- Change display url to link to github.
2024-01-19 14:08:12 -08:00
Jozufozu
a9dff3aa15 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
0e2a31ccbf Marker?
- Include a marker for each compilation harness in its logs.
- Use a separate instance of logger for compilation stuffs.
- Change CompilerStats info format to log programs before shaders.
2024-01-19 12:29:35 -08:00
Jozufozu
c13b7637c5 Scull
- Add header to define uniforms/other api variables for the cull shader.
2024-01-19 11:52:09 -08:00
Jozufozu
233cf4e7a8 We had lost track of time
- Add some uniforms related to game time.
- Move frustum planes to the top as its better for alignment.
- Make constantAmbientLight a uint.
2024-01-18 18:17:09 -08:00
Jozufozu
5f1d1eccb0 Monster mat
- Tweak the matrix and quaternion utility shaders.
2024-01-18 17:23:18 -08:00
Jozufozu
655712aadf 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
3376bf9809 We had ConcurrentHashMap at home
- Use ConcurrentHashMap in InstancerStorage.
- Fix exception thrown by stack walking while warning about empty models
2024-01-17 11:55:41 -08:00
PepperCode1
f8b695f1e1 Actually use the provided instance 2024-01-17 10:56:34 -08:00
PepperCode1
80127664d2 Fix crash after compilation error during in-world resource reload
- Store *Programs inside engines to disallow replacement and use
reference counting to delete programs at the appropriate time
- Move CompilationHarness, Compile, and SourceLoader to compile.core
- Fix packed material comments
- Fix pack.mcmeta pack format
- Remove Embeddium version range
2024-01-17 10:37:39 -08:00
Jozufozu
45ba75af78 Feeling empty
- Log a warning and don't allocate any resources when an instancer is
  created with an empty model.
- Log stacktrace starting from the call to InstancerProvider#instancer.
- Revert switch to embeddium dep and comment why the rubidium dep is
  there.
2024-01-16 16:59:15 -08:00
Jozufozu
e582379ab5 Insanity ball
- Publish jarjar artifact as default.
- Publish slim artifact without any fancy stuff.
- Update mods.toml
  - Switch rubidium to embeddium.
  - Set displayURL to modrinth.
  - Change version related stuff to $ variables
- Add processResources step to build.gradle to populate mods.toml.
2024-01-15 17:41:17 -08:00
Jozufozu
60b3d99a43 Frag shader go brr
- Add flw_vertexDiffuse and flw_fragDiffuse to glsl api.
- Compute/apply diffuse in the fragment shader.
- Move common glsl between instancing/indirect to common.vert/.frag.
- Add a pittance more documentation to api spec.
- Sneak in a block to build.gradle to always download sources/javadoc.
2024-01-15 14:09:19 -08:00
Jozufozu
89f0e54717 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
381288da52 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
0deac32fde Layout down to rest
- Remove BufferLayout and associated classes.
- Replace InternalVertex with new Layout.
- Calculate InternalVertex stuff as static final fields.
- Elements track their own byte size.
  - The byte size of an element type is unchanged.
  - The byte size of an element is 4-aligned.
- Layout byte size now accounts for alignment.
- Generated packed fields are now always prefixed with an underscore.
2024-01-05 23:03:09 -08:00
Jozufozu
5276a4456c Divider?
- Fix absolute reference after moving packages
2024-01-05 18:48:04 -08:00
Jozufozu
dd64ac860c 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
6047a05ec6 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
733ec60216 Instancing with Layouts
- InstancedArraysComponent now fully uses Layouts.
  - Trivial to get the glsl type name of a given Element.
  - Also quite easy to get the attribute count without actually
    creating the attribute list.
- IndirectComponent is WIP because unpacking is hard.
  - Reorganize so all the unpacking stuff is in one loop.
2024-01-04 23:44:35 -08:00
Jozufozu
bd00bdff97 A tribute from layouts
- Add utility to convert a Layout to a list of VertexAttributes.
2024-01-04 22:31:36 -08:00
Jozufozu
0b59067701 Untyped instance types
- Add SimpleInstanceType and builder.
- Remove OrientedType and TransformedType classes in favor of builder.
2024-01-04 15:21:02 -08:00
Jozufozu
7aa0e659d6 Add icon to .idea
- Scaled it down because the full-res icon had poor filtering when
  rendered in jetbrains toolbox.
2024-01-04 15:21:02 -08:00
PepperCode1
eda75078af Make layout map actually immutable
- Also implement hashCode and equals on *ElementTypeImpl, Layout, and
Layout.Element
2024-01-04 15:19:21 -08:00
PepperCode1
060bf624a0 Add missing underscores 2024-01-04 15:00:11 -08:00
PepperCode1
2cb68fea95 Rewrite the layout API 2024-01-04 14:57:21 -08:00
Jozufozu
c8590629a1 We do a little thieving
- Reimplement stealInstance.
2024-01-04 12:35:58 -08:00
Jozufozu
8221616eff Crumbling inheritance
- Instead of returning a list, collect crumbling instances via consumer.
- This is much friendlier to inheritance and generally better represents
  the behavior we want from Visuals.
2024-01-03 13:57:13 -08:00
Jozufozu
64df7ed981 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
32668187c8 More artificer
- Add sources and javadoc to maven artifact
- Update artifact mc version
- Actually test publish locally :lwe:
2023-12-28 13:05:25 -08:00
Jozufozu
cb11ee030e Artifice
- Specify artifactId again in maven publication
2023-12-27 12:44:16 -08:00
Jozufozu
588bb4dda3 Buffer built
- Remove BufferBuilderExtension and mixin.
- Missed these in earlier commits.
2023-12-24 12:21:55 -08:00
Jozufozu
02321c52ef Consecutive normal draws
- Don't use MDI on intel, instead submit multiple draw indirect commands
2023-12-24 11:55:33 -08:00
Jozufozu
744199217c Drew buffer
- Remove DrawBuffer and related mixins.
2023-12-20 12:46:01 -08:00
Jozufozu
2dbdf83ec2 Gone, reduced to batches
- Remove BatchingEngine.
- Remove InstanceVertexTransformer and BoundingSphereTransformer.
- Remove fallback RenderType and MaterialVertexTransformer.
2023-12-20 12:46:00 -08:00
Jozufozu
b7a1eba59a 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
7565685533 Spooky crumbling from a distance
- Add crumbling renderer for indirect backend.
- As usual, it's ugly.
- Submit one indirect draw per crumbling instance. Could do multidraw
  here, but we'd have to perform the material sort which seems
  unnecessary.
2023-12-15 13:24:09 -08:00
Jozufozu
594bbf411c 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
3618ba6ca3 TODONE
- Do not check moreThanTwoThirdsChanged in IndirectInstancer#upload
2023-12-10 15:55:04 -08:00
Jozufozu
4e782b8dcd Scattered to the winds
- A scatter command is 2 uints:
  - The first contains the size and source offset in the upper byte and
    lower 3 bytes respectively.
  - The destination offset.
  - All offsets and sizes are in uints, not bytes.
- Use ScatterList write scatter commands.
- Use TransferList to collect transfers.
- Rather than consolidating transfers in a separate pass, do so as they
  are collected.
- Reorganize StagingBuffer.
2023-12-10 15:45:16 -08:00
Jozufozu
1bfb6db6d1 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