Commit graph

958 commits

Author SHA1 Message Date
Jozufozu
c94a0934e3 Condensing culling
- Adapt compilers to work with arbitrary instance types
 - Use single compiler for all draw shaders
 - Temp solution for instanced array attributes
 - Introduce pipeline shaders
2022-08-09 15:38:56 -07:00
Jozufozu
03f6125c68 Separate shader logic and fix rendering errors
- Batch IDs are stored in a separate buffer
 - Bounding spheres in draw command buffer, subject to change
 - Guard shader api files
 - Generate complete header for compute culler compiler
 - Move Frustum UBO to uniform shader/provider
2022-08-06 17:17:46 -07:00
Jozufozu
63dc8ee923 Functional frustum filter
- Manually fix alignment issue
 - Align UBO size to 16
 - Manual frustum ubo upload
2022-08-05 21:53:21 -07:00
Jozufozu
9d657aed40 Things on the screen
- Specialize MeshPool for the indirect engine
 - Temporarily force the engine to be indirect
 - Fix compilation issues with test shaders
 - VertexAttribute supports DSA
 - Fix Miniball issues in dev-env
 - VertexList implements PointSet for use with Miniball
 - Meshes store their bounding spheres
 - Add hook/system property to load renderdoc on client launch
 - StructTypes provide separate StorageBufferWriter for indirect
2022-08-05 10:51:07 -07:00
Jozufozu
6234df6440 Culling experiments 2: not testing the GPU
- Skeleton for compute shader culling/indirect rendering
2022-07-29 21:46:09 -07:00
Jozufozu
4ec1f8eaf3 Culling experiments
- Cull updates based on the view frustum.
 - Instances check themselves against a FrustumIntersection object
 - Make GlProgram not abstract
 - Leave in small debug rendering experiment
2022-07-29 21:19:44 -07:00
Jozufozu
9173ab8b4d Introducing the Apple Pointer
- Support vertexAttribIPointer
2022-07-23 18:39:09 -07:00
Jozufozu
0360c1faf8 Making materials matter more
- Materials are given the opportunity to setup/clear render state
 - Materials bind textures
 - Compile all combinations of shader components at load
 - Drastically simplify compilation context objects
 - Material shaders control cutout and fog
 - Remove all GameState related classes
 - Remove CoreShaderInfoMap
 - Sneaky optimization to instance storage
 - Simplify RenderLists
2022-07-23 18:18:48 -07:00
PepperCode1
d0c6669a49 Fragments of utility
- Give material fragment shaders a use
  - Add new variables to api/fragment.glsl
  - Add flw_initFragment to context shaders
- Add flw_vertexOverlay
- Normalize flw_vertexLight
  - Values are now [0, 1] where 0 is no light and 1 is max light
  - All light values sent to layout shaders and instance shaders are now
[0, 15] and not normalized
  - Remove util/light.glsl
- Rename program samplers
- Add FileResolution.isWeak()
- Add BackendType.getShortName()
- Tweak default material
- Move ShaderField to parse package
- Organize imports
2022-07-23 17:53:57 -07:00
Jozufozu
e43261302a Merge remote-tracking branch 'origin/1.18/next' into 1.18/next
# Conflicts:
#	src/main/java/com/jozufozu/flywheel/api/material/Material.java
#	src/main/java/com/jozufozu/flywheel/backend/instancing/InstancedRenderDispatcher.java
#	src/main/java/com/jozufozu/flywheel/backend/instancing/instancing/InstancingEngine.java
#	src/main/java/com/jozufozu/flywheel/core/BasicModelSupplier.java
#	src/main/java/com/jozufozu/flywheel/core/crumbling/CrumblingRenderer.java
#	src/main/java/com/jozufozu/flywheel/vanilla/BellInstance.java
#	src/main/java/com/jozufozu/flywheel/vanilla/ChestInstance.java
#	src/main/java/com/jozufozu/flywheel/vanilla/MinecartInstance.java
#	src/main/java/com/jozufozu/flywheel/vanilla/ShulkerBoxInstance.java
#	src/main/resources/flywheel.mixins.json
2022-07-22 17:48:40 -07:00
Jozufozu
808933bfc3 Uniformly incomplete
- Initial work on uniform buffer registry
 - Setup skeleton for ComponentRegistry
 - InstancingEngine is no longer generic about the program
 - ProgramCompiler considers ContextShaders as input
 - Support weak file resolutions
 - Temporary GLSL version bump to ease UniformProvider growing pains
 - Centralize component shaders to Components
2022-07-22 17:24:41 -07:00
PepperCode1
14d3949134 A Performance on the (Render)Stage
- Add RenderStage enum for better control over when a Material should be
rendered
  - Add getRenderStage method to Material
  - Replace RenderLayerEvent with RenderStageEvent
- Pass more information to RenderContext including camera and projection
matrix
- Pass RenderContext instead of Camera to all beginFrame-related methods
  - Remove RenderContext.CURRENT
- Remove FrustumMixin and CameraMixin
- Remove default BasicModelSupplier constructor
- Convert Material to interface and create SimpleMaterial implementation
- Move API instancer classes to instancer package
- Organize imports
2022-07-22 16:41:39 -07:00
Jozufozu
4405f92639 Merge branch '1.18/dev' into 1.18/next
# Conflicts:
#	.github/ISSUE_TEMPLATE/bug_report.yml
#	build.gradle
#	gradle.properties
#	src/main/java/com/jozufozu/flywheel/Flywheel.java
#	src/main/java/com/jozufozu/flywheel/backend/Backend.java
#	src/main/java/com/jozufozu/flywheel/backend/Loader.java
#	src/main/java/com/jozufozu/flywheel/backend/OptifineHandler.java
#	src/main/java/com/jozufozu/flywheel/backend/instancing/AbstractInstance.java
#	src/main/java/com/jozufozu/flywheel/backend/instancing/InstanceManager.java
#	src/main/java/com/jozufozu/flywheel/backend/instancing/batching/BatchedMaterialGroup.java
#	src/main/java/com/jozufozu/flywheel/core/model/BakedModelBuilder.java
#	src/main/java/com/jozufozu/flywheel/core/model/Bufferable.java
#	src/main/java/com/jozufozu/flywheel/core/model/ModelUtil.java
#	src/main/java/com/jozufozu/flywheel/core/model/WorldModel.java
#	src/main/java/com/jozufozu/flywheel/core/model/WorldModelBuilder.java
#	src/main/java/com/jozufozu/flywheel/core/vertex/BlockVertexList.java
#	src/main/java/com/jozufozu/flywheel/core/vertex/BlockVertexListUnsafe.java
#	src/main/java/com/jozufozu/flywheel/core/vertex/PosTexNormalVertexListUnsafe.java
#	src/main/java/com/jozufozu/flywheel/mixin/FrustumMixin.java
2022-07-19 00:19:50 -07:00
Jozufozu
1fe8297e72 Freestyle instances
- Add Effect instancing
   - Allows mods to create visual effects without (block) entities
   - One effect object maps to many AbstractInstances
   - Effect objects are expected to exist in isolation
 - Refactor InstanceManager to be composable about how its instances are stored
   - EffectInstanceManager uses this to provide a one to many topology
   - This is in need of more iteration, and more aspects of InstanceManager should be made composable in the future
2022-07-17 16:01:30 -05:00
PepperCode1
418672c065 Final fix-ups
- Revert mods.toml version to ${file.jarVersion}
- Fix license not being added to built jars
- Rename LICENCE.md to LICENSE.md
2022-07-15 19:29:42 -07:00
PepperCode1
17d8688fd7 Fix mixins sometimes not remapping
- Compress logo image
2022-07-15 09:42:14 -07:00
PepperCode1
a42c027b6f Scheme-a-version
- Fix Resources not being closed properly
- Change versioning scheme to match Create
- Add LICENSE to built jar
- Fix mods.toml version sync
- Move JOML code to non-src directory
- Update Gradle
- Organize imports
2022-07-15 00:00:54 -07:00
Jozufozu
d9cdd361cd One line update
- Add modrinth updateJSONURL
2022-07-11 14:36:54 -04:00
Jozufozu
5657e8669e Structless instances
- Instance shaders define their own input variables
 - Input locations are transformed during compilation based on vertex type
2022-07-09 11:32:28 -04:00
Jozufozu
0e37a0586f Batch 2
- Re-implement batching under new api topology
 - Lots of duplicated code between instancing and batching, room for abstraction
 - StructTypes now require their type argument to extend InstancedPart
 - Fix crash when re-allocating drawbuffers
 - Disable crumbling pending refactor
 - Separate RenderDispatcher#beginFrame from RenderDispatcher#maintainOriginCoordinate
 - Inline OriginShiftListener
 - Refactor InstancedRenderDispatcher hooks
2022-06-30 14:29:35 -07:00
Jozufozu
08fff1c125 A little of everything
- Rename InstanceData -> InstancedPart, and subclasses
 - Burger Fences
 - Fix GlStateTracker nuking vao element buffer bindings
 - GlVertexArray tracks element buffer bindings
 - Use vertexAttribPointer offset instead of ..BaseVertex
 - Setup code for better crumbling rendering
 - Move some logic into CoreShaderInfoMap
 - Simplify VertexWriter/VertexList
 - Prefer IEventBus#addListener to @SubscribeEvent
 - Stop using persistent buffers... for now
2022-06-19 23:25:44 -07:00
Jozufozu
1765aa74f8 Better buffer binding
- Directly call GlBuffer#bind before raw gl calls
 - Everything else is hidden now
 - GlStateTracker.State implements AutoCloseable for try-with-resources blocks
 - Wrap InstancedModel render calls in a GlStateTracker restore block
 - Improve EBO creation
 - Track CPU memory usage (wish java had ownership concepts)
 - Misc cleanups
2022-06-09 12:44:52 -07:00
PepperCode1
2632cd385c Crumbling away
- Fix and improve crumbling rendering
- Rename Batched to BatchedStructType and Instanced to
InstancedStructType
- Normalize flw_vertexNormal in context/common.vert
- Add TODO and FIXME comments
2022-05-22 14:28:38 -07:00
Jozufozu
f4e648c057 Cleaner compilation
- Check for errors immediately after loading shaders
   - Done through FileResolution
   - Add class SourceChecks to
 - Throw away GatherContextEvent, do everything on client init
 - Unify FileResolution and Resolver, PartialModel style
 - Pass around error reporter to detect errors during load
2022-05-17 20:22:23 -07:00
PepperCode1
be766ad606 Shaded shader
- Rename MaterialManager -> InstancerManager and Material ->
InstancerFactory
- Create Material class consisting of RenderType and shader files
- Make ModelSuppliers use Materials as keys instead of RenderTypes
- Move diffuse calculation from context shaders to material/shaded.vert
- Merge used templates directly into compilers and remove template
classes
2022-05-15 20:09:47 -07:00
PepperCode1
a11bf3537b Reduced to fragments
- Overhaul shader pipeline
  - Remove VertexType#getShaderHeader in favor of vertex-only "layout
shaders"
  - Remove program specs in favor of vertex-only "instance shaders"
  - Add API GLSL headers for vertex and fragment shaders that store
common values
  - Separate context shaders into vertex and fragment shader files
- Improve import handling
  - Ensure imports are not added more than once
  - Change regex for import directives to be more in line with C-style
directives
- Move some classes and GLSL files
2022-05-15 01:58:33 -07:00
PepperCode1
4c7b035f5d Instant legacy code
- Respect fog shape and type
  - Add uFogShape uniform
  - Add macro for current FogType
- Respect dimension constant ambient light when calculating diffuse
  - Add uConstantAmbientLight uniform
  - Redirect diffuse calculation to FLWDiffuse
  - Do not automatically include diffuse.glsl
- Fill CoreShaderInfoMap with info for vanilla and Forge core shaders
- Use try-with-resources when querying ResourceManager
- Move WorldProgram uniform uploading from bind to uploadUniforms
- Use correct layer when rendering bells (cutout -> solid)
- Update Starlight
2022-05-13 23:58:24 -07:00
PepperCode1
958188fc77 Clean up
- Remove OnlyIn annotations
- Replace JSR305 Nullable and Nonnull with Jetbrains Nullable and
NotNull
- Fix indentation in flywheel.mixins.json
- Organize imports
2022-05-11 18:42:31 -07:00
Jozufozu
8e069d9209 Material refactor pt 4
- Begin reworking layer rendering
2022-04-19 13:42:45 -07:00
PepperCode1
a419eab484 Update to 1.18.2
- Switch to SLF4J logging
- Bump version
- Add 0.6.1 changelog
2022-03-14 10:52:28 -07:00
PepperCode1
3d24002aac Fix display test
- Improve version retrieval
- Fix extra description newline
2022-03-12 14:24:15 -08:00
Jozufozu
52f66dec9d Move diffuse declaration to vertex compiler 2022-02-14 20:45:13 -08:00
Jozufozu
c07c6363f9 Resolve redirect conflict and add more optifine hacks
- Fix entitiesForRendering redirect to be compatible with carpet.
 - Use more reflection for dealing with optifine
 - Fixes issue where flywheel would still be on immediately after enabling optifine shaders
2022-02-10 21:26:56 -08:00
Jozufozu
c490d15876 Initial move to client commands.
- Nothing fancy, just inlining packets.
2022-01-24 10:46:17 -08:00
Jozufozu
2638e79aa2 Add accessor to BlockEntityRenderer map. 2022-01-18 13:44:28 -08:00
Jozufozu
a62bc66060 Better memoized shader compilation and global game state
- Properly separate compilation of vertex and fragment shaders
 - Game state is no longer per-program
 - Needs organization
2022-01-12 00:19:37 -08:00
Jozufozu
2d63d8c7db Separate vertex and fragment shaders and templates 2022-01-10 14:38:26 -08:00
Jozufozu
12cab85f69 Merge branch '1.18/dev' into 1.18/shader-sanity
# Conflicts:
#	src/main/java/com/jozufozu/flywheel/backend/instancing/instancing/InstancingEngine.java
2022-01-09 22:35:42 -08:00
Jozufozu
b2c03a4069 Conditional state restore and BufferUploader sanity check
- Only restore state that has changed
 - Sanity check to fix error condition on reset
2022-01-08 16:48:42 -08:00
Jozufozu
3391e3e168 GlStateTracker for better state restore
- Replaces both ShaderInstanceAccessor and BufferUploaderAccessor
2022-01-08 14:51:55 -08:00
Jozufozu
bfe123d167 Almost sane shaders
- No more ShaderContext. Programs are directly retrieved through ProgramCompilers.
 - Templates don't need generics
 - Remove ExtensibleGlProgram
2022-01-07 22:46:29 -08:00
Jozufozu
2254a693c9 Merge branch '1.18/dev' into 1.18/shader-sanity
# Conflicts:
#	src/main/java/com/jozufozu/flywheel/backend/source/FileResolution.java
#	src/main/java/com/jozufozu/flywheel/core/shader/GameStateProgram.java
#	src/main/java/com/jozufozu/flywheel/core/shader/gamestate/NormalDebugStateProvider.java
#	src/main/java/com/jozufozu/flywheel/core/shader/spec/BooleanGameStateCondition.java
#	src/main/java/com/jozufozu/flywheel/core/shader/spec/GameStateCondition.java
#	src/main/java/com/jozufozu/flywheel/core/shader/spec/ProgramState.java
#	src/main/java/com/jozufozu/flywheel/core/shader/spec/SpecificValueCondition.java
2022-01-07 11:52:42 -08:00
Jozufozu
e4182a7f1e RenderLayers directly store DrawBuffers
- Inspired by pepper's BlockEntityTypeExtensions
 - Document the batching engine internals.
2022-01-06 15:25:00 -08:00
Jozufozu
5c4ff9ca2a Fix visual artifacts with contraptions while using opfine.
I think the buffers from the shadow pass were bleeding into the color pass.
2022-01-06 13:04:16 -08:00
PepperCode1
eb8dc6bc07 Switch to instancing controllers
- Combine InstanceFactories and FlywheelRendered into
InstancingControllers
- Store these controllers directly in the BlockEntity/Entity type
instead of a map for efficiency
- Redo InstancedRenderRegistry to fit these changes
- Rename all tile to block entity
- Remove all interface I prefixes
- Organize imports
- Bump version to 0.5.1
2022-01-03 21:41:08 -08:00
Jozufozu
c196ed5d78 Consider RenderLayer when compiling shaders
- Disabled cutout logic in other layers
2022-01-01 15:19:49 -08:00
Jozufozu
1f5f2a5476 Compile everything on the fly
- Simplify game state system
 - Need some way to re-add errors on load.
 - Streamline shader compilation, reduce map lookups
 - Move pipeline package from backend to core
 - Simplify interfaces and remove unnecessary classes
2021-12-31 12:08:07 -08:00
Jozufozu
a8842d4c64 Shader sanity
- Drastically lower shader boilerplate for instance materials
 - Somewhat lower boilerplate for contexts
 - VertexTypes are responsible for shader headers
 - Better shader compiler errors (at least on nvidia)
 - Simplify template classes
 - Begin work on lazy shader compilation
2021-12-29 13:10:38 -08:00
Jozufozu
c153995121 No more diffuse divide
- Move PlacementSimulationWorld to Flywheel as VirtualRenderWorld
 - Simplify ModelTransformer
 - Model doesn't need #configure
2021-12-25 15:51:22 -08:00
Jozufozu
f4cdbb73f7 Fix GL error spam and do some cleanup
- Add flywheel$ prefix to mixin duck interfaces/accessors
 - Better chat messages for /flywheel backend command
 - Track VAO via vanilla
2021-12-24 01:45:38 -08:00