Commit Graph

737 Commits

Author SHA1 Message Date
Jozufozu
94ae32b9a7 Burning a house to kill a spider
- Fix garbage indices on instancing engine
- glDrawElements* wants indices as a byte offset, we were giving it
  a word offset
- Rename BufferedMesh -> PooledMesh
- PooledMesh no longer stores things it can fetch from the inner mesh
- Use one vao for all drawcalls in instancing engine
- PooledMesh issues *BaseVertex calls
- Move crumbling logic into InstancedDrawManager
- Move programs acquisition into InstancedDrawManager
- Move owned gl objects into InstancedDrawManager
2024-02-25 12:40:39 -08:00
Jozufozu
dd998058a3 Many to many
- Models now return a list of ConfiguredMeshes, i.e. mesh-material pairs
- BufferedMeshes now poll the index pool as needed
- Inline BufferedMesh#write
2024-02-24 17:25:01 -06:00
Jozufozu
d6abe89828 Finally room to breathe
- Expand packed overlay_light attribute into components
- Make light a short backed vec2
- Divide light input by 256 directly instead of discarding lower bits
- Remove debug overlay enum, instead only use OVERRIDE
- Add overlay debug mode
2024-02-22 14:33:57 -06:00
Jozufozu
a504aa1862 Hot links
- Do not specify layout qualifier for vertex attributes
- Bind attribute locations before linking programs
- Delete gl programs when linking fails
2024-02-22 14:02:16 -06:00
Jozufozu
c6ed7c4132 Textures your buffer
- Use texture buffers instead of instanced arrays
- Fixes issues with instance layouts using int elements
- Fixes attribute binding hardware limitations
- Create one texture for the entire instancing engine and bind each
  instancer's vbo when it's time to draw
- Generate glsl to fetch FlwInstances from a usamplerBuffer according to
  the instance layout
- Use RGBA32UI to get the most data from each texel fetch
- Align instance stride to 16 to avoid complexity in unpacking
2024-02-22 13:46:11 -06:00
Jozufozu
17130e22ea Underlay
- Clamp overlay from 0 to 10 rather than 3 to 10 to fix everything
  appearing washed out
- Fix normalized short backed float vectors being unpacked incorrectly
- Set overlay in shadow instance component to fix shadows appearing red
  - Indicative of the ivec issue being present for divisor 0 vertex
    attributes
2024-02-22 12:31:29 -06:00
Jozufozu
1dee5db9a1 Debugging broken overlay/lighting
- Break instance overlay/light back into 2 layout elements
- Write light directly as an int
- Make light a short backed float element
- Clamp overlay coords in common.frag to avoid explosions
- Explosions: integer vertex attributes sometimes blow up to massive
  sizes, greater than Short.MAX_VALUE which should not be possible.
- Reorganize some texture/uniform binding code
2024-02-21 12:37:46 -06:00
Jozufozu
aac12754cc Buffer buffers
- Do not map buffers
- Strip down GlBuffer, so it only contains upload methods
- Remove buffer mapping and copy wrappers
- Add subdata wrapper
2024-02-21 09:29:27 -06:00
Jozufozu
c61feb1c14 Cool and normal
- Reimplement normal debug mode
- Add debug mode for instance ID and light coordinates
- Pass an id into _flw_main
- Allow specifying how the debug color is applied, not sure if I want
  to keep it though
- Do not store the debug mode in config
2024-02-21 09:29:23 -06:00
Jozufozu
c4dcebb203 Pool party!
- Move index buffer logic into IndexPool class, should let us avoid
  unnecessary uploads and make it easier to manage
2024-02-20 11:09:39 -06:00
Jozufozu
aa46f6ceb1 A mesh unbound
- Clear a mesh's set of bound vaos when it's uploaded
- Fixes visual glitches on instancing when removing instances
2024-02-20 10:46:30 -06:00
Jozufozu
068692b4b9 Finding some common ground
- Make MeshPool common between instancing and indirect
- Remove empty instancers and delete meshes on indirect
- Inline IndirectModel into IndirectInstancer since it was basically
  just a thin wrapper
- Share one meshpool between all culling groups
- Always upload draw commands because the mesh may have moved
- No longer need to set the base instance in the apply shader
2024-02-19 16:51:11 -06:00
Jozufozu
e9eb468de9 Eviction notice
- For instancing, remove empty instancers and delete meshes
- Specify in InstancerProvider's contract that instancers should not be
  kept around, but reusing them within one frame in guaranteed to be
  safe
- Do all instancer updates in flush, and remove unnecessary checks that
  would be made later in the frame
- Remove isEmpty from Mesh
- Remove staging buffer param from indirect mesh pool
2024-02-19 10:53:52 -06:00
Jozufozu
456b8b66fe Unbuffers your data
- Fix null check in BakedModelBufferer
2024-02-18 17:05:17 -06:00
Jozufozu
db696f5975 No hacks here no sir
- Add VisualizationContext#withContext to formalize the way contexts are
  "pushed"
- Also push a render origin so contexts have better control over
  visuals' positions
- Make InstancerProvider NonExtendable
2024-02-18 15:27:41 -06:00
Jozufozu
55a88a89bd Revert "Apply directly to the engine!"
This reverts commit f3a88c25d5.
2024-02-18 14:05:24 -06:00
Jozufozu
53c732c3f6 Internalize
- Make *Programs#setInstance package private
2024-02-18 12:06:50 -06:00
Jozufozu
31f4ffe354 Spring cleaning
- Move PlanStorage to lib as PlanMap and add documentation
- Remove FastPlanStorage in favor of ForEachPlan
- Move plan distribution next to other distribution methods
- Rename PlanUtil -> Distribute
2024-02-18 12:03:07 -06:00
Jozufozu
e5a0e35141 Apply directly to the engine!
- Move Engine#intancer to DirectInstancerProvider interface
- InstancerProvider allows access to the DirectInstancerProvider it's
  wrapping. This is to allow mods to change the context or RenderStage
  if they need
- Mark new methods and interfaces as experimental
- Should we mark them for removal in version 2?
- Remove NonExtendable from some context interfaces
2024-02-17 11:36:43 -07:00
Jozufozu
dcecc9672d Plans all the way down
- Remove PlannedVisual
- Dynamic/Tickable visuals create plans
- Add Simple*Visual to lib to replace the old api interfaces
- Better dynamic plan storage, no need to optimize on every change
- Special case the Simple*Visuals in Storage as to not lose performance
- Needs better documentation
- Add RunnablePlan
2024-02-16 21:17:17 -08:00
Jozufozu
464deff42e Oopershaders
- Do not crash when an ubershader'd component is missing
- Reset instancing/indirect programs immediately on reload to invalidate
  them in case ubershader loading fails
2024-02-16 13:58:04 -08:00
Jozufozu
f912be4834 NEA: Not Enough Attributes
- Transformed had snuck up to attribute location 17
- Combine overlay and light attributes into one
- Flip order of overlay and light in instances to be consistent with
  the internal vertex layout
2024-02-16 13:34:34 -08:00
Jozufozu
6dfd5ed563 Taking textures back out of context
- Contexts shouldn't be responsible for binding the api defined textures
- Move light and overlay binding to TextureBinder
- Clean up & standardize material/texture setup/teardown calls
- Revert removal of MaterialRenderState texture stuff
- Add SimpleContext + Builder
- Rename Textures -> TextureSource
- Add API methods to set basic float uniforms, more to come later
- Throw errors if a context tries to set uniforms/textures with reserved
  names.
2024-02-12 23:00:40 -08:00
Jozufozu
1028ca4633 Putting crumbling in context
- Oops didn't actually put everything in last time.
- Create one context per crumbling stage.
- Let contexts handle setting both the diffuse and crumbling texture.
2024-02-11 20:49:30 -08:00
Jozufozu
bab0448724 Putting everything in context
- Begin context refactor.
- Rename (old) Context -> ContextShader and remove gl program method.
- Add (new) Context which does not need to be registered.
- Contexts are responsible for binding textures given a material.
- Instancers are created in a specific context.
- Add Shader interface for attaching textures.
- Add Textures interface for fetching textures to pass to a Shader.
- Remove texture related code from MaterialRenderState.
- Key culling groups by context.
- Key DrawSets by context.
2024-02-11 17:49:32 -08:00
Jozufozu
e7d7602941 Lines aren't too bad
- Add LineModelBuilder and use that instead of the manual mesh creation
  in HitboxComponent.
- Clone mojang's line shader, adapted as a flywheel material.
  - Do not scale the view.
  - Set flw_vertexPos by multiplying by the inverse view projection.
- Remove centerline material.
- Use #define make padded vec3 uniforms available as actual vec3s.
- Add flw_viewProjectionInverse to uniforms.
- Minecarts actually delete the stuff from SimpleEntityVisual.
2024-02-02 14:15:36 -08:00
Jozufozu
31148ae9b5 What a view!
- Add entity view vectors to BoundingBoxComponent.
- Add "centerline" material, similar to wireframe.
- Add SmartRecycler to create recyclers based on a parameter.
2024-02-01 20:31:38 -08:00
Jozufozu
b0bc3d3145 Flywheel ECS
- Add SimpleEntityVisual which is composed of many EntityComponents.
- Would be nice to expand on this system, particularly to add components
  when registering visualizers.
- Misc. doc updates.
2024-02-01 20:31:37 -08:00
Jozufozu
39ff643d37 Lines are hard
- Add BoundingBoxComponent for drawing entity bounding boxes.
- Render lines with a wireframe material.
- Add viewport size and default line width uniforms.
2024-02-01 16:56:01 -08:00
Jozufozu
1fb646e9ef Now you see me
- Fix entities sometimes freezing when they first appear.
- Fix bounding sphere calculation for multiple combined meshes.
- Fix shadow bounding sphere transformer outputting incorrect radius.
2024-01-31 21:53:49 -08:00
Jozufozu
57ae19403f It bytes back
- Fix time/constant ambient light flags being written to the wrong
  offsets.
- Align uniform buffer size to 16 instead of the offset alignment.
2024-01-30 18:10:35 -08:00
Jozufozu
47fe905b79 Exit stage left
- InstancerProvider now has an implicit render stage based on the type
  of visual.
  - block entities: AFTER_BLOCK_ENTITIES
  - entities: AFTER_ENTITIES
  - effects: AFTER_PARTICLES
- Engine no longer extends InstancerProvider and instead has the full
  interface that accepts a RenderStage.
- I'm leaving in a few extra render stages for safe keeping.
2024-01-29 23:21:07 -08:00
Jozufozu
a82e3f8dd5 What makes it tick
- Tick visual managers on post LevelTickEvent.
- Remove all field from VisualTickContext, but keep the interface there
  for later review.
- Remove tick update limiter, though apparently we were passing the
  frame limiter to the tick context :lwe:
2024-01-28 20:58:07 -08:00
PepperCode1
af28c39a48 Streamlined internal referencing
- Remove all references to impl from api and lib packages; all internal
interaction with impl now goes through InternalFlywheelApi
- Separate and organize backend and impl mixins and extensions
- Remove camera position component getters from VisualFrameContext
- Improve accuracy of fog data update detection
- Make PoseTransformStack.stack private and add unwrap method
- Rename BackendManager.isOn -> isBackendOn (and associated methods in
other classes)
2024-01-28 15:27:02 -08:00
Jozufozu
e03904e548 This is fine
- Support rendering the fire animation with instances.
- Add scaleX/Y/Z methods to Scale.
- Add Camera to VisualFrameContext.
- Add camera rotation and look vectors to shader uniforms.
2024-01-27 22:27:31 -08:00
Jozufozu
f47eaa53c1 Don't tell me what to do!
- Respect minecraft's entity shadows option.
- Early exit in InstanceRecycler#discardExtra when there's no extra.
- Shadow radius <= 0 disables shadows.
- More documentation in ShadowComponent.
2024-01-27 16:14:04 -08:00
Jozufozu
380e078cb2 Throwing shade
- Add support for entity shadows.
- Create instance type specifically for shadows.
- Add ShadowComponent utility which emulates what EntityRenderDispatcher
  does, but based on top of our instance system.
- Add some missing nullability annotations to MinecartVisual.
- Create InstanceRecycler utility for managing dynamic numbers of
  instances per frame.
2024-01-27 15:25:48 -08:00
Jozufozu
52c31129b0 Bink and it's gone
- Remove jarjar stuffs from gradle script
2024-01-26 16:46:54 -08:00
Jozufozu
db942965a5 Get some bounding spheres at home
- Compute bounding spheres with the AABB method. Should be pretty well
  suited for funny block game.
- Remove Miniball from dependencies.
2024-01-26 16:40:15 -08:00
Jozufozu
80139cf673 A fine change
- Add Affine interface which combines Translate Rotate and Scale without
  directly using matrices.
- Use joml's rotateAround where applicable.
- Add Transform#transform(Pose)
- Only the ctor for PoseTransformStack is internal.
2024-01-26 12:56:25 -08:00
Jozufozu
4698d7b394 Lit beyond bounds
- Add callback to LitVisual to allow LitVisuals to change sections
- Move visual managers' tick/frame plan creation back into
  VisualManagerImpl.
- Some small reorganization in LitVisualStorage.
2024-01-25 21:17:50 -08:00
PepperCode1
e7c27109e5 Explosive changes
- Fix TNT minecarts' contents not receiving overlay and scaling
- Fix all types of minecarts using the body model of the standard
minecart
- Add overlay to ColoredLitInstance
- Make default chunk materials not disable overlay
- Rename *Visualizer.shouldSkipRender -> skipVanillaRender
- Rename Simple*Visualizer.configure -> builder
- Rename Simple*Visualizer.*Config -> Builder
- Make Simple*Visualizer.Builder always skip vanilla render by default
- Remove DiffuseLightCalculator and associated methods in RenderMath
- Add BackendImplemented annotation to Backend
- Mark PoseTransformStack as Internal at the class level
2024-01-25 13:14:39 -08:00
Jozufozu
9b2b2be3a8 Back me up here!
- Add @BackendImplemented annotation to API and use where needed.
- Add @ApiStatus.NonExtendable to interfaces that are missing it.
2024-01-24 12:09:54 -08:00
Jozufozu
6f9cd8c099 A smaller stage
- Cull down RenderStage.
- Simplifies the choice users of flywheel have to make.
- Allows more time for the impl to run things off-thread while the rest
  of the level renders.
2024-01-22 21:35:16 -08:00
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