Commit Graph

2631 Commits

Author SHA1 Message Date
Kneelawk
f380256482
Remove clean matrices for now 2024-03-05 14:03:49 -08:00
Kneelawk
c84cd0a14a
Level uniforms gets context from context 2024-03-05 13:05:48 -08:00
Kneelawk
b53c6c60bd
Move constant ambient light uniform to level group 2024-03-05 13:03:19 -08:00
Kneelawk
206aa8d312
Provide all uniforms to cull shaders 2024-03-05 12:45:20 -08:00
Kneelawk
d11a6e3b48
Fix mixin method names 2024-03-05 12:35:46 -08:00
Kneelawk
5399b0fc50
Make alpha 1 if team exists but does not have a color 2024-03-04 18:31:50 -08:00
Kneelawk
b477ef0f65
Fix simple things 2024-03-04 18:29:33 -08:00
Kneelawk
8f4958ee2a
Add new uniforms to cull shader 2024-03-04 18:21:36 -08:00
Kneelawk
3e55ae6aea
Fix offset alignments 2024-03-04 15:21:55 -08:00
Kneelawk
ce1d7dc44b
Update options 2024-03-04 14:58:58 -08:00
Kneelawk
aae98c06f4
Fix uniform bindings 2024-03-04 14:28:02 -08:00
Kneelawk
7bb04daa82
Add level uniforms 2024-03-04 01:44:04 -08:00
Kneelawk
81d83e185b
Add more player uniforms 2024-03-03 23:30:27 -08:00
Kneelawk
0ea8a31103
Begin on player uniforms 2024-03-03 20:06:28 -08:00
Kneelawk
56d03601cd
Add options uniform 2024-03-03 01:25:45 -08:00
Kneelawk
ef2f2268cc
Document cameraIn- uniforms 2024-03-02 01:10:00 -08:00
Kneelawk
87c914100e
Finish adding most view.h things to frame.glsl 2024-03-02 01:06:42 -08:00
Kneelawk
9f1c722474
Add clean matrices 2024-03-01 17:48:39 -08:00
Kneelawk
7eb7c4cca0
Add last values 2024-03-01 14:48:06 -08:00
Kneelawk
116b2df6a9
Add basic view.h matrices 2024-03-01 10:30:17 -08:00
PepperCode1
bf3b8ea89b Multi-improvements
- Make lib instance shaders multiply color value instead of overriding
it
- Improve MultiBlockModelBuilder
  - Accept an Iterable<BlockPos> instead of a
Collection<StructureBlockInfo> and assume all block state data is
already contained within the render world
  - Accept a Function instead of a Map as the model data lookup
  - Allow enabling fluid rendering (all rendered fluids are currently
unshaded)
- Refactor VirtualEmptyBlockGetter
  - Move elementary implementations into abstract VirtualBlockGetter
class
  - Extract virtual LevelLightEngine into separate VirtualLightEngine
class with ability to lookup light values per pos
  - Turn VirtualEmptyBlockGetter into a class and make all methods final
to ensure instances of this class are actually empty even if subclassed
- Make BakedModelBufferer class package private
- Remove unused VertexTransformations class
- Remove Experimental annotation from
VisualizationContext.createEmbedding
2024-02-29 16:25:20 -08:00
PepperCode1
eb22fee6ae A different type of translation
- Display actual backend instead of preferred backend when checking
backend
- Remove engine message and use standard messages that display backend
ID
- Simplify command code
- Replace all literal components with translatable components
- Pass 1 instead of 0 for partialTick on tick
- Extract base AtomicReferenceCounted and ReferenceCounted abstract
classes
- Double buffer capacity instead of adding constant on resize in
VertexWriter
- Move Samplers class from backend.engine to backend
2024-02-28 21:41:16 -08:00
Jozufozu
7707b868bf More simpler
- Remove Plan#simplify and associated tests
- Neat idea but ineffective in practice
- Should reduce the user burden of implementing plans
2024-02-28 21:23:47 -08:00
Jozufozu
fc74160d40 Backend into a corner
- Make VisualizationContext, InstancerProvider, VisualEmbedding all
  BackendImplemented
- Add Engine#createVisualizationContext
- Remove Engine#instancer and variants
- VisualEmbeddings are created by backends, and data will be pushed into
  them by visuals.
- VisualEmbedding extends VisualizationContext
- The implementation of VisualEmbedding also implements Environment
- Environment is an internal replacement for Context
- Instancers are keyed by Environments
- Default environment is a noop essentially
2024-02-26 18:41:55 -08:00
Jozufozu
c547705943 A sample of what's to come
- Clean up texture binder stuff that's no longer needed
- Move all sampler binding to program link time
- Centralize sampler bindings/names to Samplers
- Move diffuse, light, and overlay textures into the api
- Add builder for context shader
- Fix generated_indirect -> generated_instancing
2024-02-26 15:38:11 -08:00
Jozufozu
96bdd26294 Stay inline
- Inline all unnecessary context stuff
- Move ContextShaders into backend.compile
- Instancers are parameterized by a nullable VisualEmbedding
  - I don't like this, but the code currently compiles, so I want a
    checkpoint before I try my next idea
2024-02-26 14:50:58 -08:00
Jozufozu
95a1a8f9f1 Sanstexts
- Add EmbeddedLevel to api
- Move all context api/lib stuffs into backend
- Move context shaders into internal
- Inline Shader and TextureSource interfaces
- Move matrix bounding sphere transform into util
- Add uniforms to cull shader to allow it to work with embedded levels
- Engine has 2 instancer methods, one that accepts an EmbeddedLevel and
  one without the parameter
- Change VisualizationContext#withContext to #embed
- Remove crumbling stuff from Contexts
2024-02-25 15:42:20 -08:00
Jozufozu
aeab57db68 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
6911023baa 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
02ebf9eeaa 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
5cc9fc3111 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
981126042c 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
433129d5a0 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
68daac8659 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
df83277692 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
0e00c7019d 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
83119040d2 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
dd23e1d4f8 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
483eb199fa 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
7d59fdc86c 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
593784d614 Unbuffers your data
- Fix null check in BakedModelBufferer
2024-02-18 17:05:17 -06:00
Jozufozu
b49e9f1d28 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
9a5bd0cac8 Revert "Apply directly to the engine!"
This reverts commit f3a88c25d5.
2024-02-18 14:05:24 -06:00
Jozufozu
913a0d47b5 Internalize
- Make *Programs#setInstance package private
2024-02-18 12:06:50 -06:00
Jozufozu
07f7165025 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
f3a88c25d5 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
9ffdf3dadf 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
9b9089ea64 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
51458c2768 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
dc928b7b7e 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