-
Notifications
You must be signed in to change notification settings - Fork 50
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Finish Sodium Fluid Renderer #24
Merged
ah-OOG-ah
merged 10 commits into
GTNewHorizons:the-mergening-sodium
from
ah-OOG-ah:the-mergening-sodium
Nov 26, 2023
Merged
Finish Sodium Fluid Renderer #24
ah-OOG-ah
merged 10 commits into
GTNewHorizons:the-mergening-sodium
from
ah-OOG-ah:the-mergening-sodium
Nov 26, 2023
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
actually save the lpp
mitchej123
pushed a commit
that referenced
this pull request
Dec 25, 2023
* Get icon sanely * Update WorldSlice.java * Update SodiumConfig.java oops * Init and pass Sodium LightPipelines * Update FluidRenderer.java actually save the lpp * Remove registry lookup and refactor WorldUtil * Hook up lighting pipeline * Patch fluid velocity * Update WorldUtil.java oops * It's alive! Sodium Fluid Renderer is alive!
mitchej123
added a commit
that referenced
this pull request
Dec 25, 2023
* ThreadedTessellator -> RenderBlocks instance Tessellator * Plus a CME workaround until I can figure out why it's happening * One inject with multiple methods instead of two injects * Add AF's Tessellator#reset mixin Fixes screen flashing when chunks are being built * Thread Saftey * Make each tesselator use its own ByteBuffer * Don't make RecyclingList a static variable 🤦 * Add some additions via ITessellatorInstance * Stop using builtin updateRenderers * Remove a few unused things in MixinTessellator * Remove useless casting due to implementing the interface * Overwrite some more rendering methods to ensure they're not used * Implement IBlockAccess on WorldSlice * Currently just proxies to the World... need to get it to use the local cache * Make WorldSlice use its copied values instead of using the world * block, meta, and light. Still need TODO biome * Finish making WorldSlice thread safe * Remove last unsafe this.world accesses * Copy biomeData * Implement getTileEntity(), and getBiomeGenForCoords() * Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related * Cache worldHeight instead of asking the provider every time * Debug Screen updates * Disable Culling for now (until it works) * Tessellator Updates * Use one instance on the main thread, and individual instances on every other thread * Prevent draw() and buffer.reset() on non singleton instance * Misc cleanup, maybe better growBuffer? * Fixing splash screen and GUI issues by excluding SplashProgress from GLStateManager transformer * Update docs * Fixing a one line in SodiumWorldRenderer that allows the game setting for the distance at which entities will render. Hope it's not too bad mitch :) * TileEntites now render * Less silly transparency * Removing clamp implementation because I missed the one in mathhelper * Initial sodium entity smooth lighting * Fix entity smooth lighting * Fix lerp uses and use render layers properly (#17) * Remove some uses of blockstate + patch FluidState * Fix lerp * Enable Sodium fluid rendering * Update FluidRenderer.java * Rewind buffers when copying * Fix multidraw * Force cutout on all non-translucent blocks * Let vanilla handle render pass state * Rewrite render layer check to use Forge 1.7 hook * Fix skylight handling * Fix flickering * Clone TEs correctly * Fixing entityDistMulti (I think) * Fix TEs rendering on the wrong pass * Buff max render distance to 32 Pretty useless since the integrated server stalls instantly, but our renderer supports it * Fix fog * Fix render distance changes being ignored * Implement entity culling * Block face culling * Re-enable occlusion culling * Fix x/z coordinate mixup when indexing biome arrays Partially fixes wrong biome colors, but at chunk edges it's still wrong because neighboring chunks aren't accessed * Make a copy of biome data The old code seemed to work fine but this should be safer * Make CompatMemoryUtil#memReallocDirect preserve buffer position LWJGL3's MemoryUtil#memRealloc does this, see its javadoc. Fixes screen flashing and this error getting printed when indirect buffer grows: GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough. * Use biome data of neighboring chunk sections Fixes wrong colors at chunk edges * Re-enable fog culling * Tile entity culling * Remove some unneeded Sodium code * Massive code cleanup * Avoids errors when usin lwjglxdebug * Bump hodgepodge dep * Add AngelicaConfig * Add Mixin to disable MC's builtin checkGLError * Add configs for iris/sodium * Iris work * Move some StateNotifiers to GLStateManager * Remove some redundant mixins based on sodium/angelica work and rendering state captures * Add Iris DebugScreenHandler * rm archaicfix's occlusion renderer and threaded updates * Implemented Sodium's GUI and a couple of setting fixes (#20) * Ported Sodium's GUI * Correct AO * Fixed Vignette * Re-enable DirectMemoryAccess * Adds some code from lwjgl3 in CompatMemoryUtil.java * Re-add *Unsafe classes * Remove MixinWorldRenderer * Add NEID (mixin pr) support * Only shadow runtime module of antlr4 Reduces jar size by 11 mb * Update NotFine * Make LongHashMap actually perform like a hash map * Options GUI Fixes and some option implementations (#22) * Correct useNoErrorGLContext option * Added translucency sorting option * Implemented Particle Culling gives real fps boost, however, it's not as big as i thought * Begin implementing animateOnlyVisibleTextures * Correct Donation page opening * Fixed Shift + P Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options * Correct URL's for Linux * second code cleanup in particle culling * Fix incorrect TE map population * Add optional assertMainThread behind `-Dangelica.assertMainThread=true` * Add back air optimization, but only apply to vanilla air * Implement more options (#23) * Combine free regions in GlBufferArena * Clear global block entity list when initializing renderer * AF, CompileStubs, and SplashProgress Remove most of ArchaicFix * Move a few mixins over to angelica * Disable if org.lwjgl.util.Debug is set * Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set * Rewrite Tessellator hacks - now using a ThreadLocal instead of only patching RenderBlocks * Reenable AF mixins, switch to cached debug var, disable incompatible mixins * Remove AF deps and a late mixin that was missed * Add Iris Sodium Compat impl * Fix Sodium GLProgram to use ResourceLocation instead of Identifier * Start applying Iris -> Sodium Mixins * Make NotFine menu open if holding shift * Fixed Tessellators in production env * Finish Sodium Fluid Renderer (#24) * Init and pass Sodium LightPipelines * Remove registry lookup and refactor WorldUtil * Hook up lighting pipeline * Patch fluid velocity * It's alive! Sodium Fluid Renderer is alive! * Fix face culling not taking third person camera offset into account * rewrite ACTEntityRenderer to stop transforming ALL the classes * use ClassConstantPoolParser in TessellatorTransformer to speed up search for Tessellator references * use ClassConstantPoolParser in GLStateManagerTransformer to speed up search for class references * rewrite GLStateManagerTransformer and TessellatorTransformer * merge GLStateManagerTransfor and TessellatorTransformer into one Transformer * Fixed smooth lighting rendering * Iris block_id Mixins & BlockStateIdMap initial impl for 1.7.10 * Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers * Initialize GLStateManager via Mixins instead of all in the static block * Clean up chunk load/unload tracking, fix chunks rendering without neighbors sometimes * Fix occlusion culler not re-running after important uploads Backport of CaffeineMC/sodium#755 * Add chunks to queues without going through occlusion culler Partially reverts the previous chunk tracking commit, because that logic will reintroduce CaffeineMC/sodium#605 As long as we only rebuild with neighbors present, we shouldn't see the visual seams * Extremely primitive synchronization approach for ISBRH * Use factory for Spdium menu createElement outputs This will allow NotFine to use Sodium menu elements and vice versa in a future commit. * Splash Screen Compat * Separate remaining NamedState enums * NotFine but it loads Sodium pages * Hook up NotFine optimizations * Hook up some NotFine features * copy over hud caching code from hodgepodge * backport glstatemanager mixin * Track thread that currently owns the GL Context in addition to the main thread. * First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3 Done: - A batching vertex buffer builder for font output - Reduction in drawcalls from 1-3 per character to 1 per font atlas switch - Mixin to draw the entire F3 screen in one batch, instead of separate batches per line TODO: - Switch drawing to a VBO - Cache string meshes across frames - Cache string width calculations used for layouts - Multidraw to reduce draw calls even further * Add JVM flag to bypass GL state caching * Push/Pop Attrib Hacks -- to be evolved later * Fix FontRenderer+SplashScreen combo * HUDCaching tweaks * Add license * Jabba Compat, and reset tesselator state even if the chunk render thread blows up * Initial Xaero's World Map + Minimap Support * Disable Fastcraft & Optifine if present * Iris Progress * Wire up more Iris mixins, informing pipeline stages. Still not rendering anything visible. * Don't try to transform the server * Avoid running biome generator on client in singleplayer * Call world biome retrieval methods instead of copying array directly (#25) * Shaders now do something! * Shadow Pass work * First shadow pass renders; however it moves all around when moving the camera... * Second shadow pass not running because it makes everything very very dark instead of just rendering translucents * Actually use the ShadowRenderer Model View when running the shadow pass... * Enable Sodium SmoothLightPipeline & Iris useSeparateAo * Avoid repeatedly copying biome data on each Y level (#27) * Celestial Rotation fixes * Water progress * Uniforms audit * Lightmap workaround * PBR compiling, stuck on Normal and Specular textures being added in * Shaderpack selection "works"; ShaderOptions TODO * Hud caching angelica (#28) * Potential hud-caching fix * Shader Options almost working ** Clicking on everything doesn't yet work, and the visuals are slightly off * Entity shadows seem to be working * Move glint fix to Mixin * Rework mouse handling for ShaderPackConfig * Stop centering shader options vertically * Angelica pbr (#31) * Only use Sodium light pipeline if useSeparateAo is on Sodium pipeline is still very buggy, so isolate it to Iris-only for now * Fix region sorting for translucency * Open Shaderpack now works on Linux * RM Shadersmod * Initial iris scrollbar clicking * Punt unsupported ISBRHs to the main thread * Delete the ISBRH lock, shouldn't be needed anymore * Render GT blocks on main thread * Require CCC 1.2.0+ * Depend on CCC 1.2 * Fix TESRs not being tracked for blocks rendered on main thread * Cut down number of runtime dependencies, enable CoreTweaks in dev by default * Add modern F3 background * Pull over some hodgepodge mixins --------- Co-authored-by: makamys <makamys@outlook.com> Co-authored-by: embeddedt <42941056+embeddedt@users.noreply.github.com> Co-authored-by: rjnasers <rjnasers@iastate.edu> Co-authored-by: ah-OOG-ah <75745146+ah-OOG-ah@users.noreply.github.com> Co-authored-by: Ryan Nasers <ryannasersgig@gmail.com> Co-authored-by: Rad <radoslaw.ryszka006@gmail.com> Co-authored-by: Bogdan <64613894+Asek3@users.noreply.github.com> Co-authored-by: Caedis <Caedis@users.noreply.github.com> Co-authored-by: jss2a98aj <jss2a98aj@gmail.com> Co-authored-by: Alexdoru <57050655+Alexdoru@users.noreply.github.com> Co-authored-by: Raven Szewczyk <git@eigenraven.me> Co-authored-by: mist475 <70655895+mist475@users.noreply.github.com> Co-authored-by: Ryan Nasers <42074409+Cardinalstars@users.noreply.github.com>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
In theory it should be fine to enable now, but it's still off by default until more people test it.