mirror of
https://github.com/GTNewHorizons/Angelica.git
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bb52476d2777da616a0f3a6fa967cb2b4257c776
4
Commits
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bb52476d27 | Custom images, textures, SSBO, and ShaderPack/ShaderProperties backports | ||
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be90a01725 |
Angelica 2.0
* GLStateManagerService & RenderSystemService * Wire up Celeritas * Iris working * Dynamic lights working * Goodbye Sodium 0.2 * Add Multi-Threading for check meshing again |
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6691511e17 |
More Caching (#242)
* More Caching * Pull TextureTracker & TextureInfoCache out of Iris and into GLSM * Cache more TextureInfo state * GLSM: glTexParameter, glGetTexParameter(i|f), glGetTexLevelParameteri * Move IrisRenderSystem -> GLSM.RenderSystem * Ensure DSA works properly with GLSM * Further updates to DSA for texParameter/getTexParameter * A few more cached fields for TextureInfo * Properly handle deleteTextures * Ensure anyone crazy enough to use an Int/FloatBuffer for single value params get redirected * Add optional runtime disabling of GLSM * Switch checkGLError from an inject to a redirect, hopefully fewer allocations * Fewer allocations for clearBufferState * Microoptimization for (setup|clear)BufferState |
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992644c20f |
The Mergening (#13)
* 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 https://github.com/CaffeineMC/sodium-fabric/pull/755 * Add chunks to queues without going through occlusion culler Partially reverts the previous chunk tracking commit, because that logic will reintroduce https://github.com/CaffeineMC/sodium-fabric/issues/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> |