Commit Graph
23 Commits
Author SHA1 Message Date
Jason Mitchell e6bbd155da Stop hardcoding some translations (#2049) 2026-08-30 09:40:27 -07:00
Jason Mitchell 3659b59db9 Adjust vsync and fps limiters, and fix WSR with player models (#2002) 2026-08-09 20:06:53 -07:00
Jason Mitchell 8da561d3b6 SDL GPU backend, TESR Batching/caching API, Tracy Integration (#1993) 2026-08-08 15:53:58 -07:00
Eclipse-Sol 56d7568fd3 Attempt at making mipmaps better (#1952) 2026-07-24 17:54:45 -07:00
Caedis 9acb0e67a7 feat: add smooth zoom option (#1890) 2026-06-27 09:57:21 -07:00
Caedis a36aec36a2 Invert Horizon and Terrain Fog toggles (#1454) 2026-03-05 17:36:56 +01:00
Jason Mitchell 5fdf84edd0 Camera and Menu Tweaks (#1354) 2026-02-01 12:14:32 -08:00
Jason MitchellandCaedis ad63d2d62c Dynamic light improvements (#1255)
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
2026-01-10 23:50:32 -08:00
Jason Mitchell 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
2026-01-07 13:22:16 -08:00
Jason Mitchell 33de1de9c4 Add display list compilation/optimization (#1141) 2025-12-02 21:43:17 -08:00
Kotmatross 996dbaef2c [Shaders] Basic compatibility with NTM:Space skybox & more (#1096) 2025-11-07 14:44:38 -08:00
ah-OOG-ah 108db9031b Add an option to disable terrain fog (#896)
* Add an option to disable terrain fog

* forgot a remap = false
2025-03-09 05:38:30 +00:00
Caedis 3ab965ded7 Add realtime dynamic lights mode with no delay (#694)
Fancy changed to 50ms
Added config to force dynamic lights even when shaders are active
2024-10-30 14:45:03 -04:00
jss2a98aj f7a8b0f3bf Cloud scaling, distance, and some fixes 2024-05-24 22:16:41 -07:00
jss2a98aj 27243991b7 Add near fog distance percentage slider
Initial commit by MellowArpeggiation and George Paton
FOG_NEAR to FOG_NEAR_DISTANCE, minimum of 1% by jss2a98aj
2024-05-23 19:49:49 -07:00
Caedis f0bd9de081 Disable Dynamic Lights video option when module is disabled (#491) 2024-05-17 20:18:23 +00:00
88d5030aa9 Add Dynamic Lights to Alpha (Module Off, Lights Off) (#465)
If a player is reading this and wants dynamic lights during alpha, please enable the module in the angelica-modules config file then the config option in the video settings will take effect.

* Implement Dynamic Lights (#360)

* inital dynamicLights

* continue work

* Add credit

* More implementations

* "Working"

* NotFine 0.2.2 sync (#462)

* Slight cleanup in ColorizeBlock

* Don't call System.gc

* Add toggle for Renderpass (forced to false)

* Dont rebuild the same chunk 8 times

* Use client pos

* Fully working + configs

* Clean up

* Fix readme and gradle properties

* Fix tooltip

* nit changes

---------

Co-authored-by: jss2a98aj <jss2a98aj@gmail.com>

* Might help if the dynamic lights mixins follow the config setting

* Fix shadows from showing on sides of blocks

* Set dynamic lights module to off for alpha

* Add missed enable checks

---------

Co-authored-by: jss2a98aj <jss2a98aj@gmail.com>
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
2024-05-06 00:19:50 +00:00
jss2a98aj e85ca85027 Small NotFine style settings menu fix (#457)
* Fix allowToggle3DAnaglyph

* Remove unused import
2024-05-01 07:26:18 -07:00
jss2a98aj e59e41bfdb Sync NotFine
Could scale and render distance NYI
2024-04-19 07:56:08 -07:00
Caedis d15bbb56ee Add void fog option (default false) (#398) 2024-03-24 19:48:09 -07:00
Caedis 419fa9f0c0 Add Dynamic FOV toggle (#331) 2024-02-26 09:19:32 -08:00
jss2a98aj 33832fe547 Sync with NotFine (#296)
* Sync with NotFine

* Fix mistake in package name

* Re-separate stars mode and stars total settings
2024-02-15 10:20:13 -08:00
+4 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>
2023-12-24 21:49:28 -08:00