This is mostly copied from the work Toad and I did for CC:R.
Instead of not writing to the depth buffer when rendering terminals, we
now render terminal forgrounds with a small glPolygonOffset (or an
emulation of it where not possible). This removes the need for custom
render types, while still avoiding z-fighting between the terminal
foreground and background.
The VBO monitors backend now uses Iris's TextVertexSink API when
available: Iris overwrites the vertex format for RenderType.text, and so
we need to use this API to avoid rendering garbage.
Performance is maybe a little worse than before (<3ms) and definitely
worse than CC:R. Unfortunately we can't do our upload batching as that
conflicts with Optifine's patches - instead we need to maintain two
separate VBOs. This is a bit slower, but not so bad it's unworkable.
- Move all RenderType instances into a common class.
Cherry-picked from 41fa95bce4:
- Render GL_QUADS instead of GL_TRIANGLES.
- Remove any "immediate mode" methods from FWFR. Most use-cases can be
replaced with the global MultiBufferSource and a proper RenderType
(which we weren't using correctly before!).
Only the GUI code (WidgetTerminal) needs to use the immediate mode.
- Pre-convert palette colours to bytes, storing both the coloured and
greyscale versions as a byte array.
Cherry-picked from 3eb601e554:
- Pass lightmap variables around the various renderers. Fixes#919 for
1.16!
- Remove the POSITION_COLOR render type. Instead we just render a
background terminal quad as the pocket computer light - it's a little
(lot?) more cheaty, but saves having to create a render type.
- Use the existing position_color_tex shader instead of our copy. I
looked at using RenderType.text, but had a bunch of problems with GUI
terminals. Its possible we can fix it, but didn't want to spend too
much time on it.
- Remove some methods from FixedWidthFontRenderer, inlining them into
the call site.
- Switch back to using GL_QUADS rather than GL_TRIANGLES. I know Lig
will shout at me for this, but the rest of MC uses QUADS, so I don't
think best practice really matters here.
- Fix the TBO backend monitor not rendering monitors with fog.
Unfortunately we can't easily do this to the VBO one without writing
a custom shader (which defeats the whole point of the VBO backend!),
as the distance calculation of most render types expect an
already-transformed position (camera-relative I think!) while we pass
a world-relative one.
- When rendering to a VBO we push vertices to a ByteBuffer directly,
rather than going through MC's VertexConsumer system. This removes
the overhead which comes with VertexConsumer, significantly improving
performance.
- Pre-convert palette colours to bytes, storing both the coloured and
greyscale versions as a byte array. This allows us to remove the
multiple casts and conversions (double -> float -> (greyscale) ->
byte), offering noticeable performance improvements (multiple ms per
frame).
We're using a byte[] here rather than a record of three bytes as
notionally it provides better performance when writing to a
ByteBuffer directly compared to calling .put() four times. [^1]
- Memorize getRenderBoundingBox. This was taking about 5% of the total
time on the render thread[^2], so worth doing.
I don't actually think the allocation is the heavy thing here -
VisualVM says it's toWorldPos being slow. I'm not sure why - possibly
just all the block property lookups? [^2]
Note that none of these changes improve compatibility with Optifine.
Right now there's some serious issues where monitors are writing _over_
blocks in front of them. To fix this, we probably need to remove the
depth blocker and just render characters with a z offset. Will do that
in a separate commit, as I need to evaluate how well that change will
work first.
The main advantage of this commit is the improved performance. In my
stress test with 120 monitors updating every tick, I'm getting 10-20fps
[^3] (still much worse than TBOs, which manages a solid 60-100).
In practice, we'll actually be much better than this. Our network
bandwidth limits means only 40 change in a single tick - and so FPS is
much more reasonable (+60fps).
[^1]: In general, put(byte[]) is faster than put(byte) multiple times.
Just not clear if this is true when dealing with a small (and loop
unrolled) number of bytes.
[^2]: To be clear, this is with 120 monitors and no other block entities
with custom renderers. so not really representative.
[^3]: I wish I could provide a narrower range, but it varies so much
between me restarting the game. Makes it impossible to benchmark
anything!
- Build fails right now due to module issues, so this won't be pushed
to GitHub.
- Monitors render transparently when loaded into the world. I don't
think this is a 1.17 bug, so not sure what's going on here!
- Add lightmap parameters to the text, computer and printout renderers.
- Printouts are always rendered using the current lightmap. When
interacting with the GUI, we use the fullbright lightmap coordinate.
- Pocket computers render their border using the lightmap. Terminal and
light do not use the lightmap at all.
There's some funkiness going on here with render types - it appears the
"correct" position_color_tex_lightmap render type is actually one used
for text.
Fixes#919. This bug does occur on 1.16 too, but given how complex the
rendering changes are between 1.16 and 1.17 I do /not/ want to have to
implement this twice. Sorry.
- Fix missing shader for printout render type
- Use current buffer provider for pocket computers rather than the
tesselator. This requires us to use a non-depth-writing terminal +
depth blocker, as otherwise one gets z-fighting.
- Thus refactor some of the shaders to be terminal wide, not just for
monitors.
Fixes#894
- Remap everything to use MojMap class names too. This is what Forge
uses, so \o/.
This does NOT currently rename any classes to use suffix notation or
BlockEntity. That will come in a later change. We do however rename
references of "World" to "Level".
- Move the test mod into a separate "cctest" source set. As Forge now
works using Jigsaw we cannot have multiple mods defining the same
package, which causes problems with our JUnit test classes.
- Remove our custom test framework and replace it with vanilla's (this
is no longer stripped from the jar). RIP kotlin coroutines.
It's still worth using Kotlin here though, just for extension
methods.
- Other 1.17-related changes:
- Use separate tile/block entity tick methods for server and client
side, often avoiding ticking at all on the client.
- Switch much of the monitor rendering code to use vanilla's
built-in shader system. It's still an incredibly ugly hack, so not
really expecting this to work with any rendering mods, but we'll
cross that bridge when we come to it.
ForgeGradle (probably sensibly) yells at me about doing this. However:
- There's a reasonable number of mods doing this, which establishes
some optimistic precedent.
- The licence update in Aug 2020 now allows you to use them for
"development purposes". I guess source code counts??
- I'm fairly sure this is also compatible with the CCPL - there's an
exception for Minecraft code.
The main motivation for this is to make the Fabric port a little
easier. Hopefully folks (maybe me in the future, we'll see) will no
longer have to deal with mapping hell when merging - only mod loader
hell.
A lot is broken, but at least we can get in game:
- GUIs render a whole bunch of additional "inventory" text, which we
really don't want.
- Computers load from the wrong location.
- There's some issues with using Forge's tags from outside of JSON
recipes. We need to work out why.
This allows for configuring the size of computers and pocket computers,
as well as the max size of monitors.
There's several limitations with the current implementation, but it's
still "good enough" for an initial release:
- Turtles cannot be resized.
- GUIs do not scale themselves, so "large" sizes will not render within
the default resolution.
Most of the port is pretty simple. The main problems are regarding
changes to Minecraft's rendering system.
- Remove several rendering tweaks until Forge's compatibility it
brought up-to-date
- Map rendering for pocket computers and printouts
- Item frame rendering for printouts
- Custom block outlines for monitors and cables/wired modems
- Custom breaking progress for cables/wired modems
- Turtle "Dinnerbone" rendering is currently broken, as normals are not
correctly transformed.
- Rewrite FixedWidthFontRenderer to to the buffer in a single sweep.
In order to do this, the term_font now also bundles a "background"
section, which is just a blank region of the screen.
- Render monitors using a VBO instead of a call list. I haven't
compared performance yet, but it manages to render a 6x5 array of
_static_ monitors at almost 60fps, which seems pretty reasonable.
So very little works, but it compiles and runs.
Things to resolve over the next few days:
- Horrible mappings (should largely be resolved by tomorrow).
- Cannot send extra data over containers - we'll have to see what Forge
does here.
- Turtle models are broken
- No block drops yet - this will largely be cherry-picking whatever I
did on Fabric.
- Weird inventory desyncs (items don't show up initially when
interacting with a CC inventory).
- Probably lots of other things.
Rendering an item worked in principle, but had several caveats:
- The terminal did not fit well within the item's texture, so we had a
rather large border.
- The "correctness" of this was very tied to Minecraft's item rendering
code. This changed a little in 1.13, causing problems like #208.
Instead we effectively reuse the computer GUI rendering code, though
also handling coloured pocket computers and rendering the modem light.
This fixes#208, and hopefully fixes#212.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
- Turtles can now not be renamed with unnamed item tags (previously it
would clear the name, this seemed a little unideal).
- commands.getBlock(s)Data will also include NBT.
Now, onto the horror story which is these inspection changes:
- Make a lot of methods static
- Typo fixes
- Make utility classes final + private constructor
- Lots of reformatting (ifs -> ternary, invert control flow, etc...)
- ???
- Profit!
I'm so going to regret this - can pretty much guarantee this is going to
break something.
This offers several advantages
- Less registration code: the subscribers are reigstered automatically,
and we don't need to worry about sided-proxies.
- We no longer have so many .instance() calls.
- Remove redundant constructors and super calls
- Standardise naming of texture fields
- Always use postfix notations for loops
- Cleanup several peripheral classes
Some methods act the same on both sides, and so can be in utility
classes. Others are only needed on one side, and so do not really need
to be part of the proxy.
- Remove TurtleVisionCamera. It would be possible to add this back in
the future, but for now it is unused and so should be removed.
- Move frame info (cursor blink, current render frame) into a
FrameInfo class.
- Move record methods (name, playing a record) into a RecordUtil class.