This is a backport of 1.15's terminal rendering code with some further
improvements. This duplicates a fair bit of code, and is much more
efficient.
I expect the work done in #409 will supersede this, but that's unlikely
to make its way into the next release so it's worth getting this in for
now.
- Refactor a lot of common terminal code into
`FixedWithFontRenderer`. This shouldn't change any behaviour, but
makes a lot of our terminal renderers (printed pages, terminals,
monitors) a lot cleaner.
- Terminal rendering is done using a single mode/vertex format. Rather
than drawing an untextured quad for the background colours, we use an
entirely white piece of the terminal font. This allows us to batch
draws together more elegantly.
- Some minor optimisations:
- Skip rendering `"\0"` and `" "` characters. These characters occur
pretty often, especially on blank monitors and, as the font is empty
here, it is safe to skip them.
- Batch together adjacent background cells of the same colour. Again,
most terminals will have large runs of the same colour, so this is a
worthwhile optimisation.
These optimisations do mean that terminal performance is no longer
consistent as "noisy" terminals will have worse performance. This is
annoying, but still worthwhile.
- Switch monitor rendering over to use VBOs.
We also add a config option to switch between rendering backends. By
default we'll choose the best one compatible with your GPU, but there
is a config option to switch between VBOS (reasonable performance) and
display lists (bad).
When benchmarking 30 full-sized monitors rendering a static image, this
improves my FPS[^1] from 7 to 95. This is obviously an extreme case -
monitor updates are still slow, and so more frequently updating screens
will still be less than stellar.
[^1]: My graphics card is an Intel HD Graphics 520. Obviously numbers
will vary.
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.
Not quite sure when this changed, but I'm fairly sure isMouseOver wasn't
a thing when I wrote this. Or I'm a plonker. Both are possible.
Also fixes mouse dragging not being handled in turtles.
Fixes#299
- Add Forge's "name" field to the loot tables. This doesn't resolve all
our missing loot providers, but it's a start.
- Add back GUIs for pocket computers, printouts, view computer, etc...
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.
- Adds a CheckStyle configuration which is pretty similar to CC's
existing one.
- Add the Gradle license plugin.
- Ensure the existing source code is compatible with these additional
checks.
See #239
This only renders the bounding box on non-screen edges of the monitor,
meaning you have an uninterrupted view of the screen when hovering
hover.
Closes#219
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.
If mod loading fails, we'll continue to load colour handlers. As
blocks/items have not been registered, then we'll throw an NPE.
See MinecraftForge/MinecraftForge#5682. Somewhat fixes#168.
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.
Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:
- Expose Abstract*Upgrade classes in the API
- Fix the spelling of Jonathan in the API docs (*shakes fist*)
- Fix bug with printout not working in the offhand.
- Rename any argments/variables accidentally named "m_*", and add an
inspection to prevent it happening again.
- Remove most of the Block*.Properties classes - just inline them in
the parent class.
- Return super.writeToNBT instead of reassigning at the top.
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.
- Move container opening (and gui handling) into a separate class
- Move turtle/computer placement code onto the block
- GUIs now use gui{Left,Top} instead of calculating it manually.
- IPeripheralTile is now exposed in the API.
- We send special packets for key and mouse events, which are then
processed by the container's InputState.
- InputState keeps track of currently held keys and mouse buttons.
- When closing the container, we queue key_up/mouse_up events for any
pending buttons.
- Restrict what items can be inserted into printers. They're now closer
to brewing stands or furnaces: nothing can go in the output slot,
only ink in the ink slot, and only paper in the paper slot.
- Fix build.gradle using the wrong version
- Trim the width of tables to fit when displaying on the client. Closes
#45. Note, our solution isn't perfect, as it will wordwrap too, but
it's adaquate for now.
This is far more elegant than our weird method of baking things and
manually inserting them into the model map. Also means we no longer need
the whole turtle_dynamic thing.