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### API Changes - Interface inject `FabricBakedModel` This change was done to eliminate the constant need to cast `BakedModel` to `FabricBakedModel`, especially when rendering sub-models. The implementations for the methods of `FabricBakedModel` were moved from `BakedModelMixin` to `FabricBakedModel` as default implementations. Some javadoc was updated to reflect this change. - Deprecate the mesh consumer (`Consumer<Mesh>` retrieved from `RenderContext`) This change was done to ensure consistency across all current and future contexts in which a mesh may need to be output to a quad emitter. The preferred direct replacement is the new method `Mesh#outputTo(QuadEmitter)`. Some javadoc was updated to reflect this change. - Deprecate the baked model consumer (`BakedModelConsumer` retrieved from `RenderContext`) This change was done to ensure consistent rendering of sub-models and to eliminate assumptions about what features a model uses. The preferred direct replacement is to use the appropriate `emit` method in `FabricBakedModel`. Some javadoc was updated to reflect this change. Even though the consumer is now deprecated, the default `FabricBakedModel` method implementations still use it and renderers must still implement the getter. This is because Indigo and Indium sometimes apply smooth lighting differently based on if the quad came from a vanilla model or not. The eventual solution to allow all baked model consumer usage to be removed is to allow renderers to override the default `BakedModelMixin` and handle default vanilla models directly. - Fix `QuadView#toVanilla`'s javadoc reporting the wrong minimum array size ### Implementation Changes - Restructure `RenderContext` implementations This change was done to reduce code duplication, improve standardization, and improve readability. Most code of `AbstractQuadRenderer` was moved into a new class called `AbstractBlockRenderContext` (which `BlockRenderContext` and `TerrainRenderContext` now extend), with the main buffering method being moved to `AbstractRenderContext`. - Remove red blue color swap It is unclear why this code was necessary in the first place. Indigo stores vertex color in ARGB format, then converts it to ABGR format only if the native byte order is little endian, and then reads the vertex color in ABGR format when buffering vertex data. This would mean that on big endian systems, all red and blue color components would be swapped. Now, color is read in ARGB format when buffering and no color format conversion or swapping is done. - Encode face normal This change was done to improve the performance of meshes. Meshes already encoded all other geometry data, but the face normal would still have to be recomputed every time a mesh quad was rendered. Now, it is stored in the quad data header, so it is simply decoded, which is significantly faster. - Fix some bugs - Outputting a mesh via the mesh consumer would result in the emitter retaining the data of the last quad in the mesh. - In non-terrain block rendering, the baked model consumer would incorrectly use the random seed provided by the block state instead of the passed random seed argument. - When converting to or from vanilla quad data, the color would not be converted. Indigo uses ARGB format to store color, while vanilla quads use ABGR or RGBA. See the comment near the bottom of `ColorHelper` for more information. - Fix TerrainRenderContext using incorrect overlay value of `0` instead of `OverlayTexture.DEFAULT_UV`. - Improve performance of some code - `QuadViewImpl#computeGeometry()` was being called before transforms and the cull test were applied. These operations can change the geometry and invalidate computed geometry data or cancel the quad outright. Calling the method explicitly in those contexts was also not necessary in the first place. - A single `Vector4f` instance is now reused to transform the vertex position instead of allocating a new `Vector4f` for each vertex. - The random seed lazy computation now uses a separate boolean instead of checking if the seed is `-1`. |
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