-
Notifications
You must be signed in to change notification settings - Fork 621
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Facade render rework #3695
Merged
yueh
merged 9 commits into
AppliedEnergistics:facade-render-rework
from
covers1624:facade-render-rework
Aug 30, 2018
Merged
Facade render rework #3695
yueh
merged 9 commits into
AppliedEnergistics:facade-render-rework
from
covers1624:facade-render-rework
Aug 30, 2018
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
6 tasks
Merging into feature branch to potentially amend/squash (and hope it keeps the author as well as testing the new review service. |
Merged
I just heard about this! I’m so happy you guys pulled it off! :D |
Sign up for free
to subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This has been in progress for some time but is finally ready. Basically, this is a complete rewrite of AE's Facade rendering. Myself and @yueh have been in discussion whilst this has been worked on so this isn't just a random PR out of the blue.
So what does this do and why?
AE's facade rendering was extremely simple, it polled the model it wanted to imitate and used the first available texture found, for most blocks this is fine and a adequate solution, where this solution fails is connected textures. This PR Addresses those issues, instead of polling for textures and building a new model, it simply 'slices' the model of the block into the facade shape, re interpolating textures and colours along the way, to do this it utilises a new pipeline i wrote for running multiple transformers across baked quads, its extremely fast and will spit the quad out in the same format that its piped in with, meaning that full bight blocks with CTM should render just fine, but due to the baked model pipeline in minecraft is about as efficient as it gets, Realistically Forge's lighting pipeline when rendering a chunk layer of Dense cables is slower than the pipeline slicing a chunk layer of Facades, in order for the system to get faster i need the ability to pipe each quad into forge's lighter.
Enough chit chat, Screenshots!
![](https://camo.githubusercontent.com/06f9347f9061f813d09a10cbfe880ed5d1bcc310efd226827f710bfbf445ebd8/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3230363033333330333136383335323235372f3437333738313239333131333534303631382f53637265656e73686f745f66726f6d5f323031382d30372d33315f31382d34352d32312e706e67)
![](https://camo.githubusercontent.com/191a971e32ece6859779e4e174fcf184b1d9a3fd8a6e9d5a282be42fa6280245/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3237313835373434383036353832363831372f3437343132323235313139373734333130342f53637265656e73686f745f66726f6d5f323031382d30382d30315f31372d32322d31372e706e67)
![](https://camo.githubusercontent.com/139a7f4cf33c686ecfa0816e86d3eeaed5302f82e4699e6ccba8e0f59dbcd678/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3237313835373434383036353832363831372f3437343132323538383238353639383037382f53637265656e73686f745f66726f6d5f323031382d30382d30315f31372d32332d33382e706e67)
![](https://camo.githubusercontent.com/a8b30b6faa930b167f04682647443fe97d988f027c0824fb78778292eb9926cd/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3237313835373434383036353832363831372f3437343132333035343739373136303436392f53637265656e73686f745f66726f6d5f323031382d30382d30315f31372d32342d35342e706e67)
![](https://camo.githubusercontent.com/d9854d088b608b8d7f7b4a9674c6a3778020b68e8ebd2cdc39a34c1b5b5d4acb/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3337343233393931353335353134343230322f3437393333383634353730333336303531332f53637265656e73686f745f66726f6d5f323031382d30382d31365f30322d35302d32352e706e67)
![](https://camo.githubusercontent.com/7170e199a0e79275c40de019632c54a48496858d3fa33dbd4ea61ffe7d3a9ef5/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3135393937313838383438353839323039362f3438313734323138343331323230393432392f53637265656e73686f745f66726f6d5f323031382d30382d32325f31372d35392d30362e706e67)
![](https://camo.githubusercontent.com/6fc60db4e00dc78cc7eb39c7622b9524b612c9b9f972d0df6448c853b20645c8/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3135393937313838383438353839323039362f3438333835303830373334333834313238302f53637265656e73686f745f66726f6d5f323031382d30382d32385f31332d33392d35312e706e67)
Connected textures work across TD Covers too!
(Chisel Block, AE facade, TD Cover, Chisel block)
Edge ZFighting was solved by 'kicking' the edges in.
But only kicking them in when needed.
Works perfectly with 'thin' facades.
Demonstrating that the pipeline respects VertexFormats, base edits to show controllers always active were used for this specifically for the screenshot.
Transparency issues are solved by
shrinking
the bounds of the transparent facade.