Commit Graph
74 Commits
Author SHA1 Message Date
MineTec be94c33ea6 render stats and live limits: photo counters and phase timings (queue, snapshot, trace, dither), running/queued load, render limits applicable to the running pool (trace parallelism, concurrent renders, queue, timeout), debug log switch with stack traces of failed renders 2026-11-05 18:56:39 +01:00
MineTec a082271f28 camera fluid check never loads the chunk at the eye (an eye in an unloaded chunk loaded it synchronously in prepare: 204 ms, now 13 ms) 2026-11-05 18:21:47 +01:00
MineTec c75c7a4b60 photo storage failures handled: a shot is refused (film kept) while the image folder is not writable, a photo whose png cannot be saved fails like a render error (film back) instead of becoming a vanilla map after the restart, png/index files written atomically (tmp + move, no truncated png after a crash), one-line warnings instead of imageio stack traces, unreadable png warned 2026-11-05 17:35:00 +01:00
MineTec bf192588a9 crash recovery refunds only photos found in the saved data (async scan): after a crash that rolled the shot back to the last save the camera still had the film and the refund duplicated it, a failed scan refunds all, jobs stay in pending.yml until decided 2026-11-05 17:13:40 +01:00
MineTec 3a064a5ffa photos in item frames are read from their renderer or index cache without loading the map view (a wall of 1000 frames with not yet loaded photos took 830 ms on the main thread, now 490 ms cold / 60 ms warm) 2026-11-05 17:03:47 +01:00
MineTec faeda0e0da nether and end skies: the nether has no sky (camera biome fog_color) and fogs like vanilla (10 to 96 blocks), the end shows vanilla's textured sky box and fogs towards its fog colour (both showed the overworld day sky with sun and clouds) 2026-11-05 16:57:44 +01:00
MineTec 5b4f879158 queued photos hold their chunks (reference-counted plugin tickets on the loaded chunks of the view, released after the snapshot or on failure): a photographer who teleported, changed dimension or logged out while the photo waited longer than the unload delay got a partly empty picture 2026-11-05 16:45:46 +01:00
MineTec 3339c45dda render jobs take their world snapshots one per tick (a burst or max-concurrent > 1 no longer stacks several snapshots into one tick), trace threads numbered (all were named -0) 2026-11-05 16:37:18 +01:00
MineTec 0b781c3538 block/water rendering fixes: weighted blockstate variants picked per position like vanilla (Mth.getSeed + model random, multipart reseed, seed 42 for displays, falling blocks by start pos, block items keep the first variant), face textures are slot refs (heavy_core was invisible), missing textures as missingno, animated textures by mcmeta frame size and first frame, deterministic resource pack priority, full-height snapshot so the sky light under water counts the whole water column, camera surroundings captured for the water fog blend, underwater light applied per depth instead of per ray, camera fluid determined once in prepare, translucent layer limit 8 / 1/255 (3rd water face no longer opaque), rgb attribute modifiers for water_fog_color, pptest fix_* scenes 2026-11-05 16:06:27 +01:00
MineTec 291d51891f rendering fixes: rebaked cubes keep unshaded/additive (end portal/gateway in displays), piston heads no longer skulls (shared block-entity material source), armor/horse armor/carpets/saddles from the equippable component (custom assets, trader llama carpet), inverse-transpose normals for non-uniformly scaled displays, later layer wins on equal depth like vanilla, block tints exactly like vanilla blockcolors (redstone table, stems by age, untinted unknown blocks), pose visibility not forced, pptest scenes tint_blocks/equip_assets/display_fixes 2026-11-05 13:18:04 +01:00
MineTec 4be03afa3f photos named via item_name instead of custom_name so the recipe book fills the copy recipe, copies keep an anvil name 2026-11-05 13:18:04 +01:00
MineTec e364d76da0 model dump: instance getTextureLocation preferred over static overloads (shulker texture was missing), boat water patch posed with its unit state, painting skipped (no model) 2026-11-05 13:18:04 +01:00
MineTec a890370cc5 memory and main-thread fixes: ray map computed per ray instead of stored, photos take their world snapshot only when the render starts instead of while queued, biome tint blend cached per photo with the biome height in the key (was global, unbounded and stale across photos, worlds and 3d biomes), item definitions cached per id and context with the day only for local_time models, one date per photo for christmas chests and local_time, model chains cut at the depth limit not cached, bake failures logged per photo, no sync chunk loads for end gateway neighbours and spawner display mobs, a broken datapack variant file skips only itself 2026-11-05 11:52:43 +01:00
MineTec e08bfc81f3 skins: only textures.minecraft.net texture urls are fetched (https, no redirects, 128 KiB cap, png header must be 64x64 or 64x32 before decoding), processed exactly like vanilla processLegacySkin (left arm and leg mirrored per face, notch transparency hack, opaque base layers), one download per url outside any map lock, failures retried with backoff instead of cached forever, lru of 512 skins 2026-11-05 11:52:43 +01:00
MineTec 5d581dc482 item guard: photos cannot be cloned, locked or scaled in the cartography table, the anvil only renames camera, film and photo, the crafter does not craft with them (it handed out the static load/copy placeholders and ate the ingredients), camera and film cannot be placed as heads (the broken skull lost the markers) or put into mount saddle slots by horse inventory or dispenser 2026-11-05 10:44:35 +01:00
MineTec 4c52bc2dca fix survival data loss and lifecycle: crafting consumes the grid atomically in the click (no same-tick dupes), photos that do not fit are dropped like /give, failed or aborted renders give the film back (offline via pending.yml, crash recovery on start) and keep a blank placeholder instead of turning into world maps, shutdown finishes every job synchronously without scheduling after disable and tracing stops on interrupt, renderers detached and reattached across /reload, vanilla map renderer really removed, photos stored per primary world uid with migration and no overwrite on a reset map counter, cleanup only deletes photos unseen for the given days and referenced nowhere in loaded state or saved world and player data, async dither fallback, cooldown map cleared on quit, cleanup permission without op bypass 2026-11-05 04:48:04 +01:00
MineTec a3fbe122e3 final comment sweep: section separators, signature-only javadocs and history notes removed, stale comments corrected (sign/contents model lookup, inverted entity cubes, item-bounds use, datapack folder search, biome tint argb, water-only overlay faces, beacon first section, mushroom-cow instanceof example, legacy skin arm copy, elytra and pack-detection notes in the scripts, pptest scene descriptions), comments only 2026-11-05 03:35:48 +01:00
MineTec 02e052787c simplify tools: shared harness setup (pipeline, block proxy, render job, framing, record copy, label cells, contact sheets) for the standalone renderers and the benchmark, block-entity scenes as name/yaw records, one dump pipeline for mob and avatar renderers with a shared submit helper, transform record and jem/entry/subset helpers, posed block entities from direct layer constants, pptest scenes registered once with settle-tick and resolution tables and put() for all blocks, jdk detection and full error log in the dump script, pptest jar rebuilt instead of updated, gradle task printing the tool classpath, comments trimmed 2026-11-05 03:24:30 +01:00
MineTec b242adb6d2 simplify survival, map and plugin code: map palette built once in a static initializer instead of a synchronized check per dither lookup, film colour as a constant, one blit for blank film and develop, shared crafting result for prepare and craft, unused photo scan state and dead null checks removed, non-italic text helper for item names, pdc getOrDefault, private map file paths, single map-init attach path, listener registration in one loop, unused image constructor removed (pptest dithers itself), comments trimmed 2026-11-05 02:28:46 +01:00
MineTec 44f2b3c59c simplify asset code: unread average colour and constant model fields dropped (bake returns the element list, shared empty model), baked elements cached per blockstate variant and parent models cached while flattening, one element constructor plus withFaces, blockstate box/face/axis rotation in one pass instead of per-step x/y copies, face rotation normalised once, block state parsing inlined into the resolver, shared json read and image-to-grid helpers, path concatenation instead of format, dead zip directory probe and unused dto/font members removed, comments trimmed 2026-11-05 01:32:46 +01:00
MineTec 7f2520a52d simplify cem entity, block-entity and item code: entity bake split into body texture, vanilla placement and ground snap, part frames only for entities holding items, entity info looked up once, identical toggles-only pose fallback removed, shared model-space and bake-to-cubes helpers, model cube without unread origin/inflate, tinted copy helper, plains tint shared with the biome provider, item bounds via the rendered entity aabb, element rotation via rotationAround, special transformations accumulated while picking, precomputed end portal layer constants and gateway face set, sign text areas as records, dump info parsing split out, unused loader size removed, comments trimmed 2026-11-05 00:57:17 +01:00
MineTec cbc859b565 simplify entity, tint and util code: shared direction helpers (axis, of, opposite), one inverted-face test and frac for block and entity intersectors, element rotate/unrotate without allocating copies, entity scene without the per-entity list and with a single child push, cube corners and hit normal without temp arrays, tint channel cached per material, redstone power from the block data, shared leash faces and frame cards, texture ops on colour helpers, simpler text and chest/shulker/statue texture code, dead helper and dead null checks removed, comments trimmed 2026-11-05 00:20:32 +01:00
MineTec 2a3db3d7aa simplify snapshot code: frustum bounds computed once per photo and shared by all builders, cached per-class reflection handles via a shared helper (getHandle, standing eye height, map data and decorations), one facing yaw for wall and standing block entities, shared banner pattern/skin/copper stage/dye helpers, shield state via the builder, map view read once per frame, leash endpoints without temp arrays, package-private item/map helpers, fully qualified names imported, dead checks removed, comments trimmed 2026-11-04 23:41:05 +01:00
MineTec bc07631fec simplify raytracer, fluid, sky and render code: air fog moved into the camera medium, sky colour computed only when read, single ao neighbour lookups, culling test before tint and ao, allocation-free fluid heights and flow angle, one fluid model lookup per cell, shared normal rotation and face fractions in the element intersector, unified side-face table, dead overloads/interface/enums and convenience constructors removed, comments trimmed 2026-11-04 22:53:25 +01:00
MineTec 4348b5fca0 vanilla fluid rendering: water and lava as fluid polygons with level/neighbour corner heights, flow textures, double-sided and overlay faces, texture alpha, opaque lava, waterlogged blocks and seagrass/kelp/bubble columns hold water, underwater and lava fog from biome water_fog attributes with gaussian biome blend, fogged sky disc, 6/7 fov in fluids, sky light under water also for underwater cameras, fluid test scenes 2026-11-04 22:07:02 +01:00
MineTec 9093c1ccfb christmas chest textures (24-26 december, chests and trapped chests, local_time item models, pixelpics.testDate test property), chest items from the item definition texture, shield banner patterns, item displays turned 180° like vanilla, dropped item lift from the ground model bounds, baby held-item offset, map decorations on framed vanilla maps (banners, frames, markers; none on photo maps), inverted block elements in items and displays (spawner, vault inner faces), deterministic test scenes, items/xmas/marker test scenes 2026-11-04 21:15:38 +01:00
MineTec 9e48e35680 block-entity contents from the decompiled renderers: enchanting table book (closed, open towards a nearby photographer), campfire and shelf items, vault display item, copper golem statues (poses, weathering), spawner and trial spawner mobs, beacon beam with glass colours, end portal and gateway star field, block-entity parts in block displays (lectern book, bell), outer item-model transformations for special models, contents test scenes 2026-11-04 20:15:40 +01:00
MineTec 318a309580 rescale rotated block elements like vanilla (cross plants, amethyst, campfire, fire, raised rails), euler x/y/z element rotations (hanging sign chains), inverted inner-face elements (spawner, vault), vanilla-like water: single surface blend with depth sky light instead of path-length density, water faces against glass/ice/leaves, block geometry and water test scenes 2026-11-04 19:25:17 +01:00
MineTec 2c2e9e2e32 render emissive eye/glow layers, per-model vanilla render types (cutout vs translucent, unshaded), sheep undercoat and vanilla wool colour, angry wolves, tipped arrow and invulnerable wither textures, small armor stand armor textures, elytra rest pose, vanilla mob arm poses (piglins, illagers), layer test scenes 2026-11-04 18:59:14 +01:00
MineTec 45d033bd89 entity state poses from the vanilla dump: sleeping/sitting/crouching/swimming/gliding, fox/cat/panda/parrot/bat/camel/sniffer poses with pose transforms, per-sub-model poses (baby pivots), armor-stand part poses and body pitch via rotation bindings, fish in water, beds, shoulder parrots, pose test scenes 2026-11-04 17:51:01 +01:00
MineTec 6660ebe557 pinhole camera ray map like vanilla (vertical fov 70, horizontal from aspect, pixel centres, no roll) instead of yaw/pitch corner rotation that squashed photos vertically by cos 35, shared buildRayMap in test tools, camera projection test scenes 2026-11-04 17:07:19 +01:00
MineTec 88bae41a03 primitive chunk table in world snapshot instead of colliding long-keyed hashmap, bounded cache for tinted/composited mob and banner textures, vanilla dump with nested model json, village benchmark and perf test scenes 2026-11-04 16:59:42 +01:00
MineTec b5baffebbd entity bvh with exact old tie order and allocation-free entity/element intersectors, entity benchmark harness and perf test scenes 2026-11-04 16:42:08 +01:00
MineTec 2d56a1910c render item frame contents with the item geometry like vanilla ItemFrameRenderer (fixed context, 8 rotations, all facings), frame block models, map contents incl. pixelpics photos, invisible frames, head skins/banner patterns from item meta 2026-11-04 16:03:34 +01:00
MineTec a743dc32c7 derive default layers, armor wearers, arms/chest pose flags and mob variant textures from the vanilla dump, drop the hardcoded lists 2026-11-04 15:48:03 +01:00
MineTec 022b080fce render all block entities from the dumped vanilla models with decompiled renderer poses, drop the cem block-entity path 2026-11-04 15:13:55 +01:00
MineTec c66ebaa942 render cat/wolf collars, charged creeper and wither armor energy swirl (additive), fox/dolphin mouth items 2026-11-04 14:45:57 +01:00
MineTec fbea9dfe08 match vanilla arrow/trident orientation incl. arrow impact shake, add projectile test scenes 2026-11-04 14:26:21 +01:00
MineTec addebffba1 add tools/build-vanilla-pack.sh to build the runtime resource pack from Mojang's client jar 2026-11-04 14:22:27 +01:00
MineTec a0b7ec3a90 apply vanilla uvlock under blockstate x/y rotations and face zero-thickness elements towards the ray
x rotations without uvlock already sampled the model-space element like
vanilla (lying logs/pillars, vertical observers/dispensers verified against
FaceBakery for every blockstate variant). The remaining divergence was
uvlock: faces kept model-extent UVs and were sampled in world orientation,
so top stairs, ceiling buttons, fences/walls and ceiling vines showed
shifted or rotated textures. Rotated uvlocked elements now also go through
the model-space path, with each face's final UVs mapped by vanilla's
BlockMath face transformation (inverted, as in FaceBakery).

Zero-thickness elements (vine, lichen) always reported their low face;
pick the face turned towards the ray instead.

Edge-case test plugin: xrot/xrot2 scenes (lying pillars, vertical
observers/dispensers/droppers, top stairs, ceiling buttons).
2026-11-04 14:11:40 +01:00
MineTec 5852d4b367 render chests from the dumped vanilla models (single, double, trapped, ender, copper) 2026-11-04 13:57:35 +01:00
MineTec 9a6c8b538d alpha-blend translucent block and entity texels (stained glass, slime skin, text backgrounds) 2026-11-04 13:49:45 +01:00
MineTec 37fa1d8f56 bind block textures to the model under blockstate rotations (vanilla UVs)
- face UV orientation now follows vanilla BlockElement.uvsByFace: north/
  east/down faces were sampled mirrored. Default UVs adjusted to match.
  Block and entity faces share one mapping (ElementIntersector.faceUv),
  so the separate blockUv mode of the entity intersector is gone.
- x/y blockstate rotations without uvlock: elements keep their model-space
  copy and are intersected with the inverse-rotated ray, so textures turn
  with the model exactly like vanilla (pistons facing down showed their
  side textures in different directions per face). Replaces the earlier
  up/down-only UV rotation. Display entities use the same model-space path.

Edge-case test plugin: piston/observer/dispenser scenes.
2026-11-04 13:36:15 +01:00
MineTec 73e521131b parse 26.x texture objects in block models (redstone, glass, panes)
Since 26.x a model texture can be an object {"sprite": ..., "force_translucent": ...}
instead of a string. The block-model DTO only accepted strings, so those
models failed to load and rendered as the grey fallback cube: redstone
wire and every glass block and pane (110 models). Accept both forms in
ModelResolver (shared with ItemGeometry).

Edge-case test plugin: redstone/glass scene.
2026-11-04 13:28:10 +01:00
MineTec 9e59435e13 edge-case test plugin: fence and door in the rotated-block scene 2026-11-04 13:24:48 +01:00
MineTec a99acad80c fix blockstate y-rotation direction and rotate top/bottom UVs without uvlock
Blockstate "y" rotations turned the geometry counter-clockwise while the
faces were re-assigned clockwise (vanilla). Every east/west variant of an
asymmetric block ended up mirrored on the wrong side of its cell: shelf
mushrooms and ladders floated away from their support, stairs faced
backwards. Rotate clockwise like vanilla, adjust element-rotation axes,
and turn up/down face textures with the model unless uvlock is set.

Edge-case test plugin: shelf mushroom (side + top view) and rotated-block
scenes.
2026-11-04 13:20:40 +01:00
MineTec 32afe08f03 render entities from vanilla client models, add items, displays and leashes
- dump entity models straight from the unobfuscated client jar
  (tools/VanillaModelDump.java, tools/update-vanilla-models.sh): models posed
  by vanilla setupAnim, baby/variant/layer models, renderer transforms,
  default textures, pose variants (sitting, holding items, illager arms)
  and all layer definitions; the old CEM template is only a fallback now
- fix adult zombies captured as babies, zero-thickness planes (wings,
  fins) and back faces in the entity intersector
- held items, head items (pumpkins, skulls), shields, elytra, saddles and
  body equipment for every mount, armor following the pose
- block/item/text display entities, dropped items, falling blocks, primed
  TNT, minecart contents, block entities inside displays, leash ropes
- item models resolved from the 26.x item definitions with display
  transforms; generated items extruded like vanilla
- bundle the vanilla font definitions as fallback so sign/text rendering
  works with packs that lack font/*.json
- one failing entity no longer aborts the whole photo
- edge-case test plugin (tools/edgecase-plugin) and offline harnesses
2026-11-04 13:11:39 +01:00
MineTec 5904814e69 reduce harsh dithering: constrained error diffusion in Lab space
Colors the map palette cannot represent (light sky blue, sunset tones) were
approximated by mixing far-apart palette colors, producing a high-contrast
checkerboard in the sky and stray speckles elsewhere. Diffuse the error in
CIELAB and only allow palette colors nearly as close to the original as the
best match, so the dither blends between neighbouring colors only.
2026-11-04 11:29:32 +01:00
MineTec 2d84a35cc4 update to Paper 26.3: load biome colors from vanilla data, fix dappled forest grass
Biome grass/foliage/dry-foliage/water colors and grass color modifiers are now
read from the server's built-in worldgen biome data at runtime, with a 26.3
snapshot as fallback. Fixes missing biomes (dappled_forest, pale_garden,
sulfur_caves) and several outdated values. Replace deprecated ExactChoice
constructors.
2026-11-04 11:19:08 +01:00
MineTec 8dd295e5d6 update to Paper 26.2, Java 25 and Gradle 9.6.1 2026-10-08 23:33:14 +02:00