feat(light): DDA voxel shadow occlusion for point and area lights #108
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Ocelot5836 merged 17 commits intoFoundryMC:next/1.21from Mar 1, 2026
Merged
feat(light): DDA voxel shadow occlusion for point and area lights #108Ocelot5836 merged 17 commits intoFoundryMC:next/1.21from
Ocelot5836 merged 17 commits intoFoundryMC:next/1.21from
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Ocelot5836
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Mar 1, 2026
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This pr looks good! Once you make those changes I'll go ahead and merge
common/src/main/java/foundry/veil/api/client/render/light/data/AreaLightData.java
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common/src/main/java/foundry/veil/api/client/render/ext/VeilMultiBind.java
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common/src/main/java/foundry/veil/api/client/render/ext/VeilMultiBind.java
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common/src/main/java/foundry/veil/api/client/render/VeilRenderSystem.java
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If you remove the changes to common/src/main/java/foundry/veil/api/client/render/ext/VeilMultiBind.java I'll be able to rebase and merge |
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Oops, i don't know what i've done but i just removed the changes |
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In the fixing conflict commit |
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Huh |
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Oh, remove the second copy of this |
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# Conflicts: # common/src/main/java/foundry/veil/api/client/render/ext/VeilMultiBind.java
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Perfect |
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Added a camera-centered voxel shadow grid that point and area lights can use for cheap occlusion testing via a DDA ray march*
The occlusion per-light is toggelable and the grid is only built and bound when at least one light has occlusion enabled
And some changes to the Multibind cache so it avoid repeated target lookups on every bind call