====== Rendering in Fabric (DRAFT) ======
**IMPORTANT:** This documentation describes upcoming features in the process of being added to Fabric. These feature are not yet available and subject to change. The documentation is being posted now to help the developer community evaluate and improve the proposed features before adoption.
===== Introduction =====
==== The Fabric Rendering API ====
The Rendering API specifies interfaces and creates hooks for the implementation of a ''Renderer''. An implementation will provide the following features:
* Enhanced block model rendering: emissive lighting, control over diffuse and ambient occlusions lighting, and multiple blend modes (solid, cutout, translucent) in the same model.
* Dynamic block models: Some or all of a block model can be generated or modified during chunk rebuild based on world state, with or without a BlockEntity.
* Enhanced item model rendering: Item models have similar options for enhanced appearance and model output can be dynamic based on ItemStack state.
The API is flexible so that ''Renderer'' implementations can introduce novel lighting, special effects and performance optimization with excellent compatibility for models that depend on the API.
Some renderer implementations may focus on aesthetics and some may focus on performance, and others may try to balance both.
This freedom is achieved through two key design decisions:
First, Fabric delegates most of the functionality to the ''Renderer'' implementation itself - Fabric includes very few patches as part of the API.
Second, the API specification hides vertex formats, vertex data structures, and other implementation details from models using the API - models are not expected to provide or manipulate raw vertex data. Instead, the API defines lightweight interfaces for obtaining materials and building/outputting model content. Mod authors who use these interfaces can be assured their content will render well across a diverse range of implementation approaches.
==== Audience ====
== Mod Developers ==
Many mod authors will use a 3rd-party library to create or load models. However, many features of the API are likely to be useful or even necessary when using a library. If this describes you, this wiki should be a useful reference, but you don't need to read and understand every part of it.
== Model Loader Developers ==
The Fabric Rendering API was designed to be a suitable back-end for practically any type of model loader but does not specify or implement any model formats. Creating a model loader is a great way to contribute to Fabric development! If you want to create a model loader, you should review the entire API and all of the sections below.
== Model Library Developers ==
The Rendering API provides only the most basic primitives for model creation. Creating a library for procedural model generation and transformation is another good way to contribute to Fabric development. If you want to create a model library, you'll need to review the entire API and all of the sections below.
**Caution:** If your library will be used to generate models a run time (after Minecraft is loaded) then you should also have a good working understanding of the potential negative impacts on game performance and be familiar with techniques to avoid them.
== Renderer Developers ==
The Rendering API is only as good as the available implementations. Creating and maintaining a new Renderer is likely to be a large and complex effort. Before you begin, consider the following questions:
* What are you trying to achieve? Will your renderer be very fast? Will it try to conserve memory? Will it offer novel features?
* Your renderer should support all the features defined in the core API. Do you understand the entire Rendering API and how it is used?
* Are there any API extensions you intend to support or introduce?
* Do you know how to write and debug Mixins?
* How will your renderer modify the Minecraft rendering pipeline? Where will you need to make patches?
* How will your approach avoid excessive memory allocation?
* How will you ensure thread-safety?
Still want to create a renderer? This wiki and the links below will help you get started. And please post in Discord so we know to include your implementation in the links section!
==== Getting Started ====
You'll need to include the Fabric API in your development environment - the Rendering API is part of it. See [[tutorial:setup|Setting up a mod development environment]] for step-by-step instructions.
Fabric is distributed with a default ''Renderer'' implementation providing most of the features defined in the API. (It doesn't handle emissive item rendering,). The default renderer offers excellent compatibility, vanilla aesthetics and good performance for most use cases.
If the features provided in the core API are sufficient, the default renderer is all you need. Players or pack makers may render your content with other render implementations to get better performance or a different look (ie. shader packs).
Only one Renderer implementation can be active in a game session. When a non-default ''Renderer'' implementation mod is present, it needs to disable the default ''Renderer''. This can be done by adding the following lines to your fabric.mod.json.
{
[...]
"custom": {
"fabric-renderer-api-v1:contains_renderer": true
}
}
If two (non-default) implementations are present, Minecraft will crash during startup when the second implementation tries to register itself.
Some renderer implementations may offer an expanded feature set. If you create mods with a hard dependency on those features, be sure to state that clearly for anyone using your mod. In that case, your audience will be limited to players and pack makers who use renderers supporting those expanded features.
=== Getting the Renderer Instance ===
To use the features of this API, you'll need a reference to the ''Renderer'' instance. Getting the instance is easy:
RendererAccess.INSTANCE.getRenderer()
It is safe to retain a reference to the ''Renderer'' instance.
The renderer instance will be reliably non-null unless Fabric was somehow distributed without the default renderer or with the default renderer disabled. (This would not be normal.) If your mod depends on features defined in the API, then your mod should simply crash when no ''Renderer'' is active.
===== Materials =====
Every quad sent through the rending API has an associated ''RenderMaterial''. Materials give you control over texture blending and lighting. In future API extensions, materials will be the attachment point for other behaviors. Many of the effects you will want to achieve can be accomplished by material selection.
==== Obtaining Materials ====
Use ''Renderer.materialFinder()'' to get a ''MaterialFinder'' reference. It's safe to retain the resulting reference. Use the finder to specify the properties you want for your material and then use MaterialFinder.find() to get a ''RenderMaterial'' instance that will communicate those choices to the renderer.
**Tip:** Calling ''find()'' doesn't change any attributes of the finder. This behavior is useful when you want several materials with similar properties. If instead you want very different materials, call ''MaterialFinder.clear()'' to reset the finder instance to default values before specifying your next material.
Material instances are immutable and opaque once retrieved. Materials with identical properties may or //may not// pass == and .equals() tests. They exist only to efficiently communicate material properties to the renderer - they //aren't// meant to be analyzed by models. This affords renderer implementations maximum flexibility for material handling.
==== Named Materials ====
Materials can be registered with a name-spaced identifier using ''Renderer.registerMaterial()'' and retrieved using ''Renderer.materialById()''. This can be useful if you publish a mod that allows third-party extensions and you want to give those extensions a supported way to use consistent materials. In that case, your mod should register materials with identifiers that are visible to extensions.
Named materials can also be used by ''Renderer'' implementations to expose custom materials that provide special effects not possible with the standard materials. Renderers that provide custom materials are responsible for declaring and exposing the identifiers used to retrieve them.
Named materials will not be present unless a mod/renderer that registers them is also present. If your mod relies on named materials, you should either make your mod explicitly depend on the providing implementation(s) or check for the presence of the material at run time and use a fallback material when the named material is not available.
==== Material Properties ====
When selecting a material, you can choose from materials with the following attributes:
=== Blend Mode ===
* Allows the effect of multiple render layers in the same block/model.
* Set via ''MaterialFinder.blendMode()''
* Accepts ''BlockRenderLayer'' enum values.
* Does NOT necessarily mean the material actually renders in the given pass - only that it will appear to do so. (Some renderers may combine passes or do other optimizations. Don't write MixIns that are tied to ''BlockRenderLayer'' passes.)
* If null (the default) then terrain renders will use the value of ''Block.getRenderLayer()''. Other render contexts will use ''BlockRenderLayer.TRANSLUCENT'' as the default.
=== Diffuse Shading On/Off ===
* Controls color modification for diffuse lighting.
* On by default.
* Disable via ''MaterialFinder.disableDiffuse()''.
* In vanilla Minecraft this causes sides and bottoms of blocks to be darker, creating visual distinction.
* Renderer implementations may use a different diffuse lighting model but should still honor this setting.
=== Ambient Occlusion Shading On/Off ===
* Controls color modification for ambient occlusion lighting.
* On by default.
* Disable via ''MaterialFinder.disableAo()''.
* In vanilla Minecraft this causes interior corners to be darker, creating visual distinction.
* Renderer implementations may use a different AO lighting model but should still honor this setting.
=== Emissive Rendering On/Off ===
* When enabled, causes quad to be rendered at full brightness.
* Disabled by default.
* Enable via ''MaterialFinder.emissive()''
* Does not require a custom per-vertex light map and it is recommended you don't provide one.
* Diffuse and Ambient Occlusion shading //will// apply unless also disabled.
=== Sprite Depth ===
* Default value is 1 and 1 is the only value currently supported in the API.
* Values > 1 are reserved for future use and for use by extensions.
* Extensions can use this to accept multiple sprites on the same quad to create overlay effects.
=== Color Index On/Off ===
* Controls application of block color index to vertex colors.
* If block color index != -1 it will be applied by default. (Set using ''MutableQuadView.colorIndex()'').
* Use ''MaterialFinder.disableColorIndex()'' to prevent color application.
* Generally only useful when an extension is active the supports a material sprite depth > 1, In that case it allows block color to apply only to specific sprite layers.
===== Meshes =====
===== Render Contexts =====
===== Dynamic Rendering =====
===== How To =====
* Static Models
* Compound Models
* Dynamic Models
* Emissive Rendering
* Transformation
* Selective Visibility
* Mirroring
* Wrapping
* Coloring
* Item Models
* Damage Models
* Moving Blocks
===== Implementation Advice =====
Rendertime Mesh Generation
Necessary Hooks
Optimization Opportunities
* Chunk Builds
* Low Allocation
* Compact Formats
* Hardware Transforms
===== Future Direction =====
* Batched BlockEntity Rendering
* Shaders
* Custom Materials
* Sprite Overlay Layers
* Fancy Lighting Models
===== Links =====
Implementations
* Indigo
* Canvas
Extensions
* FREx
Sample Usage
* RenderBender
Model Libraries
* Brocade
Model Loaders