- true to false for Pepper
- IBufferedModel -> BufferedModel
- VertexFormat -> BufferLayout
- Use ImmutableList in BufferLayout
- LayoutItem naming consistency
- Try to reduce usage of raw BufferLayouts
- Move vertex interfaces to api package
- #createWriter and #createReader in VertexType
- Some documentation
- Reorganize everything
- Isolate SourceFile related things
- Should consider decoupling ShaderLoader from resource loading
- Document a lot of newer things
- Index functions
- Awkward WorldContext builder
- Template responsible for providing shader inputs
- Template is now an abstract class
- Template provides GLSL version
- ProgramSpecs now only accept one file
- Redo shader loading
- Now loads an immutable SourceFile containing some metadata
- Replace legacy compilation pipeline with improved new one using new api
- Builtins are defined in one file, now "header"
- New ErrorReporter/ErrorBuilder methods
- Fancier shader loading errors
- Buffered models directly consume IModels
- Document IModel more
- Move contraption world render spoofing to flywheel
- Miscellaneous new RenderMaths
- Added WorldModel, renders many blocks given a world instance
- Fix broken transparency on contraptions when using Flywheel
- Program specs are now loaded from json instead of being defined in code and registered manually.
- Within the json spec, a program can define a list of states.
- A state consists of:
- A "when" clause.
- A list of strings to be #defined.
- A list of extensions to apply at program link time.
- Each frame, the first state whose "when" clause returns true will be used.
- A when clause consists of:
- A state provider defined by a resource location.
- A value to match.
- When the value returned by the provider matches the value defined in the when clause, the when clause is considered to be 'true'.
- There is syntactic sugar for when a provider returns a boolean value.
- This system is in its infancy, and there is plenty of room for improvement.
- All material shaders now use the template system.
- Because of the template system, we can know what attributes a material has, along with how they're formatted.
- All of the *Attribute enums are effectively inlined, as the context they used to provide is no longer needed.
Also
- Partially fix incorrect vertex lighting (make sure to not sure Forge's lighting calculator)
- Reorder some lighting to make it more efficient
- Cleanup some things
- Lots of refactoring in the shader loading code.
- Abstract all the different shader source transformations into ProcessingStage.
- An ordered list of ProcessingStages is called a ShaderTransformer.
- When you acquire sources, a Shader now keeps track of the source location, shader type, and source code all together.
- Nothing is properly hooked up yet.
- A single shader file will be able to be compiled with different opengl targets.
- I plan on using this to implement meshlet rendering as an alternate backend-backend that will be used when available.
- It could also be used to enable compatibility with opengl 3.0 or potentially even 2.0.
- Move CreateClient.kineticRenderer to Backend
- InstancedTileRenderers keep track of their own queuedUpdates
- Sort of a listener system for some render events
- Put a lot of the reusable code in a sort of standard library
- Need to evaluate just how much should be lumped in there
- Still need to allow for users to create alternate contexts for the builtins
- Normal world and contraptions are still hardcoded contexts