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https://github.com/Jozufozu/Flywheel.git
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Checking the source
- Remove source checks, it was very old and untouched - Remove FIXMEs and TODOs that were already fixed/done
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@ -1,55 +0,0 @@
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package dev.engine_room.flywheel.backend.compile;
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// TODO: recycle to be invoked by the shader compiler
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public class SourceChecks {
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// public static final BiConsumer<ErrorReporter, SourceFile> LAYOUT_VERTEX = checkFunctionArity("flw_layoutVertex", 0);
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// public static final BiConsumer<ErrorReporter, SourceFile> INSTANCE_VERTEX = checkFunctionParameterTypeExists("flw_instanceVertex", 1, 0);
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// public static final BiConsumer<ErrorReporter, SourceFile> MATERIAL_VERTEX = checkFunctionArity("flw_materialVertex", 0);
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// public static final BiConsumer<ErrorReporter, SourceFile> MATERIAL_FRAGMENT = checkFunctionArity("flw_materialFragment", 0);
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// public static final BiConsumer<ErrorReporter, SourceFile> CONTEXT_VERTEX = checkFunctionArity("flw_contextVertex", 0);
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// public static final BiConsumer<ErrorReporter, SourceFile> CONTEXT_FRAGMENT = checkFunctionArity("flw_contextFragment", 0).andThen(checkFunctionArity("flw_initFragment", 0));
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// public static final BiConsumer<ErrorReporter, SourceFile> PIPELINE = checkFunctionArity("main", 0);
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//
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// public static BiConsumer<ErrorReporter, SourceFile> checkFunctionArity(String name, int arity) {
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// return (errorReporter, file) -> checkFunctionArity(errorReporter, file, name, arity);
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// }
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//
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// public static BiConsumer<ErrorReporter, SourceFile> checkFunctionParameterTypeExists(String name, int arity, int param) {
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// return (errorReporter, file) -> {
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// var func = checkFunctionArity(errorReporter, file, name, arity);
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//
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// if (func == null) {
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// return;
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// }
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//
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// var maybeStruct = func.getParameterType(param)
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// .findStruct();
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//
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// if (maybeStruct.isEmpty()) {
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// errorReporter.generateMissingStruct(file, func.getParameterType(param), "struct not defined");
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// }
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// };
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// }
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//
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// /**
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// * @return {@code null} if the function doesn't exist, or if the function has the wrong arity.
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// */
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// @Nullable
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// private static ShaderFunction checkFunctionArity(ErrorReporter errorReporter, SourceFile file, String name, int arity) {
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// Optional<ShaderFunction> maybeFunc = file.findFunction(name);
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//
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// if (maybeFunc.isEmpty()) {
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// errorReporter.generateMissingFunction(file, name, "\"" + name + "\" function not defined");
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// return null;
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// }
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//
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// ShaderFunction func = maybeFunc.get();
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// ImmutableList<ShaderVariable> params = func.getParameters();
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// if (params.size() != arity) {
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// errorReporter.generateFunctionArgumentCountError(name, arity, func.getArgs());
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// return null;
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// }
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//
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// return func;
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// }
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}
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@ -62,7 +62,7 @@ public abstract class InstanceAssemblerComponent implements SourceComponent {
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FLOAT_UNPACKING_FUNCS.put(FloatRepr.UNSIGNED_INT, e -> e.cast("float"));
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FLOAT_UNPACKING_FUNCS.put(FloatRepr.NORMALIZED_UNSIGNED_INT, e -> e.cast("float").div(4294967295f));
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FLOAT_UNPACKING_FUNCS.put(FloatRepr.FLOAT, e -> e.callFunction("uintBitsToFloat")); // FIXME: GLSL 330+
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FLOAT_UNPACKING_FUNCS.put(FloatRepr.FLOAT, e -> e.callFunction("uintBitsToFloat"));
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}
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protected final Layout layout;
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@ -22,7 +22,6 @@ import net.minecraft.world.level.LightLayer;
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import net.minecraft.world.level.lighting.LayerLightEventListener;
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/**
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* TODO: AO data
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* A managed arena of light sections for uploading to the GPU.
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*
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* <p>Each section represents an 18x18x18 block volume of light data.
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@ -116,7 +115,6 @@ public class LightStorage {
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}
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// Now actually do the collection.
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// TODO: Should this be done in parallel?
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sectionsToCollect.forEach(this::collectSection);
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updatedSections.clear();
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@ -11,7 +11,6 @@ import net.minecraft.world.entity.EntityType;
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import net.minecraft.world.level.block.entity.BlockEntity;
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import net.minecraft.world.level.block.entity.BlockEntityType;
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// TODO: Add freezing
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@SuppressWarnings("unchecked")
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public final class VisualizerRegistryImpl {
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@Nullable
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@ -7,26 +7,6 @@ import net.minecraft.client.model.geom.ModelLayers;
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import net.minecraft.world.entity.EntityType;
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import net.minecraft.world.level.block.entity.BlockEntityType;
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/**
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* TODO:
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* <table>
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* <tr><td>{@link BlockEntityType#SIGN}</td><td> {@link net.minecraft.client.renderer.blockentity.SignRenderer SignRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#PISTON}</td><td> {@link net.minecraft.client.renderer.blockentity.PistonHeadRenderer PistonHeadRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#CONDUIT}</td><td> {@link net.minecraft.client.renderer.blockentity.ConduitRenderer ConduitRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#ENCHANTING_TABLE}</td><td> {@link net.minecraft.client.renderer.blockentity.EnchantTableRenderer EnchantTableRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#LECTERN}</td><td> {@link net.minecraft.client.renderer.blockentity.LecternRenderer LecternRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#MOB_SPAWNER}</td><td> {@link net.minecraft.client.renderer.blockentity.SpawnerRenderer SpawnerRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#BED}</td><td> {@link net.minecraft.client.renderer.blockentity.BedRenderer BedRenderer}</td></tr>
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* <tr><td>^^ Interesting - Major vv</td></tr>
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* <tr><td>{@link BlockEntityType#END_PORTAL}</td><td> {@link net.minecraft.client.renderer.blockentity.TheEndPortalRenderer TheEndPortalRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#END_GATEWAY}</td><td> {@link net.minecraft.client.renderer.blockentity.TheEndGatewayRenderer TheEndGatewayRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#BEACON}</td><td> {@link net.minecraft.client.renderer.blockentity.BeaconRenderer BeaconRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#SKULL}</td><td> {@link net.minecraft.client.renderer.blockentity.SkullBlockRenderer SkullBlockRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#BANNER}</td><td> {@link net.minecraft.client.renderer.blockentity.BannerRenderer BannerRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#STRUCTURE_BLOCK}</td><td> {@link net.minecraft.client.renderer.debug.StructureRenderer StructureRenderer}</td></tr>
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* <tr><td>{@link BlockEntityType#CAMPFIRE}</td><td> {@link net.minecraft.client.renderer.blockentity.CampfireRenderer CampfireRenderer}</td></tr>
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* </table>
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*/
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public class VanillaVisuals {
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public static void init() {
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builder(BlockEntityType.CHEST)
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