- Create MemoryBlock utility for easier management of memory allocation
- Replace most usage of direct ByteBuffer with MemoryBlock
- Remove all usage of Mojang's MemoryTracker
- Simplifier StructWriter
- Rename some classes and packages
- Replace ModelTransformer with modular pipeline that closely resembles
the instancing pipeline
- StructTypes and Materials now provide a VertexTransformer that
mutates a MutableVertexList
- Rewrite all model building to make it cleaner, more flexible, and
easier to use
- Add SimpleMaterial.GlStateShard for easier control over GL state
- Rename and move some classes
- Give material fragment shaders a use
- Add new variables to api/fragment.glsl
- Add flw_initFragment to context shaders
- Add flw_vertexOverlay
- Normalize flw_vertexLight
- Values are now [0, 1] where 0 is no light and 1 is max light
- All light values sent to layout shaders and instance shaders are now
[0, 15] and not normalized
- Remove util/light.glsl
- Rename program samplers
- Add FileResolution.isWeak()
- Add BackendType.getShortName()
- Tweak default material
- Move ShaderField to parse package
- Organize imports
- Initial work on uniform buffer registry
- Setup skeleton for ComponentRegistry
- InstancingEngine is no longer generic about the program
- ProgramCompiler considers ContextShaders as input
- Support weak file resolutions
- Temporary GLSL version bump to ease UniformProvider growing pains
- Centralize component shaders to Components
- Add RenderStage enum for better control over when a Material should be
rendered
- Add getRenderStage method to Material
- Replace RenderLayerEvent with RenderStageEvent
- Pass more information to RenderContext including camera and projection
matrix
- Pass RenderContext instead of Camera to all beginFrame-related methods
- Remove RenderContext.CURRENT
- Remove FrustumMixin and CameraMixin
- Remove default BasicModelSupplier constructor
- Convert Material to interface and create SimpleMaterial implementation
- Move API instancer classes to instancer package
- Organize imports
- Rename InstanceData -> InstancedPart, and subclasses
- Burger Fences
- Fix GlStateTracker nuking vao element buffer bindings
- GlVertexArray tracks element buffer bindings
- Use vertexAttribPointer offset instead of ..BaseVertex
- Setup code for better crumbling rendering
- Move some logic into CoreShaderInfoMap
- Simplify VertexWriter/VertexList
- Prefer IEventBus#addListener to @SubscribeEvent
- Stop using persistent buffers... for now
- Rename MaterialManager -> InstancerManager and Material ->
InstancerFactory
- Create Material class consisting of RenderType and shader files
- Make ModelSuppliers use Materials as keys instead of RenderTypes
- Move diffuse calculation from context shaders to material/shaded.vert
- Merge used templates directly into compilers and remove template
classes
- Overhaul shader pipeline
- Remove VertexType#getShaderHeader in favor of vertex-only "layout
shaders"
- Remove program specs in favor of vertex-only "instance shaders"
- Add API GLSL headers for vertex and fragment shaders that store
common values
- Separate context shaders into vertex and fragment shader files
- Improve import handling
- Ensure imports are not added more than once
- Change regex for import directives to be more in line with C-style
directives
- Move some classes and GLSL files
- Remove OnlyIn annotations
- Replace JSR305 Nullable and Nonnull with Jetbrains Nullable and
NotNull
- Fix indentation in flywheel.mixins.json
- Organize imports
- Instancer VAO logic moved to InstancedModel
- Refactor GlVertexArray for easier debugging
- Sort of clean up BufferLayout
- Padding items are broken, needs fix
- Inline all the things
- Now MaterialManager -> Material -> Instancer
- ModelSuppliers store RenderType
- Currently broken, it only renders chunk layers so vanilla instances are invisible
- User no longer needs to supply a key object to get an instancer
- Move memoization logic outside of MaterialManager
- Provide utility class for memoizing models
- Vanilla instances use static objects for their models
- PartialModels don't actually need reference states, use air instead
- Move RenderLayer to api package
- Kill lazy killable
- Combine InstanceFactories and FlywheelRendered into
InstancingControllers
- Store these controllers directly in the BlockEntity/Entity type
instead of a map for efficiency
- Redo InstancedRenderRegistry to fit these changes
- Rename all tile to block entity
- Remove all interface I prefixes
- Organize imports
- Bump version to 0.5.1
- Move most user facing interfaces to flywheel.api package
- Refactor InstanceData to have no package private classes
- Remove 'I' prefix from many interfaces
- ILightUpdateListener -> LightListener
- IMultiProgram -> ContextAwareProgram
- IFlatLight -> FlatLit
- All materials use the same vertex format: UNLIT_MODEL
- IModels now accept a VertexConsumer
- IRenderState -> RenderType
- AbstractInstancer for dealing with InstanceData tidyness
- Alter crumbling renderer to match new system
- Add hack to keep track of bound atlas textures
- Fix matrix mixins being applied on dedicated server
- Expand PartialModel functionality: add location getter and model
setter
- Remove Loader.getResourceType since selective reloading is deprecated
- Organize imports and mixin order
- Other formatting
- Update Gradle and Forge
- Fix minecarts rendering really far away
- InstanceManager#getInstance now has one job
- Instance creation moved to InstanceManager#addInternal
- TransformStack#translateBack for Vec3i