- 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
- Materials are given the opportunity to setup/clear render state
- Materials bind textures
- Compile all combinations of shader components at load
- Drastically simplify compilation context objects
- Material shaders control cutout and fog
- Remove all GameState related classes
- Remove CoreShaderInfoMap
- Sneaky optimization to instance storage
- Simplify RenderLists
- 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
- Fix tickable instances ticking while paused
- Fix CME on effect origin shift
- ExampleEffect is now boids fireflies
- Better tick/update load distribution with small instance counts
- Add Effect instancing
- Allows mods to create visual effects without (block) entities
- One effect object maps to many AbstractInstances
- Effect objects are expected to exist in isolation
- Refactor InstanceManager to be composable about how its instances are stored
- EffectInstanceManager uses this to provide a one to many topology
- This is in need of more iteration, and more aspects of InstanceManager should be made composable in the future
- Fix Resources not being closed properly
- Change versioning scheme to match Create
- Add LICENSE to built jar
- Fix mods.toml version sync
- Move JOML code to non-src directory
- Update Gradle
- Organize imports
- ... to address the nullpointer with create pulleys
- LightListeners track their own levels
- Remove BasicProvider and LightProvider
- Rename MovingListener to better match functionality
- Remove ListenerStatus in favor of a boolean
- Instances keep track of their removal status and properly report it via LightListener#isListenerInvalid
- Bump version - 0.6.4
- Re-implement batching under new api topology
- Lots of duplicated code between instancing and batching, room for abstraction
- StructTypes now require their type argument to extend InstancedPart
- Fix crash when re-allocating drawbuffers
- Disable crumbling pending refactor
- Separate RenderDispatcher#beginFrame from RenderDispatcher#maintainOriginCoordinate
- Inline OriginShiftListener
- Refactor InstancedRenderDispatcher hooks
- InstancingEngine takes over tracking individual draw calls
- Many draw calls are associated with a single ShaderState
- Each ShaderState will bind one shader program
- Make Material a record
- Inline Renderable and move InstancedModel.Layer to DrawCall
- 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
- Fix and improve crumbling rendering
- Rename Batched to BatchedStructType and Instanced to
InstancedStructType
- Normalize flw_vertexNormal in context/common.vert
- Add TODO and FIXME comments
- Check for errors immediately after loading shaders
- Done through FileResolution
- Add class SourceChecks to
- Throw away GatherContextEvent, do everything on client init
- Unify FileResolution and Resolver, PartialModel style
- Pass around error reporter to detect errors during load
- 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
- Respect fog shape and type
- Add uFogShape uniform
- Add macro for current FogType
- Respect dimension constant ambient light when calculating diffuse
- Add uConstantAmbientLight uniform
- Redirect diffuse calculation to FLWDiffuse
- Do not automatically include diffuse.glsl
- Fill CoreShaderInfoMap with info for vanilla and Forge core shaders
- Use try-with-resources when querying ResourceManager
- Move WorldProgram uniform uploading from bind to uploadUniforms
- Use correct layer when rendering bells (cutout -> solid)
- Update Starlight
- Remove OnlyIn annotations
- Replace JSR305 Nullable and Nonnull with Jetbrains Nullable and
NotNull
- Fix indentation in flywheel.mixins.json
- Organize imports
- Inline a handful of interfaces that had limited use
- Removed IndexedModel/VBOModel as a first step in refactoring model uploads
- InstancedModels/GPUInstancers support multiple VAOs
- Fix padding issue
- Instancer VAO logic moved to InstancedModel
- Refactor GlVertexArray for easier debugging
- Sort of clean up BufferLayout
- Padding items are broken, needs fix
- Abstract ModelUtil.getBufferBuilder and .getBufferBuilderFromTemplate
- BakedModelBuilder and WorldModelBuilder as parameter objects for getBufferBuilder
- WorldModelBuilder supports IModelData
- Slight simplification to model allocation
- RenderLayers are no more
- Add basically empty RenderTypeRegistry, to be filled out as I go
- Move content of RenderLayerEvent into RenderContext
- BlockModels have PartialModel names now
- Futz around with InstancingEngine's render logic
- Fix invisibility bug caused by not unbinding vaos
- 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
- Only one task engine for everything now
- Fixes crash on LightUpdater init when Flywheel is off
- Attempt to wrangle InstanceWorld init code
- Misc. cleanup/renaming
- LightUpdates now uses task engine to update listeners in parallel
- Basic workgroup system to run something on the main thread after a group of tasks is complete
- Add ShadeSeparatedBufferBuilder and other code to allow separating all
non-shaded vertices to the end of the buffer
- Add ShadedVertexList to allow defining if a certain vertex is shaded
or not
- Add new methods to ModelUtil with arguments for more flexibility
- Refactor VirtualEmptyBlockGetter to allow defining arbitrary light
values
- Add shaded argument to DiffuseLightCalculator
- Fix entitiesForRendering redirect to be compatible with carpet.
- Use more reflection for dealing with optifine
- Fixes issue where flywheel would still be on immediately after enabling optifine shaders
- The batching engine may run in parallel, meaning the force diffuse
state will not be read correctly
- ModelTransformers only process vertices that will be rendered in the
world
- Add 0.6.1 to the issue template
- Remove BooleanConfig, BooleanConfigCommand, and BooleanDirective
- Make Flywheel.VERSION private so it cannot be changed
- Move createUpdateLimiter from FlwConfig to InstanceManager
- Extract update limiting behavior to interface
- Move original impl to BandedPrimeLimiter
- Add dummy NonLimiter impl
- Add command/config to toggle update limiting
- Refactor InstanceManager to be more consistent between frame updates and tick updates
- Bump version - 0.6.1
- GlCompat now a singleton, doesn't need to be re-created
- Fix crash with F3 open and backend off
- Clear program spec map before loading
- Merge FlywheelClient and Flywheel classes
- ModelPools no longer undbind their buffer during construction, as state should be maintained externally
- Call BufferUploader#reset at the end of renderChunkLayer to partially fix crash rendering contraptions
- Remove Engine#getName, it was replaced by FlwEngine
- StructTypes no longer need to be registered
- Move backend.source to core.source
- Move GameStateRegistry to core
- Backend is static again
- Loader maintains state internally
- 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
- Simplify game state system
- Need some way to re-add errors on load.
- Streamline shader compilation, reduce map lookups
- Move pipeline package from backend to core
- Simplify interfaces and remove unnecessary classes
- Drastically lower shader boilerplate for instance materials
- Somewhat lower boilerplate for contexts
- VertexTypes are responsible for shader headers
- Better shader compiler errors (at least on nvidia)
- Simplify template classes
- Begin work on lazy shader compilation
- VAO state is now handled by GlVertexArray objects
- IndexedModel no longer inherits from VBOModel
- BufferedModel doesn't need #clearState
- Likely fixes crash on intel drivers
- Use Flywheel.rl and Flywheel.ID where ever possible
- Rename Flywheel.log to LOGGER
- Don't add namespace to network channel version
- Use counter for packet IDs
- Sort of get the batching engine working for contraptions but this feels wrong
- TaskEngine gets passed in methods
- Better naming for TaskEngines
- Do BufferSource ourselves
- Change BufferBuilderMixin to allow for injection into BufferBuilder objects
- 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
- Use VirtualEmptyBlockGetter instead of mc.level
- Move getBufferBuilder from BlockModel to ModelUtil
- Add static .is method to VirtualEmptyModelData
- Submit many tasks to executor and then wait for them all to complete.
- Use WaitGroup
- SBB no longer stores params, instead accepts Params arg to render
- SBB keeps scratch variables local
- CPUInstancer keeps track of default params
- Separate #setup and #draw... functions in CPUInstancer
- Combine DirectBufferBuilder#updateAfterWriting with #intoDirectConsumer
- DirectVertexConsumer#split to distribute work
- Transform interface for grouping traits and combined behavior
- Move transforms to params, impl Transform
- Pass Params object to BatchingTransformers instead of SBB
- MappedBuffer no longer abstract
- Mappable interface used within MappedBuffer
- MappedBuffer is mapped before ctor
- No more subclasses, no more thin wrapping overrides
- Use try with resources for buffer mapping
- Better error handling with mapped buffers
- Unimplemented exception as a procrastination method
- MapBufferRange compat layer not needed, missed that
- Don't need MappedFullBuffer anymore
- Add guard for size in GPULightVolume#bind
- LightVolume#getStride not needed
- Replace usaged of GlError#poll with #pollAndThrow
- VecBufferConsumer doesn't need a format
- 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
- RIP ChunkIter, may you rule over the depths of hell in peace
- Fix memory leak when instance worlds get reset
- Server worlds are not flywheel worlds
- Nothing to do on world load anymore
- An Engine is a MaterialManager and a RenderDispatcher
- Refactor InstanceManager's ctor to use the MaterialManager interface instead of the concrete type
- MaterialManagerImpl -> InstancingEngine
- Add skeleton for BatchingEngine
- Hack in InstanceWorld to switch between the 2
- Rename/move existing MaterialManager impl to new package
- 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
- Make StitchedSprite work like PartialModel
- Allow StitchedSprite instances to be created directly
- Allow StitchSprites to be created for any atlas
- Use texture stitch post event instead of lazy computation for filling
StitchedSprites
- Remove legacy method from AngleHelper
- Change artifact name from flywheel to flywheel-forge
- Organize imports
- Now individual components Translate Rotate and Scale
- Internal change to ModelData, store matrices directly
- Implement Translate Rotate and Scale for ModelData
- Implement Translate and Rotate for OrientedData
- Clean usages of ModelData to use new api when possible
- WriteSafe and WriteUnsafe for matrices
- 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
- LightVolumes now can act as a light cache with configurable size
- More GridAlignedBB changes
- Remove ILightUpdateListeners
- Simplify pulley rendering using LightVolume
- Better system for moving objects that want to receive light updates
- LightProvider interface to better abstract light lookups
- All light listeners use GridAlignedBBs
- More utility in GridAlignedBB
- MateralManager, MaterialGroup, and InstanceMaterial are all interfaces
- Separate (T)EI facing API from implementation
- Comment out debug log in ModelPool
- More documentation/clean up some old docs
- isFirstLoad check on GatherContextEvent
- Instancers no longer crash on empty model
- setIdentity on MatrixTransformStack
- more utilities for TransformStack
- ModelData "nullification"
- New Loader class in charge of loading and compiling everything
- ShaderSources now only loads sources
- ShaderSources is immutable now
- Resolver singleton in charge of managing name resolutions
- ProgramSpecs go through Resolver
- WorldShaderPipeline no longer needs reference to ShaderSources
- 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
- Use `synchronized` on the queue sets in favor of explicit locks.
- Updates and additions work the same now
- Move updates processing to separate function
Fixes#12
What the heck
CrumblingRenderer gets classloaded early because of its event listener.
CrumblingRenderer had an innocent static reference to a member of ModelBakery.
This caused ModelBakery to classload before additional enums could be injected into BannerPattern.
¯\_(ツ)_/¯
- 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
- Add a package-info.java to many packages.
- Annotate the world parameter in Backend#canUseInstancing as nullable.
- New utility constructor for BlockModel
- Note that IDynamicInstance#beginFrame and ITickableInstance#tick are run in parallel.
- Refactor internals of InstancedRenderDispatcher to group things by InstanceWorlds.
- InstanceWorlds take over most responsibility for dispatching calls.
- Simplify massive private call chains in InstanceMaterial.
- Reorganize methods and add some documentation in MaterialManager, MaterialGroup, InstanceMaterial, and Instancer.
- Remove unused field from MaterialSpec.
- Remove unused fields from Instancer and InstanceMaterial
- Document RenderLayer
- Add RenderLayer field to RenderLayerEvent
- Stop providing a buffered model supplier
- Instead, provide an IModel supplier
- IModel exposes basic properties of models
- IModel exposes a method to copy the model to a VecBuffer
- Move material stuff to its own package
- The various render functions in the material tree now bind to specific render layers
- Instancers can choose which layer to use
- The layers are SOLID, CUTOUT, and TRANSPARENT
- More layers are likely unnecessary, but we'll see
- Deprecate functions in MaterialManager in favor of more builderesque ones using MaterialGroups
- Actually can print something that underlines a span
- Resolve imports and use the resolutions during building
- Doesn't actually make sense to have #checkErrors
- Simplify some regexes
- Parse structs
- Material managers should not be inside WorldContext
- InstancedRenderDispatcher now stores the material managers
- Delete crumbling material manager on renderer reload
- CrumblingRenderer gets its own class
- CrumblingRenderer is less jank overall
- Defer InstancedRenderRegistry deprecated function removal until 0.3
- Ender chests and trapped chests, too
- Chests orient themselves correctly
- Lids do not position themselves correctly
- Some math, will probably replace with JOML
- Refactor InstancedRenderRegistry to allow for 3rd party TEs to have instances
- Add ChestInstance, incomplete but there
- Add basic api for building vanilla formatted models
- Better instance factory registration
- Check that sectionY is within the bounds of the chunk's section array, fixes#2
- Refactor usages of Tile and Entity InstanceManagers to refer to the base class InstanceManager<>
- Immutable function map
- Parse #use directives on load
- Recursive include gathering
- More sane spec loading in WorldContext
- StateSensitiveMultiProgram builder
- Rename confusing game state things
- Rename Client to FlywheelClient
- Remove Shadow plugin
- Remove generated source set
- Remove unused properties in gradle.properties
- Organize all imports
- Thanks for the list pepper!