- Implement crumbling for batching engine.
- It's ugly! (the code)
- Need to support translucency sorting in batching.
- Plumb RenderType#sortOnUpload through to DrawBuffer.
- Allocate room in DrawBuffer for BufferBuilder to write indices.
- Set nextElementByte on injectForRender.
- Remove RenderStage from DrawBuffer, isn't really needed.
- Make some fields public, so they can be accessed by BatchedCrumbling.
- Track TransformCalls in BatchedInstancer.
-
- Move crumbling tbn calculation back to the fragment shader.
- Pass the center of the crumbling block position as a uniform.
- Calculate how to flip the crumbling texture such that it tiles well at
corners in model space.
- Move ugly crumbling code to utility class and improve bucketing.
- Cache uniform locations in GlProgram.
- Reintroduce BatchedDrawManager.
- BatchingEngine no longer implements plan itself, instead uses
composition of other plans.
- Add DynamicNestedPlan, runs many plans provided at execution time.
- Add ContextFunction and ContextSupplier to match *Consumer and
*Runnable.
- Add unit tests for DynamicNestedPlan and IfElsePlan.
- Add InstancerStorage so engines can share common code.
- Instanced and Indirect DrawManagers extend InstancerStorage, while
BatchingEngine keeps an anonymous class for it.
- AbstractEngine now has a InstancerStorage getter and does some
delegation so the implementations don't have to.
- InstancedInstancer directly stores the list of DrawCalls it belongs
to.
- InstancingEngine no longer accepts a context parameter.
- Make the /flywheel backend command default to the flywheel nampspace.
- When crumbling, group DrawCalls by ShaderState.
- Pass all instances for a given crumbling progress at once.
- Use a map to associate initialized instancers with draw calls.
- Document most of the fields in InstancedDrawManager.
- Fix race condition in InstancedDrawManager#getInstancer.
- Will follow up for BatchingEngine and IndirectDrawManager.
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
- It's ugly.
- Track what draw calls belong with what instancers.
- DrawCalls lazily create a second VAO for one-off rendering.
- Bind instance vbo with offset to scratch VAO to emulate a draw with
baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.
Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
- Rename Engine#delete -> #invalidate per pepper's TODO.
- Plans
- Remove thenMap and andMap from Plan API.
- Add builder for MapContextPlan for better composition.
- Add IfElsePlan and Builder to "fork" on a condition.
- VisualizationManagerImpl no longer rolls a special Plan class and
instead uses a plan composition chain.
- Crumbling
- Not implemented yet!! But the skeleton is taking shape.
- Remove LevelRendererAccessor, and instead directly pass the map of
destructionProgress to the VisualizationManagerImpl when it's time
to render crumbling instances.
- Give Instances a Handle getter.
- Add way to get a block entity visual at a given position.
- Add Engine#renderCrumblingInstance stub.
- Use JOML better where we can.
- Inline MatrixUtil#store and #toJoml
- FlwShaderUniforms keeps a scratch matrix around for mutating the
viewProjection.
- Directly store a Quaternion4f in OrientedInstance to avoid creating
new objects in the batching transformers.
- Move FrameContext creation to a functor.
- We do need to check the renderDebug flag still :ioa:
- Make VisualUpdatePlan's internal plan not null.
- Remove ClientMainMixin :sad:
- Forge's new earlywindow stuff means there's no opportunity for
Flywheel the mod to inject renderdoc before the window is
initialized.
- The workaround for now is to breakpoint in FML's
DisplayWindow#initialize and evaluate
`System.loadLibrary("renderdoc")` manually.
- Free from mojmath, have to flip many matrix field accesses.
- Free the memory allocated in model cache.
- Shout out to pepper's DebugMemoryBlock telling me *exactly* where a
leak was from.
- Instancing and batching seem to mostly work, indirect appears to be
rendering instances in the wrong places, though they are culled from
their real location.
- Fix up/comment out some touchy mixins.
- Get chests to render.
- There's something wrong with the projection matrix.
- Add comment to DebugMemoryBlockImpl's stack walker usage.
- Add Axes class to (temporarily?) replace old mojmath Vector3f.$axis.
- Add helper for getting a random float between 2 values.
- Implement diffuse light formula.
- Fix debug overlay event.
- Try and fix ChunkRebuildHooksMixin but the first parameter isn't
visible. Hopefully stubbing in Object will compile later.
- Make a quick pass resolving conflicts
- Mostly joml related, or to do with the world -> level rename
- Basically left model builders and virtual levels alone
- There are also some forge events that seem to no longer exist
- Start with a cherry pick from 1.20/dev
- Copy over newer gradle wrapper related things from the forge 1.20 mdk
- Follow example from 1.20 mdk to update build.gradle and
settings.gradle
- Update parchment version
- Separate concept of Flags from TaskExecutor.
- Instead, allow TaskExecutor to sync until, or while a given condition
is met.
- Flags directly store their state as an AtomicBoolean.
- Switch `executor.syncOn(flag)` to `executor.syncUntil(flag::isRaised)`
- Remove tests made redundant by improved interface.
- Add ModelPartConverter and remove ModelPartBuilder
- ModelPartConverter can convert ModelParts into Flywheel Meshes,
optionally using a transformation and TextureMapper. A
ModelLayerLocation and TextureAtlasSprite can be used instead to quickly
replicate entity models.
- Add ModelHolder and ModelCache to lazily initialize models and
automatically delete them on renderer reload
- Add SimpleModel and remove SimpleLazyModel
- Add flw.useSerialExecutor system property
- Rename ModelBufferingUtil to BakedModelBufferer
- Remove Instance.copy
- Remove Mesh.name
- Make FlwMemoryTracker thread-safe
- Fix potential thread-safety issues, texture issues, and memory leaks
related to previously memoized models
- Fix MinecartVisual only updating when not visible
- Fix ChestVisual locks not moving when opening the chest
- Add concept of flags to TaskExecutor.
- Can raise and lower flags from any thread.
- Add TaskExecutor#syncTo
- Behaves much like #syncPoint, but exits early as soon as it detects
that the requested flag has been raised.
- Document all methods in TaskExecutor.
- Do not discard tasks when destroying a VisualizationManagerImpl.
- Use flags in VisualizationManagerImpl to track frame plan and tick
plan completion.
- Use flags in BatchingEngine to track stage buffering completion and
flush completion.
- Synchronization is now needed in BatchedDrawTracker#draw.
- Use flags in IndirectEngine and InstancingEngine to track flush
completion.
- Add unit tests to validate flag behavior.
- Rename OnMainThreadPlan -> SyncedPlan.
- Add VisualizationManager and VisualManager API
- Simplify and fix memory leaks in model utilities
- Pass partialTick directly to visuals and remove AnimationTickHolder
- Fix LevelAttached and FlwTaskExecutor not being thread-safe
- Reorganize and rename many things
- Remove unnecessary things
- TransformCall now uses ForEachSlicePlan to reduce the number of
objects created.
- WaitGroup#await can now timeout. This allows the main thread to
contribute more work in a syncPoint.
- Don't normalize in transformNormal, things already are normalized.
- Not totally happy with this but it's functional and better than
directly supplying a GL object.
- Meshes provide an IndexSequence and the length of the sequence.
- IndexSequence can fill a buffer given a length.
- Special case QuadIndexSequence to optimize the most common case.
- All other sequences are treated as if they are unique
- Instancing uses EBOCache to manage ebos
- Indirect does it directly in the meshpool
- Perform various cleanup in batching code
- Remove ClientLevel argument from InstanceVertexTransformer#transform
- Rename Plan#maybeSimplify to simplify
- Rename some classes
- Move TickContext from impl to impl.visualization
- Move VertexListProviderRegistryImpl from impl to impl.vertex
- Add PlannedVisual
- Make ExampleEffect use PlannedVisual
- Remove One2ManyStorage
- Merge Storage, AbstractStorage, and One2OneStorage
- Storage directly provides update and tick plans
- Move work distribution logic to static methods in PlanUtil
- Rename RunOnAllPlan -> ForEachPlan
- Add ContextConsumer and ContextRunnable interfaces and remove
ContextAgnosticPlan
- Add VisualFrameContext for DynamicVisual#beginFrame
- Add VisualTickContext for TickableVisual#tick
- Move checks for update limiting to within the update calls themselves
- Provide update limiting/culling primitives within (B)E Visuals
- Remove methods from *Visual interfaces related to update limiting
- Add thenMap and andMap to Plan
- Add Plan primitive to transform context
- Used in Visual update dispatch
- Update dependencies, forge version
- Bump LICENCE year
- Use fma in MatrixUtil and VertexTransformations
- Remove some dead variables from TransformCall
- Use onSpinWait in WaitGroup#await
- Do not allow adding negative numbers to a WaitGroup
- Thin abstraction for TaskNotifier
- Clean up WorkerThread task polling
- Use builder pattern for defining shader compiler flows
- If only java had type inference extending to builders :whywheel:
- Support glsl 330 on instancing again
- Set uniform block binding at link time
- Remove associated glsl builder code
- Use explicit uint literals in material adapter switch cases
- No need to enable GL_ARB_explicit_attrib_location
- Fix crash trying to generate pretty errors in generated source
- Generate short, unique file names for shaders
- Cleanup some legacy code
- Catch exceptions while compiling shaders for each backend
- Catch errors while loading complex source components
- Allow compilers to progress when such an error occurs, but don't do
any actual compilation.
- Tweak error messages.
- Make resource locations in shaders default to flywheel namespace
- Make PipelineCompiler somehow simpler yet more verbose
- Switch #use to #include
- Stop ignoring errors from within shader compilers
- Track load errors in CompilerStats
- Move LoadError to separate sealed interface, LoadResult.Failure wraps
a LoadError
- Move SourceFile member parsing methods to respective classes
- Add tests for SourceFile loading
- Start work on tests for error messages
- Make ShaderSources return a LoadResult
- Refactor SourceFile loading to do all parsing outside the ctor
- Don't immediately swallow import errors, instead forward them
- Change Span to reference SourceLines instead of SourceFile
- Still WIP, but functional at this stage
- Switch to object oriented vertex array impl
- Expose vao api similar to separate attribute format
- For DSA, directly call methods
- For 33, defer state changes until bindForDraw is called
- Inline instanced mesh #drawInstances method in favor of more
fine-grained control over binding order
- Move buffer binding to GlStateTracker
- Remove raw bindVAO(0) from indirect engine
- Make VertexAttribute a sealed interface.
- Fix ebo restore state by always updating it and never restoring it
- Remove restore state wrapping in DrawCall
- Also misc cleanup.
- Add DSA abstraction to GlBuffer
- Move backing impls to their respective classes
- Remove versioned package, move impls to appropriate package
- Make fallback methods take no arguments
- Do VAO check/bind in GlStateTracker
- GlVertexArray actually checks the tracked info when binding attributes
- Add separate enable* and setup* methods in VertexArray
- Add support for DSA VAO with ARB instanced arrays incase there are
some particularly cursed drivers out there
- Misc. cleanup
- GlBuffer no longer has an explicit bind method or binding target
- Use READ/WRITE BUFFER for all data operations
- Make MappedBuffer simpler and more RAII
- Remove dead methods from GlBuffer
- Don't actually need to clear the tail of GPUInstancers on shrink
- Implement actual capability check for indirect
(I think I check all the extensions)
- Make GlCompat static
- Expand InstancedArrays compat to encompass all vertex array ops
- GlVertexArray calls into VertexArray compat layer
- VertexAttributes still use 2 separate interface methods
- Plans are now generic about a context object
- Move default composition impls to SimplyComposedPlan
- Remove PlanUtil
- Make Synchronizer implement Runnable
- Add ContextAgnosticPlan to preserve old behavior
- Reduce creation of plan objects
- Make BatchingEngine, BatchingStage directly implement plan
- Introduce BatchContext for BatchingStage plans
- Introduce FrameContext, TickContext for VisualManager plans
- Cache separate "recreation plan" for when origin shifts occur
- Ensure current backend is never null
- Fix StringUtil#countLines
- Use material index instead of file location when adapting material
shader function name
- Merge Includer and Compilation factory into ShaderCompiler and remove
builder
- Remove CompileUtil
- Remove Index
- Remove unnecessary code from ShaderSources
- Move source component classes to backend.compile.component
- Move core compilation classes to backend.compile.core
- Move pipeline classes to backend.compile
- Move GLSLVersion to glsl package
- Move SourceChecks to backend.compile
- Separate pipeline compiler from compute compiler
- Remove Pipeline field from PipelineProgramKey
- Share one UniformComponent across compilers
- Use AbstractCompiler to deduplicate some shared code
- Separate indirect programs from instancing programs
- Move compilation tracking information to CompilerStats
- Improve compilation result/link result reporting
- Raise exception when trying to slice outside DrawBuffer bounds
- Count vertices in BufferPlan#execute to account for instance creation
during Visual updates
- Mark DrawBuffers active by default
- Move pipeline code to backend package
- Store compiled programs in FlwPrograms instead of FlwCompiler
- Rename PipelineContext to PipelineProgramKey and remove CullingContext
- Remove PipelineContextSet and CullingContextSet
- Improve quality of dumped sources
- Rename pipeline directory to internal
- Add underscores before more internal GLSL variables
- Remove unnecessary GLSL files
- Use atomics to determine buffer position for batches
- Pass resultant vertex count to DrawBuffer once all transform calls
have run
- Refactor to use RunOnAllPlan within TransformCall
- Make all vertex transform logic to operate per-instance instead of
per-chunk
- Cull instances based on bounding sphere transformations
- Make BufferedMesh#mesh public to expose bounding sphere
- Roll batching #plan() arguments into FrameContext record
- Rename TransformSet -> BatchingStage
- Inline BatchingTransformManager into BatchingEngine
- Reuse one Plan object for each DrawBuffer used by a stage.
- Separate DrawBuffer acquisition from marking as active.
- Remove some unused methods in BatchingDrawTracker
- Rename variables in AnimationTickHolder
- Make flw.loadRenderDoc=false behave as expected.
- Extract TransformSet to full class
- Move planning code into BatchingTransformManager
- Reduce exposure BatchingTransformManager of internals
- Comment out WaitGroup log :ioa:
- Move ceilingDiv to MoreMath
- Use dynamic chunk size for TransformCalls
- Restore WaitGroup abstraction
- Simplify WaitGroup to make proper use of atomics
- Fix logic error in ParallelTaskExecutor causing task counter to go
below zero when executing main thread tasks
- Use ConcurrentHashMap in models to allow parallel access
- Reduce chunk size in RunOnAllPlan
- Only queue in InstanceManager
- Defer syncPoint within renderStage
- AbstractStorage return immutable view for tickable/dynamic instances
- Process InstanceManager queues off-thread
- Add FixNormalScalingMixin from Create
- Fix VisualizedRenderDispatcher#tryAddBlockEntity
- Fix flywheel.sodium.mixins.json using wrong plugin class name
- Make BatchingEngine use a shifting render origin
- Make frustum checks relative to the render origin
- Improve AbstractEntityVisual#isVisible to be closer to vanilla
- Move render origin implementation code to AbstractEngine
- Engines/InstanceManagers now provide Plans for frames/ticks
- TODO: batching is broken
- TODO: plan caching
- Add Plan interface which can be used to compose complex systems
of parallel execution
- Add Synchronizer to facilitate barriering
- Remove WorkGroup
- Summary of different primitives below, names need work :ioa:
- BarrierPlan: executes one plan then another
- NestedPlan: executes many plans at once
- OnMainThreadPlan: waits for a syncPoint to execute
- RunOnAllPlan: dispatches work over a Supplier<List>
- SimplePlan: executes many Runnables at once
- UnitPlan: does nothing
- Pull InstancePart into an interface
- Add Handle interface to opaquely notify an instancer something has
changed or was deleted.
- Remove notify* methods from Instancer
- Remove stealInstance TODO: find a better way to accomplish that
- Track removals/changes through bitsets
- Deprecate InstancePart#copy
- Move InstanceManager#canCreateInstance to Storage#willAccept
- Lots of plumbing
- Storages/InstanceManagers directly reference the Engine
- Construct Instances with InstanceContext record
- Stores InstancerProvider as well as Vec3i renderOrigin
- AbstractInstance stores renderOrigin
- InstancerProvider#getOriginCoordinate -> RenderDispatcher#renderOrigin
- Update some styling/documentation
- Inline InstancingControllerHelper create functions
- Use explicit functional interface instead of BiFunction in Controllers
- Remove #removeNow and #getWorldPosition from Instance
- Add #distanceSquared for use in update limiting
- Refactor DistanceUpdateLimiter to directly accept distance squared
- Remove proper name from backend
- Misc. cleanup
- ifs without braces
- some method names
- Don't use FrustumIntersection as intermediary for writing planes in
indirect rendering.
- Move all computation and writing to FlwUtil.
- Remove corresponding methods from JOML class.
- Sort draws in an IndirectDrawSet by RenderStage and Material
- Loop through ahead of time and determine what individual draws can be
grouped together into a MultiDraw
- Contiguous segments with the same RenderStage and Material can be
merged into one MultiDraw call
- Add material ID lookup for sorting purposes
- Rename TaskEngine to TaskExecutor
- Make TaskExecutor extend Executor
- Simplify ParallelTaskExecutor
- Move WorkGroup code to separate class
- Fix CPUInstancers being updated too late
- Do not unnecessarily clear memory when preparing DrawBuffer
- Simplify BatchingDrawTracker and DrawBufferSet by storing RenderType
in DrawBuffer
- Move all additional Mojang matrix operations to MatrixUtil and expose
fields using accessors
- Remove Color
- Remove WeakHashSet
- FileResolution was implemented to support a two-pass
preprocessor/compiler.
- The new architecture no longer needs its functionality.
- It doesn't make sense to have implementors individually apply the
"checks" to ensure their components are sound.
- The component checking code
- Remove FileResolution, replace all references with ResourceLocation
- Small refactor to UniformBuffer to put everything into one UBO
- Remove BlockEntityRenderDispatcherAccessor
- Rename component resource location getters for consistency
- Small cleanups here and there
- Consolidate SourceChecks to SourceChecks.java for future use
- Color component methods in vertex lists now use floats instead of
bytes
- VertexList no longer implements PointSet
- Return better defaults for unused attributes in vertex list
implementations
- Slightly optimize vertex list implementations
- Fix ModelUtil#convertBlockBuffer allocating wrong number of bytes for
destination data
- Remove combined color methods in vertex lists
- Remove ReusableVertexList#vertexStride
- Remove default methods in VertexType
- Rename Mesh#close to Mesh#delete
- Pass material IDs through the indirect draw buffer
- Turns out buffers can be bound to both storage and draw indirect
- Use indexOf in ComponentRegistry to determine IDs
- Remove World/Crumbling Program and move sampler binding to
ContextShader setup
- Basic idea is to let each mode get one uniform shader
- Uniform shader provides a struct with the mod's id as its name
- All structs get placed into one (1) ubo
- Uniforms are implicitly available in all shaders
- Add GlslUniformBlock for new codegen in UniformComponent
- Condense old uniform providers into one object
- ShaderStructs capture the optional variable name in struct definitions
- Change RecursiveIncluder to interleave root components with included
- GlProgram calls UniformBuffer#sync
- Attempt at componentizing ShaderCompiler, starting with Includer
- Begin refactoring uniform providers
- Context as an interface
- Separate ContextSet objects for Pipeline shaders and Culling shaders
- Inline ProgramAssembler
- Replace StringUtil#trimEnd with String#stripTrailing
- Add StringUtil#trimPrefix and #trimSuffix
- Backport general changes from 1.19
- Fix Javadoc of PartialModel
- Remove default Model#getType implementation
- Increment version to 0.6.8
- Update Parchment
- Address a few bugs with rubidium
- Ignore EBOs when restoring state
- ElementBuffer deals in raw gl handles
- Document all state changes/restores/resets
Co-authored-by: PepperCode1 <44146161+peppercode1@users.noreply.github.com>
- The ubershaders actually compile, but uniforms/material ids are broken
- Convert vertex/fragment adapter components into generic builder
- Support arbitrary adapted function signatures
- Make an attempt at cleaning up generation code
- *make the errors understandable without actually solving them
- Straighten out shader compilation/error generation
- Interpret errors in generated code
- Compilation returns a result type instead of throwing an exception
- Still need to reimplement source checks?
- Make error messages prettier
- Not *quite* ubershaders yet
- Note: heavily broken
- "Pull" based compilation
- Sources are only ready when they are needed by the compiler
- Compiler is responsible for import resolution
- Compiler prepends file headers
- Reduces need for FileResolution
- May replace with ResourceLocations?
- Not sure about the future of source checks
- TODO: Lots of dead code left in FileResolution
- PipelineShader -> Pipeline interface + Simple impl
- Use Context object for assembler factory
- Note: heavily broken
- Move all compilation logic into a single package
- FlwCompiler is responsible for compilation
- CompilationEnvironment generates combinations and performs analysis
- Create source components for vertex/fragment ubershader codegen
- More hacky glsl generation utils
- Strip explicit uniform buffers from uniform shaders
- Diagonal-port restore state changes from 1.18/next
- Back-port buffer uploader changes and RenderLayerEvent dispatch point
change from 1.19/dev
- Make CrumblingRenderer return earlier if there is nothing to render
- Bump version
- Do not wrap BeginFrameEvent and RenderStageEvent with GL restore state
- Move GL state restoration into InstancingEngine
- Remove BufferUploaderMixin
- Add binding enum values to GlBufferType
- Remove debugNormals config
- Rename some occurrences of "world" to "level"
- Rename BatchingDrawManager to BatchingTransformManager
- Rename BatchDrawingTracker to BatchingDrawTracker
- Move BatchDrawingTracker from BatchingTransformManager to
BatchingEngine
- Do not prepare DrawBuffer if number of vertices is 0
- Add DrawBuffer#isPrepared
- Add checks to DrawBuffer methods
- Remove commented code from CPUInstancerFactory
- Merge BatchLists, BatchedModel, and some parts of BatchingEngine into
BatchingDrawManager for consistency with instancing code
- Have InstancingEngine accept the max origin distance as a constructor
parameter
- Rename TransformSet to TransformCall
- Free all DrawBuffers on renderer reload
- Add flw.debugMemorySafety flag to detect leaked untracked MemoryBlocks
- Replace VertexListProviderRegistry with static methods in
VertexListProvider and a VertexFormatMixin
- Make the DrawBuffer constructor accept a VertexFormat instead of a
RenderType
- Merge TStack into TransformStack
- Move all duck interfaces/extensions to extension package
- Make mixin style more consistent
- RenderLists -> InstancingDrawManager, keeps track of:
- Uninitialized models
- All Instancers
- All DrawCalls via DrawSet
- All MeshPools
- One MeshPool is now locked to a single VertexType
- DrawCall binds instance attributes to avoid making assumptions about mesh attribute count
- Yeet crumbling
- Simplify GPUInstancerFactory
- Iris/Oculus create wrapper RenderTypes whose DrawBuffers are never
used. Creating the DrawBuffer on retrieval solves this inefficiency.
- Add 1.18.2 as a Minecraft version to the issue template
- BatchingEngine no longer resets the light matrices
- Fix flw_constantAmbientLight always being 0
- Move code from FlwMemoryTracker#*Block methods into MemoryBlockImpl
and TrackedMemoryBlockImpl
- Convert LightVolume to use MemoryBlock
- Add FlwMemoryTracker#callocBuffer
- Add javadoc to deprecated FlwMemoryTracker#*Buffer methods
- Update Mesh javadoc
- Organize imports
- 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
- Adapt compilers to work with arbitrary instance types
- Use single compiler for all draw shaders
- Temp solution for instanced array attributes
- Introduce pipeline shaders
- Use memCopy for instanced mesh buffering
- Remove VertexWriter
- Add VertexListProvider
- Add VertexListProviderRegistry to allow vanilla VertexFormats to
create VertexLists
- Add ReusableVertexList that allows setting the pointer and vertex
count
- Batch IDs are stored in a separate buffer
- Bounding spheres in draw command buffer, subject to change
- Guard shader api files
- Generate complete header for compute culler compiler
- Move Frustum UBO to uniform shader/provider
- Specialize MeshPool for the indirect engine
- Temporarily force the engine to be indirect
- Fix compilation issues with test shaders
- VertexAttribute supports DSA
- Fix Miniball issues in dev-env
- VertexList implements PointSet for use with Miniball
- Meshes store their bounding spheres
- Add hook/system property to load renderdoc on client launch
- StructTypes provide separate StorageBufferWriter for indirect
- Cull updates based on the view frustum.
- Instances check themselves against a FrustumIntersection object
- Make GlProgram not abstract
- Leave in small debug rendering experiment
- 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