- InstancedArraysComponent now fully uses Layouts.
- Trivial to get the glsl type name of a given Element.
- Also quite easy to get the attribute count without actually
creating the attribute list.
- IndirectComponent is WIP because unpacking is hard.
- Reorganize so all the unpacking stuff is in one loop.
- Instead of returning a list, collect crumbling instances via consumer.
- This is much friendlier to inheritance and generally better represents
the behavior we want from Visuals.
- Add Self parameter to TransformStack.
- Replace duck interface impl of TransformStack for PoseStack with
lazily constructed wrapper object.
- Document Models.
- Replace PARTIAL_DIR with TRANSFORMED_PARTIAl and allow for arbitrary
transformations with arbitrary keys.
- Will be useful for transforming by different enums, or using
alternative transforms by Direction.
- Add default impl of #delete to Instance.
- Store VisualizationContext in AbstractVisual.
- Reduce usage of @SuppressWarnings in Rotate and Transform.
- Fix AtomicBitset#nextClearBit
- Add test for AtomicBitset
- Remove unnecessary gl state stuff from IndirectEngine#renderCrumbling.
- Fix instance removal on IndirectEngine.
- Deleting an instance not at the end of the instancers list would
cause an exception to be thrown during upload caused by
out-of-bounds indexing.
- Fixed by unsetting changed for the tail of the instancers list.
- Add crumbling renderer for indirect backend.
- As usual, it's ugly.
- Submit one indirect draw per crumbling instance. Could do multidraw
here, but we'd have to perform the material sort which seems
unnecessary.
- Move gl-coupled BufferLayout and co. to lib.
- Add new Layout record to API.
- List of Elements, a sealed interface of type safe records
representing most possible vertex attributes.
- Deprecate InstanceType#getLayout.
- Add LayoutBuilder in lib for convenience.
- TODO: use new Layouts in backends.
- A scatter command is 2 uints:
- The first contains the size and source offset in the upper byte and
lower 3 bytes respectively.
- The destination offset.
- All offsets and sizes are in uints, not bytes.
- Use ScatterList write scatter commands.
- Use TransferList to collect transfers.
- Rather than consolidating transfers in a separate pass, do so as they
are collected.
- Reorganize StagingBuffer.
- Call setChanged in various visuals' #init.
- Not everything needs it because some just call their frame update
methods right away.
- Improve lazy update logic for bells.
- Visuals must manually call setChanged on Instances.
- Decreases the extent of resource contention and makes what's going on
more explicit.
- Remove self type parameter from FlatLit, I don't think it was ever
needed.
- Separate instance vertex shaders and instance cull shaders into
different files with separate getters in InstanceType
- Remove all occurrences of Names and Files inner classes
- Remove VertexType
- Rename ReusableVertexList to VertexView and all associated classes,
methods, fields, and variables
- Add VertexView#stride
- Make vertex compiler automatically include layout shader
- Fix instancing and indirect not setting correct vertex count before
writing mesh
- Abstract indirect buffers to deduplicate code.
- Write buffer handles when updating sizes.
- StagingBuffer internally handles deferring to a memCopy, accepting a
long consumer
- Add Model.boundingSphere()
- Fix MaterialRenderState not setting up polygon offset correctly
- Fix GlslSwitch using incorrect indentation for first and last line
- Tweak how instanced crumbling works
- Add CutoutShaders.ONE_TENTH
- Rename Contexts.WORLD to DEFAULT
- Rename Material.baseTexture() to texture
- Rename Transparency.LIGHTING to LIGHTNING
- Rename WriteMask.BOTH to COLOR_DEPTH
- Rename SimpleModel to SingleMeshModel and add new SimpleModel that
stores an arbitrary amount of meshes
- Remove flywheel:flywheel/api/* files and assume appropriate symbols
are automatically defined
- Rename many GLSL variables, functions, and constants
- Reorganize GLSL files
- Add NonExtendable annotation to some API classes
- Rename some Java classes, methods, fields, and variables
- Add staging buffer for indirect using unholy amounts of unsafe.
- Make GlFence RAII.
- Make all IndirectBuffers GPU only and use a shared staging buffer for
transfers.
- Add overlay to internal vertex format.
- Move interval vertex format related constants to helper class.
- Switch strides to long so java stops complaining about implicit casts
in multiplication.
- Remove VertexTypes#init as it's not needed anymore.
- Indirect now supports multiple meshes per model.
- Cull entire models at once and then apply the accumulated instance
count to each draw command in a separate compute pass.
- Add utility to calculate the bounding sphere for multiple meshes.
- Inline IndirectDrawSet into IndirectCullingGroup.
- Use MemoryBlocks for draw command and model descriptor storage.
- Fix leaked draw commands.
- Add IndirectModel to track bounding sphere and instancer stuffs.
- IndirectDrawCommand now references IndirectModel instead of Instancer.
- Remove BufferLayout from VertexType.
- Remove VertexType from mesh, and only allow writes to a VertexList.
- MeshPools directly refer to BufferLayout instead of going through
VertexType.
- Instancing and indirect backends use the block format internally.
- Remove layout shaders.
- Do not compile against VertexType.
- Do not sort draw calls by VertexType.
- Remove VertexType#REGISTRY.
- Make SimpleMaterial.Builder implement Material itself.
- Add way to copy a material.
- Move fog/cutout shaders to their own utility classes.
- Fix crumbling on cutout materials by overriding properties.
- Add helper in glsl for unpacking 2 shorts from one uint.
- Remove Fog enum.
- Add generic ResourceLocation Index in ShaderIndices.
- Add FogShader and CutoutShader API.
- Implement existing fog/cutout configurations as separate shaders.
- Simplify pipeline shaders to accommodate for new api.
- Separate fog and cutout ubershader components.
- This was much easier than I anticipated, seems we finally have a
usable compiler/shader stitcher.
- Pass fog and cutout IDs to ubershader via a 2x16 packed uint.
- Remove discardPredicate and fogFilter from default material shader.
- Pipeline shaders now implement all currently used material properties.
- Rename flw_initVertex/flw_initFragment to flw_begin*.
- Rename flw_contextVertex/flw_contextFragment to flw_end*.
- Bind the diffuse texture by hand instead of calling bindActive.
- Add cutout property to materials that need it.
- Remove storage qualifiers and compile guards from api sources.
- Replace api sources with empty stubs by poisoning the ShaderSources
cache.
- Pipelines redefine the shader api and are inserted at the top of a
compilation.
- Declare shader api methods in api sources.
- Fix crash in ErrorBuilder#pointAtLine
- Apply lid transform in ChestVisual#init.
- Fixes a horrifying bug where all chest lids you haven't looked
directly at yet appear coinciding at the origin.
- Merge object and batch ID buffer.
- ShaderCompiler accepts a Compilation callback.
- Use callback to enable the conservative depth extension only in
fragment shaders.
- Query subgroup size if available and use callback to set a compile
definition in compute shaders.
- Add MaterialShaders
- MaterialShaders must be registered
- Materials are no longer registered
- Material now returns a MaterialShaders instead of the locations of
each shader
- Rename MaterialIndices to MaterialShaderIndicies
- Improve MaterialShaderIndicies and move it to the backend package
- Use RegisterClientReloadListenersEvent instead of adding listeners
manually