- 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.
- 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.
-
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Instancer VAO logic moved to InstancedModel
- Refactor GlVertexArray for easier debugging
- Sort of clean up BufferLayout
- Padding items are broken, needs fix
- 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
- 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
- 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