- Add LitVisual interface.
- A NON MOVING visual that provides the sections
it wishes to receive updates for upon creation.
- Cannibalize LightUpdaterImpl into LitVisualStorage.
- Remove everything else related to LightUpdater.
- EntityVisual no longer receives light updates.
- MinecartVisual updates light every tick.
- Add nullability annotations to AbstractVisual#relight.
- Check instanceof before removing from the various lists in Storage.
- Also, don't immediately run SyncedPlan on the main thread. It makes
profiling too difficult as the call stack for its runnable ends up
starting from multiple points.
- Run light updates in parallel to the visual frame plans
- Add null check in AbstractVisual#relight
- Add AbstractVisual#relight taking an iterable.
- Begin frame is after light updates are complete. I tried dividing some
work to run before, but it doesn't really make a difference.
- Remove LightUpdatedLevel.
- Remove FrameContext.
- LightUpdater no longer runs ticks.
- LightUpdater no longer stores things weakly.
- Fix some docs.
- Promote LightUpdater to the API.
- Include LightUpdater in VisualizationContext.
- Explicitly launch a plan to run light updates.
- Misc tweaks:
- The tick/frame limiters are now shared between visual managers.
- The VisualizationManager assembles the frame/tick plans itself to
avoid duplicate context mapping and to allow for reorganization
in later commits.
- Remove most NotNull annotations
- Automatically generate missing package-info.java files which contain
annotations to establish that everything is not null by default
- Remove CurseForge integration from build script
- Fix some other formatting
- Remove *VisualManager classes, promoting *Storage to the top level.
- AbstractVisualManager -> VisualManagerImpl.
- Parameterize VisualizationManagerImpl by the storage type.
- Do not crash when instances passed to api methods are null.
- Ignore null crumbling instances.
- Do not attempt to steal null instances.
- Add nullability annotations where relevant.
- Update docs to indicate null behavior.
- Dump stitched shaders to meaningful paths.
- Simplify dataflow to Compilation.
- Rename some compiler classes to better reflect what they do.
- Inline some utility methods on shader enums.
- Include a marker for each compilation harness in its logs.
- Use a separate instance of logger for compilation stuffs.
- Change CompilerStats info format to log programs before shaders.
- Remove uniform api.
- Do not generate uniform interface blocks.
- Move uniform shader into internal/ and manually include it in the api
impl headers.
- Add flw_ prefix to existing uniforms.
- Separate fog uniforms into their own UBO, uploaded in FogUpdateMixin.
- Drastically simplify UniformBuffer.
- Do not poll for uniform buffer updates. Instead, do the upload at the
beginning of a frame when the engine is flushing.
- Store *Programs inside engines to disallow replacement and use
reference counting to delete programs at the appropriate time
- Move CompilationHarness, Compile, and SourceLoader to compile.core
- Fix packed material comments
- Fix pack.mcmeta pack format
- Remove Embeddium version range
- Log a warning and don't allocate any resources when an instancer is
created with an empty model.
- Log stacktrace starting from the call to InstancerProvider#instancer.
- Revert switch to embeddium dep and comment why the rubidium dep is
there.
- Publish jarjar artifact as default.
- Publish slim artifact without any fancy stuff.
- Update mods.toml
- Switch rubidium to embeddium.
- Set displayURL to modrinth.
- Change version related stuff to $ variables
- Add processResources step to build.gradle to populate mods.toml.
- Add flw_vertexDiffuse and flw_fragDiffuse to glsl api.
- Compute/apply diffuse in the fragment shader.
- Move common glsl between instancing/indirect to common.vert/.frag.
- Add a pittance more documentation to api spec.
- Sneak in a block to build.gradle to always download sources/javadoc.
- Convert InstanceWriters into lambdas passed directly to the builder.
- It's very nice to have everything in one place like that, will make
tweaking the layout much easier.
- Also micro-optimize the cull shader for TransformedInstance.
- Do not store a list of initialized instancers.
- Remove AbstractInstancer#delete. Only InstancedInstancer was using it
so move instancer deletion to InstancedDrawManager.
- Improve CompilationHarness builder pattern and reusability.
- Pass compilation keys directly to compileAndReportErrors.
- Build the harness at the end of the builder chain rather than at the
beginning.
- Use same CompilationHarness for apply shader and scatter shader.
- Remove _ prefix from packed struct fields.
- Make element type's byte size 4-aligned.
- Remove byteSize method from Element.
- Remove BufferLayout and associated classes.
- Replace InternalVertex with new Layout.
- Calculate InternalVertex stuff as static final fields.
- Elements track their own byte size.
- The byte size of an element type is unchanged.
- The byte size of an element is 4-aligned.
- Layout byte size now accounts for alignment.
- Generated packed fields are now always prefixed with an underscore.
- Elements are 4 byte aligned and store their offset.
- Make all ElementTypeImpls records.
- Implement unpacking for all types/reprs.
- Add many utilities to GlslExpr to facilitate unpacking.
- 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.