Commit graph

5 commits

Author SHA1 Message Date
PepperCode1
9cf7a1c307 Sparse changes
- 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
2023-12-06 22:00:31 -08:00
PepperCode1
dfd27fc968 Materials and You: Volume 3
- Add material properties
  - depthTest
  - useOverlay
- Rename some material properties
  - mip -> mipmap
  - backfaceCull -> backfaceCulling
  - lighting -> useLight
- Fix InstancingEngine and IndirectEngine not binding overlay texture
and setting unnecessary render state
- Fix indirect internal shaders applying light twice
- Fix internal shaders using removed ALPHA_CUTOFF define
- Rename some variables and functions in shader files
- Separate MaterialUtil into MaterialRenderState and MaterialEncoder
- Delete unused Textures class
2023-12-03 18:13:39 -08:00
Jozufozu
570e00978a Fog so thick you could cut it
- 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.
2023-12-02 13:08:25 -08:00
Jozufozu
301d2f82dd Usurper materials, do you have any last words?
- 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.
2023-12-01 23:44:04 -08:00
Jozufozu
df49b1f25c Something is materializing
- Add flw_material struct to the shader api.
- Initialized by the pipeline.
2023-12-01 13:51:34 -08:00