JozsefA
70401e4ac4
More tweaking
...
- FLWFinalizeColor takes care of assigning gl_FragColor
- Multiply crumbling alpha with diffuse alpha
2021-05-08 23:29:02 -07:00
JozsefA
05b56b9b5e
Error when missing #flwbuiltins in WorldContext
2021-05-07 22:15:07 -07:00
JozsefA
aa1a45f164
Block breaking overlay is animated now
2021-05-07 21:24:07 -07:00
JozsefA
3171a0b7e5
Block breaking animations for arbitrary flywheel tiles.
...
- Kinda jank so far, but it's great progress.
- This is also a really good showcase for how flexible the ShaderContext system is.
2021-05-06 18:38:05 -07:00
JozsefA
9736ba19b5
Things here and there
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- Move CreateClient.kineticRenderer to Backend
- InstancedTileRenderers keep track of their own queuedUpdates
- Sort of a listener system for some render events
2021-05-04 23:56:50 -07:00
JozsefA
55e3f50f64
MaterialSpecs act alone
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- No more awkward MaterialType/MaterialSpec business
- MaterialTypes are registered directly
- FastRenderDispatcher merged with backend
2021-05-04 21:00:55 -07:00
JozsefA
b6f13aa7ff
More granularity for shader context loading
2021-05-04 16:22:27 -07:00
JozsefA
bc5630e593
ShaderContexts
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- A huge step towards more arbitrary shader usage
- Need to work on registration of the different parts
- Things are unorganized
2021-05-03 21:46:33 -07:00
JozsefA
fcbab5b820
#flwbuiltins and oh so much less overhead
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- Put a lot of the reusable code in a sort of standard library
- Need to evaluate just how much should be lumped in there
- Still need to allow for users to create alternate contexts for the builtins
- Normal world and contraptions are still hardcoded contexts
2021-05-03 13:42:23 -07:00
JozsefA
35768b5ade
Step towards arbitrary shader contexts
2021-05-02 14:16:02 -07:00
JozsefA
2112061db0
Vertex shader abstractions
2021-05-01 23:39:36 -07:00
JozsefA
67e75d747a
Move backend
2021-05-01 16:32:09 -07:00