- Fix garbage indices on instancing engine
- glDrawElements* wants indices as a byte offset, we were giving it
a word offset
- Rename BufferedMesh -> PooledMesh
- PooledMesh no longer stores things it can fetch from the inner mesh
- Use one vao for all drawcalls in instancing engine
- PooledMesh issues *BaseVertex calls
- Move crumbling logic into InstancedDrawManager
- Move programs acquisition into InstancedDrawManager
- Move owned gl objects into InstancedDrawManager
- Models now return a list of ConfiguredMeshes, i.e. mesh-material pairs
- BufferedMeshes now poll the index pool as needed
- Inline BufferedMesh#write
- Expand packed overlay_light attribute into components
- Make light a short backed vec2
- Divide light input by 256 directly instead of discarding lower bits
- Remove debug overlay enum, instead only use OVERRIDE
- Add overlay debug mode
- Use texture buffers instead of instanced arrays
- Fixes issues with instance layouts using int elements
- Fixes attribute binding hardware limitations
- Create one texture for the entire instancing engine and bind each
instancer's vbo when it's time to draw
- Generate glsl to fetch FlwInstances from a usamplerBuffer according to
the instance layout
- Use RGBA32UI to get the most data from each texel fetch
- Align instance stride to 16 to avoid complexity in unpacking
- Clamp overlay from 0 to 10 rather than 3 to 10 to fix everything
appearing washed out
- Fix normalized short backed float vectors being unpacked incorrectly
- Set overlay in shadow instance component to fix shadows appearing red
- Indicative of the ivec issue being present for divisor 0 vertex
attributes
- Break instance overlay/light back into 2 layout elements
- Write light directly as an int
- Make light a short backed float element
- Clamp overlay coords in common.frag to avoid explosions
- Explosions: integer vertex attributes sometimes blow up to massive
sizes, greater than Short.MAX_VALUE which should not be possible.
- Reorganize some texture/uniform binding code
- Reimplement normal debug mode
- Add debug mode for instance ID and light coordinates
- Pass an id into _flw_main
- Allow specifying how the debug color is applied, not sure if I want
to keep it though
- Do not store the debug mode in config
- Make MeshPool common between instancing and indirect
- Remove empty instancers and delete meshes on indirect
- Inline IndirectModel into IndirectInstancer since it was basically
just a thin wrapper
- Share one meshpool between all culling groups
- Always upload draw commands because the mesh may have moved
- No longer need to set the base instance in the apply shader
- For instancing, remove empty instancers and delete meshes
- Specify in InstancerProvider's contract that instancers should not be
kept around, but reusing them within one frame in guaranteed to be
safe
- Do all instancer updates in flush, and remove unnecessary checks that
would be made later in the frame
- Remove isEmpty from Mesh
- Remove staging buffer param from indirect mesh pool
- Add VisualizationContext#withContext to formalize the way contexts are
"pushed"
- Also push a render origin so contexts have better control over
visuals' positions
- Make InstancerProvider NonExtendable
- Move PlanStorage to lib as PlanMap and add documentation
- Remove FastPlanStorage in favor of ForEachPlan
- Move plan distribution next to other distribution methods
- Rename PlanUtil -> Distribute
- Move Engine#intancer to DirectInstancerProvider interface
- InstancerProvider allows access to the DirectInstancerProvider it's
wrapping. This is to allow mods to change the context or RenderStage
if they need
- Mark new methods and interfaces as experimental
- Should we mark them for removal in version 2?
- Remove NonExtendable from some context interfaces
- Remove PlannedVisual
- Dynamic/Tickable visuals create plans
- Add Simple*Visual to lib to replace the old api interfaces
- Better dynamic plan storage, no need to optimize on every change
- Special case the Simple*Visuals in Storage as to not lose performance
- Needs better documentation
- Add RunnablePlan
- Do not crash when an ubershader'd component is missing
- Reset instancing/indirect programs immediately on reload to invalidate
them in case ubershader loading fails
- Transformed had snuck up to attribute location 17
- Combine overlay and light attributes into one
- Flip order of overlay and light in instances to be consistent with
the internal vertex layout
- Contexts shouldn't be responsible for binding the api defined textures
- Move light and overlay binding to TextureBinder
- Clean up & standardize material/texture setup/teardown calls
- Revert removal of MaterialRenderState texture stuff
- Add SimpleContext + Builder
- Rename Textures -> TextureSource
- Add API methods to set basic float uniforms, more to come later
- Throw errors if a context tries to set uniforms/textures with reserved
names.
- Oops didn't actually put everything in last time.
- Create one context per crumbling stage.
- Let contexts handle setting both the diffuse and crumbling texture.
- Begin context refactor.
- Rename (old) Context -> ContextShader and remove gl program method.
- Add (new) Context which does not need to be registered.
- Contexts are responsible for binding textures given a material.
- Instancers are created in a specific context.
- Add Shader interface for attaching textures.
- Add Textures interface for fetching textures to pass to a Shader.
- Remove texture related code from MaterialRenderState.
- Key culling groups by context.
- Key DrawSets by context.
- Add LineModelBuilder and use that instead of the manual mesh creation
in HitboxComponent.
- Clone mojang's line shader, adapted as a flywheel material.
- Do not scale the view.
- Set flw_vertexPos by multiplying by the inverse view projection.
- Remove centerline material.
- Use #define make padded vec3 uniforms available as actual vec3s.
- Add flw_viewProjectionInverse to uniforms.
- Minecarts actually delete the stuff from SimpleEntityVisual.
- Add entity view vectors to BoundingBoxComponent.
- Add "centerline" material, similar to wireframe.
- Add SmartRecycler to create recyclers based on a parameter.
- Add SimpleEntityVisual which is composed of many EntityComponents.
- Would be nice to expand on this system, particularly to add components
when registering visualizers.
- Misc. doc updates.
- Add BoundingBoxComponent for drawing entity bounding boxes.
- Render lines with a wireframe material.
- Add viewport size and default line width uniforms.
- InstancerProvider now has an implicit render stage based on the type
of visual.
- block entities: AFTER_BLOCK_ENTITIES
- entities: AFTER_ENTITIES
- effects: AFTER_PARTICLES
- Engine no longer extends InstancerProvider and instead has the full
interface that accepts a RenderStage.
- I'm leaving in a few extra render stages for safe keeping.
- Tick visual managers on post LevelTickEvent.
- Remove all field from VisualTickContext, but keep the interface there
for later review.
- Remove tick update limiter, though apparently we were passing the
frame limiter to the tick context :lwe:
- Remove all references to impl from api and lib packages; all internal
interaction with impl now goes through InternalFlywheelApi
- Separate and organize backend and impl mixins and extensions
- Remove camera position component getters from VisualFrameContext
- Improve accuracy of fog data update detection
- Make PoseTransformStack.stack private and add unwrap method
- Rename BackendManager.isOn -> isBackendOn (and associated methods in
other classes)
- Support rendering the fire animation with instances.
- Add scaleX/Y/Z methods to Scale.
- Add Camera to VisualFrameContext.
- Add camera rotation and look vectors to shader uniforms.
- Respect minecraft's entity shadows option.
- Early exit in InstanceRecycler#discardExtra when there's no extra.
- Shadow radius <= 0 disables shadows.
- More documentation in ShadowComponent.
- Add support for entity shadows.
- Create instance type specifically for shadows.
- Add ShadowComponent utility which emulates what EntityRenderDispatcher
does, but based on top of our instance system.
- Add some missing nullability annotations to MinecartVisual.
- Create InstanceRecycler utility for managing dynamic numbers of
instances per frame.
- Add Affine interface which combines Translate Rotate and Scale without
directly using matrices.
- Use joml's rotateAround where applicable.
- Add Transform#transform(Pose)
- Only the ctor for PoseTransformStack is internal.
- Add callback to LitVisual to allow LitVisuals to change sections
- Move visual managers' tick/frame plan creation back into
VisualManagerImpl.
- Some small reorganization in LitVisualStorage.
- Fix TNT minecarts' contents not receiving overlay and scaling
- Fix all types of minecarts using the body model of the standard
minecart
- Add overlay to ColoredLitInstance
- Make default chunk materials not disable overlay
- Rename *Visualizer.shouldSkipRender -> skipVanillaRender
- Rename Simple*Visualizer.configure -> builder
- Rename Simple*Visualizer.*Config -> Builder
- Make Simple*Visualizer.Builder always skip vanilla render by default
- Remove DiffuseLightCalculator and associated methods in RenderMath
- Add BackendImplemented annotation to Backend
- Mark PoseTransformStack as Internal at the class level
- Cull down RenderStage.
- Simplifies the choice users of flywheel have to make.
- Allows more time for the impl to run things off-thread while the rest
of the level renders.
- 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