- 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.
- Visuals must manually call setChanged on Instances.
- Decreases the extent of resource contention and makes what's going on
more explicit.
- Remove self type parameter from FlatLit, I don't think it was ever
needed.
- Separate instance vertex shaders and instance cull shaders into
different files with separate getters in InstanceType
- Remove all occurrences of Names and Files inner classes
- Remove VertexType
- Rename ReusableVertexList to VertexView and all associated classes,
methods, fields, and variables
- Add VertexView#stride
- Make vertex compiler automatically include layout shader
- Fix instancing and indirect not setting correct vertex count before
writing mesh
- Abstract indirect buffers to deduplicate code.
- Write buffer handles when updating sizes.
- StagingBuffer internally handles deferring to a memCopy, accepting a
long consumer
- 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
- Add staging buffer for indirect using unholy amounts of unsafe.
- Make GlFence RAII.
- Make all IndirectBuffers GPU only and use a shared staging buffer for
transfers.
- Add overlay to internal vertex format.
- Move interval vertex format related constants to helper class.
- Switch strides to long so java stops complaining about implicit casts
in multiplication.
- Remove VertexTypes#init as it's not needed anymore.
- Indirect now supports multiple meshes per model.
- Cull entire models at once and then apply the accumulated instance
count to each draw command in a separate compute pass.
- Add utility to calculate the bounding sphere for multiple meshes.
- Inline IndirectDrawSet into IndirectCullingGroup.
- Use MemoryBlocks for draw command and model descriptor storage.
- Fix leaked draw commands.
- Add IndirectModel to track bounding sphere and instancer stuffs.
- IndirectDrawCommand now references IndirectModel instead of Instancer.
- Remove BufferLayout from VertexType.
- Remove VertexType from mesh, and only allow writes to a VertexList.
- MeshPools directly refer to BufferLayout instead of going through
VertexType.
- 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.
- Make SimpleMaterial.Builder implement Material itself.
- Add way to copy a material.
- Move fog/cutout shaders to their own utility classes.
- Fix crumbling on cutout materials by overriding properties.
- Add helper in glsl for unpacking 2 shorts from one uint.
- Remove Fog enum.
- 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.
- 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.
- Remove storage qualifiers and compile guards from api sources.
- Replace api sources with empty stubs by poisoning the ShaderSources
cache.
- Pipelines redefine the shader api and are inserted at the top of a
compilation.
- Declare shader api methods in api sources.
- Fix crash in ErrorBuilder#pointAtLine
- Apply lid transform in ChestVisual#init.
- Fixes a horrifying bug where all chest lids you haven't looked
directly at yet appear coinciding at the origin.
- Merge object and batch ID buffer.
- ShaderCompiler accepts a Compilation callback.
- Use callback to enable the conservative depth extension only in
fragment shaders.
- Query subgroup size if available and use callback to set a compile
definition in compute shaders.
- Add MaterialShaders
- MaterialShaders must be registered
- Materials are no longer registered
- Material now returns a MaterialShaders instead of the locations of
each shader
- Rename MaterialIndices to MaterialShaderIndicies
- Improve MaterialShaderIndicies and move it to the backend package
- Use RegisterClientReloadListenersEvent instead of adding listeners
manually
- Clean up and improve functional interfaces used in Plans.
- Allow safely running TaskExecutor#sync* methods off-thread.
- Formalize the concept of "main thread" in task executor.
- Improve tests for main-thread plans.
- Rename ReloadRenderersEvent to ReloadLevelRendererEvent
- Rename Engine#renderCrumblingInstances to #renderCrumbling
- Make all mixin classes package-private and abstract
- Make all event classes final and document which event bus they are
posted on
- Add EndClientResourceReloadEvent
- Replace some usages of ReloadLevelRendererEvent with
EndClientResourceReloadEvent, including ModelHolder and ModelCache
- Always add all existing entities from world to
VisualizationManagerImpl on construction if level is instanceof Level
- Delete all VisualizationManagerImpls on resource reload
- Improve MemoryBlock utility
- Add MemoryBlock#copyTo(MemoryBlock)
- Remove MemoryBlock#reallocTracked and make #realloc create a tracked
block if and only if the existing block is tracked
- Fix reallocating a debug memory block creating a regular memory
block
- Change BakedModelBufferer to only invoke the result consumer if the
data is not empty
- Improve BackendArgument
- Fix classloading BackendArgument early causing it to return
incomplete suggestions
- Always allow specifying namespace, allow matching only by path, and
always display suggested IDs with namespace
- 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.
-
- Move crumbling tbn calculation back to the fragment shader.
- Pass the center of the crumbling block position as a uniform.
- Calculate how to flip the crumbling texture such that it tiles well at
corners in model space.
- Move ugly crumbling code to utility class and improve bucketing.
- Cache uniform locations in GlProgram.
- Reintroduce BatchedDrawManager.
- BatchingEngine no longer implements plan itself, instead uses
composition of other plans.
- Add DynamicNestedPlan, runs many plans provided at execution time.
- Add ContextFunction and ContextSupplier to match *Consumer and
*Runnable.
- Add unit tests for DynamicNestedPlan and IfElsePlan.
- Add InstancerStorage so engines can share common code.
- Instanced and Indirect DrawManagers extend InstancerStorage, while
BatchingEngine keeps an anonymous class for it.
- AbstractEngine now has a InstancerStorage getter and does some
delegation so the implementations don't have to.
- InstancedInstancer directly stores the list of DrawCalls it belongs
to.
- InstancingEngine no longer accepts a context parameter.
- Make the /flywheel backend command default to the flywheel nampspace.
- When crumbling, group DrawCalls by ShaderState.
- Pass all instances for a given crumbling progress at once.
- Use a map to associate initialized instancers with draw calls.
- Document most of the fields in InstancedDrawManager.
- Fix race condition in InstancedDrawManager#getInstancer.
- Will follow up for BatchingEngine and IndirectDrawManager.
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
- It's ugly.
- Track what draw calls belong with what instancers.
- DrawCalls lazily create a second VAO for one-off rendering.
- Bind instance vbo with offset to scratch VAO to emulate a draw with
baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.
Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
- Rename Engine#delete -> #invalidate per pepper's TODO.
- Plans
- Remove thenMap and andMap from Plan API.
- Add builder for MapContextPlan for better composition.
- Add IfElsePlan and Builder to "fork" on a condition.
- VisualizationManagerImpl no longer rolls a special Plan class and
instead uses a plan composition chain.
- Crumbling
- Not implemented yet!! But the skeleton is taking shape.
- Remove LevelRendererAccessor, and instead directly pass the map of
destructionProgress to the VisualizationManagerImpl when it's time
to render crumbling instances.
- Give Instances a Handle getter.
- Add way to get a block entity visual at a given position.
- Add Engine#renderCrumblingInstance stub.
- Use JOML better where we can.
- Inline MatrixUtil#store and #toJoml
- FlwShaderUniforms keeps a scratch matrix around for mutating the
viewProjection.
- Directly store a Quaternion4f in OrientedInstance to avoid creating
new objects in the batching transformers.
- Move FrameContext creation to a functor.
- We do need to check the renderDebug flag still :ioa:
- Make VisualUpdatePlan's internal plan not null.
- Remove ClientMainMixin :sad:
- Forge's new earlywindow stuff means there's no opportunity for
Flywheel the mod to inject renderdoc before the window is
initialized.
- The workaround for now is to breakpoint in FML's
DisplayWindow#initialize and evaluate
`System.loadLibrary("renderdoc")` manually.
- Free from mojmath, have to flip many matrix field accesses.
- Free the memory allocated in model cache.
- Shout out to pepper's DebugMemoryBlock telling me *exactly* where a
leak was from.
- Instancing and batching seem to mostly work, indirect appears to be
rendering instances in the wrong places, though they are culled from
their real location.