3d2fdb7e83
* Backport changes from 1.21.1 * fix * Fix building * fix compile error * fix * fix build for real * address reviews * Fix sodium compat * address requested changes * mark rubidium as incompatible * add missed call * Should have worn steel toe boots - Add "stub" sourceset to each subproject - Directly pass vararg sourcesets to methods in PlatformExtension to avoid automatically shipping jars with the api stubs - We may have to include stubs in setupLoomMod, but I don't think so - A lot of this can be stripped back out if we don't need stub sources for the forge/fabric subprojects * Guarded stubs - Add Sodium 0.6 and Iris API stubs to stubs source set and remove Gradle dependencies on local Sodium jar, Iris, and Oculus - Ensure usage of APIs that may not exist at runtime is in private classes and access is always guarded - Change ShadersModHandler - Rename to ShadersModHelper - Convert methods to check for Iris' and Optifine's presence into static final fields - Move implementation to impl source set in form of IrisCompat and OptifineCompat classes - Rename CompatMods to CompatMod and add public field to access mod ID - Set BlockEntityType's Sodium predicate to null after it is removed - Update repository links - Remove local libs repository --------- Co-authored-by: Jozufozu <jozsefaug@gmail.com> Co-authored-by: PepperCode1 <44146161+PepperCode1@users.noreply.github.com> |
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buildSrc | ||
common | ||
docs/shader-api | ||
fabric | ||
forge | ||
gradle/wrapper | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
build.gradle.kts | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
javadoc-options.txt | ||
LICENSE.md | ||
README.md | ||
settings.gradle.kts |
About
The goal of this project is to provide tools for mod developers so they no longer have to worry about performance, or limitations of Minecraft's archaic rendering engine. That said, this is primarily an outlet for me to have fun with graphics programming.
Instancing
Flywheel provides an alternate, unified path for entity and tile entity rendering that takes advantage of GPU instancing. In doing so, Flywheel gives the developer the flexibility to define their own vertex and instance formats, and write custom shaders to ingest that data.
Shaders
To accomodate the developer and leave more in the hands of the engine, Flywheel provides a custom shader loading and templating system to hide the details of the CPU/GPU interface. This system is a work in progress. There will be breaking changes, and I make no guarantees of backwards compatibility.
Plans
- Vanilla performance improvements
- Compute shader particles
- Deferred rendering
- Different renderers for differently aged hardware
Getting Started (For Developers)
Add the following repo and dependency to your build.gradle
:
repositories {
maven {
name "tterrag maven"
url "https://maven.tterrag.com/"
}
}
dependencies {
compileOnly fg.deobf("dev.engine_room.flywheel:flywheel-forge-api-${minecraft_version}:${flywheel_version}")
runtimeOnly fg.deobf("dev.engine_room.flywheel:flywheel-forge-${minecraft_version}:${flywheel_version}")
}
${flywheel_version}
gets replaced by the version of Flywheel you want to use, eg. 1.0.0-beta
${minecraft_version}
gets replaced by the version of Minecraft you're on, eg. 1.20.1
For a list of available Flywheel versions, you can check the maven.
If you aren't using mixed mappings (or just want to be safe), add the following properties to your run configurations:
property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
This ensures that Flywheel's mixins get properly loaded in your dev env.