64aa8d4242
- Fix unpacking of some layout elements (only for instancing) - All byte backed and short backed elements (incorrect assumption that system is little endian) - All signed byte and signed short elements (missing sign extension) - Matrices with byte backed and short backed reprs in some cases (incorrect assumption that matrix rows are 4 byte aligned) - IntegerRepr.INT scalar (invalid implicit cast) - FloatRepr.NORMALIZED_INT scalar (missing cast to signed int) - IntegerRepr.INT vector (invalid implicit cast) - FloatRepr.NORMALIZED_INT vector (missing cast to signed int) - FloatRepr.NORMALIZED_SHORT vector (incorrect divisor) - Add explicit casts from uint to float since some drivers have a bug where uint over float division is invalid - Lower GLSL requirement of instancing from 420 to 330 - Fix lib instance writers assuming little endian when writing overlay and light - Move overlay clamping to vertex input shader and clamp to 15 instead of 10 - Create abstract InstanceAssemblerComponent class - Change return type of SourceComponent.name() to String and improve implementations |
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changelog.txt | ||
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LICENSE.md | ||
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settings.gradle |
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 {
implementation fg.deobf("com.jozufozu.flywheel:Flywheel-Forge:${flywheel_version}")
}
${flywheel_version}
gets replaced by the version of Flywheel you want to use, eg. 1.18-0.3.0.3
For a list of available Flywheel versions, you can check the maven.
If you aren't using mixed mappings (or just want to be safe), add the following properties to your run configurations:
property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
This ensures that Flywheel's mixins get properly loaded in your dev env.