9cf7a1c307
- 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 |
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.github | ||
docs/shader-api | ||
gradle/wrapper | ||
src | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
build.gradle | ||
changelog.txt | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
LICENSE.md | ||
README.md | ||
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.