refactor abstract shader base class and ssao renderer

This commit is contained in:
NULL511
2023-09-10 00:47:04 -04:00
parent 7d84e05b1f
commit 0b2284e258
8 changed files with 560 additions and 378 deletions
@@ -0,0 +1,125 @@
/*
* This file is part of the Distant Horizons mod
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2023 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.distanthorizons.core.render.renderer;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.renderer.shaders.SSAOApplyShader;
import com.seibel.distanthorizons.core.render.renderer.shaders.SSAOShader;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
import org.lwjgl.opengl.GL32;
import java.nio.ByteBuffer;
public class SSAORenderer
{
public static SSAORenderer INSTANCE = new SSAORenderer();
private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
private boolean init = false;
private int width = -1;
private int height = -1;
private int ssaoFramebuffer = -1;
private int ssaoTexture = -1;
//=============//
// constructor //
//=============//
private SSAORenderer() { }
public void init()
{
if (this.init) return;
this.init = true;
SSAOShader.INSTANCE.init();
SSAOApplyShader.INSTANCE.init();
}
private void createFramebuffer(int width, int height)
{
if (this.ssaoFramebuffer != -1)
{
GL32.glDeleteFramebuffers(this.ssaoFramebuffer);
this.ssaoFramebuffer = -1;
}
if (this.ssaoTexture != -1)
{
GL32.glDeleteTextures(this.ssaoTexture);
this.ssaoTexture = -1;
}
this.ssaoFramebuffer = GL32.glGenFramebuffers();
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
this.ssaoTexture = GL32.glGenTextures();
GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.ssaoTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.ssaoTexture, 0);
}
//========//
// render //
//========//
public void render(GLState primaryState, float partialTicks)
{
GLState state = new GLState();
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
if (this.width != width || this.height != height)
{
this.width = width;
this.height = height;
this.createFramebuffer(width, height);
}
ScreenQuad.INSTANCE.bind();
SSAOShader.INSTANCE.render(partialTicks, ssaoFramebuffer);
primaryState.RestoreFrameBuffer();
SSAOApplyShader.INSTANCE.render(partialTicks, ssaoTexture);
state.restore();
}
public void free()
{
SSAOShader.INSTANCE.free();
SSAOApplyShader.INSTANCE.free();
}
}
@@ -0,0 +1,94 @@
/*
* This file is part of the Distant Horizons mod
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2023 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.distanthorizons.core.render.renderer;
import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
import org.lwjgl.opengl.GL32;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
public class ScreenQuad
{
public static ScreenQuad INSTANCE = new ScreenQuad();
private static final float[] box_vertices = {
-1, -1,
1, -1,
1, 1,
-1, -1,
1, 1,
-1, 1,
};
private GLVertexBuffer boxBuffer;
private VertexAttribute va;
private boolean init = false;
//=============//
// constructor //
//=============//
private ScreenQuad() { }
public void init()
{
if (this.init) return;
this.init = true;
this.va = VertexAttribute.create();
this.va.bind();
// Pos
this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
this.va.completeAndCheck(Float.BYTES * 2);
// Framebuffer
this.createBuffer();
}
public void bind()
{
this.init();
this.va.bind();
this.va.bindBufferToAllBindingPoint(this.boxBuffer.getId());
}
public void render()
{
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
}
private void createBuffer()
{
ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
buffer.order(ByteOrder.nativeOrder());
buffer.asFloatBuffer().put(box_vertices);
buffer.rewind();
this.boxBuffer = new GLVertexBuffer(false);
this.boxBuffer.bind();
this.boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
}
}
@@ -19,116 +19,26 @@
package com.seibel.distanthorizons.core.render.renderer.shaders;
import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL32;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
public abstract class AbstractShaderRenderer
{
protected static final IMinecraftClientWrapper MC = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
protected static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
private static final float[] box_vertices = {
-1, -1,
1, -1,
1, 1,
-1, -1,
1, 1,
-1, 1,
};
protected final ShaderProgram shader;
public GLVertexBuffer boxBuffer;
protected VertexAttribute va;
protected ShaderProgram shader;
boolean init = false;
protected AbstractShaderRenderer(ShaderProgram shader)
{
this.shader = shader;
}
protected AbstractShaderRenderer() {}
private void init()
public void init()
{
if (init) return;
init = true;
va = VertexAttribute.create();
va.bind();
// Pos
setVertexAttributes();
va.completeAndCheck(Float.BYTES * 2);
// Some shader stuff needs to be set a bit later than
this.postInit();
// Framebuffer
this.createBuffer();
}
/** Sets all the vertex attributes */
void setVertexAttributes()
{
va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
}
/** Overwrite this to apply uniforms to the shader */
void setShaderUniforms(float partialTicks) { }
/** Overwrite if you need to run something on runtime */
void postInit() { }
// TODO pass in the Model View and Projection Matrices along with the ticks
public void render(float partialTicks)
{
GLState state = new GLState();
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
GL32.glViewport(0, 0, width, height);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL32.GL_SCISSOR_TEST);
shader.bind();
this.setShaderUniforms(partialTicks);
va.bind();
va.bindBufferToAllBindingPoint(boxBuffer.getId());
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glEnable(GL11.GL_BLEND);
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
state.restore();
}
private void createBuffer()
{
ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
buffer.order(ByteOrder.nativeOrder());
buffer.asFloatBuffer().put(box_vertices);
buffer.rewind();
this.boxBuffer = new GLVertexBuffer(false);
this.boxBuffer.bind();
this.boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
}
public void free()
@@ -19,15 +19,57 @@
package com.seibel.distanthorizons.core.render.renderer.shaders;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import org.lwjgl.opengl.GL32;
public class DarkShader extends AbstractShaderRenderer
{
public static DarkShader INSTANCE = new DarkShader();
protected DarkShader()
@Override
public void init()
{
super(new ShaderProgram("shaders/normal.vert", "shaders/test/dark.frag", "fragColor", new String[]{"vPosition", "color"}));
super.init();
this.shader = new ShaderProgram(
"shaders/normal.vert",
"shaders/test/dark.frag",
"fragColor",
new String[]{"vPosition", "color"});
}
void setShaderUniforms()
{
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
}
public void render()
{
GLState state = new GLState();
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
GL32.glViewport(0, 0, width, height);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL32.GL_SCISSOR_TEST);
shader.bind();
this.setShaderUniforms();
ScreenQuad.INSTANCE.bind();
GL32.glEnable(GL32.GL_BLEND);
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
ScreenQuad.INSTANCE.render();
state.restore();
}
}
@@ -23,11 +23,14 @@ import com.seibel.distanthorizons.api.enums.rendering.EFogColorMode;
import com.seibel.distanthorizons.core.config.Config;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.render.fog.LodFogConfig;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.glObject.shader.Shader;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderUtil;
import com.seibel.distanthorizons.core.wrapperInterfaces.IVersionConstants;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
import org.lwjgl.opengl.GL32;
@@ -36,6 +39,8 @@ import java.awt.*;
public class FogShader extends AbstractShaderRenderer
{
public static FogShader INSTANCE = new FogShader(LodFogConfig.generateFogConfig());
private static final IMinecraftClientWrapper MC = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
private static final IVersionConstants VERSION_CONSTANTS = SingletonInjector.INSTANCE.get(IVersionConstants.class);
@@ -51,15 +56,14 @@ public class FogShader extends AbstractShaderRenderer
public final int fullFogModeUniform;
public FogShader(LodFogConfig fogConfig)
{
super(new ShaderProgram(
this.shader = new ShaderProgram(
// TODO rename normal.vert to something like "postProcess.vert"
() -> Shader.loadFile("shaders/normal.vert", false, new StringBuilder()).toString(),
() -> fogConfig.loadAndProcessFragShader("shaders/fog/fog.frag", false).toString(),
"fragColor", new String[]{"vPosition"}
));
);
// all uniforms should be tryGet...
// because disabling fog can cause the GLSL to optimize out most (if not all) uniforms
@@ -78,7 +82,7 @@ public class FogShader extends AbstractShaderRenderer
this.nearFogLengthUniform = this.shader.tryGetUniformLocation("nearFogLength");
}
@Override
//@Override
void setShaderUniforms(float partialTicks)
{
this.shader.bind();
@@ -135,4 +139,32 @@ public class FogShader extends AbstractShaderRenderer
this.shader.unbind();
}
}
public void render(float partialTicks)
{
GLState state = new GLState();
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
GL32.glViewport(0, 0, width, height);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL32.GL_SCISSOR_TEST);
shader.bind();
this.setShaderUniforms(partialTicks);
ScreenQuad.INSTANCE.bind();
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glEnable(GL32.GL_BLEND);
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
ScreenQuad.INSTANCE.render();
state.restore();
}}
@@ -0,0 +1,119 @@
/*
* This file is part of the Distant Horizons mod
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2023 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.distanthorizons.core.render.renderer.shaders;
import com.seibel.distanthorizons.core.config.Config;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderUtil;
import org.lwjgl.opengl.GL32;
public class SSAOApplyShader extends AbstractShaderRenderer
{
public static SSAOApplyShader INSTANCE = new SSAOApplyShader();
// apply uniforms
private final ApplyShaderUniforms applyShaderUniforms = new ApplyShaderUniforms();
private static class ApplyShaderUniforms
{
public int gSSAOMapUniform;
public int gDepthMapUniform;
public int gViewSizeUniform;
public int gBlurRadiusUniform;
public int gNearUniform;
public int gFarUniform;
}
@Override
public void init()
{
super.init();
this.shader = new ShaderProgram(
"shaders/normal.vert",
"shaders/ssao/apply.frag",
"fragColor",
new String[]{"vPosition"});
// uniform setup
this.applyShaderUniforms.gSSAOMapUniform = this.shader.getUniformLocation("gSSAOMap");
this.applyShaderUniforms.gDepthMapUniform = this.shader.getUniformLocation("gDepthMap");
this.applyShaderUniforms.gViewSizeUniform = this.shader.tryGetUniformLocation("gViewSize");
this.applyShaderUniforms.gBlurRadiusUniform = this.shader.tryGetUniformLocation("gBlurRadius");
this.applyShaderUniforms.gNearUniform = this.shader.tryGetUniformLocation("gNear");
this.applyShaderUniforms.gFarUniform = this.shader.tryGetUniformLocation("gFar");
}
private void setShaderUniforms(float partialTicks, int ssaoTexture)
{
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glUniform1i(this.applyShaderUniforms.gDepthMapUniform, 0);
GL32.glActiveTexture(GL32.GL_TEXTURE1);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, ssaoTexture);
GL32.glUniform1i(this.applyShaderUniforms.gSSAOMapUniform, 1);
int blurRadius = Config.Client.Advanced.Graphics.Ssao.blurRadius.get();
GL32.glUniform1i(this.applyShaderUniforms.gBlurRadiusUniform, blurRadius);
if (this.applyShaderUniforms.gViewSizeUniform >= 0)
{
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
GL32.glUniform2f(this.applyShaderUniforms.gViewSizeUniform, width, height);
}
if (this.applyShaderUniforms.gNearUniform >= 0)
{
float near = RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks);
GL32.glUniform1f(this.applyShaderUniforms.gNearUniform, near);
}
if (this.applyShaderUniforms.gFarUniform >= 0)
{
float far = (float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2));
GL32.glUniform1f(this.applyShaderUniforms.gFarUniform, far);
}
}
//========//
// render //
//========//
public void render(float partialTicks, int ssaoTexture)
{
this.init();
this.shader.bind();
setShaderUniforms(partialTicks, ssaoTexture);
GL32.glEnable(GL32.GL_BLEND);
GL32.glBlendEquation(GL32.GL_FUNC_ADD);
GL32.glBlendFuncSeparate(GL32.GL_ZERO, GL32.GL_SRC_ALPHA, GL32.GL_ZERO, GL32.GL_ONE);
ScreenQuad.INSTANCE.render();
}
}
@@ -1,277 +0,0 @@
/*
* This file is part of the Distant Horizons mod
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2023 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.distanthorizons.core.render.renderer.shaders;
import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
import com.seibel.distanthorizons.core.config.Config;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderUtil;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL32;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
public class SSAORenderer
{
public static SSAORenderer INSTANCE = new SSAORenderer();
private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
private static final float[] box_vertices = {
-1, -1,
1, -1,
1, 1,
-1, -1,
1, 1,
-1, 1,
};
private ShaderProgram ssaoShader;
private ShaderProgram applyShader;
private GLVertexBuffer boxBuffer;
private VertexAttribute va;
private boolean init = false;
private int width = -1;
private int height = -1;
private int ssaoFramebuffer = -1;
private int ssaoTexture = -1;
// ssao uniforms
private final SsaoShaderUniforms ssaoShaderUniforms = new SsaoShaderUniforms();
private static class SsaoShaderUniforms
{
public int gProjUniform;
public int gInvProjUniform;
public int gSampleCountUniform;
public int gRadiusUniform;
public int gStrengthUniform;
public int gMinLightUniform;
public int gBiasUniform;
public int gDepthMapUniform;
}
// apply uniforms
private final ApplyShaderUniforms applyShaderUniforms = new ApplyShaderUniforms();
private static class ApplyShaderUniforms
{
public int gSSAOMapUniform;
public int gDepthMapUniform;
public int gViewSizeUniform;
public int gBlurRadiusUniform;
public int gNearUniform;
public int gFarUniform;
}
//=============//
// constructor //
//=============//
private SSAORenderer() { }
public void init()
{
if (this.init) return;
this.init = true;
this.va = VertexAttribute.create();
this.va.bind();
// Pos
this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
this.va.completeAndCheck(Float.BYTES * 2);
this.ssaoShader = new ShaderProgram("shaders/normal.vert", "shaders/ssao/ao.frag",
"fragColor", new String[]{"vPosition"});
this.applyShader = new ShaderProgram("shaders/normal.vert", "shaders/ssao/apply.frag",
"fragColor", new String[]{"vPosition"});
// SSAO uniform setup
this.ssaoShaderUniforms.gProjUniform = this.ssaoShader.getUniformLocation("gProj");
this.ssaoShaderUniforms.gInvProjUniform = this.ssaoShader.getUniformLocation("gInvProj");
this.ssaoShaderUniforms.gSampleCountUniform = this.ssaoShader.getUniformLocation("gSampleCount");
this.ssaoShaderUniforms.gRadiusUniform = this.ssaoShader.getUniformLocation("gRadius");
this.ssaoShaderUniforms.gStrengthUniform = this.ssaoShader.getUniformLocation("gStrength");
this.ssaoShaderUniforms.gMinLightUniform = this.ssaoShader.getUniformLocation("gMinLight");
this.ssaoShaderUniforms.gBiasUniform = this.ssaoShader.getUniformLocation("gBias");
this.ssaoShaderUniforms.gDepthMapUniform = this.ssaoShader.getUniformLocation("gDepthMap");
// Apply uniform setup
this.applyShaderUniforms.gSSAOMapUniform = this.applyShader.getUniformLocation("gSSAOMap");
this.applyShaderUniforms.gDepthMapUniform = this.applyShader.getUniformLocation("gDepthMap");
this.applyShaderUniforms.gViewSizeUniform = this.applyShader.tryGetUniformLocation("gViewSize");
this.applyShaderUniforms.gBlurRadiusUniform = this.applyShader.tryGetUniformLocation("gBlurRadius");
this.applyShaderUniforms.gNearUniform = this.applyShader.tryGetUniformLocation("gNear");
this.applyShaderUniforms.gFarUniform = this.applyShader.tryGetUniformLocation("gFar");
// Framebuffer
this.createBuffer();
}
private void createFramebuffer(int width, int height)
{
if (this.ssaoFramebuffer != -1)
{
GL32.glDeleteFramebuffers(this.ssaoFramebuffer);
this.ssaoFramebuffer = -1;
}
if (this.ssaoTexture != -1)
{
GL32.glDeleteTextures(this.ssaoTexture);
this.ssaoTexture = -1;
}
this.ssaoFramebuffer = GL32.glGenFramebuffers();
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
this.ssaoTexture = GL32.glGenTextures();
GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.ssaoTexture);
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.ssaoTexture, 0);
}
private void createBuffer()
{
ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
buffer.order(ByteOrder.nativeOrder());
buffer.asFloatBuffer().put(box_vertices);
buffer.rewind();
this.boxBuffer = new GLVertexBuffer(false);
this.boxBuffer.bind();
this.boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
}
//========//
// render //
//========//
public void render(GLState primaryState, float partialTicks)
{
GLState state = new GLState();
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
if (this.width != width || this.height != height)
{
this.width = width;
this.height = height;
this.createFramebuffer(width, height);
}
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
GL32.glViewport(0, 0, width, height);
GL32.glDisable(GL32.GL_SCISSOR_TEST);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL11.GL_BLEND);
float near = RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks);
float far = (float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2));
Mat4f perspective = Mat4f.perspective(
(float) MC_RENDER.getFov(partialTicks),
width / (float) height,
near, far);
Mat4f invertedPerspective = new Mat4f(perspective);
invertedPerspective.invert();
int sampleCount = Config.Client.Advanced.Graphics.Ssao.sampleCount.get();
int blurRadius = Config.Client.Advanced.Graphics.Ssao.blurRadius.get();
float radius = Config.Client.Advanced.Graphics.Ssao.radius.get().floatValue();
float strength = Config.Client.Advanced.Graphics.Ssao.strength.get().floatValue();
float minLight = Config.Client.Advanced.Graphics.Ssao.minLight.get().floatValue();
float bias = Config.Client.Advanced.Graphics.Ssao.bias.get().floatValue();
this.ssaoShader.bind();
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gProjUniform, perspective);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gInvProjUniform, invertedPerspective);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gSampleCountUniform, sampleCount);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gRadiusUniform, radius);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gStrengthUniform, strength);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gMinLightUniform, minLight);
this.ssaoShader.setUniform(this.ssaoShaderUniforms.gBiasUniform, bias);
this.va.bind();
this.va.bindBufferToAllBindingPoint(this.boxBuffer.getId());
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glUniform1i(this.ssaoShaderUniforms.gDepthMapUniform, 0);
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
this.applyShader.bind();
primaryState.RestoreFrameBuffer();
GL32.glEnable(GL11.GL_BLEND);
GL32.glBlendEquation(GL32.GL_FUNC_ADD);
GL32.glBlendFuncSeparate(GL32.GL_ZERO, GL32.GL_SRC_ALPHA, GL32.GL_ZERO, GL32.GL_ONE);
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glUniform1i(this.applyShaderUniforms.gDepthMapUniform, 0);
GL32.glActiveTexture(GL32.GL_TEXTURE1);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.ssaoTexture);
GL32.glUniform1i(this.applyShaderUniforms.gSSAOMapUniform, 1);
GL32.glUniform1i(this.applyShaderUniforms.gBlurRadiusUniform, blurRadius);
if (this.applyShaderUniforms.gViewSizeUniform >= 0)
GL32.glUniform2f(this.applyShaderUniforms.gViewSizeUniform, width, height);
if (this.applyShaderUniforms.gNearUniform >= 0)
GL32.glUniform1f(this.applyShaderUniforms.gNearUniform, near);
if (this.applyShaderUniforms.gFarUniform >= 0)
GL32.glUniform1f(this.applyShaderUniforms.gFarUniform, far);
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
state.restore();
}
public void free()
{
this.ssaoShader.free();
this.applyShader.free();
}
}
@@ -0,0 +1,137 @@
/*
* This file is part of the Distant Horizons mod
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2023 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.distanthorizons.core.render.renderer.shaders;
import com.seibel.distanthorizons.core.config.Config;
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderUtil;
import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL32;
public class SSAOShader extends AbstractShaderRenderer
{
public static SSAOShader INSTANCE = new SSAOShader();
// uniforms
private final SsaoShaderUniforms ssaoShaderUniforms = new SsaoShaderUniforms();
private static class SsaoShaderUniforms
{
public int gProjUniform;
public int gInvProjUniform;
public int gSampleCountUniform;
public int gRadiusUniform;
public int gStrengthUniform;
public int gMinLightUniform;
public int gBiasUniform;
public int gDepthMapUniform;
}
@Override
public void init()
{
super.init();
this.shader = new ShaderProgram("shaders/normal.vert", "shaders/ssao/ao.frag",
"fragColor", new String[]{"vPosition"});
// uniform setup
this.ssaoShaderUniforms.gProjUniform = this.shader.getUniformLocation("gProj");
this.ssaoShaderUniforms.gInvProjUniform = this.shader.getUniformLocation("gInvProj");
this.ssaoShaderUniforms.gSampleCountUniform = this.shader.getUniformLocation("gSampleCount");
this.ssaoShaderUniforms.gRadiusUniform = this.shader.getUniformLocation("gRadius");
this.ssaoShaderUniforms.gStrengthUniform = this.shader.getUniformLocation("gStrength");
this.ssaoShaderUniforms.gMinLightUniform = this.shader.getUniformLocation("gMinLight");
this.ssaoShaderUniforms.gBiasUniform = this.shader.getUniformLocation("gBias");
this.ssaoShaderUniforms.gDepthMapUniform = this.shader.getUniformLocation("gDepthMap");
}
void setShaderUniforms(float partialTicks)
{
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
float near = RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks);
float far = (float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2));
Mat4f perspective = Mat4f.perspective(
(float) MC_RENDER.getFov(partialTicks),
width / (float) height,
near, far);
Mat4f invertedPerspective = new Mat4f(perspective);
invertedPerspective.invert();
this.shader.setUniform(this.ssaoShaderUniforms.gProjUniform, perspective);
this.shader.setUniform(this.ssaoShaderUniforms.gInvProjUniform, invertedPerspective);
this.shader.setUniform(this.ssaoShaderUniforms.gSampleCountUniform,
Config.Client.Advanced.Graphics.Ssao.sampleCount.get());
this.shader.setUniform(this.ssaoShaderUniforms.gRadiusUniform,
Config.Client.Advanced.Graphics.Ssao.radius.get().floatValue());
this.shader.setUniform(this.ssaoShaderUniforms.gStrengthUniform,
Config.Client.Advanced.Graphics.Ssao.strength.get().floatValue());
this.shader.setUniform(this.ssaoShaderUniforms.gMinLightUniform,
Config.Client.Advanced.Graphics.Ssao.minLight.get().floatValue());
this.shader.setUniform(this.ssaoShaderUniforms.gBiasUniform,
Config.Client.Advanced.Graphics.Ssao.bias.get().floatValue());
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glUniform1i(this.ssaoShaderUniforms.gDepthMapUniform, 0);
}
//========//
// render //
//========//
public void render(float partialTicks, int ssaoFramebuffer)
{
this.init();
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
this.shader.bind();
setShaderUniforms(partialTicks);
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, ssaoFramebuffer);
GL32.glViewport(0, 0, width, height);
GL32.glDisable(GL32.GL_SCISSOR_TEST);
GL32.glDisable(GL32.GL_DEPTH_TEST);
GL32.glDisable(GL11.GL_BLEND);
ScreenQuad.INSTANCE.render();
shader.unbind();
}
}