minor shader program refactor

This commit is contained in:
James Seibel
2025-12-16 09:13:22 -06:00
parent 2943e63382
commit 0e5fba58ab
5 changed files with 28 additions and 25 deletions
@@ -399,31 +399,33 @@ public class LodQuadBuilder
}
private void putVertex(ByteBuffer bb, short x, short y, short z, int color, byte normalIndex, byte irisBlockMaterialId, byte skylight, byte blocklight, int mx, int my, int mz)
{
skylight %= 16;
blocklight %= 16;
bb.putShort(x);
bb.putShort(y);
bb.putShort(z);
short meta = 0;
meta |= (skylight | (blocklight << 4));
byte mirco = 0;
// mirco offset which is a xyz 2bit value
// 0b00 = no offset
// 0b01 = positive offset
// 0b11 = negative offset
// format is: 0b00zzyyxx
if (mx != 0) mirco |= mx > 0 ? 0b01 : 0b11;
if (my != 0) mirco |= my > 0 ? 0b0100 : 0b1100;
if (mz != 0) mirco |= mz > 0 ? 0b010000 : 0b110000;
meta |= mirco << 8;
{
skylight %= 16;
blocklight %= 16;
meta |= (short) (skylight | (blocklight << 4));
byte mircoOffset = 0;
// mirco offset which is a xyz 2bit value
// 0b00 = no offset
// 0b01 = positive offset
// 0b11 = negative offset
// format is: 0b00zzyyxx
if (mx != 0) { mircoOffset |= (byte) (mx > 0 ? 0b01 : 0b11); }
if (my != 0) { mircoOffset |= (byte) (my > 0 ? 0b0100 : 0b1100); }
if (mz != 0) { mircoOffset |= (byte) (mz > 0 ? 0b010000 : 0b110000); }
meta |= (short) (mircoOffset << 8);
}
bb.putShort(meta);
byte r = (byte) ColorUtil.getRed(color);
byte g = (byte) ColorUtil.getGreen(color);
byte b = (byte) ColorUtil.getBlue(color);
byte a = this.doTransparency ? (byte) ColorUtil.getAlpha(color) : (byte) 255; // TODO should this be called here or happen somewhere else?
byte a = this.doTransparency ? (byte) ColorUtil.getAlpha(color) : (byte) 255;
bb.put(r);
bb.put(g);
bb.put(b);
@@ -95,7 +95,7 @@ public class ShaderProgram
for (int i = 0; i < attributes.length; i++)
{
GL32.glBindAttribLocation(id, i, attributes[i]);
GL32.glBindAttribLocation(this.id, i, attributes[i]);
}
GL32.glLinkProgram(this.id);
@@ -59,8 +59,10 @@ public final class VertexPointer
/** Always aligned to 4 bytes */
public static VertexPointer addUnsignedBytePointer(boolean normalized, boolean useInteger) { return new VertexPointer(1, GL32.GL_UNSIGNED_BYTE, normalized, 4, useInteger); }
/** aligned to 4 bytes */
public static VertexPointer addUnsignedBytesPointer(int elementCount, boolean normalized, boolean useInteger) { return new VertexPointer(elementCount, GL32.GL_UNSIGNED_BYTE, normalized, _align(elementCount), useInteger); }
public static VertexPointer addUnsignedShortsPointer(int elementCount, boolean normalized, boolean useInteger) { return new VertexPointer(elementCount, GL32.GL_UNSIGNED_SHORT, normalized, _align(elementCount * 2), useInteger); }
public static VertexPointer addUnsignedBytesPointer(int elementCount, boolean normalized, boolean useInteger)
{ return new VertexPointer(elementCount, GL32.GL_UNSIGNED_BYTE, normalized, _align(elementCount), useInteger); }
public static VertexPointer addUnsignedShortsPointer(int elementCount, boolean normalized, boolean useInteger)
{ return new VertexPointer(elementCount, GL32.GL_UNSIGNED_SHORT, normalized, _align(elementCount * 2), useInteger); }
public static VertexPointer addShortsPointer(int elementCount, boolean normalized, boolean useInteger) { return new VertexPointer(elementCount, GL32.GL_SHORT, normalized, _align(elementCount * 2), useInteger); }
public static VertexPointer addIntPointer(boolean normalized, boolean useInteger) { return new VertexPointer(1, GL32.GL_INT, normalized, 4, useInteger); }
public static VertexPointer addIVec2Pointer(boolean normalized, boolean useInteger) { return new VertexPointer(2, GL32.GL_INT, normalized, 8, useInteger); }
@@ -64,7 +64,7 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
public int uNoiseDropoff = -1;
// Debug Uniform
public int uWhiteWorld = -1;
public int uIsWhiteWorld = -1;
@@ -102,7 +102,7 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
this.uNoiseDropoff = this.getUniformLocation("uNoiseDropoff");
// Debug Uniform
this.uWhiteWorld = this.getUniformLocation("uWhiteWorld");
this.uIsWhiteWorld = this.getUniformLocation("uIsWhiteWorld");
// TODO: Add better use of the LODFormat thing
@@ -192,7 +192,7 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
this.setUniform(this.uNoiseDropoff, Config.Client.Advanced.Graphics.NoiseTexture.noiseDropoff.get());
// Debug
this.setUniform(this.uWhiteWorld, Config.Client.Advanced.Debugging.enableWhiteWorld.get());
this.setUniform(this.uIsWhiteWorld, Config.Client.Advanced.Debugging.enableWhiteWorld.get());
// Clip Uniform
float dhNearClipDistance = RenderUtil.getNearClipPlaneInBlocksForFading(renderParameters.partialTicks);
@@ -8,13 +8,12 @@ out vec4 vertexColor;
out vec3 vertexWorldPos;
out float vertexYPos;
uniform bool uWhiteWorld;
uniform bool uIsWhiteWorld;
uniform mat4 uCombinedMatrix;
uniform vec3 uModelOffset;
uniform float uWorldYOffset;
uniform int uWorldSkyLight;
uniform sampler2D uLightMap;
uniform float uMircoOffset;
@@ -57,7 +56,7 @@ void main()
float light = (float(lights/16u)+0.5) / 16.0;
vertexColor = vec4(texture(uLightMap, vec2(light, light2)).xyz, 1.0);
if (!uWhiteWorld)
if (!uIsWhiteWorld)
{
vertexColor *= color;
}