Fix earth curvature shader compiling

This commit is contained in:
James Seibel
2025-12-23 08:47:44 -06:00
parent 5067e970a2
commit 36f0029e45
5 changed files with 60 additions and 116 deletions
@@ -833,7 +833,7 @@ public class Config
public static ConfigUIComment experimentalHeader = new ConfigUIComment.Builder().setParentConfigClass(Experimental.class).build();
public static ConfigEntry<Integer> earthCurveRatio = new ConfigEntry.Builder<Integer>()
.setMinDefaultMax(0, 0, 5000)
.setMinDefaultMax(-5000, 0, 5000)
.comment(""
+ "This is the earth size ratio when applying the curvature shader effect. \n"
+ "Note: Enabling this feature may cause rendering bugs. \n"
@@ -843,7 +843,7 @@ public class Config
+ "100 = 1 to 100 (63,710 blocks) \n"
+ "10000 = 1 to 10000 (637.1 blocks) \n"
+ "\n"
+ "Note: Due to current limitations, the min value is 50 \n"
+ "Note: Due to current limitations, the min value is ["+WorldCurvatureConfigEventHandler.MIN_VALID_CURVE_VALUE+"] \n"
+ "and the max value is 5000. Any values outside this range \n"
+ "will be set to 0 (disabled).")
.addListener(WorldCurvatureConfigEventHandler.INSTANCE)
@@ -35,7 +35,7 @@ public class WorldCurvatureConfigEventHandler implements IConfigListener
{
public static WorldCurvatureConfigEventHandler INSTANCE = new WorldCurvatureConfigEventHandler();
private static final int MIN_VALID_CURVE_VALUE = 50;
public static final int MIN_VALID_CURVE_VALUE = 50;
/** private since we only ever need one handler at a time */
@@ -52,6 +52,11 @@ public class WorldCurvatureConfigEventHandler implements IConfigListener
// shouldn't update the UI, otherwise we may end up fighting the user
Config.Client.Advanced.Graphics.Experimental.earthCurveRatio.set(MIN_VALID_CURVE_VALUE);
}
else if (curveRatio < 0 && curveRatio > -MIN_VALID_CURVE_VALUE)
{
// same as above, but in the negative direction
Config.Client.Advanced.Graphics.Experimental.earthCurveRatio.set(-MIN_VALID_CURVE_VALUE);
}
}
@@ -46,16 +46,14 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
public int uCombinedMatrix = -1;
public int uModelOffset = -1;
public int uWorldYOffset = -1;
public int uDitherDhRendering = -1;
public int uMircoOffset = -1;
public int uEarthRadius = -1;
public int uLightMap = -1;
// Fog/Clip Uniforms
// fragment shader uniforms
public int uClipDistance = -1;
public int uDitherDhRendering = -1;
// Noise Uniforms
public int uNoiseEnabled = -1;
@@ -76,19 +74,16 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
public DhTerrainShaderProgram()
{
super(
() -> Shader.loadFile(Config.Client.Advanced.Graphics.Experimental.earthCurveRatio.get() != 0
? "shaders/curve.vert"
: "shaders/standard.vert",
false, new StringBuilder()).toString(),
() -> Shader.loadFile("shaders/flat_shaded.frag", false, new StringBuilder()).toString(),
"fragColor", new String[]{"vPosition", "color"});
() -> Shader.loadFile("shaders/standard.vert", false, new StringBuilder()).toString(),
() -> Shader.loadFile("shaders/flat_shaded.frag", false, new StringBuilder()).toString(),
"fragColor", new String[]{"vPosition", "color"});
this.uCombinedMatrix = this.getUniformLocation("uCombinedMatrix");
this.uModelOffset = this.getUniformLocation("uModelOffset");
this.uWorldYOffset = this.tryGetUniformLocation("uWorldYOffset");
this.uDitherDhRendering = this.tryGetUniformLocation("uDitherDhRendering");
this.uWorldYOffset = this.getUniformLocation("uWorldYOffset");
this.uDitherDhRendering = this.getUniformLocation("uDitherDhRendering");
this.uMircoOffset = this.getUniformLocation("uMircoOffset");
this.uEarthRadius = this.tryGetUniformLocation("uEarthRadius");
this.uEarthRadius = this.getUniformLocation("uEarthRadius");
this.uLightMap = this.getUniformLocation("uLightMap");
@@ -178,12 +173,21 @@ public class DhTerrainShaderProgram extends ShaderProgram implements IDhApiShade
// setUniform(skyLightUniform, skyLight);
this.setUniform(this.uLightMap, 0); // TODO this should probably be passed in
if (this.uWorldYOffset != -1) this.setUniform(this.uWorldYOffset, (float) renderParameters.worldYOffset);
this.setUniform(this.uWorldYOffset, (float) renderParameters.worldYOffset);
if (this.uDitherDhRendering != -1) this.setUniform(this.uDitherDhRendering, Config.Client.Advanced.Graphics.Quality.ditherDhFade.get());
this.setUniform(this.uDitherDhRendering, Config.Client.Advanced.Graphics.Quality.ditherDhFade.get());
if (this.uEarthRadius != -1) this.setUniform(this.uEarthRadius,
/*6371KM*/ 6371000.0f / Config.Client.Advanced.Graphics.Experimental.earthCurveRatio.get());
float curveRatio = Config.Client.Advanced.Graphics.Experimental.earthCurveRatio.get();
if (curveRatio < -1.0f || curveRatio > 1.0f)
{
curveRatio = /*6371KM*/ 6371000.0f / curveRatio;
}
else
{
// disable curvature if the config value is between -1 and 1
curveRatio = 0.0f;
}
this.setUniform(this.uEarthRadius, curveRatio);
// Noise Uniforms
this.setUniform(this.uNoiseEnabled, Config.Client.Advanced.Graphics.NoiseTexture.enableNoiseTexture.get());
@@ -1,79 +0,0 @@
#version 150 core
in uvec4 vPosition;
out vec4 vPos;
in vec4 color;
out vec4 vertexColor;
out vec3 vertexWorldPos;
out float vertexYPos;
uniform bool uWhiteWorld;
uniform mat4 uCombinedMatrix;
uniform vec3 uModelOffset;
uniform float uWorldYOffset;
uniform int uWorldSkyLight;
uniform sampler2D uLightMap;
uniform float uMircoOffset;
uniform float uEarthRadius;
/**
* TODO in the future this and standard.vert should be merged together to prevent inconsistencies between the two
*
* Vertex Shader
*
* author: James Seibel
* author: TomTheFurry
* author: stduhpf
* updated: coolGi
* version: 24-1-2023
*/
void main()
{
vPos = vPosition; // This is so it can be passed to the fragment shader
vertexWorldPos = vPosition.xyz + uModelOffset;
vertexYPos = vPosition.y + uWorldYOffset;
uint meta = vPosition.a;
uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value
// 0b00 = no offset
// 0b01 = positive offset
// 0b11 = negative offset
// format is: 0b00zzyyxx
float mx = (mirco & 1u) != 0u ? uMircoOffset : 0.0;
mx = (mirco & 2u) != 0u ? -mx : mx;
float my = (mirco & 4u) != 0u ? uMircoOffset : 0.0;
my = (mirco & 8u) != 0u ? -my : my;
float mz = (mirco & 16u) != 0u ? uMircoOffset : 0.0;
mz = (mirco & 32u) != 0u ? -mz : mz;
vertexWorldPos.x += mx;
vertexWorldPos.y += my;
vertexWorldPos.z += mz;
// vertex transformation logic - stduhpf
float localRadius = uEarthRadius + vertexYPos;
float phi = length(vertexWorldPos.xz) / localRadius;
vertexWorldPos.y += (cos(phi) - 1.0) * localRadius;
vertexWorldPos.xz = vertexWorldPos.xz * sin(phi) / phi;
uint lights = meta & 0xFFu;
float light2 = (mod(float(lights), 16.0) + 0.5) / 16.0;
float light = (float(lights / 16u) + 0.5) / 16.0;
vertexColor = vec4(texture(uLightMap, vec2(light, light2)).xyz, 1.0);
if (!uWhiteWorld)
{
vertexColor *= color;
}
gl_Position = uCombinedMatrix * vec4(vertexWorldPos, 1.0);
}
+31 -17
View File
@@ -17,27 +17,28 @@ uniform float uWorldYOffset;
uniform sampler2D uLightMap;
uniform float uMircoOffset;
uniform float uEarthRadius;
/**
* TODO in the future this and curve.vert should be merged together to prevent inconsistencies between the two
*
* Vertex Shader
*
* author: James Seibel
* updated: TomTheFurry
* author: TomTheFurry
* author: stduhpf
* updated: coolGi
* version: 2023-6-25
*
* version: 2025-12-22
*/
void main()
{
vPos = vPosition; // This is so it can be passed to the fragment shader
vertexWorldPos = vPosition.xyz + uModelOffset;
vertexYPos = vPosition.y + uWorldYOffset;
uint meta = vPosition.a;
uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value
// 0b00 = no offset
// 0b01 = positive offset
@@ -45,21 +46,34 @@ void main()
// format is: 0b00zzyyxx
float mx = (mirco & 1u)!=0u ? uMircoOffset : 0.0;
mx = (mirco & 2u)!=0u ? -mx : mx;
float my = (mirco & 4u)!=0u ? uMircoOffset : 0.0;
my = (mirco & 8u)!=0u ? -my : my;
//float my = (mirco & 4u)!=0u ? uMircoOffset : 0.0;
//my = (mirco & 8u)!=0u ? -my : my;
float mz = (mirco & 16u)!=0u ? uMircoOffset : 0.0;
mz = (mirco & 32u)!=0u ? -mz : mz;
vertexWorldPos.x += mx;
//vertexWorldPos.y += my;
vertexWorldPos.z += mz;
// apply the earth curvature if needed
if (uEarthRadius < -1.0f || uEarthRadius > 1.0f)
{
// vertex transformation logic - stduhpf
float localRadius = uEarthRadius + vertexYPos;
float phi = length(vertexWorldPos.xz) / localRadius;
vertexWorldPos.y += (cos(phi) - 1.0) * localRadius;
vertexWorldPos.xz = vertexWorldPos.xz * sin(phi) / phi;
}
uint lights = meta & 0xFFu;
float light2 = (mod(float(lights), 16.0)+0.5) / 16.0;
float light = (float(lights/16u)+0.5) / 16.0;
vertexColor = vec4(texture(uLightMap, vec2(light, light2)).xyz, 1.0);
float skyLight = (float(lights/16u)+0.5) / 16.0;
float blockLight = (mod(float(lights), 16.0)+0.5) / 16.0;
vertexColor = vec4(texture(uLightMap, vec2(skyLight, blockLight)).xyz, 1.0);
if (!uIsWhiteWorld)
{
vertexColor *= color;
}
gl_Position = uCombinedMatrix * vec4(vertexWorldPos + vec3(mx, 0, mz), 1.0);
gl_Position = uCombinedMatrix * vec4(vertexWorldPos, 1.0);
}