Merge branch 'distant-horizons-core-abstract.shader.refactor'
This commit is contained in:
@@ -19,34 +19,32 @@
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package com.seibel.distanthorizons.core.render.glObject;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.distanthorizons.api.enums.config.EGLErrorHandlingMode;
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import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
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import com.seibel.distanthorizons.core.config.Config;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.enums.EGLProxyContext;
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import com.seibel.distanthorizons.core.logging.ConfigBasedLogger;
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import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
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import com.seibel.distanthorizons.core.util.objects.GLMessage;
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import com.seibel.distanthorizons.core.util.objects.GLMessageOutputStream;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
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import com.seibel.distanthorizons.coreapi.ModInfo;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import org.lwjgl.glfw.GLFW;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.opengl.GL32;
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import org.lwjgl.opengl.GLCapabilities;
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import org.lwjgl.opengl.GLUtil;
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import java.io.PrintStream;
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import java.lang.invoke.MethodHandles;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.TimeUnit;
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import com.seibel.distanthorizons.api.enums.config.EGLErrorHandlingMode;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.logging.ConfigBasedLogger;
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import com.seibel.distanthorizons.core.config.Config;
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import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import org.lwjgl.glfw.GLFW;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL32;
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import org.lwjgl.opengl.GLCapabilities;
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import org.lwjgl.opengl.GLUtil;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.distanthorizons.coreapi.ModInfo;
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import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
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import com.seibel.distanthorizons.core.enums.EGLProxyContext;
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import com.seibel.distanthorizons.core.util.objects.GLMessage;
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import com.seibel.distanthorizons.core.util.objects.GLMessageOutputStream;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
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/**
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* A singleton that holds references to different openGL contexts
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* and GPU capabilities.
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@@ -108,7 +106,7 @@ public class GLProxy
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// this must be created on minecraft's render context to work correctly
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GL_LOGGER.info("Creating " + GLProxy.class.getSimpleName() + "... If this is the last message you see there must have been an OpenGL error.");
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GL_LOGGER.info("Lod Render OpenGL version [" + GL11.glGetString(GL11.GL_VERSION) + "].");
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GL_LOGGER.info("Lod Render OpenGL version [" + GL32.glGetString(GL32.GL_VERSION) + "].");
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// getting Minecraft's context has to be done on the render thread,
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// where the GL context is
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@@ -243,16 +243,23 @@ public class LodRenderer
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{
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this.shaderProgram.free();
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this.shaderProgram = new LodRenderProgram(newFogConfig);
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FogShader.INSTANCE.free();
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FogShader.INSTANCE = new FogShader(newFogConfig);
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}
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this.shaderProgram.bind();
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}
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GL32.glActiveTexture(GL32.GL_TEXTURE0);
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/*---------Get required data--------*/
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int vanillaBlockRenderedDistance = MC_RENDER.getRenderDistance() * LodUtil.CHUNK_WIDTH;
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Mat4f modelViewProjectionMatrix = RenderUtil.createCombinedModelViewProjectionMatrix(baseProjectionMatrix, baseModelViewMatrix, partialTicks);
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//Mat4f modelViewProjectionMatrix = RenderUtil.createCombinedModelViewProjectionMatrix(baseProjectionMatrix, baseModelViewMatrix, partialTicks);
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Mat4f projectionMatrix = RenderUtil.createLodProjectionMatrix(baseProjectionMatrix, partialTicks);
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Mat4f modelViewProjectionMatrix = new Mat4f(projectionMatrix);
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modelViewProjectionMatrix.multiply(RenderUtil.createLodModelViewMatrix(baseModelViewMatrix));
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/*---------Fill uniform data--------*/
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this.shaderProgram.fillUniformData(modelViewProjectionMatrix, /*Light map = GL_TEXTURE0*/ 0,
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@@ -283,12 +290,12 @@ public class LodRenderer
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if (Config.Client.Advanced.Graphics.Ssao.enabled.get())
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{
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profiler.popPush("LOD SSAO");
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SSAOShader.INSTANCE.setProjectionMatrix(projectionMatrix);
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SSAORenderer.INSTANCE.render(minecraftGlState, partialTicks);
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}
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profiler.popPush("LOD Fog");
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// TODO add the model view/projection matrices to the render() function
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FogShader.INSTANCE.setModelViewProjectionMatrix(modelViewProjectionMatrix);
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FogShader.INSTANCE.render(partialTicks);
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@@ -0,0 +1,125 @@
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/*
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* This file is part of the Distant Horizons mod
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* licensed under the GNU LGPL v3 License.
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*
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* Copyright (C) 2020-2023 James Seibel
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.distanthorizons.core.render.renderer;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.render.glObject.GLState;
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import com.seibel.distanthorizons.core.render.renderer.shaders.SSAOApplyShader;
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import com.seibel.distanthorizons.core.render.renderer.shaders.SSAOShader;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
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import org.lwjgl.opengl.GL32;
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import java.nio.ByteBuffer;
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public class SSAORenderer
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{
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public static SSAORenderer INSTANCE = new SSAORenderer();
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private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
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private boolean init = false;
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private int width = -1;
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private int height = -1;
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private int ssaoFramebuffer = -1;
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private int ssaoTexture = -1;
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//=============//
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// constructor //
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//=============//
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private SSAORenderer() { }
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public void init()
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{
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if (this.init) return;
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this.init = true;
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SSAOShader.INSTANCE.init();
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SSAOApplyShader.INSTANCE.init();
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}
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private void createFramebuffer(int width, int height)
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{
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if (this.ssaoFramebuffer != -1)
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{
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GL32.glDeleteFramebuffers(this.ssaoFramebuffer);
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this.ssaoFramebuffer = -1;
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}
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if (this.ssaoTexture != -1)
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{
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GL32.glDeleteTextures(this.ssaoTexture);
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this.ssaoTexture = -1;
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}
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this.ssaoFramebuffer = GL32.glGenFramebuffers();
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
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this.ssaoTexture = GL32.glGenTextures();
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.ssaoTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.ssaoTexture, 0);
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}
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//========//
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// render //
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//========//
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public void render(GLState primaryState, float partialTicks)
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{
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GLState state = new GLState();
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this.init();
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int width = MC_RENDER.getTargetFrameBufferViewportWidth();
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int height = MC_RENDER.getTargetFrameBufferViewportHeight();
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if (this.width != width || this.height != height)
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{
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this.width = width;
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this.height = height;
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this.createFramebuffer(width, height);
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}
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SSAOShader.INSTANCE.FrameBuffer = this.ssaoFramebuffer;
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SSAOShader.INSTANCE.render(partialTicks);
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primaryState.RestoreFrameBuffer();
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SSAOApplyShader.INSTANCE.BufferTexture = this.ssaoTexture;
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SSAOApplyShader.INSTANCE.render(partialTicks);
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state.restore();
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}
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public void free()
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{
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SSAOShader.INSTANCE.free();
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SSAOApplyShader.INSTANCE.free();
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}
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}
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@@ -0,0 +1,91 @@
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/*
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* This file is part of the Distant Horizons mod
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* licensed under the GNU LGPL v3 License.
|
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*
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* Copyright (C) 2020-2023 James Seibel
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*
|
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* 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/>.
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*/
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package com.seibel.distanthorizons.core.render.renderer;
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import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
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import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
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import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
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import org.lwjgl.opengl.GL32;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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public class ScreenQuad
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{
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public static ScreenQuad INSTANCE = new ScreenQuad();
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private static final float[] box_vertices = {
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-1, -1,
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1, -1,
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1, 1,
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-1, -1,
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1, 1,
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-1, 1,
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};
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private GLVertexBuffer boxBuffer;
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private VertexAttribute va;
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private boolean init = false;
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//=============//
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// constructor //
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//=============//
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private ScreenQuad() { }
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public void init()
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{
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if (this.init) return;
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this.init = true;
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this.va = VertexAttribute.create();
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this.va.bind();
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// Pos
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this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
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this.va.completeAndCheck(Float.BYTES * 2);
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// Framebuffer
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this.createBuffer();
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}
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public void render()
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{
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this.init();
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this.va.bind();
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this.va.bindBufferToAllBindingPoint(this.boxBuffer.getId());
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GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
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}
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private void createBuffer()
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{
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ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
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buffer.order(ByteOrder.nativeOrder());
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buffer.asFloatBuffer().put(box_vertices);
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buffer.rewind();
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this.boxBuffer = new GLVertexBuffer(false);
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this.boxBuffer.bind();
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this.boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
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}
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}
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+22
-86
@@ -19,120 +19,56 @@
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package com.seibel.distanthorizons.core.render.renderer.shaders;
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import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.render.glObject.GLState;
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import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
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import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
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import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
|
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL32;
|
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import java.nio.ByteBuffer;
|
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import java.nio.ByteOrder;
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public abstract class AbstractShaderRenderer
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||||
{
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||||
protected static final IMinecraftClientWrapper MC = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
|
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protected static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
|
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private static final float[] box_vertices = {
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-1, -1,
|
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1, -1,
|
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1, 1,
|
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-1, -1,
|
||||
1, 1,
|
||||
-1, 1,
|
||||
};
|
||||
|
||||
protected final ShaderProgram shader;
|
||||
public GLVertexBuffer boxBuffer;
|
||||
protected VertexAttribute va;
|
||||
boolean init = false;
|
||||
protected ShaderProgram shader;
|
||||
|
||||
protected boolean init = false;
|
||||
|
||||
|
||||
protected AbstractShaderRenderer(ShaderProgram shader)
|
||||
protected AbstractShaderRenderer() {}
|
||||
|
||||
public void init()
|
||||
{
|
||||
this.shader = shader;
|
||||
if (this.init) return;
|
||||
this.init = true;
|
||||
|
||||
this.onInit();
|
||||
}
|
||||
|
||||
private 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();
|
||||
|
||||
this.shader.bind();
|
||||
|
||||
this.onApplyUniforms(partialTicks);
|
||||
|
||||
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);
|
||||
this.onRender();
|
||||
|
||||
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);
|
||||
this.shader.unbind();
|
||||
}
|
||||
|
||||
public void free()
|
||||
{
|
||||
this.shader.free();
|
||||
}
|
||||
|
||||
protected void onInit() {}
|
||||
|
||||
protected void onApplyUniforms(float partialTicks) {}
|
||||
|
||||
protected void onRender() {}
|
||||
}
|
||||
|
||||
+32
-2
@@ -19,15 +19,45 @@
|
||||
|
||||
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 onInit()
|
||||
{
|
||||
super(new ShaderProgram("shaders/normal.vert", "shaders/test/dark.frag", "fragColor", new String[]{"vPosition", "color"}));
|
||||
this.shader = new ShaderProgram(
|
||||
"shaders/normal.vert",
|
||||
"shaders/test/dark.frag",
|
||||
"fragColor",
|
||||
new String[]{"vPosition", "color"});
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onApplyUniforms(float partialTicks)
|
||||
{
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onRender()
|
||||
{
|
||||
GLState state = new GLState();
|
||||
|
||||
GL32.glDisable(GL32.GL_DEPTH_TEST);
|
||||
GL32.glDisable(GL32.GL_SCISSOR_TEST);
|
||||
GL32.glEnable(GL32.GL_BLEND);
|
||||
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
ScreenQuad.INSTANCE.render();
|
||||
|
||||
state.restore();
|
||||
}
|
||||
}
|
||||
|
||||
+45
-20
@@ -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;
|
||||
|
||||
@@ -36,31 +39,40 @@ 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);
|
||||
|
||||
|
||||
public final int gInvertedModelViewProjectionUniform;
|
||||
public final int gDepthMapUniform;
|
||||
private final LodFogConfig fogConfig;
|
||||
private Mat4f inverseMvmProjMatrix;
|
||||
public int gInvertedModelViewProjectionUniform;
|
||||
public int gDepthMapUniform;
|
||||
|
||||
// Fog Uniforms
|
||||
public final int fogColorUniform;
|
||||
public final int fogScaleUniform;
|
||||
public final int fogVerticalScaleUniform;
|
||||
public final int nearFogStartUniform;
|
||||
public final int nearFogLengthUniform;
|
||||
public final int fullFogModeUniform;
|
||||
|
||||
public int fogColorUniform;
|
||||
public int fogScaleUniform;
|
||||
public int fogVerticalScaleUniform;
|
||||
public int nearFogStartUniform;
|
||||
public int nearFogLengthUniform;
|
||||
public int fullFogModeUniform;
|
||||
|
||||
|
||||
public FogShader(LodFogConfig fogConfig)
|
||||
{
|
||||
super(new ShaderProgram(
|
||||
this.fogConfig = fogConfig;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onInit()
|
||||
{
|
||||
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(),
|
||||
() -> this.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
|
||||
|
||||
@@ -79,9 +91,9 @@ public class FogShader extends AbstractShaderRenderer
|
||||
}
|
||||
|
||||
@Override
|
||||
void setShaderUniforms(float partialTicks)
|
||||
protected void onApplyUniforms(float partialTicks)
|
||||
{
|
||||
this.shader.bind();
|
||||
this.shader.setUniform(this.gInvertedModelViewProjectionUniform, this.inverseMvmProjMatrix);
|
||||
|
||||
int lodDrawDistance = RenderUtil.getFarClipPlaneDistanceInBlocks();
|
||||
int vanillaDrawDistance = MC_RENDER.getRenderDistance() * LodUtil.CHUNK_WIDTH;
|
||||
@@ -127,12 +139,25 @@ public class FogShader extends AbstractShaderRenderer
|
||||
|
||||
public void setModelViewProjectionMatrix(Mat4f combinedModelViewProjectionMatrix)
|
||||
{
|
||||
this.shader.bind();
|
||||
this.inverseMvmProjMatrix = new Mat4f(combinedModelViewProjectionMatrix);
|
||||
this.inverseMvmProjMatrix.invert();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onRender()
|
||||
{
|
||||
GLState state = new GLState();
|
||||
|
||||
Mat4f inverseMvmProjMatrix = new Mat4f(combinedModelViewProjectionMatrix);
|
||||
inverseMvmProjMatrix.invert();
|
||||
this.shader.setUniform(this.gInvertedModelViewProjectionUniform, inverseMvmProjMatrix);
|
||||
GL32.glDisable(GL32.GL_DEPTH_TEST);
|
||||
GL32.glDisable(GL32.GL_SCISSOR_TEST);
|
||||
GL32.glEnable(GL32.GL_BLEND);
|
||||
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
this.shader.unbind();
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
|
||||
ScreenQuad.INSTANCE.render();
|
||||
|
||||
state.restore();
|
||||
}
|
||||
}
|
||||
|
||||
+110
@@ -0,0 +1,110 @@
|
||||
/*
|
||||
* 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();
|
||||
|
||||
public int BufferTexture;
|
||||
|
||||
// uniforms
|
||||
public int gSSAOMapUniform;
|
||||
public int gDepthMapUniform;
|
||||
public int gViewSizeUniform;
|
||||
public int gBlurRadiusUniform;
|
||||
public int gNearUniform;
|
||||
public int gFarUniform;
|
||||
|
||||
|
||||
@Override
|
||||
public void onInit()
|
||||
{
|
||||
this.shader = new ShaderProgram(
|
||||
"shaders/normal.vert",
|
||||
"shaders/ssao/apply.frag",
|
||||
"fragColor",
|
||||
new String[]{"vPosition"});
|
||||
|
||||
// uniform setup
|
||||
this.gSSAOMapUniform = this.shader.getUniformLocation("gSSAOMap");
|
||||
this.gDepthMapUniform = this.shader.getUniformLocation("gDepthMap");
|
||||
this.gViewSizeUniform = this.shader.tryGetUniformLocation("gViewSize");
|
||||
this.gBlurRadiusUniform = this.shader.tryGetUniformLocation("gBlurRadius");
|
||||
this.gNearUniform = this.shader.tryGetUniformLocation("gNear");
|
||||
this.gFarUniform = this.shader.tryGetUniformLocation("gFar");
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onApplyUniforms(float partialTicks)
|
||||
{
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
GL32.glUniform1i(this.gDepthMapUniform, 0);
|
||||
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE1);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.BufferTexture);
|
||||
GL32.glUniform1i(this.gSSAOMapUniform, 1);
|
||||
|
||||
GL32.glUniform1i(this.gBlurRadiusUniform,
|
||||
Config.Client.Advanced.Graphics.Ssao.blurRadius.get());
|
||||
|
||||
if (this.gViewSizeUniform >= 0)
|
||||
{
|
||||
GL32.glUniform2f(this.gViewSizeUniform,
|
||||
MC_RENDER.getTargetFrameBufferViewportWidth(),
|
||||
MC_RENDER.getTargetFrameBufferViewportHeight());
|
||||
}
|
||||
|
||||
if (this.gNearUniform >= 0)
|
||||
{
|
||||
GL32.glUniform1f(this.gNearUniform,
|
||||
RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks));
|
||||
}
|
||||
|
||||
if (this.gFarUniform >= 0)
|
||||
{
|
||||
float far = (float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2));
|
||||
GL32.glUniform1f(this.gFarUniform, far);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//========//
|
||||
// render //
|
||||
//========//
|
||||
|
||||
@Override
|
||||
protected void onRender()
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
-277
@@ -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();
|
||||
}
|
||||
}
|
||||
+116
@@ -0,0 +1,116 @@
|
||||
/*
|
||||
* 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.coreapi.util.math.Mat4f;
|
||||
import org.lwjgl.opengl.GL32;
|
||||
|
||||
public class SSAOShader extends AbstractShaderRenderer
|
||||
{
|
||||
public static SSAOShader INSTANCE = new SSAOShader();
|
||||
|
||||
public int FrameBuffer;
|
||||
|
||||
private Mat4f perspective;
|
||||
private Mat4f invertedPerspective;
|
||||
|
||||
// uniforms
|
||||
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 onInit()
|
||||
{
|
||||
this.shader = new ShaderProgram("shaders/normal.vert", "shaders/ssao/ao.frag",
|
||||
"fragColor", new String[]{"vPosition"});
|
||||
|
||||
// uniform setup
|
||||
this.gProjUniform = this.shader.getUniformLocation("gProj");
|
||||
this.gInvProjUniform = this.shader.getUniformLocation("gInvProj");
|
||||
this.gSampleCountUniform = this.shader.getUniformLocation("gSampleCount");
|
||||
this.gRadiusUniform = this.shader.getUniformLocation("gRadius");
|
||||
this.gStrengthUniform = this.shader.getUniformLocation("gStrength");
|
||||
this.gMinLightUniform = this.shader.getUniformLocation("gMinLight");
|
||||
this.gBiasUniform = this.shader.getUniformLocation("gBias");
|
||||
this.gDepthMapUniform = this.shader.getUniformLocation("gDepthMap");
|
||||
}
|
||||
|
||||
public void setProjectionMatrix(Mat4f perspective)
|
||||
{
|
||||
this.perspective = perspective;
|
||||
|
||||
this.invertedPerspective = new Mat4f(perspective);
|
||||
this.invertedPerspective.invert();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onApplyUniforms(float partialTicks)
|
||||
{
|
||||
this.shader.setUniform(this.gProjUniform, this.perspective);
|
||||
|
||||
this.shader.setUniform(this.gInvProjUniform, this.invertedPerspective);
|
||||
|
||||
this.shader.setUniform(this.gSampleCountUniform,
|
||||
Config.Client.Advanced.Graphics.Ssao.sampleCount.get());
|
||||
|
||||
this.shader.setUniform(this.gRadiusUniform,
|
||||
Config.Client.Advanced.Graphics.Ssao.radius.get().floatValue());
|
||||
|
||||
this.shader.setUniform(this.gStrengthUniform,
|
||||
Config.Client.Advanced.Graphics.Ssao.strength.get().floatValue());
|
||||
|
||||
this.shader.setUniform(this.gMinLightUniform,
|
||||
Config.Client.Advanced.Graphics.Ssao.minLight.get().floatValue());
|
||||
|
||||
this.shader.setUniform(this.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.gDepthMapUniform, 0);
|
||||
}
|
||||
|
||||
|
||||
//========//
|
||||
// render //
|
||||
//========//
|
||||
|
||||
@Override
|
||||
protected void onRender()
|
||||
{
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.FrameBuffer);
|
||||
GL32.glDisable(GL32.GL_SCISSOR_TEST);
|
||||
GL32.glDisable(GL32.GL_DEPTH_TEST);
|
||||
GL32.glDisable(GL32.GL_BLEND);
|
||||
|
||||
ScreenQuad.INSTANCE.render();
|
||||
}
|
||||
}
|
||||
+8
-8
@@ -19,7 +19,7 @@
|
||||
|
||||
package com.seibel.distanthorizons.core.render.vertexFormat;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL32;
|
||||
|
||||
/**
|
||||
* This object is used to build LodVertexFormats.
|
||||
@@ -80,13 +80,13 @@ public class LodVertexFormatElement
|
||||
|
||||
public enum DataType
|
||||
{
|
||||
FLOAT(4, "Float", GL11.GL_FLOAT),
|
||||
UBYTE(1, "Unsigned Byte", GL11.GL_UNSIGNED_BYTE),
|
||||
BYTE(1, "Byte", GL11.GL_BYTE),
|
||||
USHORT(2, "Unsigned Short", GL11.GL_UNSIGNED_SHORT),
|
||||
SHORT(2, "Short", GL11.GL_SHORT),
|
||||
UINT(4, "Unsigned Int", GL11.GL_UNSIGNED_INT),
|
||||
INT(4, "Int", GL11.GL_INT);
|
||||
FLOAT(4, "Float", GL32.GL_FLOAT),
|
||||
UBYTE(1, "Unsigned Byte", GL32.GL_UNSIGNED_BYTE),
|
||||
BYTE(1, "Byte", GL32.GL_BYTE),
|
||||
USHORT(2, "Unsigned Short", GL32.GL_UNSIGNED_SHORT),
|
||||
SHORT(2, "Short", GL32.GL_SHORT),
|
||||
UINT(4, "Unsigned Int", GL32.GL_UNSIGNED_INT),
|
||||
INT(4, "Int", GL32.GL_INT);
|
||||
|
||||
private final int size;
|
||||
private final String name;
|
||||
|
||||
Reference in New Issue
Block a user