Merge branch 'fog-fixes' into 'main'

fix: Fix fog rendering

See merge request jeseibel/distant-horizons-core!30
This commit is contained in:
coolGi
2023-10-14 12:13:14 +00:00
2 changed files with 5 additions and 5 deletions
@@ -391,7 +391,7 @@ public class LodRenderer
profiler.popPush("LOD Fog");
FogShader.INSTANCE.setModelViewProjectionMatrix(modelViewProjectionMatrix);
//FogShader.INSTANCE.render(partialTicks);
FogShader.INSTANCE.render(partialTicks);
//DarkShader.INSTANCE.render(partialTicks); // A test shader to make the world darker
@@ -408,7 +408,7 @@ public class LodRenderer
this.bufferHandler.renderTransparent(this);
GL32.glDepthMask(true); // Apparently the depth mask state is stored in the FBO, so glState fails to restore it...
//FogShader.INSTANCE.render(partialTicks);
FogShader.INSTANCE.render(partialTicks);
}
drawLagSpikeCatcher.end("LodDraw");
@@ -26,6 +26,7 @@ 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.LodRenderer;
import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
import com.seibel.distanthorizons.core.util.LodUtil;
import com.seibel.distanthorizons.core.util.RenderUtil;
@@ -103,7 +104,7 @@ public class FogShader extends AbstractShaderRenderer
if (this.gDepthMapUniform != -1)
{
GL32.glActiveTexture(GL32.GL_TEXTURE1);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveDepthTextureId());
GL32.glUniform1i(this.gDepthMapUniform, 1);
}
@@ -154,8 +155,7 @@ public class FogShader extends AbstractShaderRenderer
GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
GL32.glActiveTexture(GL32.GL_TEXTURE0);
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
GL32.glBindTexture(GL32.GL_TEXTURE_2D, LodRenderer.getActiveColorTextureId());
ScreenQuad.INSTANCE.render();
state.restore();