Make GLState AutoClosable for more robustness

This commit is contained in:
James Seibel
2026-02-05 17:36:40 -06:00
parent 7348cb1c37
commit 7325d57e88
6 changed files with 126 additions and 139 deletions
@@ -23,14 +23,11 @@ import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftGLWrapper;
import org.lwjgl.opengl.GL32;
// TODO make this Closable or AutoClosable so it can be used with try-resource blocks
public class GLState
public class GLState implements AutoCloseable
{
private static final IMinecraftGLWrapper GLMC = SingletonInjector.INSTANCE.get(IMinecraftGLWrapper.class);
private static final int FBO_MAX = 4;
public int program;
public int vao;
public int vbo;
@@ -132,26 +129,8 @@ public class GLState
this.polyMode = GL32.glGetInteger(GL32.GL_POLYGON_MODE);
}
@Override
public String toString()
{
return "GLState{" +
"program=" + this.program + ", vao=" + this.vao + ", vbo=" + this.vbo + ", ebo=" + this.ebo + ", fbo=" + this.fbo +
", text=" + GLEnums.getString(this.texture2D) + "@" + this.activeTextureNumber + ", text0=" + GLEnums.getString(this.texture0) +
", FB text0=" + this.frameBufferTexture0 +
", FB text1=" + this.frameBufferTexture1 +
", FB depth=" + this.frameBufferDepthTexture +
", blend=" + this.blend + ", scissor=" + this.scissor + ", blendMode=" + GLEnums.getString(this.blendSrcColor) + "," + GLEnums.getString(this.blendDstColor) +
", depth=" + this.depth +
", depthFunc=" + GLEnums.getString(this.depthFunc) + ", stencil=" + this.stencil +
", stencilFunc=" + GLEnums.getString(this.stencilFunc) + ", stencilRef=" + this.stencilRef + ", stencilMask=" + this.stencilMask +
", view={x:" + this.view[0] + ", y:" + this.view[1] +
", w:" + this.view[2] + ", h:" + this.view[3] + "}" + ", cull=" + this.cull +
", cullMode=" + GLEnums.getString(this.cullMode) + ", polyMode=" + GLEnums.getString(this.polyMode) +
'}';
}
public void restore()
@Override
public void close()
{
// explicitly unbinding the frame buffer is necessary to prevent GL_CLEAR calls from hitting the wrong buffer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, 0);
@@ -255,4 +234,26 @@ public class GLState
GL32.glCullFace(this.cullMode);
GL32.glPolygonMode(GL32.GL_FRONT_AND_BACK, this.polyMode);
}
@Override
public String toString()
{
return "GLState{" +
"program=" + this.program + ", vao=" + this.vao + ", vbo=" + this.vbo + ", ebo=" + this.ebo + ", fbo=" + this.fbo +
", text=" + GLEnums.getString(this.texture2D) + "@" + this.activeTextureNumber + ", text0=" + GLEnums.getString(this.texture0) +
", FB text0=" + this.frameBufferTexture0 +
", FB text1=" + this.frameBufferTexture1 +
", FB depth=" + this.frameBufferDepthTexture +
", blend=" + this.blend + ", scissor=" + this.scissor + ", blendMode=" + GLEnums.getString(this.blendSrcColor) + "," + GLEnums.getString(this.blendDstColor) +
", depth=" + this.depth +
", depthFunc=" + GLEnums.getString(this.depthFunc) + ", stencil=" + this.stencil +
", stencilFunc=" + GLEnums.getString(this.stencilFunc) + ", stencilRef=" + this.stencilRef + ", stencilMask=" + this.stencilMask +
", view={x:" + this.view[0] + ", y:" + this.view[1] +
", w:" + this.view[2] + ", h:" + this.view[3] + "}" + ", cull=" + this.cull +
", cullMode=" + GLEnums.getString(this.cullMode) + ", polyMode=" + GLEnums.getString(this.polyMode) +
'}';
}
}
@@ -22,7 +22,6 @@ package com.seibel.distanthorizons.core.render.renderer;
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
import com.seibel.distanthorizons.core.logging.DhLogger;
import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
import com.seibel.distanthorizons.core.render.glObject.GLState;
import com.seibel.distanthorizons.core.render.renderer.shaders.DhFadeShader;
import com.seibel.distanthorizons.core.render.renderer.shaders.FadeApplyShader;
import com.seibel.distanthorizons.core.util.math.Mat4f;
@@ -109,29 +109,28 @@ public class FogRenderer
public void render(Mat4f modelViewProjectionMatrix, float partialTicks)
{
// needed in MC 1.16.5 probably due to MC not manually setting each GL state they need before the next rendering step
GLState state = new GLState();
this.init();
// resize the framebuffer if necessary
int width = MC_RENDER.getTargetFramebufferViewportWidth();
int height = MC_RENDER.getTargetFramebufferViewportHeight();
if (this.width != width || this.height != height)
// GLState needed in MC 1.16.5 probably due to MC not manually setting each GL state they need before the next rendering step
try (GLState state = new GLState())
{
this.width = width;
this.height = height;
this.createFramebuffer(width, height);
this.init();
// resize the framebuffer if necessary
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);
}
FogShader.INSTANCE.frameBuffer = this.fogFramebuffer;
FogShader.INSTANCE.setProjectionMatrix(modelViewProjectionMatrix);
FogShader.INSTANCE.render(partialTicks);
FogApplyShader.INSTANCE.fogTexture = this.fogTexture;
FogApplyShader.INSTANCE.render(partialTicks);
}
FogShader.INSTANCE.frameBuffer = this.fogFramebuffer;
FogShader.INSTANCE.setProjectionMatrix(modelViewProjectionMatrix);
FogShader.INSTANCE.render(partialTicks);
FogApplyShader.INSTANCE.fogTexture = this.fogTexture;
FogApplyShader.INSTANCE.render(partialTicks);
state.restore();
}
public void free()
@@ -110,28 +110,27 @@ public class SSAORenderer
public void render(Mat4f projectionMatrix, float partialTicks)
{
GLState state = new GLState();
this.init();
// resize the framebuffer if necessary
int width = MC_RENDER.getTargetFramebufferViewportWidth();
int height = MC_RENDER.getTargetFramebufferViewportHeight();
if (this.width != width || this.height != height)
try(GLState state = new GLState())
{
this.width = width;
this.height = height;
this.createFramebuffer(width, height);
this.init();
// resize the framebuffer if necessary
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);
}
SSAOShader.INSTANCE.frameBuffer = this.ssaoFramebuffer;
SSAOShader.INSTANCE.setProjectionMatrix(projectionMatrix);
SSAOShader.INSTANCE.render(partialTicks);
SSAOApplyShader.INSTANCE.ssaoTexture = this.ssaoTexture;
SSAOApplyShader.INSTANCE.render(partialTicks);
}
SSAOShader.INSTANCE.frameBuffer = this.ssaoFramebuffer;
SSAOShader.INSTANCE.setProjectionMatrix(projectionMatrix);
SSAOShader.INSTANCE.render(partialTicks);
SSAOApplyShader.INSTANCE.ssaoTexture = this.ssaoTexture;
SSAOApplyShader.INSTANCE.render(partialTicks);
state.restore();
}
public void free()
@@ -136,9 +136,7 @@ public class VanillaFadeRenderer
profiler.push("DH-Vanilla Fade");
GLState mcState = new GLState();
try
try(GLState mcState = new GLState())
{
profiler.push("Vanilla Fade Generate");
@@ -178,12 +176,6 @@ public class VanillaFadeRenderer
{
LOGGER.error("Unexpected error during fade render, error: ["+e.getMessage()+"].", e);
}
finally
{
// make sure we always revert to MC's state to prevent GL state corruption
// this is especially important on MC 1.16.5 or when other rendering mods are present
mcState.restore();
}
}
public void free()
@@ -101,36 +101,35 @@ public class DhApplyShader extends AbstractShaderRenderer
}
GLState state = new GLState();
GLMC.disableDepthTest();
// blending isn't needed, we're manually merging the MC and DH textures
// Note: this prevents the sun/moon and stars from rendering through transparent LODs,
// however this also fixes transparent LODs from glowing when rendered against the sky during the day
GLMC.disableBlend();
// old blending logic in case it's ever needed:
//GLMC.enableBlend();
//GL32.glBlendEquation(GL32.GL_FUNC_ADD);
//GLMC.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
GLMC.glActiveTexture(GL32.GL_TEXTURE0);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveColorTextureId());
GL32.glUniform1i(this.gDhColorTextureUniform, 0);
GLMC.glActiveTexture(GL32.GL_TEXTURE1);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveDepthTextureId());
GL32.glUniform1i(this.gDepthMapUniform, 1);
// Copy to MC's framebuffer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, targetFrameBuffer);
ScreenQuad.INSTANCE.render();
// restore everything, except at this point the MC framebuffer should now be used instead
state.restore();
try (GLState state = new GLState())
{
GLMC.disableDepthTest();
// blending isn't needed, we're manually merging the MC and DH textures
// Note: this prevents the sun/moon and stars from rendering through transparent LODs,
// however this also fixes transparent LODs from glowing when rendered against the sky during the day
GLMC.disableBlend();
// old blending logic in case it's ever needed:
//GLMC.enableBlend();
//GL32.glBlendEquation(GL32.GL_FUNC_ADD);
//GLMC.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
GLMC.glActiveTexture(GL32.GL_TEXTURE0);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveColorTextureId());
GL32.glUniform1i(this.gDhColorTextureUniform, 0);
GLMC.glActiveTexture(GL32.GL_TEXTURE1);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveDepthTextureId());
GL32.glUniform1i(this.gDepthMapUniform, 1);
// Copy to MC's framebuffer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, targetFrameBuffer);
ScreenQuad.INSTANCE.render();
}
// everything's been restored, except at this point the MC framebuffer should now be used instead
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, targetFrameBuffer);
}
@@ -156,40 +155,38 @@ public class DhApplyShader extends AbstractShaderRenderer
GLState state = new GLState();
GLMC.disableDepthTest();
// blending isn't needed, we're just directly merging the MC and DH textures
// Note: this prevents the sun/moon and stars from rendering through transparent LODs,
// however this also fixes
GLMC.disableBlend();
// old blending logic in case it's ever needed:
//GLMC.enableBlend();
//GL32.glBlendEquation(GL32.GL_FUNC_ADD);
//GLMC.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
GLMC.glActiveTexture(GL32.GL_TEXTURE0);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveColorTextureId());
GL32.glUniform1i(this.gDhColorTextureUniform, 0);
GLMC.glActiveTexture(GL32.GL_TEXTURE1);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveDepthTextureId());
GL32.glUniform1i(this.gDepthMapUniform, 1);
GL32.glFramebufferTexture(GL32.GL_DRAW_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, targetColorTextureId, 0);
// Copy to MC's texture via MC's framebuffer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, dhFrameBufferId);
ScreenQuad.INSTANCE.render();
// restore everything, except at this point the MC framebuffer should now be used instead
state.restore();
try (GLState state = new GLState())
{
GLMC.disableDepthTest();
// blending isn't needed, we're just directly merging the MC and DH textures
// Note: this prevents the sun/moon and stars from rendering through transparent LODs,
// however this also fixes
GLMC.disableBlend();
// old blending logic in case it's ever needed:
//GLMC.enableBlend();
//GL32.glBlendEquation(GL32.GL_FUNC_ADD);
//GLMC.glBlendFunc(GL32.GL_ONE, GL32.GL_ONE_MINUS_SRC_ALPHA);
GLMC.glActiveTexture(GL32.GL_TEXTURE0);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveColorTextureId());
GL32.glUniform1i(this.gDhColorTextureUniform, 0);
GLMC.glActiveTexture(GL32.GL_TEXTURE1);
GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveDepthTextureId());
GL32.glUniform1i(this.gDepthMapUniform, 1);
GL32.glFramebufferTexture(GL32.GL_DRAW_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, targetColorTextureId, 0);
// Copy to MC's texture via MC's framebuffer
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, dhFrameBufferId);
ScreenQuad.INSTANCE.render();
}
// everything's been restored, except at this point the MC framebuffer should now be used instead
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, mcFrameBufferId);
}