Add far clip fading
This commit is contained in:
@@ -312,6 +312,14 @@ public class Config
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+ "")
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.build();
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public static ConfigEntry<Boolean> dhFadeFarClipPlane = new ConfigEntry.Builder<Boolean>()
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.set(true)
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.comment(""
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+ "Should DH fade out before reaching the far clip plane? \n"
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+ "This is helpful to prevent DH clouds from cutting off in the distance. \n"
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+ "")
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.build();
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public static ConfigEntry<Double> brightnessMultiplier = new ConfigEntry.Builder<Double>() // TODO: Make this a float (the ClassicConfigGUI doesnt support floats)
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.set(1.0)
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.comment(""
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+10
-1
@@ -30,7 +30,6 @@ import com.seibel.distanthorizons.core.config.ConfigPresetOptions;
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import com.seibel.distanthorizons.core.config.listeners.ConfigChangeListener;
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import com.seibel.distanthorizons.core.config.types.AbstractConfigBase;
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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 com.seibel.distanthorizons.core.logging.DhLogger;
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import java.util.*;
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@@ -97,6 +96,15 @@ public class RenderQualityPresetConfigEventHandler extends AbstractPresetConfigE
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this.put(EDhApiQualityPreset.HIGH, EDhApiMcRenderingFadeMode.DOUBLE_PASS);
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this.put(EDhApiQualityPreset.EXTREME, EDhApiMcRenderingFadeMode.DOUBLE_PASS);
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}});
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private final ConfigPresetOptions<EDhApiQualityPreset, Boolean> dhFadeFarClipPlane = new ConfigPresetOptions<>(Config.Client.Advanced.Graphics.Quality.dhFadeFarClipPlane,
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new HashMap<EDhApiQualityPreset, Boolean>()
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{{
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this.put(EDhApiQualityPreset.MINIMUM, false);
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this.put(EDhApiQualityPreset.LOW, false);
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this.put(EDhApiQualityPreset.MEDIUM, true);
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this.put(EDhApiQualityPreset.HIGH, true);
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this.put(EDhApiQualityPreset.EXTREME, true);
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}});
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private final ConfigPresetOptions<EDhApiQualityPreset, Boolean> dhDither = new ConfigPresetOptions<>(Config.Client.Advanced.Graphics.Quality.ditherDhFade,
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new HashMap<EDhApiQualityPreset, Boolean>()
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{{
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@@ -140,6 +148,7 @@ public class RenderQualityPresetConfigEventHandler extends AbstractPresetConfigE
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this.configList.add(this.horizontalQuality);
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this.configList.add(this.transparency);
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this.configList.add(this.ssaoEnabled);
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this.configList.add(this.dhFadeFarClipPlane);
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this.configList.add(this.vanillaFade);
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this.configList.add(this.dhDither);
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this.configList.add(this.caveCulling);
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+161
@@ -0,0 +1,161 @@
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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 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.logging.DhLogger;
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import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
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import com.seibel.distanthorizons.core.render.glObject.GLState;
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import com.seibel.distanthorizons.core.render.renderer.shaders.DhFadeApplyShader;
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import com.seibel.distanthorizons.core.render.renderer.shaders.DhFadeShader;
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import com.seibel.distanthorizons.core.util.math.Mat4f;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftGLWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IProfilerWrapper;
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import com.seibel.distanthorizons.core.wrapperInterfaces.world.IClientLevelWrapper;
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import org.lwjgl.opengl.GL32;
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import java.nio.ByteBuffer;
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/**
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* Handles fading MC and DH together via {@link DhFadeShader} and {@link DhFadeApplyShader}. <br><br>
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*
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* {@link DhFadeShader} - draws the Fade to a texture. <br>
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* {@link DhFadeApplyShader} - draws the Fade texture to MC's FrameBuffer. <br>
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*/
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public class DhFadeRenderer
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{
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public static DhFadeRenderer INSTANCE = new DhFadeRenderer();
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private static final DhLogger LOGGER = new DhLoggerBuilder().build();
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private static final IMinecraftClientWrapper MC_CLIENT = SingletonInjector.INSTANCE.get(IMinecraftClientWrapper.class);
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private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
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private static final IMinecraftGLWrapper GLMC = SingletonInjector.INSTANCE.get(IMinecraftGLWrapper.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 fadeFramebuffer = -1;
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private int fadeTexture = -1;
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//=============//
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// constructor //
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//=============//
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private DhFadeRenderer() { }
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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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DhFadeShader.INSTANCE.init();
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DhFadeApplyShader.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.fadeFramebuffer != -1)
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{
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GL32.glDeleteFramebuffers(this.fadeFramebuffer);
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this.fadeFramebuffer = -1;
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}
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this.fadeFramebuffer = GL32.glGenFramebuffers();
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GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.fadeFramebuffer);
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if (this.fadeTexture != -1)
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{
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GLMC.glDeleteTextures(this.fadeTexture);
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this.fadeTexture = -1;
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}
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this.fadeTexture = GL32.glGenTextures();
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GLMC.glBindTexture(this.fadeTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (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.fadeTexture, 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(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks, IProfilerWrapper profiler)
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{
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GLState mcState = new GLState();
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try
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{
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profiler.push("Fade Generate");
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this.init();
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// resize the framebuffer if necessary
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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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DhFadeShader.INSTANCE.frameBuffer = this.fadeFramebuffer;
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DhFadeShader.INSTANCE.setProjectionMatrix(mcModelViewMatrix, mcProjectionMatrix, partialTicks);
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DhFadeShader.INSTANCE.render(partialTicks);
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// restored so we can write the fade texture to the main frame buffer
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//mcState.restore();
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profiler.popPush("Fade Apply");
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DhFadeApplyShader.INSTANCE.fadeTexture = this.fadeTexture;
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DhFadeApplyShader.INSTANCE.render(partialTicks);
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}
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catch (Exception e)
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{
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LOGGER.error("Unexpected error during fade render, error: ["+e.getMessage()+"].", e);
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}
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finally
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{
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// make sure we always revert to MC's state to prevent GL state corruption
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// this is especially important on MC 1.16.5 or when other rendering mods are present
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mcState.restore();
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profiler.pop();
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}
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}
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}
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@@ -242,6 +242,15 @@ public class LodRenderer
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this.renderLodPass(lodShaderProgram, renderBufferHandler, renderParams, /*opaquePass*/ false);
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}
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// far plane clip fading
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if (Config.Client.Advanced.Graphics.Quality.dhFadeFarClipPlane.get())
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{
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profiler.popPush("Fade Far Clip Fade");
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DhFadeRenderer.INSTANCE.render(
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new Mat4f(renderParams.mcModelViewMatrix), new Mat4f(renderParams.mcProjectionMatrix),
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renderParams.partialTicks, profiler);
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}
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// fog
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if (Config.Client.Advanced.Graphics.Fog.enableDhFog.get())
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{
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+3
-6
@@ -122,14 +122,14 @@ public class VanillaFadeRenderer
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{
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IProfilerWrapper profiler = MC_CLIENT.getProfiler();
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profiler.pop(); // get out of "terrain"
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profiler.push("DH-RenderLevel");
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profiler.push("DH-Vanilla Fade");
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GLState mcState = new GLState();
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try
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{
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profiler.push("Fade Generate");
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profiler.push("Vanilla Fade Generate");
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this.init();
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@@ -149,10 +149,7 @@ public class VanillaFadeRenderer
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VanillaFadeShader.INSTANCE.setLevelMaxHeight(level.getMaxHeight());
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VanillaFadeShader.INSTANCE.render(partialTicks);
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// restored so we can write the fade texture to the main frame buffer
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//mcState.restore();
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profiler.popPush("Fade Apply");
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profiler.popPush("Vanilla Fade Apply");
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// Applying the fade texture is only needed if MC is drawing to their own frame buffer,
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// otherwise we can directly render to their texture
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+128
@@ -0,0 +1,128 @@
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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 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,
|
||||
* 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
|
||||
* 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.shaders;
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
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import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
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import com.seibel.distanthorizons.core.render.renderer.DhFadeRenderer;
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import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
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import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftGLWrapper;
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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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/**
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* Draws the Fade texture onto Minecraft's FrameBuffer. <br><br>
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*
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* See Also: <br>
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* {@link DhFadeRenderer} - Parent to this shader. <br>
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* {@link DhFadeShader} - draws the Fade texture. <br>
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*/
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public class DhFadeApplyShader extends AbstractShaderRenderer
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{
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public static DhFadeApplyShader INSTANCE = new DhFadeApplyShader();
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private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
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private static final IMinecraftGLWrapper GLMC = SingletonInjector.INSTANCE.get(IMinecraftGLWrapper.class);
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public int fadeTexture;
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// uniforms
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public int uFadeColorTextureUniform = -1;
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public int uDhDepthTextureUniform = -1;
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public int uMcDepthTextureUniform = -1;
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//=============//
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// constructor //
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//=============//
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@Override
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public void onInit()
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{
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this.shader = new ShaderProgram(
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"shaders/normal.vert",
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"shaders/dhFade/apply.frag",
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"fragColor",
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new String[]{ "vPosition" });
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// uniform setup
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this.uFadeColorTextureUniform = this.shader.getUniformLocation("uFadeColorTextureUniform");
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this.uDhDepthTextureUniform = this.shader.getUniformLocation("uDhDepthTextureUniform");
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this.uMcDepthTextureUniform = this.shader.getUniformLocation("uMcDepthTextureUniform");
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}
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//=============//
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// render prep //
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//=============//
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@Override
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protected void onApplyUniforms(float partialTicks)
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{
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GLMC.glActiveTexture(GL32.GL_TEXTURE0);
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GLMC.glBindTexture(this.fadeTexture);
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GL32.glUniform1i(this.uFadeColorTextureUniform, 0);
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GLMC.glActiveTexture(GL32.GL_TEXTURE1);
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GLMC.glBindTexture(LodRenderer.INSTANCE.getActiveDepthTextureId());
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GL32.glUniform1i(this.uDhDepthTextureUniform, 1);
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GLMC.glActiveTexture(GL32.GL_TEXTURE2);
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GLMC.glBindTexture(MC_RENDER.getDepthTextureId());
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GL32.glUniform1i(this.uMcDepthTextureUniform, 2);
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}
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//========//
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// render //
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//========//
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@Override
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protected void onRender()
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{
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GLMC.disableBlend();
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// Depth testing must be disabled otherwise this application shader won't apply anything.
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// setting this isn't necessary in vanilla, but some mods may change this, requiring it to be set manually,
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// it should be automatically restored after rendering is complete.
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GLMC.disableDepthTest();
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// apply the rendered Fade to Minecraft's framebuffer
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GLMC.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, DhFadeShader.INSTANCE.frameBuffer);
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GLMC.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, LodRenderer.INSTANCE.getActiveFramebufferId());
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ScreenQuad.INSTANCE.render();
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GLMC.enableDepthTest();
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}
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}
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+165
@@ -0,0 +1,165 @@
|
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/*
|
||||
* This file is part of the Distant Horizons mod
|
||||
* licensed under the GNU LGPL v3 License.
|
||||
*
|
||||
* Copyright (C) 2020 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;
|
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|
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import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
|
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import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
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import com.seibel.distanthorizons.core.render.renderer.LodRenderer;
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import com.seibel.distanthorizons.core.render.renderer.ScreenQuad;
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import com.seibel.distanthorizons.core.util.RenderUtil;
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import com.seibel.distanthorizons.core.util.math.Mat4f;
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import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftGLWrapper;
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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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public class DhFadeShader extends AbstractShaderRenderer
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{
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public static DhFadeShader INSTANCE = new DhFadeShader();
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private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
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private static final IMinecraftGLWrapper GLMC = SingletonInjector.INSTANCE.get(IMinecraftGLWrapper.class);
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public int frameBuffer = -1;
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private Mat4f inverseDhMvmProjMatrix;
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// Uniforms
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/** Inverted Model View Projection matrix */
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public int uDhInvMvmProj = -1;
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public int uDhDepthTexture = -1;
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public int uMcColorTexture = -1;
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public int uDhColorTexture = -1;
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||||
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public int uStartFadeBlockDistance = -1;
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public int uEndFadeBlockDistance = -1;
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||||
|
||||
|
||||
|
||||
//=============//
|
||||
// constructor //
|
||||
//=============//
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||||
|
||||
public DhFadeShader() { }
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||||
|
||||
@Override
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||||
public void onInit()
|
||||
{
|
||||
this.shader = new ShaderProgram(
|
||||
"shaders/normal.vert", "shaders/dhFade/fade.frag",
|
||||
"fragColor", new String[]{"vPosition"}
|
||||
);
|
||||
|
||||
// all uniforms should be tryGet...
|
||||
// because disabling fade can cause the GLSL to optimize out most (if not all) uniforms
|
||||
|
||||
// near fade
|
||||
this.uDhInvMvmProj = this.shader.tryGetUniformLocation("uDhInvMvmProj");
|
||||
|
||||
this.uDhDepthTexture = this.shader.tryGetUniformLocation("uDhDepthTexture");
|
||||
this.uMcColorTexture = this.shader.tryGetUniformLocation("uMcColorTexture");
|
||||
this.uDhColorTexture = this.shader.tryGetUniformLocation("uDhColorTexture");
|
||||
|
||||
this.uStartFadeBlockDistance = this.shader.tryGetUniformLocation("uStartFadeBlockDistance");
|
||||
this.uEndFadeBlockDistance = this.shader.tryGetUniformLocation("uEndFadeBlockDistance");
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//=============//
|
||||
// render prep //
|
||||
//=============//
|
||||
|
||||
@Override
|
||||
protected void onApplyUniforms(float partialTicks)
|
||||
{
|
||||
this.shader.setUniform(this.uDhInvMvmProj, this.inverseDhMvmProjMatrix);
|
||||
|
||||
|
||||
float dhFarClipDistance = RenderUtil.getFarClipPlaneDistanceInBlocks();
|
||||
|
||||
// measured in blocks
|
||||
float fadeStartDistance = dhFarClipDistance * 0.5f;
|
||||
float fadeEndDistance = dhFarClipDistance * 0.9f;
|
||||
|
||||
this.shader.setUniform(this.uStartFadeBlockDistance, fadeStartDistance);
|
||||
this.shader.setUniform(this.uEndFadeBlockDistance, fadeEndDistance);
|
||||
|
||||
}
|
||||
|
||||
public void setProjectionMatrix(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks)
|
||||
{
|
||||
Mat4f dhProjectionMatrix = RenderUtil.createLodProjectionMatrix(mcProjectionMatrix, partialTicks);
|
||||
Mat4f dhModelViewMatrix = RenderUtil.createLodModelViewMatrix(mcModelViewMatrix);
|
||||
|
||||
Mat4f inverseDhModelViewProjectionMatrix = new Mat4f(dhProjectionMatrix);
|
||||
inverseDhModelViewProjectionMatrix.multiply(dhModelViewMatrix);
|
||||
inverseDhModelViewProjectionMatrix.invert();
|
||||
this.inverseDhMvmProjMatrix = inverseDhModelViewProjectionMatrix;
|
||||
}
|
||||
|
||||
|
||||
//========//
|
||||
// render //
|
||||
//========//
|
||||
|
||||
@Override
|
||||
protected void onRender()
|
||||
{
|
||||
int depthTextureId = LodRenderer.INSTANCE.getActiveDepthTextureId();
|
||||
int colorTextureId = LodRenderer.INSTANCE.getActiveColorTextureId();
|
||||
|
||||
if (depthTextureId == -1
|
||||
|| colorTextureId == -1)
|
||||
{
|
||||
// the renderer is currently being re-built and/or inactive,
|
||||
// we don't need to/can't render fading
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.frameBuffer);
|
||||
GLMC.disableScissorTest();
|
||||
GLMC.disableDepthTest();
|
||||
GLMC.disableBlend();
|
||||
|
||||
|
||||
GLMC.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GLMC.glBindTexture(depthTextureId);
|
||||
GL32.glUniform1i(this.uDhDepthTexture, 0);
|
||||
|
||||
GLMC.glActiveTexture(GL32.GL_TEXTURE1);
|
||||
GLMC.glBindTexture(MC_RENDER.getColorTextureId());
|
||||
GL32.glUniform1i(this.uMcColorTexture, 1);
|
||||
|
||||
GLMC.glActiveTexture(GL32.GL_TEXTURE2);
|
||||
GLMC.glBindTexture(colorTextureId);
|
||||
GL32.glUniform1i(this.uDhColorTexture, 2);
|
||||
|
||||
|
||||
ScreenQuad.INSTANCE.render();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -158,6 +158,10 @@
|
||||
"Vanilla Fade Mode",
|
||||
"distanthorizons.config.client.advanced.graphics.quality.vanillaFadeMode.@tooltip":
|
||||
"How should vanilla Minecraft fade into Distant Horizons LODs? \n\nNONE: Fastest, there will be a pronounced border between DH and MC rendering. \nSINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. \nDOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.",
|
||||
"distanthorizons.config.client.advanced.graphics.quality.dhFadeFarClipPlane":
|
||||
"Fade Before Far Clip Plane",
|
||||
"distanthorizons.config.client.advanced.graphics.quality.dhFadeFarClipPlane.@tooltip":
|
||||
"Should DH fade out before reaching the far plane? \nThis is helpful to prevent DH clouds from cutting off in the distance.",
|
||||
"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier":
|
||||
"Brightness Multiplier",
|
||||
"distanthorizons.config.client.advanced.graphics.quality.brightnessMultiplier.@tooltip":
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
#version 150 core
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D uFadeColorTextureUniform;
|
||||
uniform sampler2D uDhDepthTextureUniform;
|
||||
uniform sampler2D uMcDepthTextureUniform;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = vec4(1.0);
|
||||
|
||||
float dhFragmentDepth = textureLod(uDhDepthTextureUniform, TexCoord, 0).r;
|
||||
float mcFragmentDepth = textureLod(uMcDepthTextureUniform, TexCoord, 0).r;
|
||||
|
||||
// a fragment depth of "1" means the fragment wasn't drawn to,
|
||||
// only update fragments that were drawn to
|
||||
// TODO this check is currently ignored as a test, this may need to be re-enabled later
|
||||
if (dhFragmentDepth != 10 && mcFragmentDepth != 0)
|
||||
{
|
||||
fragColor = texture(uFadeColorTextureUniform, TexCoord);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
#version 150 core
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// inverted model view matrix and projection matrix
|
||||
uniform mat4 uDhInvMvmProj;
|
||||
|
||||
uniform sampler2D uDhDepthTexture;
|
||||
uniform sampler2D uMcColorTexture;
|
||||
uniform sampler2D uDhColorTexture;
|
||||
|
||||
uniform float uStartFadeBlockDistance;
|
||||
uniform float uEndFadeBlockDistance;
|
||||
|
||||
|
||||
|
||||
vec3 calcViewPosition(float fragmentDepth, mat4 invMvmProj)
|
||||
{
|
||||
// normalized device coordinates
|
||||
vec4 ndc = vec4(TexCoord.xy, fragmentDepth, 1.0);
|
||||
ndc.xyz = ndc.xyz * 2.0 - 1.0;
|
||||
|
||||
vec4 eyeCoord = invMvmProj * ndc;
|
||||
return eyeCoord.xyz / eyeCoord.w;
|
||||
}
|
||||
|
||||
/**
|
||||
* Used to fade out vanilla chunks so the transition
|
||||
* between DH and vanilla is smoother.
|
||||
*/
|
||||
void main()
|
||||
{
|
||||
// includes both the vanilla chunks as well as DH
|
||||
vec4 combinedMcDhColor = texture(uMcColorTexture, TexCoord);
|
||||
// just the DH render pass
|
||||
vec4 dhColor = texture(uDhColorTexture, TexCoord);
|
||||
|
||||
|
||||
|
||||
// the DH texture will have white if nothing was written to that pixel.
|
||||
// TODO replace with a depth texture check, this feels janky
|
||||
if (dhColor == vec4(1))
|
||||
{
|
||||
// if not done vanilla clouds will render incorrectly at night
|
||||
dhColor = combinedMcDhColor;
|
||||
}
|
||||
|
||||
|
||||
float dhFragmentDepth = texture(uDhDepthTexture, TexCoord).r;
|
||||
vec3 dhVertexWorldPos = calcViewPosition(dhFragmentDepth, uDhInvMvmProj);
|
||||
float dhFragmentDistance = length(dhVertexWorldPos.xzy);
|
||||
|
||||
|
||||
float startFade = uEndFadeBlockDistance;
|
||||
float endFade = uStartFadeBlockDistance;
|
||||
|
||||
// Smoothly transition between combinedMcDhColor and uDhColorTexture
|
||||
// as the depth increases from the camera
|
||||
float fadeStep = smoothstep(startFade, endFade, dhFragmentDistance);
|
||||
fragColor = mix(combinedMcDhColor, dhColor, fadeStep);
|
||||
fragColor.a = 1.0; // TODO is setting the alpha needed?
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user