From a21edfeed60c128af6100ccbca489d65f75b79b3 Mon Sep 17 00:00:00 2001 From: NULL511 Date: Sat, 9 Sep 2023 02:48:57 -0400 Subject: [PATCH] remove unused frame buffer --- .../shaders/AbstractShaderRenderer.java | 113 +++++++++--------- .../render/renderer/shaders/FogShader.java | 10 +- 2 files changed, 62 insertions(+), 61 deletions(-) diff --git a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/AbstractShaderRenderer.java b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/AbstractShaderRenderer.java index 4d1b7951d..968b4caec 100644 --- a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/AbstractShaderRenderer.java +++ b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/AbstractShaderRenderer.java @@ -48,15 +48,15 @@ public abstract class AbstractShaderRenderer }; protected final ShaderProgram shader; - protected final ShaderProgram applyShader; + //protected final ShaderProgram applyShader; public GLVertexBuffer boxBuffer; protected VertexAttribute va; boolean init = false; - private int width = -1; - private int height = -1; - private int framebuffer = -1; - private int shaderTexture = -1; + //private int width = -1; + //private int height = -1; + //private int framebuffer = -1; + //private int shaderTexture = -1; protected AbstractShaderRenderer(ShaderProgram shader) @@ -67,7 +67,7 @@ public abstract class AbstractShaderRenderer protected AbstractShaderRenderer(ShaderProgram shader, ShaderProgram applyShader) { this.shader = shader; - this.applyShader = applyShader; + //this.applyShader = applyShader; } private void init() @@ -92,16 +92,16 @@ public abstract class AbstractShaderRenderer { va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false)); } - ; + /** Overwrite this to apply uniforms to the shader */ void setShaderUniforms(float partialTicks) { } - ; - /** Overwrite this to apply uniforms to the apply shader */ - void setApplyShaderUniforms(float partialTicks) { } - ; + + ///** Overwrite this to apply uniforms to the apply shader */ + //void setApplyShaderUniforms(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) @@ -111,16 +111,17 @@ public abstract class AbstractShaderRenderer 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); - } +// if (this.width != width || this.height != height) +// { +// this.width = width; +// this.height = height; +// this.createFramebuffer(width, height); +// } - GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer); + //GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer); + GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer()); GL32.glViewport(0, 0, width, height); GL32.glDisable(GL32.GL_DEPTH_TEST); GL32.glDisable(GL32.GL_BLEND); @@ -135,19 +136,19 @@ public abstract class AbstractShaderRenderer GL32.glActiveTexture(GL32.GL_TEXTURE0); GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId()); - GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6); + //GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6); - if (applyShader != null) - { - applyShader.bind(); - this.setApplyShaderUniforms(partialTicks); - } +// if (applyShader != null) +// { +// applyShader.bind(); +// this.setApplyShaderUniforms(partialTicks); +// } GL32.glEnable(GL11.GL_BLEND); GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA); - GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer()); - GL32.glActiveTexture(GL32.GL_TEXTURE0); - GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture); + //GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer()); + //GL32.glActiveTexture(GL32.GL_TEXTURE0); + //GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture); GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6); @@ -158,30 +159,30 @@ public abstract class AbstractShaderRenderer } - private void createFramebuffer(int width, int height) - { - if (this.framebuffer != -1) - { - GL32.glDeleteFramebuffers(this.framebuffer); - this.framebuffer = -1; - } - - if (this.shaderTexture != -1) - { - GL32.glDeleteTextures(this.shaderTexture); - this.shaderTexture = -1; - } - - this.framebuffer = GL32.glGenFramebuffers(); - GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebuffer); - - this.shaderTexture = GL32.glGenTextures(); - GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.shaderTexture); - GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null); - GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST); - GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST); - GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.shaderTexture, 0); - } +// private void createFramebuffer(int width, int height) +// { +// if (this.framebuffer != -1) +// { +// GL32.glDeleteFramebuffers(this.framebuffer); +// this.framebuffer = -1; +// } +// +// if (this.shaderTexture != -1) +// { +// GL32.glDeleteTextures(this.shaderTexture); +// this.shaderTexture = -1; +// } +// +// this.framebuffer = GL32.glGenFramebuffers(); +// GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebuffer); +// +// this.shaderTexture = GL32.glGenTextures(); +// GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.shaderTexture); +// GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null); +// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST); +// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST); +// GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.shaderTexture, 0); +// } private void createBuffer() { @@ -197,10 +198,10 @@ public abstract class AbstractShaderRenderer public void free() { this.shader.free(); - if (this.applyShader != null) - { - this.applyShader.free(); - } +// if (this.applyShader != null) +// { +// this.applyShader.free(); +// } } } diff --git a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java index 97f8ac650..437503435 100644 --- a/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java +++ b/core/src/main/java/com/seibel/distanthorizons/core/render/renderer/shaders/FogShader.java @@ -80,11 +80,11 @@ public class FogShader extends AbstractShaderRenderer this.nearFogLengthUniform = this.shader.tryGetUniformLocation("nearFogLength"); } - @Override - void setVertexAttributes() - { - this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false)); - } +// @Override +// void setVertexAttributes() +// { +// this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false)); +// } @Override void setShaderUniforms(float partialTicks)