remove unused frame buffer
This commit is contained in:
+57
-56
@@ -48,15 +48,15 @@ public abstract class AbstractShaderRenderer
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};
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protected final ShaderProgram shader;
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protected final ShaderProgram applyShader;
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//protected final ShaderProgram applyShader;
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public GLVertexBuffer boxBuffer;
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protected VertexAttribute va;
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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 framebuffer = -1;
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private int shaderTexture = -1;
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//private int width = -1;
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//private int height = -1;
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//private int framebuffer = -1;
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//private int shaderTexture = -1;
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protected AbstractShaderRenderer(ShaderProgram shader)
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@@ -67,7 +67,7 @@ public abstract class AbstractShaderRenderer
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protected AbstractShaderRenderer(ShaderProgram shader, ShaderProgram applyShader)
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{
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this.shader = shader;
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this.applyShader = applyShader;
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//this.applyShader = applyShader;
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}
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private void init()
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@@ -92,16 +92,16 @@ public abstract class AbstractShaderRenderer
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{
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va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
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}
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;
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/** Overwrite this to apply uniforms to the shader */
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void setShaderUniforms(float partialTicks) { }
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;
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/** Overwrite this to apply uniforms to the apply shader */
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void setApplyShaderUniforms(float partialTicks) { }
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;
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///** Overwrite this to apply uniforms to the apply shader */
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//void setApplyShaderUniforms(float partialTicks) { }
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/** Overwrite if you need to run something on runtime */
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void postInit() { }
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;
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// TODO pass in the Model View and Projection Matrices along with the ticks
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public void render(float partialTicks)
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@@ -111,16 +111,17 @@ public abstract class AbstractShaderRenderer
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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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// 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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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer);
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer);
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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GL32.glViewport(0, 0, width, height);
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GL32.glDisable(GL32.GL_DEPTH_TEST);
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GL32.glDisable(GL32.GL_BLEND);
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@@ -135,19 +136,19 @@ public abstract class AbstractShaderRenderer
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GL32.glActiveTexture(GL32.GL_TEXTURE0);
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
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GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
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//GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
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if (applyShader != null)
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{
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applyShader.bind();
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this.setApplyShaderUniforms(partialTicks);
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}
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// if (applyShader != null)
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// {
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// applyShader.bind();
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// this.setApplyShaderUniforms(partialTicks);
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// }
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GL32.glEnable(GL11.GL_BLEND);
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GL32.glBlendFunc(GL32.GL_SRC_ALPHA, GL32.GL_ONE_MINUS_SRC_ALPHA);
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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GL32.glActiveTexture(GL32.GL_TEXTURE0);
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture);
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//GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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//GL32.glActiveTexture(GL32.GL_TEXTURE0);
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//GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture);
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GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
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@@ -158,30 +159,30 @@ public abstract class AbstractShaderRenderer
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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.framebuffer != -1)
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{
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GL32.glDeleteFramebuffers(this.framebuffer);
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this.framebuffer = -1;
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}
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if (this.shaderTexture != -1)
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{
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GL32.glDeleteTextures(this.shaderTexture);
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this.shaderTexture = -1;
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}
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this.framebuffer = GL32.glGenFramebuffers();
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebuffer);
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this.shaderTexture = GL32.glGenTextures();
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.shaderTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST);
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.shaderTexture, 0);
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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.framebuffer != -1)
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// {
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// GL32.glDeleteFramebuffers(this.framebuffer);
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// this.framebuffer = -1;
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// }
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//
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// if (this.shaderTexture != -1)
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// {
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// GL32.glDeleteTextures(this.shaderTexture);
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// this.shaderTexture = -1;
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// }
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//
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// this.framebuffer = GL32.glGenFramebuffers();
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// GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.framebuffer);
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//
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// this.shaderTexture = GL32.glGenTextures();
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// GL32.glBindTexture(GL32.GL_TEXTURE_2D, this.shaderTexture);
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// GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST);
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// GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST);
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// GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.shaderTexture, 0);
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// }
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private void createBuffer()
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{
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@@ -197,10 +198,10 @@ public abstract class AbstractShaderRenderer
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public void free()
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{
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this.shader.free();
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if (this.applyShader != null)
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{
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this.applyShader.free();
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}
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// if (this.applyShader != null)
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// {
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// this.applyShader.free();
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// }
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}
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}
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+5
-5
@@ -80,11 +80,11 @@ public class FogShader extends AbstractShaderRenderer
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this.nearFogLengthUniform = this.shader.tryGetUniformLocation("nearFogLength");
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}
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@Override
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void setVertexAttributes()
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{
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this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
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}
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// @Override
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// void setVertexAttributes()
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// {
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// this.va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
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// }
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@Override
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void setShaderUniforms(float partialTicks)
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