mirror of
https://github.com/Creators-of-Create/Create.git
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Shader sanity
- Keeping up with Flywheel changes
This commit is contained in:
parent
33d0f8c352
commit
2b6348855a
11 changed files with 46 additions and 137 deletions
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@ -7,6 +7,8 @@ import com.jozufozu.flywheel.backend.Backend;
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import com.jozufozu.flywheel.backend.RenderLayer;
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import com.jozufozu.flywheel.backend.RenderLayer;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.backend.gl.GlTextureUnit;
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import com.jozufozu.flywheel.backend.gl.GlTextureUnit;
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import com.jozufozu.flywheel.backend.gl.GlVertexArray;
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import com.jozufozu.flywheel.core.Formats;
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import com.jozufozu.flywheel.core.virtual.VirtualRenderWorld;
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import com.jozufozu.flywheel.core.virtual.VirtualRenderWorld;
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import com.jozufozu.flywheel.event.RenderLayerEvent;
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import com.jozufozu.flywheel.event.RenderLayerEvent;
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import com.jozufozu.flywheel.util.Textures;
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import com.jozufozu.flywheel.util.Textures;
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@ -47,7 +49,7 @@ public class FlwContraptionManager extends ContraptionRenderingWorld<FlwContrapt
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Textures.bindActiveTextures();
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Textures.bindActiveTextures();
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ContraptionProgram structureShader = CreateContexts.STRUCTURE.getProgram(AllProgramSpecs.STRUCTURE);
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ContraptionProgram structureShader = CreateContexts.STRUCTURE.getProgram(AllProgramSpecs.PASSTHRU, Formats.BLOCK);
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structureShader.bind();
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structureShader.bind();
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structureShader.uploadViewProjection(event.viewProjection);
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structureShader.uploadViewProjection(event.viewProjection);
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@ -6,11 +6,11 @@ import net.minecraft.resources.ResourceLocation;
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public class AllProgramSpecs {
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public class AllProgramSpecs {
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public static final ResourceLocation PASSTHRU = asResource("passthru");
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public static final ResourceLocation ROTATING = asResource("rotating");
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public static final ResourceLocation ROTATING = asResource("rotating");
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public static final ResourceLocation CHROMATIC = asResource("chromatic");
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public static final ResourceLocation CHROMATIC = asResource("chromatic");
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public static final ResourceLocation BELT = asResource("belt");
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public static final ResourceLocation BELT = asResource("belt");
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public static final ResourceLocation FLAPS = asResource("flap");
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public static final ResourceLocation FLAPS = asResource("flap");
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public static final ResourceLocation STRUCTURE = asResource("contraption_structure");
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public static final ResourceLocation ACTOR = asResource("contraption_actor");
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public static final ResourceLocation ACTOR = asResource("contraption_actor");
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}
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}
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@ -4,12 +4,11 @@ import java.util.stream.Stream;
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import com.jozufozu.flywheel.backend.Backend;
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import com.jozufozu.flywheel.backend.Backend;
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import com.jozufozu.flywheel.backend.GameStateRegistry;
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import com.jozufozu.flywheel.backend.GameStateRegistry;
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import com.jozufozu.flywheel.backend.pipeline.InstancingTemplate;
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import com.jozufozu.flywheel.backend.pipeline.OneShotTemplate;
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import com.jozufozu.flywheel.backend.pipeline.ShaderPipeline;
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import com.jozufozu.flywheel.backend.pipeline.ShaderPipeline;
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import com.jozufozu.flywheel.backend.pipeline.WorldShaderPipeline;
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import com.jozufozu.flywheel.backend.pipeline.WorldShaderPipeline;
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import com.jozufozu.flywheel.backend.source.FileResolution;
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import com.jozufozu.flywheel.backend.source.FileResolution;
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import com.jozufozu.flywheel.backend.source.Resolver;
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import com.jozufozu.flywheel.backend.source.Resolver;
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import com.jozufozu.flywheel.core.Templates;
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import com.jozufozu.flywheel.core.WorldContext;
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import com.jozufozu.flywheel.core.WorldContext;
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import com.jozufozu.flywheel.event.GatherContextEvent;
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import com.jozufozu.flywheel.event.GatherContextEvent;
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import com.jozufozu.flywheel.util.ResourceUtil;
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import com.jozufozu.flywheel.util.ResourceUtil;
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@ -33,14 +32,14 @@ public class CreateContexts {
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GameStateRegistry.register(RainbowDebugStateProvider.INSTANCE);
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GameStateRegistry.register(RainbowDebugStateProvider.INSTANCE);
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FileResolution header = Resolver.INSTANCE.findShader(ResourceUtil.subPath(CONTRAPTION, ".glsl"));
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FileResolution header = Resolver.INSTANCE.findShader(ResourceUtil.subPath(CONTRAPTION, ".glsl"));
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ShaderPipeline<ContraptionProgram> instancing = new WorldShaderPipeline<>(ContraptionProgram::new, InstancingTemplate.INSTANCE, header);
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ShaderPipeline<ContraptionProgram> instancing = new WorldShaderPipeline<>(ContraptionProgram::new, Templates.INSTANCING, header);
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ShaderPipeline<ContraptionProgram> structure = new WorldShaderPipeline<>(ContraptionProgram::new, OneShotTemplate.INSTANCE, header);
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ShaderPipeline<ContraptionProgram> structure = new WorldShaderPipeline<>(ContraptionProgram::new, Templates.ONE_SHOT, header);
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CWORLD = backend.register(WorldContext.builder(backend, CONTRAPTION)
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CWORLD = backend.register(WorldContext.builder(backend, CONTRAPTION)
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.build(instancing));
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.build(instancing));
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STRUCTURE = backend.register(WorldContext.builder(backend, CONTRAPTION)
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STRUCTURE = backend.register(WorldContext.builder(backend, CONTRAPTION)
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.setSpecStream(() -> Stream.of(AllProgramSpecs.STRUCTURE))
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.setSpecStream(() -> Stream.of(AllProgramSpecs.PASSTHRU))
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.build(structure));
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.build(structure));
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}
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}
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@ -1,5 +1,5 @@
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{
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{
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"source": "create:contraption_structure.vert",
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"source": "create:passthru.vert",
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"states": [
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"states": [
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{
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{
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"when": {
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"when": {
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@ -2,7 +2,6 @@
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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struct Belt {
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struct Belt {
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vec2 light;
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vec2 light;
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@ -16,36 +15,22 @@ struct Belt {
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float scrollMult;
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float scrollMult;
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};
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};
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v, Belt instance) {
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void vertex(inout Vertex v, Belt instance) {
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vec3 rotated = rotateVertexByQuat(v.pos - .5, instance.rotation) + instance.pos + .5;
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v.pos = rotateVertexByQuat(v.pos - .5, instance.rotation) + instance.pos + .5;
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vec4 worldPos = vec4(rotated, 1.);
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v.normal = rotateVertexByQuat(v.normal, instance.rotation);
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vec3 norm = rotateVertexByQuat(v.normal, instance.rotation);
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeNormal(norm);
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float scrollSize = instance.scrollTexture.w - instance.scrollTexture.y;
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float scrollSize = instance.scrollTexture.w - instance.scrollTexture.y;
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float scroll = fract(instance.speed * uTime / (31.5 * 16.) + instance.offset) * scrollSize * instance.scrollMult;
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float scroll = fract(instance.speed * uTime / (31.5 * 16.) + instance.offset) * scrollSize * instance.scrollMult;
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BlockFrag b;
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v.texCoords = v.texCoords - instance.sourceTexture + instance.scrollTexture.xy + vec2(0, scroll);
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b.diffuse = diffuse(norm);
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v.light = instance.light;
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b.texCoords = v.texCoords - instance.sourceTexture + instance.scrollTexture.xy + vec2(0, scroll);
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b.light = instance.light;
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#if defined(DEBUG_RAINBOW)
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#if defined(DEBUG_RAINBOW)
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b.color = instance.color;
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v.color = instance.color;
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#elif defined(DEBUG_NORMAL)
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b.color = vec4(norm, 1.);
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#else
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b.color = vec4(1.);
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#endif
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#endif
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return b;
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}
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}
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#endif
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#endif
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@ -1,4 +1,5 @@
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#use "flywheel:context/fog.glsl"
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#use "flywheel:context/fog.glsl"
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#use "flywheel:core/diffuse.glsl"
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uniform sampler3D uLightVolume;
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uniform sampler3D uLightVolume;
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@ -13,26 +14,25 @@ uniform float uTime;
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uniform mat4 uViewProjection;
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uniform mat4 uViewProjection;
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uniform vec3 uCameraPos;
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uniform vec3 uCameraPos;
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void FLWFinalizeNormal(inout vec3 normal) {
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mat3 m;
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m[0] = uModel[0].xyz;
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m[1] = uModel[1].xyz;
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m[2] = uModel[2].xyz;
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normal = m * normal;
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}
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#if defined(VERTEX_SHADER)
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#if defined(VERTEX_SHADER)
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out vec3 BoxCoord;
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out vec3 BoxCoord;
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void FLWFinalizeWorldPos(inout vec4 worldPos) {
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vec4 FLWVertex(inout Vertex v) {
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worldPos = uModel * worldPos;
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vec4 worldPos = uModel * vec4(v.pos, 1.);
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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FragDistance = max(length(worldPos.xz), abs(worldPos.y)); // cylindrical fog
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FragDistance = max(length(worldPos.xz), abs(worldPos.y)); // cylindrical fog
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gl_Position = uViewProjection * worldPos;
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mat3 m;
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m[0] = uModel[0].xyz;
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m[1] = uModel[1].xyz;
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m[2] = uModel[2].xyz;
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v.normal = m * v.normal;
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v.pos = worldPos.xyz;
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return uViewProjection * worldPos;
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}
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}
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#elif defined(FRAGMENT_SHADER)
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#elif defined(FRAGMENT_SHADER)
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@ -2,7 +2,6 @@
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/diffuse.glsl"
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struct Actor {
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struct Actor {
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vec3 pos;
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vec3 pos;
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float speed;
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float speed;
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};
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};
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v, Actor instance) {
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void vertex(inout Vertex v, Actor instance) {
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float degrees = instance.offset + uTime * instance.speed / 20.;
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float degrees = instance.offset + uTime * instance.speed / 20.;
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//float angle = fract(degrees / 360.) * PI * 2.;
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//float angle = fract(degrees / 360.) * PI * 2.;
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vec4 kineticRot = quat(instance.axis, degrees);
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vec4 kineticRot = quat(instance.axis, degrees);
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vec3 rotated = rotateVertexByQuat(v.pos - instance.rotationCenter, kineticRot) + instance.rotationCenter;
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vec3 rotated = rotateVertexByQuat(v.pos - instance.rotationCenter, kineticRot) + instance.rotationCenter;
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vec4 worldPos = vec4(rotateVertexByQuat(rotated - .5, instance.rotation) + instance.pos + .5, 1.);
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v.pos = rotateVertexByQuat(rotated - .5, instance.rotation) + instance.pos + .5;
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vec3 norm = rotateVertexByQuat(rotateVertexByQuat(v.normal, kineticRot), instance.rotation);
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v.normal = rotateVertexByQuat(rotateVertexByQuat(v.normal, kineticRot), instance.rotation);
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v.light = instance.light;
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeNormal(norm);
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BlockFrag b;
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b.diffuse = diffuse(norm);
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b.texCoords = v.texCoords;
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b.light = instance.light;
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#if defined(DEBUG_NORMAL)
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b.color = vec4(norm, 1.);
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#else
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b.color = vec4(1.);
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#endif
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return b;
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}
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}
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#endif
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#endif
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@ -1,37 +0,0 @@
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#define PI 3.1415926538
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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struct Vertex {
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vec3 pos;
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vec4 color;
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vec2 texCoords;
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vec2 modelLight;
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vec3 normal;
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};
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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BlockFrag vertex(Vertex v) {
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vec4 worldPos = vec4(v.pos, 1.);
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vec3 norm = v.normal;
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeNormal(norm);
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BlockFrag b;
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b.diffuse = diffuse(norm);
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b.texCoords = v.texCoords;
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b.light = v.modelLight;
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#if defined(DEBUG_NORMAL)
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b.color = vec4(norm, 1.);
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#else
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b.color = v.color;
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#endif
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return b;
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}
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#endif
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/quaternion.glsl"
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#use "flywheel:core/diffuse.glsl"
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struct Flap {
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struct Flap {
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vec3 instancePos;
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vec3 instancePos;
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float flapness;
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float flapness;
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};
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};
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#use "flywheel:data/modelvertex.glsl"
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#use "flywheel:block.frag"
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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#if defined(VERTEX_SHADER)
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@ -37,7 +35,7 @@ float getFlapAngle(float flapness, float intensity, float scale) {
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return degrees;
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return degrees;
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}
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}
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BlockFrag vertex(Vertex v, Flap flap) {
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void vertex(inout Vertex v, Flap flap) {
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float flapAngle = getFlapAngle(flap.flapness, flap.intensity, flap.flapScale);
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float flapAngle = getFlapAngle(flap.flapness, flap.intensity, flap.flapScale);
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vec4 orientation = quat(vec3(0., 1., 0.), -flap.horizontalAngle);
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vec4 orientation = quat(vec3(0., 1., 0.), -flap.horizontalAngle);
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@ -46,21 +44,8 @@ BlockFrag vertex(Vertex v, Flap flap) {
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vec3 rotated = rotateVertexByQuat(v.pos - flap.pivot, flapRotation) + flap.pivot + flap.segmentOffset;
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vec3 rotated = rotateVertexByQuat(v.pos - flap.pivot, flapRotation) + flap.pivot + flap.segmentOffset;
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rotated = rotateVertexByQuat(rotated - .5, orientation) + flap.instancePos + .5;
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rotated = rotateVertexByQuat(rotated - .5, orientation) + flap.instancePos + .5;
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vec4 worldPos = vec4(rotated, 1.);
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v.pos = rotated;
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vec3 norm = rotateVertexByQuat(rotateVertexByQuat(v.normal, flapRotation), orientation);
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v.normal = rotateVertexByQuat(rotateVertexByQuat(v.normal, flapRotation), orientation);
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v.light = flap.light;
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FLWFinalizeWorldPos(worldPos);
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FLWFinalizeNormal(norm);
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BlockFrag b;
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b.diffuse = diffuse(norm);
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b.texCoords = v.texCoords;
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b.light = flap.light;
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#if defined(DEBUG_NORMAL)
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b.color = vec4(norm, 1.);
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#else
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b.color = vec4(1.);
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#endif
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return b;
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}
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}
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#endif
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#endif
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#use "flywheel:block.frag"
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#if defined(VERTEX_SHADER)
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void vertex(inout Vertex v) {
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}
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#endif
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#define PI 3.1415926538
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#define PI 3.1415926538
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/matutils.glsl"
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#use "flywheel:core/diffuse.glsl"
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struct Rotating {
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struct Rotating {
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vec2 light;
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vec2 light;
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@ -12,7 +11,6 @@ struct Rotating {
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||||||
vec3 axis;
|
vec3 axis;
|
||||||
};
|
};
|
||||||
|
|
||||||
#use "flywheel:data/modelvertex.glsl"
|
|
||||||
#use "flywheel:block.frag"
|
#use "flywheel:block.frag"
|
||||||
|
|
||||||
mat4 kineticRotation(float offset, float speed, vec3 axis) {
|
mat4 kineticRotation(float offset, float speed, vec3 axis) {
|
||||||
|
@ -23,30 +21,17 @@ mat4 kineticRotation(float offset, float speed, vec3 axis) {
|
||||||
}
|
}
|
||||||
|
|
||||||
#if defined(VERTEX_SHADER)
|
#if defined(VERTEX_SHADER)
|
||||||
BlockFrag vertex(Vertex v, Rotating instance) {
|
void vertex(inout Vertex v, Rotating instance) {
|
||||||
mat4 spin = kineticRotation(instance.offset, instance.speed, instance.axis);
|
mat4 spin = kineticRotation(instance.offset, instance.speed, instance.axis);
|
||||||
|
|
||||||
vec4 worldPos = spin * vec4(v.pos - .5, 1.);
|
vec4 worldPos = spin * vec4(v.pos - .5, 1.);
|
||||||
worldPos += vec4(instance.pos + .5, 0.);
|
v.pos = worldPos.xyz + instance.pos + .5;
|
||||||
|
|
||||||
vec3 norm = modelToNormal(spin) * v.normal;
|
v.normal = modelToNormal(spin) * v.normal;
|
||||||
|
v.light = instance.light;
|
||||||
FLWFinalizeWorldPos(worldPos);
|
|
||||||
FLWFinalizeNormal(norm);
|
|
||||||
|
|
||||||
BlockFrag b;
|
|
||||||
b.diffuse = diffuse(norm);
|
|
||||||
b.texCoords = v.texCoords;
|
|
||||||
b.light = instance.light;
|
|
||||||
|
|
||||||
#if defined(DEBUG_RAINBOW)
|
#if defined(DEBUG_RAINBOW)
|
||||||
b.color = instance.color;
|
v.color = instance.color;
|
||||||
#elif defined(DEBUG_NORMAL)
|
|
||||||
b.color = vec4(norm, 1.);
|
|
||||||
#else
|
|
||||||
b.color = vec4(1.);
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return b;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
Loading…
Reference in a new issue