mirror of
https://github.com/Creators-of-Create/Create.git
synced 2024-11-11 04:22:00 +01:00
better vertex attributes.
all shaders are now GL 2.0 compatible!!! contraption structure rendering is technically 2.0 compatible now, need some better handling for that.
This commit is contained in:
parent
576165e3d6
commit
67408e0dff
37 changed files with 608 additions and 468 deletions
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@ -20,7 +20,7 @@ public class RenderInLayerMixin {
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* layer-correct custom rendering. RenderWorldLast is not refined enough for rendering world objects.
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* This should probably be a forge event.
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*/
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@Inject(at = @At(value = "INVOKE", target = "Lnet/minecraft/profiler/IProfiler;endSection()V", ordinal = 1), method = "renderLayer")
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@Inject(at = @At(value = "TAIL"), method = "renderLayer")
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private void renderLayer(RenderType type, MatrixStack stack, double cameraX, double cameraY, double cameraZ, CallbackInfo ci) {
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FastRenderDispatcher.renderLayer(type, stack, (float) cameraX, (float) cameraY, (float) cameraZ);
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}
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@ -3,8 +3,7 @@ package com.simibubi.create.foundation.render;
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import com.simibubi.create.Create;
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import com.simibubi.create.foundation.render.contraption.ContraptionProgram;
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import com.simibubi.create.foundation.render.gl.BasicProgram;
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import com.simibubi.create.foundation.render.gl.backend.Backend;
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import com.simibubi.create.foundation.render.gl.shader.GlProgram;
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import com.simibubi.create.foundation.render.gl.attrib.impl.*;
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import com.simibubi.create.foundation.render.gl.shader.ProgramSpec;
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import com.simibubi.create.foundation.render.gl.shader.ShaderConstants;
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import net.minecraft.util.ResourceLocation;
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@ -12,12 +11,52 @@ import net.minecraft.util.ResourceLocation;
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import static com.simibubi.create.foundation.render.gl.backend.Backend.register;
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public class AllProgramSpecs {
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public static final ProgramSpec<BasicProgram> ROTATING = register(new ProgramSpec<>("rotating", Locations.ROTATING, Locations.INSTANCED, BasicProgram::new));
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public static final ProgramSpec<BasicProgram> BELT = register(new ProgramSpec<>("belt", Locations.BELT, Locations.INSTANCED, BasicProgram::new));
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_STRUCTURE = register(new ProgramSpec<>("contraption_structure", Locations.CONTRAPTION_STRUCTURE, Locations.CONTRAPTION, ContraptionProgram::new));
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_ROTATING = register(new ProgramSpec<>("contraption_rotating", Locations.ROTATING, Locations.CONTRAPTION, ContraptionProgram::new, ShaderConstants.define("CONTRAPTION")));
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_BELT = register(new ProgramSpec<>("contraption_belt", Locations.BELT, Locations.CONTRAPTION, ContraptionProgram::new, ShaderConstants.define("CONTRAPTION")));
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_ACTOR = register(new ProgramSpec<>("contraption_actor", Locations.CONTRAPTION_ACTOR, Locations.CONTRAPTION, ContraptionProgram::new));
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public static final ProgramSpec<BasicProgram> ROTATING = register(ProgramSpec.builder("rotating", BasicProgram::new)
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.addAttributes(ModelVertexAttributes.class)
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.addAttributes(KineticVertexAttributes.class)
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.addAttributes(RotatingVertexAttributes.class)
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.setVert(Locations.ROTATING)
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.setFrag(Locations.INSTANCED)
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.createProgramSpec());
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public static final ProgramSpec<BasicProgram> BELT = register(ProgramSpec.builder("belt", BasicProgram::new)
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.addAttributes(ModelVertexAttributes.class)
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.addAttributes(KineticVertexAttributes.class)
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.addAttributes(BeltVertexAttributes.class)
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.setVert(Locations.BELT)
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.setFrag(Locations.INSTANCED)
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_STRUCTURE = register(ProgramSpec.builder("contraption_structure", ContraptionProgram::new)
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.addAttributes(ContraptionVertexAttributes.class)
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.setVert(Locations.CONTRAPTION_STRUCTURE)
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.setFrag(Locations.CONTRAPTION)
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_ROTATING = register(ProgramSpec.builder("contraption_rotating", ContraptionProgram::new)
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.addAttributes(ModelVertexAttributes.class)
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.addAttributes(KineticVertexAttributes.class)
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.addAttributes(RotatingVertexAttributes.class)
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.setVert(Locations.ROTATING)
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.setFrag(Locations.CONTRAPTION)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_BELT = register(ProgramSpec.builder("contraption_belt", ContraptionProgram::new)
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.addAttributes(ModelVertexAttributes.class)
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.addAttributes(KineticVertexAttributes.class)
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.addAttributes(BeltVertexAttributes.class)
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.setVert(Locations.BELT)
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.setFrag(Locations.CONTRAPTION)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> CONTRAPTION_ACTOR = register(ProgramSpec.builder("contraption_actor", ContraptionProgram::new)
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.addAttributes(ModelVertexAttributes.class)
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.addAttributes(ActorVertexAttributes.class)
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.setVert(Locations.CONTRAPTION_ACTOR)
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.setFrag(Locations.CONTRAPTION)
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.createProgramSpec());
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public static class Locations {
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public static final ResourceLocation INSTANCED = loc("instanced.frag");
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@ -1,19 +1,18 @@
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package com.simibubi.create.foundation.render;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.simibubi.create.foundation.render.gl.GlPrimitiveType;
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import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
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import com.simibubi.create.foundation.render.gl.backend.Backend;
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import com.simibubi.create.foundation.render.gl.GlBuffer;
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import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
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import net.minecraft.client.renderer.BufferBuilder;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import java.nio.ByteBuffer;
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import java.util.HashSet;
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public abstract class BufferedModel extends TemplateBuffer {
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protected GlBuffer ebo;
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protected GlBuffer modelVBO;
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protected boolean removed;
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@ -26,9 +25,9 @@ public abstract class BufferedModel extends TemplateBuffer {
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modelVBO = new GlBuffer(GL20.GL_ARRAY_BUFFER);
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modelVBO.bind();
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initModel();
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modelVBO.unbind();
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modelVBO.with(vbo -> initModel());
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ebo = createEBO();
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}
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protected void initModel() {
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@ -46,6 +45,25 @@ public abstract class BufferedModel extends TemplateBuffer {
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});
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}
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protected final GlBuffer createEBO() {
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GlBuffer ebo = new GlBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER);
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int indicesSize = vertexCount * GlPrimitiveType.USHORT.getSize();
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ebo.bind();
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GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesSize, GL15.GL_STATIC_DRAW);
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Backend.mapBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesSize, indices -> {
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for (int i = 0; i < vertexCount; i++) {
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indices.putShort((short) i);
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}
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});
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ebo.unbind();
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return ebo;
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}
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protected abstract void copyVertex(ByteBuffer to, int index);
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protected abstract VertexFormat getModelFormat();
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@ -64,35 +82,30 @@ public abstract class BufferedModel extends TemplateBuffer {
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}
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/**
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* Override this
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* Override this.
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*/
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protected void doRender() {
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GL20.glDisableClientState(32884);
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GL20.glDisableClientState(32885);
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GL20.glDisableClientState(32886);
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GL20.glDisableClientState(32888);
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GL20.glEnable(GL20.GL_VERTEX_ARRAY);
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modelVBO.bind();
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ebo.bind();
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setupAttributes();
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GL20.glDrawArrays(GL11.GL_QUADS, 0, vertexCount);
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modelVBO.unbind();
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GL20.glDrawElements(GL20.GL_QUADS, vertexCount, GlPrimitiveType.USHORT.getGlConstant(), 0);
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int numAttributes = getTotalShaderAttributeCount();
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for (int i = 0; i <= numAttributes; i++) {
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GL20.glDisableVertexAttribArray(i);
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}
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GL20.glDisable(GL20.GL_VERTEX_ARRAY);
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ebo.unbind();
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modelVBO.unbind();
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}
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protected void setupAttributes() {
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int numAttributes = getTotalShaderAttributeCount();
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for (int i = 0; i <= numAttributes; i++) {
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GL20.glEnableVertexAttribArray(i);
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}
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getModelFormat().informAttributes(0);
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}
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@ -96,26 +96,26 @@ public class FastRenderDispatcher {
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}
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}
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public static void renderLayer(RenderType type, MatrixStack stack, float cameraX, float cameraY, float cameraZ) {
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public static void renderLayer(RenderType layer, MatrixStack stack, float cameraX, float cameraY, float cameraZ) {
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if (!available()) return;
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Matrix4f viewProjection = Matrix4f.translate(-cameraX, -cameraY, -cameraZ);
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viewProjection.multiplyBackward(stack.peek().getModel());
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viewProjection.multiplyBackward(getProjectionMatrix());
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type.startDrawing();
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layer.startDrawing();
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RenderSystem.enableDepthTest();
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RenderSystem.enableCull();
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GL11.glCullFace(GL11.GL_BACK);
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CreateClient.kineticRenderer.render(type, viewProjection, cameraX, cameraY, cameraZ);
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CreateClient.kineticRenderer.render(layer, viewProjection, cameraX, cameraY, cameraZ);
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RenderSystem.disableCull();
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//RenderSystem.disableDepthTest();
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ContraptionRenderDispatcher.renderLayer(type, viewProjection, cameraX, cameraY, cameraZ);
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ContraptionRenderDispatcher.renderLayer(layer, viewProjection, cameraX, cameraY, cameraZ);
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if (!OptifineHandler.usingShaders())
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GL20.glUseProgram(0);
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type.endDrawing();
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layer.endDrawing();
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}
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public static void notifyLightUpdate(ClientChunkProvider world, LightType type, SectionPos pos) {
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@ -1,13 +1,11 @@
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package com.simibubi.create.foundation.render.contraption;
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import com.simibubi.create.foundation.render.BufferedModel;
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import com.simibubi.create.foundation.render.instancing.InstancedModel;
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import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
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import com.simibubi.create.foundation.render.gl.attrib.impl.ContraptionVertexAttributes;
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import com.simibubi.create.foundation.render.instancing.InstancedModel;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.LightTexture;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL40;
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import java.nio.ByteBuffer;
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@ -15,7 +13,9 @@ import static com.simibubi.create.foundation.render.gl.attrib.CommonAttributes.L
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import static com.simibubi.create.foundation.render.gl.attrib.CommonAttributes.RGBA;
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public class ContraptionModel extends BufferedModel {
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public static final VertexFormat FORMAT = new VertexFormat(InstancedModel.FORMAT, RGBA, LIGHT);
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public static final VertexFormat FORMAT = VertexFormat.builder()
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.addAttributes(ContraptionVertexAttributes.class)
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.build();
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public ContraptionModel(BufferBuilder buf) {
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super(buf);
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@ -27,7 +27,6 @@ public class ContraptionProgram extends BasicProgram {
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}
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public void bind(Matrix4f model, GridAlignedBB lightVolume) {
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bind();
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GL20.glUniform3f(uLightBoxSize, lightVolume.sizeX(), lightVolume.sizeY(), lightVolume.sizeZ());
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GL20.glUniform3f(uLightBoxMin, lightVolume.minX, lightVolume.minY, lightVolume.minZ);
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uploadMatrixUniform(uModel, model);
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@ -8,7 +8,6 @@ import net.minecraft.util.ResourceLocation;
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import org.lwjgl.opengl.GL20;
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public class BasicProgram extends GlProgram {
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protected final int uTicks;
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protected final int uTime;
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protected final int uViewProjection;
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protected final int uDebug;
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@ -21,7 +20,6 @@ public class BasicProgram extends GlProgram {
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public BasicProgram(ResourceLocation name, int handle) {
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super(name, handle);
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uTicks = getUniformLocation("uTicks");
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uTime = getUniformLocation("uTime");
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uViewProjection = getUniformLocation("uViewProjection");
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uDebug = getUniformLocation("uDebug");
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super.bind();
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GL20.glUniform1i(uDebug, debugMode);
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GL20.glUniform1i(uTicks, AnimationTickHolder.getTicks());
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GL20.glUniform1f(uTime, AnimationTickHolder.getRenderTick());
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uploadMatrixUniform(uViewProjection, viewProjection);
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@ -1,7 +1,11 @@
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package com.simibubi.create.foundation.render.gl;
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import com.simibubi.create.foundation.render.gl.backend.Backend;
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import org.lwjgl.opengl.GL20;
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import java.nio.ByteBuffer;
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import java.util.function.Consumer;
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public class GlBuffer extends GlObject {
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protected final int bufferType;
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this.bufferType = bufferType;
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}
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public int getBufferType() {
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return bufferType;
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}
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public void bind() {
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GL20.glBindBuffer(bufferType, handle());
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}
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GL20.glBindBuffer(bufferType, 0);
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}
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public void with(Consumer<GlBuffer> action) {
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bind();
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action.accept(this);
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unbind();
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}
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public void map(int offset, int length, Consumer<ByteBuffer> upload) {
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Backend.mapBuffer(bufferType, offset, length, upload);
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}
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protected void deleteInternal(int handle) {
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GL20.glDeleteBuffers(handle);
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}
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@ -2,6 +2,8 @@ package com.simibubi.create.foundation.render.gl;
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import org.lwjgl.opengl.GL30;
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import java.util.function.Consumer;
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public class GlVertexArray extends GlObject {
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public GlVertexArray() {
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setHandle(GL30.glGenVertexArrays());
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GL30.glBindVertexArray(0);
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}
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public void with(Consumer<GlVertexArray> action) {
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bind();
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action.accept(this);
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unbind();
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}
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protected void deleteInternal(int handle) {
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GL30.glDeleteVertexArrays(handle);
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}
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@ -1,27 +0,0 @@
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package com.simibubi.create.foundation.render.gl.attrib;
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import java.util.ArrayList;
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public class AttributeGroup {
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private final int divisor;
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private final ArrayList<VertexAttribSpec> attributes;
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public AttributeGroup(int divisor) {
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this.divisor = divisor;
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this.attributes = new ArrayList<>();
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}
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public AttributeGroup attrib(VertexAttribSpec attrib) {
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attributes.add(attrib);
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return this;
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}
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public int getDivisor() {
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return divisor;
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}
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public ArrayList<VertexAttribSpec> getAttributes() {
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return attributes;
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}
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}
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@ -10,14 +10,12 @@ public class CommonAttributes {
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public static final VertexAttribSpec VEC2 = new VertexAttribSpec(GlPrimitiveType.FLOAT, 2);
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public static final VertexAttribSpec FLOAT = new VertexAttribSpec(GlPrimitiveType.FLOAT, 1);
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public static final VertexAttribSpec POSITION = VertexAttribSpec.copy(VEC3);
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public static final VertexAttribSpec NORMAL = new VertexAttribSpec(GlPrimitiveType.BYTE, 3, true);
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public static final VertexAttribSpec UV = VertexAttribSpec.copy(VEC2);
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public static final VertexAttribSpec ROTATION = VertexAttribSpec.copy(VEC3);
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public static final VertexAttribSpec INSTANCE_POSITION = VertexAttribSpec.copy(VEC3);
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public static final VertexAttribSpec UV = new VertexAttribSpec(GlPrimitiveType.FLOAT, 2);
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public static final VertexAttribSpec RGBA = new VertexAttribSpec(GlPrimitiveType.UBYTE, 4, true);
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public static final VertexAttribSpec RGB = new VertexAttribSpec(GlPrimitiveType.UBYTE, 3, true);
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public static final VertexAttribSpec LIGHT = new VertexAttribSpec(GlPrimitiveType.UBYTE, 2, true);
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public static final VertexAttribSpec NORMALIZED_BYTE = new VertexAttribSpec(GlPrimitiveType.BYTE, 1, true);
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}
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@ -11,18 +11,6 @@ public class VertexAttribSpec {
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private final int attributeCount;
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private final boolean normalized;
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public static VertexAttribSpec copy(VertexAttribSpec other) {
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return new VertexAttribSpec(other);
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}
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public VertexAttribSpec(VertexAttribSpec that) {
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this.type = that.type;
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this.count = that.count;
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this.size = that.size;
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this.attributeCount = that.attributeCount;
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this.normalized = that.normalized;
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}
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public VertexAttribSpec(GlPrimitiveType type, int count) {
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this(type, count, false);
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}
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@ -1,34 +1,23 @@
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package com.simibubi.create.foundation.render.gl.attrib;
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import java.util.ArrayList;
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import java.util.Arrays;
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public class VertexFormat {
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private final VertexAttribSpec[] elements;
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private final ArrayList<IVertexAttrib> allAttributes;
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private final int numAttributes;
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private final int stride;
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||||
|
||||
public VertexFormat(VertexAttribSpec... elements) {
|
||||
this.elements = elements;
|
||||
int numAttributes = 0, stride = 0;
|
||||
for (VertexAttribSpec element : elements) {
|
||||
numAttributes += element.getAttributeCount();
|
||||
stride += element.getSize();
|
||||
}
|
||||
this.numAttributes = numAttributes;
|
||||
this.stride = stride;
|
||||
}
|
||||
|
||||
public VertexFormat(VertexFormat start, VertexAttribSpec... elements) {
|
||||
int baseLength = start.elements.length;
|
||||
int addedLength = elements.length;
|
||||
this.elements = new VertexAttribSpec[baseLength + addedLength];
|
||||
System.arraycopy(start.elements, 0, this.elements, 0, baseLength);
|
||||
System.arraycopy(elements, 0, this.elements, baseLength, addedLength);
|
||||
public VertexFormat(ArrayList<IVertexAttrib> allAttributes) {
|
||||
this.allAttributes = allAttributes;
|
||||
|
||||
int numAttributes = 0, stride = 0;
|
||||
for (VertexAttribSpec element : this.elements) {
|
||||
numAttributes += element.getAttributeCount();
|
||||
stride += element.getSize();
|
||||
for (IVertexAttrib attrib : allAttributes) {
|
||||
VertexAttribSpec spec = attrib.attribSpec();
|
||||
numAttributes += spec.getAttributeCount();
|
||||
stride += spec.getSize();
|
||||
}
|
||||
this.numAttributes = numAttributes;
|
||||
this.stride = stride;
|
||||
|
@ -44,10 +33,33 @@ public class VertexFormat {
|
|||
|
||||
public void informAttributes(int index) {
|
||||
int offset = 0;
|
||||
for (VertexAttribSpec element : this.elements) {
|
||||
element.registerForBuffer(stride, index, offset);
|
||||
index += element.getAttributeCount();
|
||||
offset += element.getSize();
|
||||
for (IVertexAttrib attrib : this.allAttributes) {
|
||||
VertexAttribSpec spec = attrib.attribSpec();
|
||||
spec.registerForBuffer(stride, index, offset);
|
||||
index += spec.getAttributeCount();
|
||||
offset += spec.getSize();
|
||||
}
|
||||
}
|
||||
|
||||
public static Builder builder() {
|
||||
return new Builder();
|
||||
}
|
||||
|
||||
|
||||
public static class Builder {
|
||||
private final ArrayList<IVertexAttrib> allAttributes;
|
||||
|
||||
public Builder() {
|
||||
allAttributes = new ArrayList<>();
|
||||
}
|
||||
|
||||
public <A extends Enum<A> & IVertexAttrib> Builder addAttributes(Class<A> attribEnum) {
|
||||
allAttributes.addAll(Arrays.asList(attribEnum.getEnumConstants()));
|
||||
return this;
|
||||
}
|
||||
|
||||
public VertexFormat build() {
|
||||
return new VertexFormat(allAttributes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.stream.Stream;
|
||||
|
||||
public class VertexFormat2 {
|
||||
|
||||
private final ArrayList<Class<? extends Enum<? extends IVertexAttrib>>> allAttributes;
|
||||
|
||||
public VertexFormat2(ArrayList<Class<? extends Enum<? extends IVertexAttrib>>> allAttributes) {
|
||||
this.allAttributes = allAttributes;
|
||||
}
|
||||
|
||||
public static Builder builder() {
|
||||
return new Builder();
|
||||
}
|
||||
|
||||
public Stream<IVertexAttrib> getAttributeStream() {
|
||||
return (Stream<IVertexAttrib>) allAttributes.stream().flatMap(it -> Arrays.stream(it.getEnumConstants()));
|
||||
}
|
||||
|
||||
public static class Builder {
|
||||
private final ArrayList<Class<? extends Enum<? extends IVertexAttrib>>> allAttributes;
|
||||
|
||||
public Builder() {
|
||||
allAttributes = new ArrayList<>();
|
||||
}
|
||||
|
||||
public <A extends Enum<A> & IVertexAttrib> Builder addAttributes(Class<A> attribEnum) {
|
||||
allAttributes.add(attribEnum);
|
||||
return this;
|
||||
}
|
||||
|
||||
public VertexFormat2 build() {
|
||||
return new VertexFormat2(allAttributes);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
|
||||
public enum ActorVertexAttributes implements IVertexAttrib {
|
||||
INSTANCE_POSITION("aInstancePos", CommonAttributes.VEC3),
|
||||
LIGHT("aModelLight", CommonAttributes.LIGHT),
|
||||
OFFSET("aOffset", CommonAttributes.FLOAT),
|
||||
AXIS("aAxis", CommonAttributes.NORMAL),
|
||||
INSTANCE_ROTATION("aInstanceRot", CommonAttributes.VEC3),
|
||||
ROTATION_CENTER("aRotationCenter", CommonAttributes.NORMAL),
|
||||
;
|
||||
|
||||
private final String name;
|
||||
private final VertexAttribSpec spec;
|
||||
|
||||
ActorVertexAttributes(String name, VertexAttribSpec spec) {
|
||||
this.name = name;
|
||||
this.spec = spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String attribName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
@Override
|
||||
public VertexAttribSpec attribSpec() {
|
||||
return spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getDivisor() {
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBufferIndex() {
|
||||
return 1;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
import com.simibubi.create.foundation.render.instancing.BeltData;
|
||||
|
||||
public enum BeltVertexAttributes implements IVertexAttrib {
|
||||
INSTANCE_ROTATION("aInstanceRot", CommonAttributes.VEC3),
|
||||
SOURCE_TEX("aSourceTexture", CommonAttributes.UV),
|
||||
SCROLL_TEX("aScrollTexture", CommonAttributes.VEC4),
|
||||
SCROLL_MULT("aScrollMult", CommonAttributes.NORMALIZED_BYTE),
|
||||
;
|
||||
|
||||
private final String name;
|
||||
private final VertexAttribSpec spec;
|
||||
|
||||
BeltVertexAttributes(String name, VertexAttribSpec spec) {
|
||||
this.name = name;
|
||||
this.spec = spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String attribName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
@Override
|
||||
public VertexAttribSpec attribSpec() {
|
||||
return spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getDivisor() {
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBufferIndex() {
|
||||
return 1;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
|
||||
public enum ContraptionVertexAttributes implements IVertexAttrib {
|
||||
VERTEX_POSITION("aPos", CommonAttributes.VEC3),
|
||||
NORMAL("aNormal", CommonAttributes.NORMAL),
|
||||
TEXTURE("aTexCoords", CommonAttributes.UV),
|
||||
COLOR("aColor", CommonAttributes.RGBA),
|
||||
MODEL_LIGHT("aModelLight", CommonAttributes.LIGHT),
|
||||
;
|
||||
|
||||
private final String name;
|
||||
private final VertexAttribSpec spec;
|
||||
|
||||
ContraptionVertexAttributes(String name, VertexAttribSpec spec) {
|
||||
this.name = name;
|
||||
this.spec = spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String attribName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
@Override
|
||||
public VertexAttribSpec attribSpec() {
|
||||
return spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getDivisor() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBufferIndex() {
|
||||
return 0;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
|
||||
public enum KineticVertexAttributes implements IVertexAttrib {
|
||||
INSTANCE_POSITION("aInstancePos", CommonAttributes.VEC3),
|
||||
LIGHT("aLight", CommonAttributes.LIGHT),
|
||||
NETWORK_COLOR("aNetworkTint", CommonAttributes.RGB),
|
||||
SPEED("aSpeed", CommonAttributes.FLOAT),
|
||||
OFFSET("aOffset", CommonAttributes.FLOAT),
|
||||
;
|
||||
|
||||
private final String name;
|
||||
private final VertexAttribSpec spec;
|
||||
|
||||
KineticVertexAttributes(String name, VertexAttribSpec spec) {
|
||||
this.name = name;
|
||||
this.spec = spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String attribName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
@Override
|
||||
public VertexAttribSpec attribSpec() {
|
||||
return spec;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getDivisor() {
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBufferIndex() {
|
||||
return 1;
|
||||
}
|
||||
}
|
|
@ -1,4 +1,8 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib;
|
||||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
|
||||
public enum ModelVertexAttributes implements IVertexAttrib {
|
||||
VERTEX_POSITION("aPos", CommonAttributes.VEC3),
|
|
@ -1,11 +1,10 @@
|
|||
package com.simibubi.create.foundation.render.gl.attrib;
|
||||
package com.simibubi.create.foundation.render.gl.attrib.impl;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
|
||||
public enum RotatingVertexAttributes implements IVertexAttrib {
|
||||
INSTANCE_POSITION("aInstancePos", CommonAttributes.VEC3),
|
||||
LIGHT("aLight", CommonAttributes.LIGHT),
|
||||
NETWORK_COLOR("aNetworkTint", CommonAttributes.RGB),
|
||||
SPEED("aSpeed", CommonAttributes.FLOAT),
|
||||
OFFSET("aOffset", CommonAttributes.FLOAT),
|
||||
AXIS("aAxis", CommonAttributes.NORMAL),
|
||||
;
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
package com.simibubi.create.foundation.render.gl.backend;
|
||||
|
||||
import com.simibubi.create.foundation.config.AllConfigs;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.shader.GlProgram;
|
||||
import com.simibubi.create.foundation.render.gl.shader.GlShader;
|
||||
import com.simibubi.create.foundation.render.gl.shader.ProgramSpec;
|
||||
|
@ -163,10 +164,11 @@ public class Backend {
|
|||
vert = loadShader(manager, programSpec.getVert(), ShaderType.VERTEX, programSpec.defines);
|
||||
frag = loadShader(manager, programSpec.getFrag(), ShaderType.FRAGMENT, programSpec.defines);
|
||||
|
||||
P program = GlProgram.builder(programSpec.name)
|
||||
.attachShader(vert)
|
||||
.attachShader(frag)
|
||||
.build(programSpec.factory);
|
||||
GlProgram.Builder builder = GlProgram.builder(programSpec.name).attachShader(vert).attachShader(frag);
|
||||
|
||||
programSpec.attributes.forEach(builder::addAttribute);
|
||||
|
||||
P program = builder.build(programSpec.factory);
|
||||
|
||||
programs.put(programSpec, program);
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
package com.simibubi.create.foundation.render.gl.shader;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.GlObject;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import com.simibubi.create.foundation.render.gl.backend.Backend;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
|
@ -67,6 +68,8 @@ public abstract class GlProgram extends GlObject {
|
|||
private final ResourceLocation name;
|
||||
private final int program;
|
||||
|
||||
private int attributeIndex;
|
||||
|
||||
public Builder(ResourceLocation name) {
|
||||
this.name = name;
|
||||
this.program = GL20.glCreateProgram();
|
||||
|
@ -78,6 +81,12 @@ public abstract class GlProgram extends GlObject {
|
|||
return this;
|
||||
}
|
||||
|
||||
public <A extends IVertexAttrib> Builder addAttribute(A attrib) {
|
||||
GL20.glBindAttribLocation(this.program, attributeIndex, attrib.attribName());
|
||||
attributeIndex += attrib.attribSpec().getAttributeCount();
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Links the attached shaders to this program and returns a user-defined container which wraps the shader
|
||||
* program. This container can, for example, provide methods for updating the specific uniforms of that shader
|
||||
|
@ -104,12 +113,6 @@ public abstract class GlProgram extends GlObject {
|
|||
|
||||
return factory.create(this.name, this.program);
|
||||
}
|
||||
|
||||
// public Builder bindAttribute(String name, GlVertexAttribute attribute) {
|
||||
// GL20.glBindAttribLocation(this.program, attribute.getIndex(), name);
|
||||
//
|
||||
// return this;
|
||||
// }
|
||||
}
|
||||
|
||||
@FunctionalInterface
|
||||
|
|
|
@ -1,8 +1,12 @@
|
|||
package com.simibubi.create.foundation.render.gl.shader;
|
||||
|
||||
import com.simibubi.create.Create;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.IVertexAttrib;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
|
||||
public class ProgramSpec<P extends GlProgram> {
|
||||
|
||||
public final ResourceLocation name;
|
||||
|
@ -13,17 +17,25 @@ public class ProgramSpec<P extends GlProgram> {
|
|||
|
||||
public final GlProgram.ProgramFactory<P> factory;
|
||||
|
||||
public ProgramSpec(String name, ResourceLocation vert, ResourceLocation frag, GlProgram.ProgramFactory<P> factory) {
|
||||
this(name, vert, frag, factory, null);
|
||||
public final ArrayList<IVertexAttrib> attributes;
|
||||
|
||||
public static <P extends GlProgram> Builder<P> builder(String name, GlProgram.ProgramFactory<P> factory) {
|
||||
return builder(new ResourceLocation(Create.ID, name), factory);
|
||||
}
|
||||
|
||||
public ProgramSpec(String name, ResourceLocation vert, ResourceLocation frag, GlProgram.ProgramFactory<P> factory, ShaderConstants defines) {
|
||||
this.name = new ResourceLocation(Create.ID, name);
|
||||
public static <P extends GlProgram> Builder<P> builder(ResourceLocation name, GlProgram.ProgramFactory<P> factory) {
|
||||
return new Builder<>(name, factory);
|
||||
}
|
||||
|
||||
public ProgramSpec(ResourceLocation name, ResourceLocation vert, ResourceLocation frag, GlProgram.ProgramFactory<P> factory, ShaderConstants defines, ArrayList<IVertexAttrib> attributes) {
|
||||
this.name = name;
|
||||
this.vert = vert;
|
||||
this.frag = frag;
|
||||
this.defines = defines;
|
||||
|
||||
|
||||
this.factory = factory;
|
||||
this.attributes = attributes;
|
||||
}
|
||||
|
||||
public ResourceLocation getVert() {
|
||||
|
@ -34,4 +46,43 @@ public class ProgramSpec<P extends GlProgram> {
|
|||
return frag;
|
||||
}
|
||||
|
||||
public static class Builder<P extends GlProgram> {
|
||||
private ResourceLocation vert;
|
||||
private ResourceLocation frag;
|
||||
private ShaderConstants defines = null;
|
||||
|
||||
private final ResourceLocation name;
|
||||
private final GlProgram.ProgramFactory<P> factory;
|
||||
private final ArrayList<IVertexAttrib> attributes;
|
||||
|
||||
public Builder(ResourceLocation name, GlProgram.ProgramFactory<P> factory) {
|
||||
this.name = name;
|
||||
this.factory = factory;
|
||||
attributes = new ArrayList<>();
|
||||
}
|
||||
|
||||
public Builder<P> setVert(ResourceLocation vert) {
|
||||
this.vert = vert;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Builder<P> setFrag(ResourceLocation frag) {
|
||||
this.frag = frag;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Builder<P> setDefines(ShaderConstants defines) {
|
||||
this.defines = defines;
|
||||
return this;
|
||||
}
|
||||
|
||||
public <A extends Enum<A> & IVertexAttrib> Builder<P> addAttributes(Class<A> attributeEnum) {
|
||||
attributes.addAll(Arrays.asList(attributeEnum.getEnumConstants()));
|
||||
return this;
|
||||
}
|
||||
|
||||
public ProgramSpec<P> createProgramSpec() {
|
||||
return new ProgramSpec<>(name, vert, frag, factory, defines, attributes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,8 @@ import com.simibubi.create.foundation.render.gl.GlPrimitiveType;
|
|||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.BeltVertexAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.KineticVertexAttributes;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
|
@ -12,10 +14,10 @@ import java.nio.ByteBuffer;
|
|||
import static com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec.*;
|
||||
|
||||
public class BeltData extends KineticData<BeltData> {
|
||||
public static final VertexAttribSpec TARGET_UV = copy(CommonAttributes.VEC4);
|
||||
public static final VertexAttribSpec SCROLL_MULT = new VertexAttribSpec(GlPrimitiveType.BYTE, 1, true);
|
||||
|
||||
public static VertexFormat FORMAT = new VertexFormat(KineticData.FORMAT, CommonAttributes.ROTATION, CommonAttributes.UV, TARGET_UV, SCROLL_MULT);
|
||||
public static VertexFormat FORMAT = VertexFormat.builder()
|
||||
.addAttributes(KineticVertexAttributes.class)
|
||||
.addAttributes(BeltVertexAttributes.class)
|
||||
.build();
|
||||
|
||||
private float rotX;
|
||||
private float rotY;
|
||||
|
|
|
@ -1,38 +0,0 @@
|
|||
package com.simibubi.create.foundation.render.instancing;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.GlBuffer;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import org.lwjgl.opengl.GL20;
|
||||
|
||||
public abstract class DynamicInstancedModel<S extends InstanceData, D extends InstanceData> extends InstancedModel<S> {
|
||||
|
||||
protected GlBuffer dynamicVBO;
|
||||
|
||||
protected int dynamicBufferSize = -1;
|
||||
|
||||
public DynamicInstancedModel(BufferBuilder buf) {
|
||||
super(buf);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void init() {
|
||||
super.init();
|
||||
dynamicVBO = new GlBuffer(GL20.GL_ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
protected abstract VertexFormat getDynamicFormat();
|
||||
|
||||
protected abstract D newDynamicPart();
|
||||
|
||||
@Override
|
||||
protected int getTotalShaderAttributeCount() {
|
||||
return super.getTotalShaderAttributeCount() + getDynamicFormat().getShaderAttributeCount();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void deleteInternal() {
|
||||
super.deleteInternal();
|
||||
dynamicVBO.delete();
|
||||
}
|
||||
}
|
|
@ -4,10 +4,9 @@ package com.simibubi.create.foundation.render.instancing;
|
|||
import com.simibubi.create.foundation.render.BufferedModel;
|
||||
import com.simibubi.create.foundation.render.RenderMath;
|
||||
import com.simibubi.create.foundation.render.gl.GlVertexArray;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.gl.backend.Backend;
|
||||
import com.simibubi.create.foundation.render.gl.GlBuffer;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.ModelVertexAttributes;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import org.lwjgl.opengl.*;
|
||||
|
||||
|
@ -16,7 +15,7 @@ import java.util.ArrayList;
|
|||
import java.util.function.Consumer;
|
||||
|
||||
public abstract class InstancedModel<D extends InstanceData> extends BufferedModel {
|
||||
public static final VertexFormat FORMAT = new VertexFormat(CommonAttributes.POSITION, CommonAttributes.NORMAL, CommonAttributes.UV);
|
||||
public static final VertexFormat FORMAT = VertexFormat.builder().addAttributes(ModelVertexAttributes.class).build();
|
||||
|
||||
protected GlVertexArray vao;
|
||||
protected GlBuffer instanceVBO;
|
||||
|
@ -37,9 +36,7 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
vao = new GlVertexArray();
|
||||
instanceVBO = new GlBuffer(GL20.GL_ARRAY_BUFFER);
|
||||
|
||||
vao.bind();
|
||||
super.init();
|
||||
vao.unbind();
|
||||
vao.with(vao -> super.init());
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -108,10 +105,10 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
}
|
||||
|
||||
protected void doRender() {
|
||||
vao.bind();
|
||||
vao.with(vao -> {
|
||||
renderSetup();
|
||||
GL31.glDrawArraysInstanced(GL11.GL_QUADS, 0, vertexCount, glInstanceCount);
|
||||
vao.unbind();
|
||||
});
|
||||
}
|
||||
|
||||
protected void renderSetup() {
|
||||
|
@ -123,11 +120,10 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
int newInstanceCount = instanceCount();
|
||||
int instanceSize = RenderMath.nextPowerOf2((newInstanceCount + 1) * stride);
|
||||
|
||||
instanceVBO.bind();
|
||||
|
||||
instanceVBO.with(vbo -> {
|
||||
// this probably changes enough that it's not worth reallocating the entire buffer every time.
|
||||
if (instanceSize > glBufferSize) {
|
||||
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, instanceSize, GL15.GL_STATIC_DRAW);
|
||||
GL15.glBufferData(vbo.getBufferType(), instanceSize, GL15.GL_STATIC_DRAW);
|
||||
glBufferSize = instanceSize;
|
||||
minIndexChanged = 0;
|
||||
maxIndexChanged = newInstanceCount - 1;
|
||||
|
@ -136,7 +132,7 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
int offset = minIndexChanged * stride;
|
||||
int length = (1 + maxIndexChanged - minIndexChanged) * stride;
|
||||
|
||||
Backend.mapBuffer(GL15.GL_ARRAY_BUFFER, offset, length, buffer -> {
|
||||
vbo.map(offset, length, buffer -> {
|
||||
for (int i = minIndexChanged; i <= maxIndexChanged; i++) {
|
||||
data.get(i).write(buffer);
|
||||
}
|
||||
|
@ -145,7 +141,7 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
if (newInstanceCount < glInstanceCount) {
|
||||
int clearFrom = (maxIndexChanged + 1) * stride;
|
||||
int clearTo = (glInstanceCount) * stride;
|
||||
Backend.mapBuffer(GL15.GL_ARRAY_BUFFER, clearFrom, clearTo - clearFrom, buffer -> {
|
||||
vbo.map(clearFrom, clearTo - clearFrom, buffer -> {
|
||||
for (int i = clearFrom; i < clearTo; i++) {
|
||||
buffer.put((byte) 0);
|
||||
}
|
||||
|
@ -160,8 +156,7 @@ public abstract class InstancedModel<D extends InstanceData> extends BufferedMod
|
|||
for (int i = 0; i < instanceFormat.getShaderAttributeCount(); i++) {
|
||||
GL33.glVertexAttribDivisor(i + staticAttributes, 1);
|
||||
}
|
||||
|
||||
instanceVBO.unbind();
|
||||
});
|
||||
|
||||
minIndexChanged = -1;
|
||||
maxIndexChanged = -1;
|
||||
|
|
|
@ -3,7 +3,6 @@ package com.simibubi.create.foundation.render.instancing;
|
|||
import com.simibubi.create.content.contraptions.base.KineticTileEntity;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.utility.ColorHelper;
|
||||
import net.minecraft.client.renderer.Vector3f;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
|
@ -13,11 +12,6 @@ import java.nio.ByteBuffer;
|
|||
import static com.simibubi.create.foundation.render.gl.attrib.VertexAttribSpec.*;
|
||||
|
||||
public class KineticData<D extends KineticData<D>> extends InstanceData {
|
||||
public static final VertexAttribSpec ROTATION_CENTER = copy(CommonAttributes.VEC3);
|
||||
public static final VertexAttribSpec SPEED = copy(CommonAttributes.FLOAT);
|
||||
public static final VertexAttribSpec OFFSET = copy(CommonAttributes.FLOAT);
|
||||
public static final VertexFormat FORMAT = new VertexFormat(CommonAttributes.INSTANCE_POSITION, CommonAttributes.LIGHT, CommonAttributes.RGB, SPEED, OFFSET);
|
||||
|
||||
private float x;
|
||||
private float y;
|
||||
private float z;
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
package com.simibubi.create.foundation.render.instancing;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.KineticVertexAttributes;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.RotatingVertexAttributes;
|
||||
import net.minecraft.client.renderer.Vector3f;
|
||||
import net.minecraft.util.Direction;
|
||||
|
||||
|
@ -9,7 +11,10 @@ import java.nio.ByteBuffer;
|
|||
import static com.simibubi.create.foundation.render.gl.attrib.CommonAttributes.NORMAL;
|
||||
|
||||
public class RotatingData extends KineticData<RotatingData> {
|
||||
public static VertexFormat FORMAT = new VertexFormat(KineticData.FORMAT, NORMAL);
|
||||
public static VertexFormat FORMAT = VertexFormat.builder()
|
||||
.addAttributes(KineticVertexAttributes.class)
|
||||
.addAttributes(RotatingVertexAttributes.class)
|
||||
.build();
|
||||
|
||||
private byte rotationAxisX;
|
||||
private byte rotationAxisY;
|
||||
|
|
|
@ -1,34 +0,0 @@
|
|||
package com.simibubi.create.foundation.render.instancing.actors;
|
||||
|
||||
import com.simibubi.create.foundation.render.instancing.InstanceData;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import net.minecraft.client.renderer.Vector3f;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
|
||||
import static com.simibubi.create.foundation.render.gl.attrib.CommonAttributes.NORMAL;
|
||||
|
||||
public class DynamicRotatingActorData extends InstanceData {
|
||||
public static VertexFormat FORMAT = new VertexFormat(NORMAL);
|
||||
|
||||
private byte relativeMotionX;
|
||||
private byte relativeMotionY;
|
||||
private byte relativeMotionZ;
|
||||
|
||||
public DynamicRotatingActorData setRelativeMotion(Vector3f axis) {
|
||||
setRelativeMotion(axis.getX(), axis.getY(), axis.getZ());
|
||||
return this;
|
||||
}
|
||||
|
||||
public DynamicRotatingActorData setRelativeMotion(float relativeMotionX, float relativeMotionY, float relativeMotionZ) {
|
||||
this.relativeMotionX = (byte) (relativeMotionX * 127);
|
||||
this.relativeMotionY = (byte) (relativeMotionY * 127);
|
||||
this.relativeMotionZ = (byte) (relativeMotionZ * 127);
|
||||
return this;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void write(ByteBuffer buf) {
|
||||
putVec3(buf, relativeMotionX, relativeMotionY, relativeMotionZ);
|
||||
}
|
||||
}
|
|
@ -1,24 +1,14 @@
|
|||
package com.simibubi.create.foundation.render.instancing.actors;
|
||||
|
||||
import com.simibubi.create.foundation.render.instancing.DynamicInstancedModel;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.instancing.InstancedModel;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
|
||||
public class RotatingActorModel extends DynamicInstancedModel<StaticRotatingActorData, DynamicRotatingActorData> {
|
||||
public class RotatingActorModel extends InstancedModel<StaticRotatingActorData> {
|
||||
public RotatingActorModel(BufferBuilder buf) {
|
||||
super(buf);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected VertexFormat getDynamicFormat() {
|
||||
return DynamicRotatingActorData.FORMAT;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected DynamicRotatingActorData newDynamicPart() {
|
||||
return new DynamicRotatingActorData();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected VertexFormat getInstanceFormat() {
|
||||
return StaticRotatingActorData.FORMAT;
|
||||
|
|
|
@ -1,15 +1,18 @@
|
|||
package com.simibubi.create.foundation.render.instancing.actors;
|
||||
|
||||
import com.simibubi.create.foundation.render.gl.attrib.CommonAttributes;
|
||||
import com.simibubi.create.foundation.render.instancing.InstanceData;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.VertexFormat;
|
||||
import com.simibubi.create.foundation.render.gl.attrib.impl.ActorVertexAttributes;
|
||||
import com.simibubi.create.foundation.render.instancing.InstanceData;
|
||||
import net.minecraft.client.renderer.Vector3f;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
|
||||
public class StaticRotatingActorData extends InstanceData {
|
||||
public static VertexFormat FORMAT = new VertexFormat(CommonAttributes.POSITION, CommonAttributes.LIGHT, CommonAttributes.FLOAT, CommonAttributes.NORMAL, CommonAttributes.VEC3, CommonAttributes.NORMAL);
|
||||
public static VertexFormat FORMAT = VertexFormat.builder()
|
||||
.addAttributes(ActorVertexAttributes.class)
|
||||
.build();
|
||||
|
||||
private float x;
|
||||
private float y;
|
||||
|
|
|
@ -1,71 +1,70 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
#define PI 3.1415926538
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
attribute vec3 aPos;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTexCoords;
|
||||
|
||||
layout (location = 3) in vec3 instancePos;
|
||||
layout (location = 4) in vec2 light;
|
||||
layout (location = 5) in vec3 networkTint;
|
||||
layout (location = 6) in float speed;
|
||||
layout (location = 7) in float offset;
|
||||
layout (location = 8) in vec3 eulerAngles;
|
||||
layout (location = 9) in vec2 sourceTexture;
|
||||
layout (location = 10) in vec4 scrollTexture;
|
||||
layout (location = 11) in float scrollMult;
|
||||
attribute vec3 aInstancePos;
|
||||
attribute vec2 aLight;
|
||||
attribute vec3 aNetworkTint;
|
||||
attribute float aSpeed;
|
||||
attribute float aOffset;
|
||||
attribute vec3 aInstanceRot;
|
||||
attribute vec2 aSourceTexture;
|
||||
attribute vec4 aScrollTexture;
|
||||
attribute float aScrollMult;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec4 Color;
|
||||
out float Diffuse;
|
||||
out vec2 Light;
|
||||
varying vec2 TexCoords;
|
||||
varying vec4 Color;
|
||||
varying float Diffuse;
|
||||
varying vec2 Light;
|
||||
|
||||
#if defined(CONTRAPTION)
|
||||
out vec3 BoxCoord;
|
||||
varying vec3 BoxCoord;
|
||||
|
||||
uniform vec3 uLightBoxSize;
|
||||
uniform vec3 uLightBoxMin;
|
||||
uniform mat4 uModel;
|
||||
#endif
|
||||
|
||||
uniform int uTicks;
|
||||
uniform float uTime;
|
||||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
varying float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1 - c;
|
||||
float oc = 1. - c;
|
||||
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
|
||||
0, 0, 0, 1);
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
|
||||
0., 0., 0., 1.);
|
||||
}
|
||||
|
||||
float diffuse(vec3 normal) {
|
||||
float x = normal.x;
|
||||
float y = normal.y;
|
||||
float z = normal.z;
|
||||
return min(x * x * .6 + y * y * ((3 + y) / 4) + z * z * .8, 1);
|
||||
return min(x * x * .6 + y * y * ((3. + y) / 4.) + z * z * .8, 1.);
|
||||
}
|
||||
|
||||
mat4 rotation(vec3 rot) {
|
||||
return rotate(vec3(0, 1, 0), rot.y) * rotate(vec3(0, 0, 1), rot.z) * rotate(vec3(1, 0, 0), rot.x);
|
||||
return rotate(vec3(0., 1., 0.), rot.y) * rotate(vec3(0., 0., 1.), rot.z) * rotate(vec3(1., 0., 0.), rot.x);
|
||||
}
|
||||
|
||||
mat4 localRotation() {
|
||||
vec3 rot = fract(eulerAngles / 360) * PI * 2;
|
||||
vec3 rot = fract(aInstanceRot / 360.) * PI * 2.;
|
||||
return rotation(rot);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mat4 localRotation = localRotation();
|
||||
vec4 worldPos = localRotation * vec4(aPos - .5, 1) + vec4(instancePos + .5, 0);
|
||||
vec4 worldPos = localRotation * vec4(aPos - .5, 1.) + vec4(aInstancePos + .5, 0.);
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
|
||||
|
@ -77,30 +76,30 @@ void main() {
|
|||
mat4 normalMat = localRotation;
|
||||
#endif
|
||||
|
||||
vec3 norm = normalize(normalMat * vec4(aNormal, 0)).xyz;
|
||||
vec3 norm = normalize(normalMat * vec4(aNormal, 0.)).xyz;
|
||||
|
||||
float scrollSize = scrollTexture.w - scrollTexture.y;
|
||||
float scroll = fract(speed * uTime / (36 * 16) + offset) * scrollSize * scrollMult;
|
||||
float scrollSize = aScrollTexture.w - aScrollTexture.y;
|
||||
float scroll = fract(aSpeed * uTime / (36. * 16.) + aOffset) * scrollSize * aScrollMult;
|
||||
|
||||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords - sourceTexture + scrollTexture.xy + vec2(0, scroll);
|
||||
Light = light;
|
||||
TexCoords = aTexCoords - aSourceTexture + aScrollTexture.xy + vec2(0, scroll);
|
||||
Light = aLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = vec4(1);
|
||||
Color = vec4(1.);
|
||||
}
|
||||
#else
|
||||
if (uDebug == 1) {
|
||||
Color = vec4(networkTint, 1);
|
||||
Color = vec4(aNetworkTint, 1.);
|
||||
} else if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = vec4(1);
|
||||
Color = vec4(1.);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -1,14 +1,12 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec4 Color;
|
||||
in float Diffuse;
|
||||
in vec2 Light;
|
||||
in float FragDistance;
|
||||
varying vec2 TexCoords;
|
||||
varying vec4 Color;
|
||||
varying float Diffuse;
|
||||
varying vec2 Light;
|
||||
varying float FragDistance;
|
||||
|
||||
in vec3 BoxCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
varying vec3 BoxCoord;
|
||||
|
||||
uniform vec2 uFogRange;
|
||||
uniform vec4 uFogColor;
|
||||
|
@ -18,7 +16,7 @@ uniform sampler2D uLightMap;
|
|||
uniform sampler3D uLightVolume;
|
||||
|
||||
vec4 light() {
|
||||
vec2 lm = texture(uLightVolume, BoxCoord).rg * 0.9375 + 0.03125;
|
||||
vec2 lm = texture3D(uLightVolume, BoxCoord).rg * 0.9375 + 0.03125;
|
||||
return texture2D(uLightMap, max(lm, Light));
|
||||
}
|
||||
|
||||
|
@ -28,8 +26,8 @@ void main() {
|
|||
vec4 color = vec4(tex.rgb * light().rgb * Diffuse * Color.rgb, tex.a);
|
||||
|
||||
float fog = (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
|
||||
fog = clamp(fog, 0, 1);
|
||||
fog = clamp(fog, 0., 1.);
|
||||
|
||||
fragColor = mix(uFogColor, color, fog);
|
||||
fragColor.a = color.a;
|
||||
gl_FragColor = mix(uFogColor, color, fog);
|
||||
gl_FragColor.a = color.a;
|
||||
}
|
|
@ -1,92 +1,88 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
#define PI 3.1415926538
|
||||
// model data
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
attribute vec3 aPos;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTexCoords;
|
||||
|
||||
// instance data
|
||||
layout (location = 3) in vec3 instancePos;
|
||||
layout (location = 4) in vec2 modelLight;
|
||||
layout (location = 5) in float rotationOffset;
|
||||
layout (location = 6) in vec3 localRotationAxis;
|
||||
layout (location = 7) in vec3 localRotation;
|
||||
layout (location = 8) in vec3 rotationCenter;
|
||||
attribute vec3 aInstancePos;
|
||||
attribute vec2 aModelLight;
|
||||
attribute float aOffset;
|
||||
attribute vec3 aAxis;
|
||||
attribute vec3 aInstanceRot;
|
||||
attribute vec3 aRotationCenter;
|
||||
|
||||
// dynamic data
|
||||
//layout (location = 9) in vec3 relativeMotion;
|
||||
|
||||
out float Diffuse;
|
||||
out vec2 TexCoords;
|
||||
out vec4 Color;
|
||||
out vec3 BoxCoord;
|
||||
out vec2 Light;
|
||||
varying float Diffuse;
|
||||
varying vec2 TexCoords;
|
||||
varying vec4 Color;
|
||||
varying vec3 BoxCoord;
|
||||
varying vec2 Light;
|
||||
|
||||
uniform vec3 uLightBoxSize;
|
||||
uniform vec3 uLightBoxMin;
|
||||
uniform mat4 uModel;
|
||||
|
||||
uniform int uTicks;
|
||||
uniform float uTime;
|
||||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
varying float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1 - c;
|
||||
float oc = 1. - c;
|
||||
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
|
||||
0, 0, 0, 1);
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
|
||||
0., 0., 0., 1.);
|
||||
}
|
||||
|
||||
float diffuse(vec3 normal) {
|
||||
float x = normal.x;
|
||||
float y = normal.y;
|
||||
float z = normal.z;
|
||||
return min(x * x * .6 + y * y * ((3 + y) / 4) + z * z * .8, 1);
|
||||
return min(x * x * .6 + y * y * ((3. + y) / 4.) + z * z * .8, 1.);
|
||||
}
|
||||
|
||||
mat4 rotation(vec3 rot) {
|
||||
return rotate(vec3(0, 1, 0), rot.y) * rotate(vec3(0, 0, 1), rot.z) * rotate(vec3(1, 0, 0), rot.x);
|
||||
return rotate(vec3(0., 1., 0.), rot.y) * rotate(vec3(0., 0., 1.), rot.z) * rotate(vec3(1., 0., 0.), rot.x);
|
||||
}
|
||||
|
||||
mat4 kineticRotation() {
|
||||
const float speed = -20;
|
||||
float degrees = rotationOffset + uTime * speed * -3/10;
|
||||
float angle = fract(degrees / 360) * PI * 2;
|
||||
const float speed = -20.;
|
||||
float degrees = aOffset + uTime * speed * -3./10.;
|
||||
float angle = fract(degrees / 360.) * PI * 2.;
|
||||
|
||||
return rotate(normalize(localRotationAxis), angle);
|
||||
return rotate(normalize(aAxis), angle);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mat4 kineticRotation = kineticRotation();
|
||||
vec4 localPos = kineticRotation * vec4(aPos - rotationCenter, 1) + vec4(rotationCenter, 0);
|
||||
//localPos = vec4(localPos.xyz + instancePos, 1);
|
||||
vec4 localPos = kineticRotation * vec4(aPos - aRotationCenter, 1.) + vec4(aRotationCenter, 0.);
|
||||
|
||||
vec3 rot = fract(localRotation / 360) * PI * 2;
|
||||
vec3 rot = fract(aInstanceRot / 360.) * PI * 2.;
|
||||
mat4 localRot = rotation(rot);
|
||||
localPos = localRot * vec4(localPos.xyz - .5, 1) + vec4(instancePos + .5, 0);
|
||||
localPos = localRot * vec4(localPos.xyz - .5, 1.) + vec4(aInstancePos + .5, 0.);
|
||||
|
||||
vec4 worldPos = uModel * localPos;
|
||||
|
||||
vec3 norm = normalize(uModel * localRot * kineticRotation * vec4(aNormal, 0)).xyz;
|
||||
vec3 norm = normalize(uModel * localRot * kineticRotation * vec4(aNormal, 0.)).xyz;
|
||||
|
||||
BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
|
||||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords;
|
||||
Light = modelLight;
|
||||
Light = aModelLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = vec4(1);
|
||||
Color = vec4(1.);
|
||||
}
|
||||
}
|
|
@ -1,63 +1,62 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
#define PI 3.1415926538
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
layout (location = 3) in vec4 aColor;
|
||||
layout (location = 4) in vec2 modelLight;
|
||||
attribute vec3 aPos;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTexCoords;
|
||||
attribute vec4 aColor;
|
||||
attribute vec2 aModelLight;
|
||||
|
||||
out float Diffuse;
|
||||
out vec2 TexCoords;
|
||||
out vec4 Color;
|
||||
out vec3 BoxCoord;
|
||||
out vec2 Light;
|
||||
varying float Diffuse;
|
||||
varying vec2 TexCoords;
|
||||
varying vec4 Color;
|
||||
varying vec3 BoxCoord;
|
||||
varying vec2 Light;
|
||||
|
||||
uniform vec3 uLightBoxSize;
|
||||
uniform vec3 uLightBoxMin;
|
||||
uniform mat4 uModel;
|
||||
|
||||
uniform int uTicks;
|
||||
uniform float uTime;
|
||||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
varying float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1 - c;
|
||||
float oc = 1. - c;
|
||||
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
|
||||
0, 0, 0, 1);
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
|
||||
0., 0., 0., 1.);
|
||||
}
|
||||
|
||||
float diffuse(vec3 normal) {
|
||||
float x = normal.x;
|
||||
float y = normal.y;
|
||||
float z = normal.z;
|
||||
return min(x * x * .6 + y * y * ((3 + y) / 4) + z * z * .8, 1);
|
||||
return min(x * x * .6 + y * y * ((3. + y) / 4.) + z * z * .8, 1.);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 worldPos = uModel * vec4(aPos, 1);
|
||||
vec4 worldPos = uModel * vec4(aPos, 1.);
|
||||
|
||||
vec3 norm = (uModel * vec4(aNormal, 0)).xyz;
|
||||
vec3 norm = (uModel * vec4(aNormal, 0.)).xyz;
|
||||
|
||||
BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
|
||||
Diffuse = diffuse(norm);
|
||||
Color = aColor / diffuse(aNormal);
|
||||
TexCoords = aTexCoords;
|
||||
Light = modelLight;
|
||||
Light = aModelLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = aColor / diffuse(aNormal);
|
||||
}
|
||||
|
|
|
@ -1,12 +1,10 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec2 Light;
|
||||
in float Diffuse;
|
||||
in vec4 Color;
|
||||
in float FragDistance;
|
||||
|
||||
out vec4 fragColor;
|
||||
varying vec2 TexCoords;
|
||||
varying vec2 Light;
|
||||
varying float Diffuse;
|
||||
varying vec4 Color;
|
||||
varying float FragDistance;
|
||||
|
||||
uniform vec2 uFogRange;
|
||||
uniform vec4 uFogColor;
|
||||
|
@ -25,8 +23,8 @@ void main() {
|
|||
vec4 color = vec4(tex.rgb * light().rgb * Diffuse, tex.a) * Color;
|
||||
|
||||
float fog = (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
|
||||
fog = clamp(fog, 0, 1);
|
||||
fog = clamp(fog, 0., 1.);
|
||||
|
||||
fragColor = mix(uFogColor, color, fog);
|
||||
fragColor.a = color.a;
|
||||
gl_FragColor = mix(uFogColor, color, fog);
|
||||
gl_FragColor.a = color.a;
|
||||
}
|
|
@ -1,69 +1,68 @@
|
|||
#version 330 core
|
||||
#version 110
|
||||
#define PI 3.1415926538
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
attribute vec3 aPos;
|
||||
attribute vec3 aNormal;
|
||||
attribute vec2 aTexCoords;
|
||||
|
||||
layout (location = 3) in vec3 instancePos;
|
||||
layout (location = 4) in vec2 light;
|
||||
layout (location = 5) in vec3 networkTint;
|
||||
layout (location = 6) in float speed;
|
||||
layout (location = 7) in float offset;
|
||||
layout (location = 8) in vec3 rotationAxis;
|
||||
attribute vec3 aInstancePos;
|
||||
attribute vec2 aLight;
|
||||
attribute vec3 aNetworkTint;
|
||||
attribute float aSpeed;
|
||||
attribute float aOffset;
|
||||
attribute vec3 aAxis;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec4 Color;
|
||||
out float Diffuse;
|
||||
out vec2 Light;
|
||||
varying vec2 TexCoords;
|
||||
varying vec4 Color;
|
||||
varying float Diffuse;
|
||||
varying vec2 Light;
|
||||
|
||||
#if defined(CONTRAPTION)
|
||||
out vec3 BoxCoord;
|
||||
varying vec3 BoxCoord;
|
||||
|
||||
uniform vec3 uLightBoxSize;
|
||||
uniform vec3 uLightBoxMin;
|
||||
uniform mat4 uModel;
|
||||
#endif
|
||||
|
||||
uniform int uTicks;
|
||||
uniform float uTime;
|
||||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
varying float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1 - c;
|
||||
float oc = 1. - c;
|
||||
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
|
||||
0, 0, 0, 1);
|
||||
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.,
|
||||
0., 0., 0., 1.);
|
||||
}
|
||||
|
||||
float diffuse(vec3 normal) {
|
||||
float x = normal.x;
|
||||
float y = normal.y;
|
||||
float z = normal.z;
|
||||
return min(x * x * .6 + y * y * ((3 + y) / 4) + z * z * .8, 1);
|
||||
return min(x * x * .6 + y * y * ((3. + y) / 4.) + z * z * .8, 1.);
|
||||
}
|
||||
|
||||
mat4 rotation(vec3 rot) {
|
||||
return rotate(vec3(0, 1, 0), rot.y) * rotate(vec3(0, 0, 1), rot.z) * rotate(vec3(1, 0, 0), rot.x);
|
||||
return rotate(vec3(0., 1., 0.), rot.y) * rotate(vec3(0., 0., 1.), rot.z) * rotate(vec3(1., 0., 0.), rot.x);
|
||||
}
|
||||
|
||||
mat4 kineticRotation() {
|
||||
float degrees = offset + uTime * speed * -3/10;
|
||||
float angle = fract(degrees / 360) * PI * 2;
|
||||
float degrees = aOffset + uTime * aSpeed * -3./10.;
|
||||
float angle = fract(degrees / 360.) * PI * 2.;
|
||||
|
||||
return rotate(rotationAxis, angle);
|
||||
return rotate(aAxis, angle);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mat4 kineticRotation = kineticRotation();
|
||||
vec4 worldPos = kineticRotation * vec4(aPos - 0.5, 1) + vec4(instancePos + .5, 0);
|
||||
vec4 worldPos = kineticRotation * vec4(aPos - .5, 1.) + vec4(aInstancePos + .5, 0.);
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
|
||||
|
@ -75,27 +74,27 @@ void main() {
|
|||
mat4 normalMat = kineticRotation;
|
||||
#endif
|
||||
|
||||
vec3 norm = normalize(normalMat * vec4(aNormal, 0)).xyz;
|
||||
vec3 norm = normalize(normalMat * vec4(aNormal, 0.)).xyz;
|
||||
|
||||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords;
|
||||
Light = light;
|
||||
Light = aLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = vec4(1);
|
||||
Color = vec4(1.);
|
||||
}
|
||||
#else
|
||||
if (uDebug == 1) {
|
||||
Color = vec4(networkTint, 1);
|
||||
Color = vec4(aNetworkTint, 1.);
|
||||
} else if (uDebug == 2) {
|
||||
Color = vec4(norm, 1);
|
||||
Color = vec4(norm, 1.);
|
||||
} else {
|
||||
Color = vec4(1);
|
||||
Color = vec4(1.);
|
||||
}
|
||||
#endif
|
||||
}
|
Loading…
Reference in a new issue