world fog works, fluid fog still doesn't.
better dimension changes.
This commit is contained in:
parent
0cb9094913
commit
e93562569b
15 changed files with 96 additions and 27 deletions
|
@ -39,11 +39,13 @@ import net.minecraft.client.Minecraft;
|
|||
import net.minecraft.client.renderer.ActiveRenderInfo;
|
||||
import net.minecraft.client.renderer.IRenderTypeBuffer;
|
||||
import net.minecraft.client.renderer.texture.OverlayTexture;
|
||||
import net.minecraft.client.world.ClientWorld;
|
||||
import net.minecraft.fluid.Fluid;
|
||||
import net.minecraft.fluid.IFluidState;
|
||||
import net.minecraft.item.ItemStack;
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
import net.minecraft.util.text.ITextComponent;
|
||||
import net.minecraft.world.IWorld;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.api.distmarker.Dist;
|
||||
import net.minecraftforge.client.event.EntityViewRenderEvent;
|
||||
|
@ -112,14 +114,20 @@ public class ClientEvents {
|
|||
|
||||
@SubscribeEvent
|
||||
public static void onLoadWorld(WorldEvent.Load event) {
|
||||
CreateClient.invalidateRenderers();
|
||||
AnimationTickHolder.reset();
|
||||
IWorld world = event.getWorld();
|
||||
if (world.isRemote() && world instanceof ClientWorld) {
|
||||
CreateClient.invalidateRenderers();
|
||||
AnimationTickHolder.reset();
|
||||
((ClientWorld) world).loadedTileEntityList.forEach(CreateClient.kineticRenderer::add);
|
||||
}
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onUnloadWorld(WorldEvent.Unload event) {
|
||||
CreateClient.invalidateRenderers();
|
||||
AnimationTickHolder.reset();
|
||||
if (event.getWorld().isRemote()) {
|
||||
CreateClient.invalidateRenderers();
|
||||
AnimationTickHolder.reset();
|
||||
}
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
|
|
|
@ -20,8 +20,8 @@ public class RenderInLayerMixin {
|
|||
* layer-correct custom rendering. RenderWorldLast is not refined enough for rendering world objects.
|
||||
* This should probably be a forge event.
|
||||
*/
|
||||
@Inject(at = @At("TAIL"), method = "renderLayer")
|
||||
@Inject(at = @At(value = "INVOKE", target = "Lnet/minecraft/profiler/IProfiler;endSection()V", ordinal = 1), method = "renderLayer")
|
||||
private void renderLayer(RenderType type, MatrixStack stack, double cameraX, double cameraY, double cameraZ, CallbackInfo ci) {
|
||||
FastRenderDispatcher.renderLayer(type, stack, cameraX, cameraY, cameraZ);
|
||||
FastRenderDispatcher.renderLayer(type, stack, (float) cameraX, (float) cameraY, (float) cameraZ);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,10 +96,10 @@ public class FastRenderDispatcher {
|
|||
}
|
||||
}
|
||||
|
||||
public static void renderLayer(RenderType type, MatrixStack stack, double cameraX, double cameraY, double cameraZ) {
|
||||
public static void renderLayer(RenderType type, MatrixStack stack, float cameraX, float cameraY, float cameraZ) {
|
||||
if (!available()) return;
|
||||
|
||||
Matrix4f viewProjection = Matrix4f.translate((float) -cameraX, (float) -cameraY, (float) -cameraZ);
|
||||
Matrix4f viewProjection = Matrix4f.translate(-cameraX, -cameraY, -cameraZ);
|
||||
viewProjection.multiplyBackward(stack.peek().getModel());
|
||||
viewProjection.multiplyBackward(getProjectionMatrix());
|
||||
|
||||
|
@ -108,12 +108,13 @@ public class FastRenderDispatcher {
|
|||
RenderSystem.enableDepthTest();
|
||||
RenderSystem.enableCull();
|
||||
GL11.glCullFace(GL11.GL_BACK);
|
||||
CreateClient.kineticRenderer.render(type, viewProjection);
|
||||
CreateClient.kineticRenderer.render(type, viewProjection, cameraX, cameraY, cameraZ);
|
||||
RenderSystem.disableCull();
|
||||
//RenderSystem.disableDepthTest();
|
||||
|
||||
ContraptionRenderDispatcher.renderLayer(type, viewProjection);
|
||||
GL20.glUseProgram(0);
|
||||
ContraptionRenderDispatcher.renderLayer(type, viewProjection, cameraX, cameraY, cameraZ);
|
||||
if (!OptifineHandler.usingShaders())
|
||||
GL20.glUseProgram(0);
|
||||
type.endDrawing();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
package com.simibubi.create.foundation.render.contraption;
|
||||
|
||||
import com.mojang.blaze3d.matrix.MatrixStack;
|
||||
import com.mojang.blaze3d.platform.GlStateManager;
|
||||
import com.simibubi.create.content.contraptions.components.structureMovement.AbstractContraptionEntity;
|
||||
import com.simibubi.create.content.contraptions.components.structureMovement.AbstractContraptionEntityRenderer;
|
||||
import com.simibubi.create.content.contraptions.components.structureMovement.Contraption;
|
||||
|
@ -86,7 +87,7 @@ public class ContraptionRenderDispatcher {
|
|||
return renderer;
|
||||
}
|
||||
|
||||
public static void renderLayer(RenderType layer, Matrix4f viewProjection) {
|
||||
public static void renderLayer(RenderType layer, Matrix4f viewProjection, float camX, float camY, float camZ) {
|
||||
removeDeadContraptions();
|
||||
|
||||
if (renderers.isEmpty()) return;
|
||||
|
@ -96,13 +97,13 @@ public class ContraptionRenderDispatcher {
|
|||
GL13.glActiveTexture(GL40.GL_TEXTURE4); // the shaders expect light volumes to be in texture 4
|
||||
|
||||
ContraptionProgram structureShader = Backend.getProgram(AllProgramSpecs.CONTRAPTION_STRUCTURE);
|
||||
structureShader.bind(viewProjection, FastRenderDispatcher.getDebugMode());
|
||||
structureShader.bind(viewProjection, camX, camY, camZ, FastRenderDispatcher.getDebugMode());
|
||||
for (RenderedContraption renderer : renderers.values()) {
|
||||
renderer.doRenderLayer(layer, structureShader);
|
||||
}
|
||||
|
||||
for (RenderedContraption renderer : renderers.values()) {
|
||||
renderer.kinetics.render(layer, viewProjection, renderer::setup);
|
||||
renderer.kinetics.render(layer, viewProjection, camX, camY, camZ, renderer::setup);
|
||||
renderer.teardown();
|
||||
}
|
||||
|
||||
|
|
|
@ -12,6 +12,9 @@ public class BasicProgram extends GlProgram {
|
|||
protected final int uTime;
|
||||
protected final int uViewProjection;
|
||||
protected final int uDebug;
|
||||
protected final int uCameraPos;
|
||||
protected final int uFogRange;
|
||||
protected final int uFogColor;
|
||||
|
||||
protected int uBlockAtlas;
|
||||
protected int uLightMap;
|
||||
|
@ -22,6 +25,9 @@ public class BasicProgram extends GlProgram {
|
|||
uTime = getUniformLocation("uTime");
|
||||
uViewProjection = getUniformLocation("uViewProjection");
|
||||
uDebug = getUniformLocation("uDebug");
|
||||
uCameraPos = getUniformLocation("uCameraPos");
|
||||
uFogRange = getUniformLocation("uFogRange");
|
||||
uFogColor = getUniformLocation("uFogColor");
|
||||
|
||||
bind();
|
||||
registerSamplers();
|
||||
|
@ -33,13 +39,19 @@ public class BasicProgram extends GlProgram {
|
|||
uLightMap = setSamplerBinding("uLightMap", 2);
|
||||
}
|
||||
|
||||
public void bind(Matrix4f viewProjection, int debugMode) {
|
||||
public void bind(Matrix4f viewProjection, float camX, float camY, float camZ, int debugMode) {
|
||||
super.bind();
|
||||
|
||||
GL20.glUniform1i(uDebug, debugMode);
|
||||
GL20.glUniform1i(uTicks, AnimationTickHolder.getTicks());
|
||||
GL20.glUniform1f(uTime, AnimationTickHolder.getRenderTick());
|
||||
|
||||
uploadMatrixUniform(uViewProjection, viewProjection);
|
||||
GL20.glUniform1i(uDebug, debugMode);
|
||||
GL20.glUniform3f(uCameraPos, camX, camY, camZ);
|
||||
|
||||
GL20.glUniform2f(uFogRange, GlFog.getFogStart(), GlFog.getFogEnd());
|
||||
GL20.glGetFloatv(GL20.GL_FOG_COLOR, Backend.VEC4_BUFFER);
|
||||
GL20.glUniform4fv(uFogColor, Backend.VEC4_BUFFER);
|
||||
}
|
||||
|
||||
protected static void uploadMatrixUniform(int uniform, Matrix4f mat) {
|
||||
|
|
|
@ -0,0 +1,13 @@
|
|||
package com.simibubi.create.foundation.render.gl;
|
||||
|
||||
import org.lwjgl.opengl.GL20;
|
||||
|
||||
public class GlFog {
|
||||
public static float getFogEnd() {
|
||||
return GL20.glGetFloat(GL20.GL_FOG_END);
|
||||
}
|
||||
|
||||
public static float getFogStart() {
|
||||
return GL20.glGetFloat(GL20.GL_FOG_START);
|
||||
}
|
||||
}
|
|
@ -33,7 +33,7 @@ import java.util.function.Predicate;
|
|||
public class Backend {
|
||||
public static final Logger log = LogManager.getLogger(Backend.class);
|
||||
public static final FloatBuffer FLOAT_BUFFER = MemoryUtil.memAllocFloat(1); // TODO: these leak 80 bytes of memory per program launch
|
||||
public static final FloatBuffer VEC3_BUFFER = MemoryUtil.memAllocFloat(3);
|
||||
public static final FloatBuffer VEC4_BUFFER = MemoryUtil.memAllocFloat(4);
|
||||
public static final FloatBuffer MATRIX_BUFFER = MemoryUtil.memAllocFloat(16);
|
||||
|
||||
private static final Map<ResourceLocation, ProgramSpec<?>> registry = new HashMap<>();
|
||||
|
|
|
@ -108,14 +108,14 @@ public abstract class InstancedTileRenderer<P extends BasicProgram> {
|
|||
instances.clear();
|
||||
}
|
||||
|
||||
public void render(RenderType layer, Matrix4f viewProjection) {
|
||||
render(layer, viewProjection, null);
|
||||
public void render(RenderType layer, Matrix4f viewProjection, float camX, float camY, float camZ) {
|
||||
render(layer, viewProjection, camX, camY, camZ, null);
|
||||
}
|
||||
|
||||
public void render(RenderType layer, Matrix4f viewProjection, ShaderCallback<P> callback) {
|
||||
public void render(RenderType layer, Matrix4f viewProjection, float camX, float camY, float camZ, ShaderCallback<P> callback) {
|
||||
for (RenderMaterial<P, ?> material : materials.values()) {
|
||||
if (material.canRenderInLayer(layer))
|
||||
material.render(layer, viewProjection, callback);
|
||||
material.render(layer, viewProjection, camX, camY, camZ, callback);
|
||||
}
|
||||
|
||||
GL20.glUseProgram(0);
|
||||
|
|
|
@ -59,13 +59,13 @@ public class RenderMaterial<P extends BasicProgram, MODEL extends InstancedModel
|
|||
return layerPredicate.test(layer);
|
||||
}
|
||||
|
||||
public void render(RenderType layer, Matrix4f projection) {
|
||||
render(layer, projection, null);
|
||||
public void render(RenderType layer, Matrix4f projection, float camX, float camY, float camZ) {
|
||||
render(layer, projection, camX, camY, camZ, null);
|
||||
}
|
||||
|
||||
public void render(RenderType layer, Matrix4f viewProjection, ShaderCallback<P> setup) {
|
||||
public void render(RenderType layer, Matrix4f viewProjection, float camX, float camY, float camZ, ShaderCallback<P> setup) {
|
||||
P program = Backend.getProgram(programSpec);
|
||||
program.bind(viewProjection, FastRenderDispatcher.getDebugMode());
|
||||
program.bind(viewProjection, camX, camY, camZ, FastRenderDispatcher.getDebugMode());
|
||||
|
||||
if (setup != null) setup.call(program);
|
||||
|
||||
|
|
|
@ -33,6 +33,8 @@ uniform float uTime;
|
|||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
|
@ -83,6 +85,7 @@ void main() {
|
|||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords - sourceTexture + scrollTexture.xy + vec2(0, scroll);
|
||||
Light = light;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
|
|
|
@ -4,11 +4,15 @@ in vec2 TexCoords;
|
|||
in vec4 Color;
|
||||
in float Diffuse;
|
||||
in vec2 Light;
|
||||
in float FragDistance;
|
||||
|
||||
in vec3 BoxCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform vec2 uFogRange;
|
||||
uniform vec4 uFogColor;
|
||||
|
||||
uniform sampler2D uBlockAtlas;
|
||||
uniform sampler2D uLightMap;
|
||||
uniform sampler3D uLightVolume;
|
||||
|
@ -21,5 +25,11 @@ vec4 light() {
|
|||
void main() {
|
||||
vec4 tex = texture2D(uBlockAtlas, TexCoords);
|
||||
|
||||
fragColor = vec4(tex.rgb * light().rgb * Diffuse * Color.rgb, tex.a);
|
||||
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);
|
||||
|
||||
fragColor = mix(uFogColor, color, fog);
|
||||
fragColor.a = color.a;
|
||||
}
|
|
@ -31,6 +31,8 @@ uniform float uTime;
|
|||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
|
@ -79,6 +81,7 @@ void main() {
|
|||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords;
|
||||
Light = modelLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
if (uDebug == 2) {
|
||||
|
|
|
@ -22,6 +22,9 @@ uniform float uTime;
|
|||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
|
@ -50,6 +53,7 @@ void main() {
|
|||
Color = aColor / diffuse(aNormal);
|
||||
TexCoords = aTexCoords;
|
||||
Light = modelLight;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
if (uDebug == 2) {
|
||||
|
|
|
@ -4,9 +4,13 @@ in vec2 TexCoords;
|
|||
in vec2 Light;
|
||||
in float Diffuse;
|
||||
in vec4 Color;
|
||||
in float FragDistance;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform vec2 uFogRange;
|
||||
uniform vec4 uFogColor;
|
||||
|
||||
uniform sampler2D uBlockAtlas;
|
||||
uniform sampler2D uLightMap;
|
||||
|
||||
|
@ -18,5 +22,11 @@ vec4 light() {
|
|||
void main() {
|
||||
vec4 tex = texture2D(uBlockAtlas, TexCoords);
|
||||
|
||||
fragColor = vec4(tex.rgb * light().rgb * Diffuse, tex.a) * Color;
|
||||
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);
|
||||
|
||||
fragColor = mix(uFogColor, color, fog);
|
||||
fragColor.a = color.a;
|
||||
}
|
|
@ -29,6 +29,9 @@ uniform float uTime;
|
|||
uniform mat4 uViewProjection;
|
||||
uniform int uDebug;
|
||||
|
||||
uniform vec3 uCameraPos;
|
||||
out float FragDistance;
|
||||
|
||||
mat4 rotate(vec3 axis, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
|
@ -77,6 +80,7 @@ void main() {
|
|||
Diffuse = diffuse(norm);
|
||||
TexCoords = aTexCoords;
|
||||
Light = light;
|
||||
FragDistance = length(worldPos.xyz - uCameraPos);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
#ifdef CONTRAPTION
|
||||
|
|
Loading…
Reference in a new issue