mirror of
https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-18 11:54:59 -04:00
Merge branch 'master' into hud
# Conflicts: # src/main/java/de/bixilon/minosoft/gui/rendering/RenderWindow.kt # src/main/java/de/bixilon/minosoft/gui/rendering/Renderer.kt # src/main/java/de/bixilon/minosoft/gui/rendering/hud/HUDRenderer.kt # src/main/java/de/bixilon/minosoft/gui/rendering/particle/ParticleRenderer.kt # src/main/java/de/bixilon/minosoft/gui/rendering/particle/types/Particle.kt # src/main/java/de/bixilon/minosoft/gui/rendering/particle/types/norender/NoRenderParticle.kt # src/main/java/de/bixilon/minosoft/gui/rendering/particle/types/render/texture/TextureParticle.kt # src/main/java/de/bixilon/minosoft/gui/rendering/particle/types/render/texture/advanced/AdvancedTextureParticle.kt
This commit is contained in:
commit
84feeefd9e
@ -27,6 +27,12 @@ class RGBColor(val rgba: Int) : ChatCode, TextFormattable {
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constructor(red: Double, green: Double, blue: Double, alpha: Double = 1.0) : this(red.toFloat(), green.toFloat(), blue.toFloat(), alpha.toFloat())
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val argb: Int
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get() = (alpha shl 24) or (red shl 16) or (green shl 8) or blue
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val abgr: Int
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get() = (alpha shl 24) or (blue shl 16) or (green shl 8) or red
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val alpha: @IntRange(from = 0L, to = 255L) Int
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get() = rgba and 0xFF
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@ -29,6 +29,7 @@ import de.bixilon.minosoft.terminal.RunConfiguration
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import de.bixilon.minosoft.util.KUtil.toResourceLocation
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import de.bixilon.minosoft.util.ShutdownManager
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import de.bixilon.minosoft.util.task.pool.DefaultThreadPool
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import javafx.application.Platform
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import javafx.fxml.FXML
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import javafx.scene.control.Label
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import javafx.scene.image.ImageView
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@ -139,7 +140,7 @@ class MainErosController : JavaFXWindowController() {
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try {
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account.verify()
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} catch (exception: Throwable) {
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activity = ErosMainActivities.ACCOUNT
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Platform.runLater { activity = ErosMainActivities.ACCOUNT }
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// ToDo: Show account window and do account error handling
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}
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onSuccess(account)
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@ -39,6 +39,7 @@ import de.bixilon.minosoft.gui.rendering.stats.AbstractRenderStats
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import de.bixilon.minosoft.gui.rendering.system.base.IntegratedBufferTypes
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import de.bixilon.minosoft.gui.rendering.system.base.PolygonModes
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import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
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import de.bixilon.minosoft.gui.rendering.system.base.phases.RenderPhases
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import de.bixilon.minosoft.gui.rendering.system.opengl.OpenGLRenderSystem
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import de.bixilon.minosoft.gui.rendering.system.window.BaseWindow
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import de.bixilon.minosoft.gui.rendering.system.window.GLFWWindow
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@ -309,13 +310,17 @@ class RenderWindow(
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val rendererList = rendererMap.values
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for (renderer in rendererList) {
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renderer.update()
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renderer.prepareDraw()
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}
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for (renderer in rendererList) {
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renderer.draw()
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}
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for (renderer in rendererList) {
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renderer.postDraw()
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for (phase in RenderPhases.VALUES) {
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if (!phase.type.java.isAssignableFrom(renderer::class.java)) {
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continue
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}
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phase.invokeSetup(renderer)
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phase.invokeDraw(renderer)
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}
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}
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renderSystem.reset() // Reset to enable depth mask, etc again
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@ -13,15 +13,15 @@
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package de.bixilon.minosoft.gui.rendering
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import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
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interface Renderer {
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val renderWindow: RenderWindow
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val renderSystem: RenderSystem
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fun init() = Unit
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fun postInit() = Unit
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fun update() = Unit
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fun draw() = Unit
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fun postDraw() = Unit
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fun prepareDraw() = Unit
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}
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@ -35,6 +35,10 @@ import de.bixilon.minosoft.gui.rendering.block.renderable.BlockLikeRenderContext
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import de.bixilon.minosoft.gui.rendering.input.camera.Frustum
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import de.bixilon.minosoft.gui.rendering.modding.events.FrustumChangeEvent
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import de.bixilon.minosoft.gui.rendering.modding.events.RenderingStateChangeEvent
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import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
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import de.bixilon.minosoft.gui.rendering.system.base.phases.OpaqueDrawable
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import de.bixilon.minosoft.gui.rendering.system.base.phases.TranslucentDrawable
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import de.bixilon.minosoft.gui.rendering.system.base.phases.TransparentDrawable
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import de.bixilon.minosoft.gui.rendering.system.base.shader.Shader
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import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureManager
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import de.bixilon.minosoft.gui.rendering.util.VecUtil.chunkPosition
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@ -59,12 +63,14 @@ import glm_.vec3.Vec3i
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class WorldRenderer(
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private val connection: PlayConnection,
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val renderWindow: RenderWindow,
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) : Renderer {
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override val renderWindow: RenderWindow,
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) : Renderer, OpaqueDrawable, TransparentDrawable, TranslucentDrawable {
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override val renderSystem: RenderSystem = renderWindow.renderSystem
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private val world: World = connection.world
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private val waterBlock = connection.registries.blockRegistry[ResourceLocation("minecraft:water")].nullCast<FluidBlock>()
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private val chunkShader: Shader = renderWindow.renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "world"))
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private val chunkShader: Shader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "world"))
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private val transparentShader: Shader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "world"))
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private val lightMap = LightMap(connection)
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val allChunkSections: SynchronizedMap<Vec2i, SynchronizedMap<Int, ChunkSectionMeshCollection>> = synchronizedMapOf()
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@ -121,8 +127,12 @@ class WorldRenderer(
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}
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}
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if (meshCollection.transparentSectionArrayMesh!!.data.isEmpty) {
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meshCollection.transparentSectionArrayMesh = null
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if (meshCollection.translucentMesh!!.data.isEmpty) {
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meshCollection.translucentMesh = null
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}
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if (meshCollection.transparentMesh!!.data.isEmpty) {
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meshCollection.transparentMesh = null
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}
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return meshCollection
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}
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@ -187,13 +197,18 @@ class WorldRenderer(
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}
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override fun postInit() {
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chunkShader.load()
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lightMap.init()
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chunkShader.load()
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renderWindow.textureManager.staticTextures.use(chunkShader)
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renderWindow.textureManager.staticTextures.animator.use(chunkShader)
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lightMap.use(chunkShader)
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transparentShader.defines[Shader.TRANSPARENT_DEFINE] = ""
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transparentShader.load()
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renderWindow.textureManager.staticTextures.use(transparentShader)
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renderWindow.textureManager.staticTextures.animator.use(transparentShader)
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lightMap.use(transparentShader)
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for (blockState in allBlocks!!) {
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for (model in blockState.renderers) {
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model.postInit()
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@ -202,29 +217,46 @@ class WorldRenderer(
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allBlocks = null
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}
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override fun update() {
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override fun prepareDraw() {
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lastVisibleChunks = visibleChunks.toSynchronizedMap()
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lightMap.update()
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}
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override fun draw() {
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renderWindow.renderSystem.reset()
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override fun setupOpaque() {
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super.setupOpaque()
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chunkShader.use()
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}
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override fun drawOpaque() {
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for (map in lastVisibleChunks.values) {
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for (mesh in map.values) {
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mesh.opaqueSectionArrayMesh.draw()
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mesh.opaqueMesh.draw()
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}
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}
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}
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override fun postDraw() {
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renderWindow.renderSystem.reset(depthMask = false)
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chunkShader.use()
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override fun setupTransparent() {
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super.setupTransparent()
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transparentShader.use()
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}
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override fun drawTransparent() {
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for (map in lastVisibleChunks.values) {
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for (mesh in map.values) {
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mesh.transparentSectionArrayMesh?.draw()
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mesh.transparentMesh?.draw()
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}
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}
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}
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override fun setupTranslucent() {
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super.setupTranslucent()
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chunkShader.use()
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}
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override fun drawTranslucent() {
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for (map in lastVisibleChunks.values) {
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for (mesh in map.values) {
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mesh.translucentMesh?.draw()
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}
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}
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}
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@ -337,23 +369,33 @@ class WorldRenderer(
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val sectionMap = allChunkSections.getOrPut(chunkPosition) { synchronizedMapOf() }
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sectionMap[index]?.let {
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it.opaqueSectionArrayMesh.unload()
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it.opaqueMesh.unload()
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meshes--
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triangles -= it.opaqueSectionArrayMesh.vertices
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triangles -= it.opaqueMesh.vertices
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it.transparentSectionArrayMesh?.let {
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it.translucentMesh?.let {
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it.unload()
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meshes--
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triangles -= it.vertices
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}
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it.transparentMesh?.let {
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it.unload()
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meshes--
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triangles -= it.vertices
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}
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}
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meshCollection.opaqueSectionArrayMesh.let {
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meshCollection.opaqueMesh.let {
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it.load()
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meshes++
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triangles += it.vertices
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}
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meshCollection.transparentSectionArrayMesh?.let {
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meshCollection.translucentMesh?.let {
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it.load()
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meshes++
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triangles += it.vertices
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}
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meshCollection.transparentMesh?.let {
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it.load()
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meshes++
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triangles += it.vertices
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@ -418,12 +460,17 @@ class WorldRenderer(
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private fun unloadMeshes(meshes: Collection<ChunkSectionMeshCollection>) {
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renderWindow.assertOnRenderThread()
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for (meshCollection in meshes) {
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meshCollection.opaqueSectionArrayMesh.let {
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meshCollection.opaqueMesh.let {
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it.unload()
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this.meshes--
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triangles -= it.vertices
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}
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meshCollection.transparentSectionArrayMesh?.let {
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meshCollection.translucentMesh?.let {
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it.unload()
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this.meshes--
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triangles -= it.vertices
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}
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meshCollection.transparentMesh?.let {
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it.unload()
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this.meshes--
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triangles -= it.vertices
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@ -19,6 +19,8 @@ import de.bixilon.minosoft.gui.rendering.RenderConstants
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import de.bixilon.minosoft.gui.rendering.RenderWindow
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import de.bixilon.minosoft.gui.rendering.Renderer
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import de.bixilon.minosoft.gui.rendering.RendererBuilder
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import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
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import de.bixilon.minosoft.gui.rendering.system.base.phases.OpaqueDrawable
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import de.bixilon.minosoft.gui.rendering.util.mesh.LineMesh
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import de.bixilon.minosoft.protocol.network.connection.play.PlayConnection
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import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
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@ -27,13 +29,14 @@ import glm_.vec3.Vec3
|
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class ChunkBorderRenderer(
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val connection: PlayConnection,
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val renderWindow: RenderWindow,
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) : Renderer {
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override val renderWindow: RenderWindow,
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) : Renderer, OpaqueDrawable {
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override val renderSystem: RenderSystem = renderWindow.renderSystem
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private var lastChunkPosition: Vec2i? = null
|
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private var lastMesh: LineMesh? = null
|
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|
||||
|
||||
private fun prepare() {
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||||
override fun prepareDraw() {
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val chunkPosition = renderWindow.connection.player.positionInfo.chunkPosition
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if (chunkPosition == lastChunkPosition && lastMesh != null) {
|
||||
return
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||||
@ -109,11 +112,13 @@ class ChunkBorderRenderer(
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this.lastChunkPosition = chunkPosition
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||||
}
|
||||
|
||||
override fun draw() {
|
||||
prepare()
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||||
val mesh = lastMesh ?: return
|
||||
override fun setupOpaque() {
|
||||
renderWindow.renderSystem.reset(faceCulling = false)
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renderWindow.shaderManager.genericColorShader.use()
|
||||
}
|
||||
|
||||
override fun drawOpaque() {
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||||
val mesh = lastMesh ?: return
|
||||
mesh.draw()
|
||||
}
|
||||
|
||||
|
@ -17,8 +17,9 @@ import de.bixilon.minosoft.gui.rendering.RenderWindow
|
||||
|
||||
class ChunkSectionMeshCollection(
|
||||
renderWindow: RenderWindow,
|
||||
val opaqueSectionArrayMesh: ChunkSectionArrayMesh = ChunkSectionArrayMesh(renderWindow),
|
||||
var transparentSectionArrayMesh: ChunkSectionArrayMesh? = ChunkSectionArrayMesh(renderWindow),
|
||||
val opaqueMesh: ChunkSectionArrayMesh = ChunkSectionArrayMesh(renderWindow),
|
||||
var translucentMesh: ChunkSectionArrayMesh? = ChunkSectionArrayMesh(renderWindow),
|
||||
var transparentMesh: ChunkSectionArrayMesh? = ChunkSectionArrayMesh(renderWindow),
|
||||
) {
|
||||
var lowestBlockHeight = 0
|
||||
var highestBlockHeight = 0
|
||||
|
@ -23,6 +23,7 @@ import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
import de.bixilon.minosoft.gui.rendering.RendererBuilder
|
||||
import de.bixilon.minosoft.gui.rendering.input.camera.hit.BlockRaycastHit
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.DepthFunctions
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
|
||||
import de.bixilon.minosoft.gui.rendering.util.VecUtil.getWorldOffset
|
||||
import de.bixilon.minosoft.gui.rendering.util.VecUtil.toVec3d
|
||||
import de.bixilon.minosoft.gui.rendering.util.mesh.LineMesh
|
||||
@ -32,13 +33,15 @@ import glm_.vec3.Vec3i
|
||||
|
||||
class BlockOutlineRenderer(
|
||||
val connection: PlayConnection,
|
||||
val renderWindow: RenderWindow,
|
||||
override val renderWindow: RenderWindow,
|
||||
) : Renderer {
|
||||
override val renderSystem: RenderSystem = renderWindow.renderSystem
|
||||
private var currentOutlinePosition: Vec3i? = null
|
||||
private var currentOutlineBlockState: BlockState? = null
|
||||
|
||||
private var currentMesh: LineMesh? = null
|
||||
|
||||
|
||||
private fun drawMesh() {
|
||||
val currentMesh = currentMesh ?: return
|
||||
renderWindow.renderSystem.reset(faceCulling = false)
|
||||
@ -47,6 +50,7 @@ class BlockOutlineRenderer(
|
||||
}
|
||||
renderWindow.shaderManager.genericColorShader.use()
|
||||
currentMesh.draw()
|
||||
draw()
|
||||
}
|
||||
|
||||
private fun unload() {
|
||||
@ -57,7 +61,8 @@ class BlockOutlineRenderer(
|
||||
this.currentOutlineBlockState = null
|
||||
}
|
||||
|
||||
override fun draw() {
|
||||
@Deprecated("TODO")
|
||||
private fun draw() {
|
||||
val raycastHit = renderWindow.inputHandler.camera.target.nullCast<BlockRaycastHit>()
|
||||
|
||||
var currentMesh = currentMesh
|
||||
|
@ -168,11 +168,11 @@ class ElementRenderer(
|
||||
|
||||
val DRAW_OFFSET = Vec3(+0.5f, +0.5f, +0.5f)
|
||||
|
||||
fun getMesh(meshCollection: ChunkSectionMeshCollection, textureTransparencies: TextureTransparencies): ChunkSectionArrayMesh {
|
||||
return if (textureTransparencies == TextureTransparencies.TRANSLUCENT) {
|
||||
meshCollection.transparentSectionArrayMesh!!
|
||||
} else {
|
||||
meshCollection.opaqueSectionArrayMesh
|
||||
fun getMesh(meshCollection: ChunkSectionMeshCollection, transparency: TextureTransparencies): ChunkSectionArrayMesh {
|
||||
return when (transparency) {
|
||||
TextureTransparencies.OPAQUE -> meshCollection.opaqueMesh
|
||||
TextureTransparencies.TRANSPARENT -> meshCollection.transparentMesh!!
|
||||
TextureTransparencies.TRANSLUCENT -> meshCollection.translucentMesh!!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -22,6 +22,8 @@ import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
import de.bixilon.minosoft.gui.rendering.RendererBuilder
|
||||
import de.bixilon.minosoft.gui.rendering.modding.events.FrustumChangeEvent
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.DepthFunctions
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.phases.OpaqueDrawable
|
||||
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
|
||||
import de.bixilon.minosoft.modding.event.events.EntityDestroyEvent
|
||||
import de.bixilon.minosoft.modding.event.events.EntitySpawnEvent
|
||||
@ -33,8 +35,9 @@ import de.bixilon.minosoft.util.collections.SynchronizedMap
|
||||
|
||||
class EntityHitBoxRenderer(
|
||||
val connection: PlayConnection,
|
||||
val renderWindow: RenderWindow,
|
||||
) : Renderer {
|
||||
override val renderWindow: RenderWindow,
|
||||
) : Renderer, OpaqueDrawable {
|
||||
override val renderSystem: RenderSystem = renderWindow.renderSystem
|
||||
private val meshes: SynchronizedMap<Entity, EntityHitBoxMesh> = synchronizedMapOf()
|
||||
|
||||
|
||||
@ -102,13 +105,15 @@ class EntityHitBoxRenderer(
|
||||
}
|
||||
}
|
||||
|
||||
override fun draw() {
|
||||
renderWindow.renderSystem.reset(faceCulling = false)
|
||||
override fun setupOpaque() {
|
||||
renderWindow.renderSystem.reset(faceCulling = false) // ToDo?
|
||||
if (Minosoft.config.config.game.entities.hitBox.disableZBuffer) {
|
||||
renderWindow.renderSystem.depth = DepthFunctions.ALWAYS
|
||||
}
|
||||
renderWindow.shaderManager.genericColorShader.use()
|
||||
}
|
||||
|
||||
override fun drawOpaque() {
|
||||
fun draw(mesh: EntityHitBoxMesh?) {
|
||||
mesh ?: return
|
||||
|
||||
|
@ -39,6 +39,8 @@ import de.bixilon.minosoft.gui.rendering.gui.hud.elements.title.TitleHUDElement
|
||||
import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIMesh
|
||||
import de.bixilon.minosoft.gui.rendering.modding.events.ResizeWindowEvent
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.IntegratedBufferTypes
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.phases.OtherDrawable
|
||||
import de.bixilon.minosoft.modding.event.invoker.CallbackEventInvoker
|
||||
import de.bixilon.minosoft.protocol.network.connection.play.PlayConnection
|
||||
import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
|
||||
@ -53,8 +55,9 @@ import glm_.vec2.Vec2i
|
||||
|
||||
class HUDRenderer(
|
||||
val connection: PlayConnection,
|
||||
val renderWindow: RenderWindow,
|
||||
) : Renderer {
|
||||
override val renderWindow: RenderWindow,
|
||||
) : Renderer, OtherDrawable {
|
||||
override val renderSystem: RenderSystem = renderWindow.renderSystem
|
||||
val shader = renderWindow.renderSystem.createShader("minosoft:hud".toResourceLocation())
|
||||
private lateinit var mesh: GUIMesh
|
||||
var scaledSize: Vec2i = renderWindow.window.size
|
||||
@ -138,7 +141,9 @@ class HUDRenderer(
|
||||
}
|
||||
}
|
||||
|
||||
override fun postDraw() {
|
||||
override fun setupOther() = Unit
|
||||
|
||||
override fun drawOther() {
|
||||
if (!enabled) {
|
||||
return
|
||||
}
|
||||
|
@ -20,6 +20,9 @@ import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
import de.bixilon.minosoft.gui.rendering.RendererBuilder
|
||||
import de.bixilon.minosoft.gui.rendering.modding.events.CameraMatrixChangeEvent
|
||||
import de.bixilon.minosoft.gui.rendering.particle.types.Particle
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.phases.TranslucentDrawable
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.phases.TransparentDrawable
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.shader.Shader
|
||||
import de.bixilon.minosoft.modding.event.events.connection.play.PlayConnectionStateChangeEvent
|
||||
import de.bixilon.minosoft.modding.event.invoker.CallbackEventInvoker
|
||||
@ -37,11 +40,15 @@ import glm_.vec3.Vec3
|
||||
|
||||
class ParticleRenderer(
|
||||
private val connection: PlayConnection,
|
||||
val renderWindow: RenderWindow,
|
||||
) : Renderer {
|
||||
private val particleShader: Shader = renderWindow.renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "particle"))
|
||||
private var particleMesh = ParticleMesh(renderWindow, 0)
|
||||
private var transparentParticleMesh = ParticleMesh(renderWindow, 0)
|
||||
override val renderWindow: RenderWindow,
|
||||
) : Renderer, TransparentDrawable, TranslucentDrawable {
|
||||
override val renderSystem: RenderSystem = renderWindow.renderSystem
|
||||
private val transparentShader: Shader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "particle"))
|
||||
private val translucentShader: Shader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "particle"))
|
||||
|
||||
// There is no opaque mesh because it is simply not needed (every particle has transparency)
|
||||
private var transparentMesh = ParticleMesh(renderWindow, 0)
|
||||
private var translucentMesh = ParticleMesh(renderWindow, 0)
|
||||
|
||||
private var particles: MutableSet<Particle> = mutableSetOf()
|
||||
private var particleQueue: MutableSet<Particle> = mutableSetOf()
|
||||
@ -55,13 +62,22 @@ class ParticleRenderer(
|
||||
override fun init() {
|
||||
connection.registerEvent(CallbackEventInvoker.of<CameraMatrixChangeEvent> {
|
||||
renderWindow.queue += {
|
||||
particleShader.use().setMat4("uViewProjectionMatrix", Mat4(it.viewProjectionMatrix))
|
||||
particleShader.use().setVec3("uCameraRight", Vec3(it.viewMatrix[0][0], it.viewMatrix[1][0], it.viewMatrix[2][0]))
|
||||
particleShader.use().setVec3("uCameraUp", Vec3(it.viewMatrix[0][1], it.viewMatrix[1][1], it.viewMatrix[2][1]))
|
||||
fun applyToShader(shader: Shader) {
|
||||
shader.apply {
|
||||
use()
|
||||
setMat4("uViewProjectionMatrix", Mat4(it.viewProjectionMatrix))
|
||||
setVec3("uCameraRight", Vec3(it.viewMatrix[0][0], it.viewMatrix[1][0], it.viewMatrix[2][0]))
|
||||
setVec3("uCameraUp", Vec3(it.viewMatrix[0][1], it.viewMatrix[1][1], it.viewMatrix[2][1]))
|
||||
}
|
||||
}
|
||||
|
||||
applyToShader(transparentShader)
|
||||
applyToShader(translucentShader)
|
||||
}
|
||||
})
|
||||
particleMesh.load()
|
||||
transparentParticleMesh.load()
|
||||
|
||||
transparentMesh.load()
|
||||
translucentMesh.load()
|
||||
connection.registries.particleTypeRegistry.forEachItem {
|
||||
for (resourceLocation in it.textures) {
|
||||
renderWindow.textureManager.staticTextures.createTexture(resourceLocation)
|
||||
@ -72,9 +88,15 @@ class ParticleRenderer(
|
||||
}
|
||||
|
||||
override fun postInit() {
|
||||
particleShader.load()
|
||||
renderWindow.textureManager.staticTextures.use(particleShader)
|
||||
renderWindow.textureManager.staticTextures.animator.use(particleShader)
|
||||
transparentShader.defines[Shader.TRANSPARENT_DEFINE] = ""
|
||||
transparentShader.load()
|
||||
renderWindow.textureManager.staticTextures.use(transparentShader)
|
||||
renderWindow.textureManager.staticTextures.animator.use(transparentShader)
|
||||
|
||||
translucentShader.load()
|
||||
renderWindow.textureManager.staticTextures.use(translucentShader)
|
||||
renderWindow.textureManager.staticTextures.animator.use(translucentShader)
|
||||
|
||||
|
||||
connection.world.particleRenderer = this
|
||||
|
||||
@ -109,15 +131,16 @@ class ParticleRenderer(
|
||||
add(particle)
|
||||
}
|
||||
|
||||
override fun update() {
|
||||
particleMesh.unload()
|
||||
transparentParticleMesh.unload()
|
||||
override fun prepareDraw() {
|
||||
transparentMesh.unload()
|
||||
translucentMesh.unload()
|
||||
|
||||
val toRemove: MutableSet<Particle> = mutableSetOf()
|
||||
|
||||
|
||||
particleMesh = ParticleMesh(renderWindow, particles.size + particleQueue.size)
|
||||
transparentParticleMesh = ParticleMesh(renderWindow, 500)
|
||||
transparentMesh = ParticleMesh(renderWindow, 500)
|
||||
translucentMesh = ParticleMesh(renderWindow, particles.size + particleQueue.size)
|
||||
|
||||
|
||||
synchronized(particles) {
|
||||
synchronized(particleQueue) {
|
||||
@ -131,27 +154,34 @@ class ParticleRenderer(
|
||||
toRemove += particle
|
||||
continue
|
||||
}
|
||||
particle.addVertex(transparentParticleMesh, particleMesh, time)
|
||||
particle.addVertex(transparentMesh, translucentMesh, time)
|
||||
}
|
||||
particles -= toRemove
|
||||
}
|
||||
|
||||
particleMesh.load()
|
||||
transparentParticleMesh.load()
|
||||
transparentMesh.load()
|
||||
translucentMesh.load()
|
||||
}
|
||||
|
||||
override fun draw() {
|
||||
renderWindow.renderSystem.reset()
|
||||
particleShader.use()
|
||||
particleMesh.draw()
|
||||
override fun setupTransparent() {
|
||||
super.setupTransparent()
|
||||
transparentShader.use()
|
||||
}
|
||||
|
||||
override fun postDraw() {
|
||||
renderWindow.renderSystem.reset(depthMask = false)
|
||||
particleShader.use()
|
||||
transparentParticleMesh.draw()
|
||||
override fun drawTransparent() {
|
||||
transparentMesh.draw()
|
||||
}
|
||||
|
||||
override fun setupTranslucent() {
|
||||
super.setupTranslucent()
|
||||
translucentShader.use()
|
||||
}
|
||||
|
||||
override fun drawTranslucent() {
|
||||
translucentMesh.draw()
|
||||
}
|
||||
|
||||
|
||||
companion object : RendererBuilder<ParticleRenderer> {
|
||||
override val RESOURCE_LOCATION = ResourceLocation("minosoft:particle")
|
||||
|
||||
|
@ -190,7 +190,7 @@ abstract class Particle(
|
||||
}
|
||||
}
|
||||
|
||||
abstract fun addVertex(transparentMesh: ParticleMesh, particleMesh: ParticleMesh, time: Long)
|
||||
abstract fun addVertex(transparentMesh: ParticleMesh, particleMesh: ParticleMesh, time:Long)
|
||||
|
||||
companion object {
|
||||
private const val MAGIC_VELOCITY_CONSTANT = 0.4
|
||||
|
@ -25,13 +25,11 @@ abstract class TextureParticle(connection: PlayConnection, position: Vec3d, velo
|
||||
abstract val texture: AbstractTexture?
|
||||
|
||||
|
||||
override fun addVertex(transparentMesh: ParticleMesh, particleMesh: ParticleMesh, time: Long) {
|
||||
texture?.let {
|
||||
if (it.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255) {
|
||||
transparentMesh
|
||||
} else {
|
||||
particleMesh
|
||||
}.addVertex(getCameraPosition(time), scale, it, color)
|
||||
}
|
||||
override fun addVertex(transparentMesh: ParticleMesh, translucentMesh: ParticleMesh, time:Long) {
|
||||
val texture = texture ?: return
|
||||
when {
|
||||
texture.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255 -> translucentMesh
|
||||
else -> transparentMesh
|
||||
}.addVertex(getCameraPosition(time), scale, texture, color)
|
||||
}
|
||||
}
|
||||
|
@ -25,13 +25,11 @@ abstract class AdvancedTextureParticle(connection: PlayConnection, position: Vec
|
||||
var minUV: Vec2 = Vec2(0.0f, 0.0f)
|
||||
var maxUV: Vec2 = Vec2(1.0f, 1.0f)
|
||||
|
||||
override fun addVertex(transparentMesh: ParticleMesh, particleMesh: ParticleMesh, time: Long) {
|
||||
texture?.let {
|
||||
if (it.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255) {
|
||||
transparentMesh
|
||||
} else {
|
||||
particleMesh
|
||||
}.addVertex(getCameraPosition(time), scale, it, color, minUV, maxUV)
|
||||
}
|
||||
override fun addVertex(transparentMesh: ParticleMesh, translucentMesh: ParticleMesh, time:Long) {
|
||||
val texture = texture ?: return
|
||||
when {
|
||||
texture.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255 -> translucentMesh
|
||||
else -> transparentMesh
|
||||
}.addVertex(getCameraPosition(time), scale, texture, color, minUV, maxUV)
|
||||
}
|
||||
}
|
||||
|
@ -24,6 +24,8 @@ import de.bixilon.minosoft.gui.rendering.RendererBuilder
|
||||
import de.bixilon.minosoft.gui.rendering.modding.events.CameraMatrixChangeEvent
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.BlendingFunctions
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.DepthFunctions
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.phases.CustomDrawable
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.AbstractTexture
|
||||
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
|
||||
import de.bixilon.minosoft.gui.rendering.util.mesh.SimpleTextureMesh
|
||||
@ -39,10 +41,11 @@ import glm_.vec3.Vec3d
|
||||
|
||||
class SkyRenderer(
|
||||
private val connection: PlayConnection,
|
||||
val renderWindow: RenderWindow,
|
||||
) : Renderer {
|
||||
private val skyboxShader = renderWindow.renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "sky/skybox"))
|
||||
private val skySunShader = renderWindow.renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "sky/sun"))
|
||||
override val renderWindow: RenderWindow,
|
||||
) : Renderer, CustomDrawable {
|
||||
override val renderSystem: RenderSystem = renderWindow.renderSystem
|
||||
private val skyboxShader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "sky/skybox"))
|
||||
private val skySunShader = renderSystem.createShader(ResourceLocation(ProtocolDefinition.MINOSOFT_NAMESPACE, "sky/sun"))
|
||||
private val skyboxMesh = SkyboxMesh(renderWindow)
|
||||
private var skySunMesh = SimpleTextureMesh(renderWindow)
|
||||
private lateinit var sunTexture: AbstractTexture
|
||||
@ -140,7 +143,7 @@ class SkyRenderer(
|
||||
skyboxMesh.draw()
|
||||
}
|
||||
|
||||
override fun draw() {
|
||||
override fun drawCustom() {
|
||||
renderWindow.renderSystem.reset(depth = DepthFunctions.LESS_OR_EQUAL)
|
||||
drawSkybox()
|
||||
drawSun()
|
||||
|
@ -0,0 +1,8 @@
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
|
||||
interface CustomDrawable : Renderer {
|
||||
|
||||
fun drawCustom()
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
|
||||
interface OpaqueDrawable : Renderer {
|
||||
|
||||
fun setupOpaque() {
|
||||
renderSystem.reset(blending = false)
|
||||
}
|
||||
|
||||
fun drawOpaque()
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
|
||||
interface OtherDrawable : Renderer {
|
||||
|
||||
fun setupOther() {
|
||||
renderSystem.reset()
|
||||
}
|
||||
|
||||
fun drawOther()
|
||||
}
|
@ -0,0 +1,44 @@
|
||||
/*
|
||||
* Minosoft
|
||||
* Copyright (C) 2021 Moritz Zwerger
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*
|
||||
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
|
||||
*/
|
||||
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
import de.bixilon.minosoft.util.KUtil.unsafeCast
|
||||
import kotlin.reflect.KClass
|
||||
|
||||
class RenderPhases<T : Renderer>(
|
||||
val type: KClass<T>,
|
||||
val setup: (T) -> Unit,
|
||||
val draw: (T) -> Unit,
|
||||
) {
|
||||
|
||||
fun invokeSetup(renderer: Renderer) {
|
||||
setup.invoke(renderer.unsafeCast())
|
||||
}
|
||||
|
||||
fun invokeDraw(renderer: Renderer) {
|
||||
draw.invoke(renderer.unsafeCast())
|
||||
}
|
||||
|
||||
companion object {
|
||||
val OTHER = RenderPhases(OtherDrawable::class, { it.setupOther() }, { it.drawOther() })
|
||||
val CUSTOM = RenderPhases(CustomDrawable::class, { }, { it.drawCustom() })
|
||||
val OPAQUE = RenderPhases(OpaqueDrawable::class, { it.setupOpaque() }, { it.drawOpaque() })
|
||||
val TRANSPARENT = RenderPhases(TransparentDrawable::class, { it.setupTransparent() }, { it.drawTransparent() })
|
||||
val TRANSLUCENT = RenderPhases(TranslucentDrawable::class, { it.setupTranslucent() }, { it.drawTranslucent() })
|
||||
|
||||
|
||||
val VALUES = arrayOf(OTHER, CUSTOM, OPAQUE, TRANSPARENT, TRANSLUCENT)
|
||||
}
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.BlendingFunctions
|
||||
|
||||
interface TranslucentDrawable : Renderer {
|
||||
|
||||
fun setupTranslucent() {
|
||||
renderSystem.reset(depthMask = false) // ToDo: This is just a translucent workaround
|
||||
renderSystem.setBlendFunc(BlendingFunctions.SOURCE_ALPHA, BlendingFunctions.ONE_MINUS_SOURCE_ALPHA, BlendingFunctions.ONE, BlendingFunctions.ONE_MINUS_SOURCE_ALPHA)
|
||||
}
|
||||
|
||||
fun drawTranslucent()
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
package de.bixilon.minosoft.gui.rendering.system.base.phases
|
||||
|
||||
import de.bixilon.minosoft.gui.rendering.Renderer
|
||||
|
||||
interface TransparentDrawable : Renderer {
|
||||
|
||||
fun setupTransparent() {
|
||||
renderSystem.reset(blending = false)
|
||||
}
|
||||
|
||||
fun drawTransparent()
|
||||
}
|
@ -30,6 +30,7 @@ interface Shader {
|
||||
val renderWindow: RenderWindow
|
||||
val resourceLocation: ResourceLocation
|
||||
val uniforms: List<String>
|
||||
val defines: MutableMap<String, Any>
|
||||
|
||||
val log: String
|
||||
|
||||
@ -74,6 +75,7 @@ interface Shader {
|
||||
}
|
||||
|
||||
companion object {
|
||||
const val TRANSPARENT_DEFINE = "TRANSPARENT"
|
||||
val DEFAULT_DEFINES: Map<String, (renderWindow: RenderWindow) -> Any?> = mapOf(
|
||||
"ANIMATED_TEXTURE_COUNT" to {
|
||||
max(it.textureManager.staticTextures.animator.size, 1)
|
||||
|
@ -23,5 +23,5 @@ interface SpriteAnimator {
|
||||
fun draw()
|
||||
|
||||
|
||||
fun use(shader: Shader, bufferName: String = "uAnimationBuffer")
|
||||
fun use(shader: Shader, bufferName: String = "uSpriteBuffer")
|
||||
}
|
||||
|
@ -15,11 +15,11 @@ package de.bixilon.minosoft.gui.rendering.system.base.texture.texture
|
||||
|
||||
import de.bixilon.minosoft.data.assets.AssetsManager
|
||||
import de.bixilon.minosoft.data.registries.ResourceLocation
|
||||
import de.bixilon.minosoft.data.text.RGBColor
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureStates
|
||||
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureTransparencies
|
||||
import de.bixilon.minosoft.gui.rendering.system.opengl.texture.OpenGLTextureArray
|
||||
import de.bixilon.minosoft.gui.rendering.textures.properties.ImageProperties
|
||||
import example.jonathan2520.SRGBAverager
|
||||
import glm_.vec2.Vec2
|
||||
import glm_.vec2.Vec2i
|
||||
import org.lwjgl.BufferUtils
|
||||
@ -42,119 +42,54 @@ interface AbstractTexture {
|
||||
fun load(assetsManager: AssetsManager)
|
||||
|
||||
|
||||
fun generateMipMaps(): Array<Pair<Vec2i, ByteBuffer>> {
|
||||
val ret: MutableList<Pair<Vec2i, ByteBuffer>> = mutableListOf()
|
||||
var lastBuffer = data!!
|
||||
var lastSize = size
|
||||
for (i in 0 until OpenGLTextureArray.MAX_MIPMAP_LEVELS) {
|
||||
val size = Vec2i(size.x shr i, size.y shr i)
|
||||
if (i != 0 && size.x != 0 && size.y != 0) {
|
||||
lastBuffer = generateMipmap(lastBuffer, lastSize, size)
|
||||
lastSize = size
|
||||
fun generateMipMaps(): Array<ByteBuffer> {
|
||||
val images: MutableList<ByteBuffer> = mutableListOf()
|
||||
|
||||
var data = data!!
|
||||
|
||||
images += data
|
||||
|
||||
for (i in 1 until OpenGLTextureArray.MAX_MIPMAP_LEVELS) {
|
||||
val mipMapSize = Vec2i(size.x shr i, size.y shr i)
|
||||
if (mipMapSize.x <= 0 || mipMapSize.y <= 0) {
|
||||
break
|
||||
}
|
||||
ret += Pair(size, lastBuffer)
|
||||
data = generateMipmap(data, Vec2i(size.x shr (i - 1), size.y shr (i - 1)))
|
||||
images += data
|
||||
}
|
||||
|
||||
return ret.toTypedArray()
|
||||
return images.toTypedArray()
|
||||
}
|
||||
|
||||
private fun generateMipmap(origin: ByteBuffer, oldSize: Vec2i): ByteBuffer {
|
||||
// No Vec2i: performance reasons
|
||||
val oldSizeX = oldSize.x
|
||||
val newSizeX = oldSizeX shr 1
|
||||
|
||||
private fun ByteBuffer.getRGB(start: Int): RGBColor {
|
||||
return RGBColor(get(start), get(start + 1), get(start + 2), get(start + 3))
|
||||
}
|
||||
|
||||
private fun ByteBuffer.setRGB(start: Int, color: RGBColor) {
|
||||
put(start, color.red.toByte())
|
||||
put(start + 1, color.green.toByte())
|
||||
put(start + 2, color.blue.toByte())
|
||||
put(start + 3, color.alpha.toByte())
|
||||
}
|
||||
|
||||
@Deprecated(message = "This is garbage, will be improved soon...")
|
||||
private fun generateMipmap(biggerBuffer: ByteBuffer, oldSize: Vec2i, newSize: Vec2i): ByteBuffer {
|
||||
val sizeFactor = oldSize / newSize
|
||||
val buffer = BufferUtils.createByteBuffer(biggerBuffer.capacity() shr 1)
|
||||
val buffer = BufferUtils.createByteBuffer(origin.capacity() shr 1)
|
||||
buffer.limit(buffer.capacity())
|
||||
|
||||
fun getRGB(x: Int, y: Int): RGBColor {
|
||||
return biggerBuffer.getRGB((y * oldSize.x + x) * 4)
|
||||
fun getRGB(x: Int, y: Int): Int {
|
||||
return origin.getInt((y * oldSizeX + x) * 4)
|
||||
}
|
||||
|
||||
fun setRGB(x: Int, y: Int, color: RGBColor) {
|
||||
buffer.setRGB((y * newSize.x + x) * 4, color)
|
||||
fun setRGB(x: Int, y: Int, color: Int) {
|
||||
buffer.putInt((y * newSizeX + x) * 4, color)
|
||||
}
|
||||
|
||||
for (y in 0 until newSize.y) {
|
||||
for (x in 0 until newSize.x) {
|
||||
for (y in 0 until (oldSize.y shr 1)) {
|
||||
for (x in 0 until newSizeX) {
|
||||
val xOffset = x * 2
|
||||
val yOffset = y * 2
|
||||
|
||||
// check what is the most used transparency
|
||||
val transparencyPixelCount = IntArray(TextureTransparencies.VALUES.size)
|
||||
for (mixY in 0 until sizeFactor.y) {
|
||||
for (mixX in 0 until sizeFactor.x) {
|
||||
val color = getRGB(x * sizeFactor.x + mixX, y * sizeFactor.y + mixY)
|
||||
when (color.alpha) {
|
||||
255 -> transparencyPixelCount[TextureTransparencies.OPAQUE.ordinal]++
|
||||
0 -> transparencyPixelCount[TextureTransparencies.TRANSPARENT.ordinal]++
|
||||
else -> transparencyPixelCount[TextureTransparencies.TRANSLUCENT.ordinal]++
|
||||
}
|
||||
}
|
||||
}
|
||||
var largest = 0
|
||||
for (count in transparencyPixelCount) {
|
||||
if (count > largest) {
|
||||
largest = count
|
||||
}
|
||||
}
|
||||
var transparency: TextureTransparencies = TextureTransparencies.OPAQUE
|
||||
for ((index, count) in transparencyPixelCount.withIndex()) {
|
||||
if (count >= largest) {
|
||||
transparency = TextureTransparencies[index]
|
||||
break
|
||||
}
|
||||
}
|
||||
val output = SRGBAverager.average(
|
||||
getRGB(xOffset + 0, yOffset + 0),
|
||||
getRGB(xOffset + 1, yOffset + 0),
|
||||
getRGB(xOffset + 0, yOffset + 1),
|
||||
getRGB(xOffset + 1, yOffset + 1),
|
||||
)
|
||||
|
||||
var count = 0
|
||||
var red = 0
|
||||
var green = 0
|
||||
var blue = 0
|
||||
var alpha = 0
|
||||
|
||||
// make magic for the most used transparency
|
||||
for (mixY in 0 until sizeFactor.y) {
|
||||
for (mixX in 0 until sizeFactor.x) {
|
||||
val color = getRGB(x * sizeFactor.x + mixX, y * sizeFactor.y + mixY)
|
||||
when (transparency) {
|
||||
TextureTransparencies.OPAQUE -> {
|
||||
if (color.alpha != 0xFF) {
|
||||
continue
|
||||
}
|
||||
red += color.red
|
||||
green += color.green
|
||||
blue += color.blue
|
||||
alpha += color.alpha
|
||||
count++
|
||||
}
|
||||
TextureTransparencies.TRANSPARENT -> {
|
||||
}
|
||||
TextureTransparencies.TRANSLUCENT -> {
|
||||
red += color.red
|
||||
green += color.green
|
||||
blue += color.blue
|
||||
alpha += color.alpha
|
||||
count++
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (count == 0) {
|
||||
count++
|
||||
}
|
||||
setRGB(x, y, RGBColor(red / count, green / count, blue / count, alpha / count))
|
||||
setRGB(x, y, output)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -40,7 +40,7 @@ class OpenGLShader(
|
||||
) : Shader {
|
||||
override var loaded: Boolean = false
|
||||
private set
|
||||
val defines: MutableMap<String, Any> = mutableMapOf()
|
||||
override val defines: MutableMap<String, Any> = mutableMapOf()
|
||||
private var shader = -1
|
||||
override var uniforms: MutableList<String> = mutableListOf()
|
||||
private set
|
||||
|
@ -137,20 +137,21 @@ class OpenGLTextureArray(
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT)
|
||||
// glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, MAX_MIPMAP_LEVELS - 1)
|
||||
|
||||
for (i in 0 until MAX_MIPMAP_LEVELS) {
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, GL_RGBA, resolution shr i, resolution shr i, textures.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, null as ByteBuffer?)
|
||||
for (level in 0 until MAX_MIPMAP_LEVELS) {
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, resolution shr level, resolution shr level, textures.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, null as ByteBuffer?)
|
||||
}
|
||||
|
||||
for (texture in textures) {
|
||||
val mipMaps = texture.generateMipMaps()
|
||||
|
||||
val renderData = texture.renderData as OpenGLTextureData
|
||||
for ((mipMapLevel, data) in mipMaps.withIndex()) {
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, mipMapLevel, 0, 0, renderData.index, data.first.x, data.first.y, mipMapLevel + 1, GL_RGBA, GL_UNSIGNED_BYTE, data.second)
|
||||
for ((level, data) in mipMaps.withIndex()) {
|
||||
val size = texture.size shr level
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, renderData.index, size.x, size.y, level + 1, GL_RGBA, GL_UNSIGNED_BYTE, data)
|
||||
}
|
||||
|
||||
texture.data = null
|
||||
@ -192,7 +193,7 @@ class OpenGLTextureArray(
|
||||
|
||||
|
||||
companion object {
|
||||
val TEXTURE_RESOLUTION_ID_MAP = arrayOf(16, 32, 64, 128, 256, 512, 1024) // A 12x12 texture will be saved in texture id 0 (in 0 are only 16x16 textures). Animated textures get split
|
||||
val TEXTURE_RESOLUTION_ID_MAP = intArrayOf(16, 32, 64, 128, 256, 512, 1024) // A 12x12 texture will be saved in texture id 0 (in 0 are only 16x16 textures). Animated textures get split
|
||||
const val TEXTURE_MAX_RESOLUTION = 1024
|
||||
const val MAX_MIPMAP_LEVELS = 5
|
||||
}
|
||||
|
@ -12,6 +12,7 @@
|
||||
*/
|
||||
package de.bixilon.minosoft.util
|
||||
|
||||
@Deprecated("Java only")
|
||||
data class Pair<K, V>(
|
||||
val key: K,
|
||||
val value: V,
|
||||
|
74
src/main/java/example/jonathan2520/SRGBAverager.java
Normal file
74
src/main/java/example/jonathan2520/SRGBAverager.java
Normal file
@ -0,0 +1,74 @@
|
||||
// Source: https://bugs.mojang.com/browse/MC-114265
|
||||
|
||||
// Averaging of texels for mipmap generation.
|
||||
|
||||
package example.jonathan2520;
|
||||
|
||||
public class SRGBAverager {
|
||||
private static final SRGBTable SRGB = new SRGBTable();
|
||||
|
||||
public static int average(int c0, int c1, int c2, int c3) {
|
||||
if ((((c0 | c1 | c2 | c3) ^ (c0 & c1 & c2 & c3)) & 0xff000000) == 0) {
|
||||
// Alpha values are all equal. Simplifies computation somewhat. It's
|
||||
// also a reasonable fallback when all alpha values are zero, in
|
||||
// which case the resulting color would normally be undefined.
|
||||
// Defining it like this allows code that uses invisible colors for
|
||||
// whatever reason to work. Note that Minecraft's original code
|
||||
// would set the color to black; this is added functionality.
|
||||
|
||||
float r = SRGB.decode(c0 & 0xff)
|
||||
+ SRGB.decode(c1 & 0xff)
|
||||
+ SRGB.decode(c2 & 0xff)
|
||||
+ SRGB.decode(c3 & 0xff);
|
||||
|
||||
float g = SRGB.decode(c0 >> 8 & 0xff)
|
||||
+ SRGB.decode(c1 >> 8 & 0xff)
|
||||
+ SRGB.decode(c2 >> 8 & 0xff)
|
||||
+ SRGB.decode(c3 >> 8 & 0xff);
|
||||
|
||||
float b = SRGB.decode(c0 >> 16 & 0xff)
|
||||
+ SRGB.decode(c1 >> 16 & 0xff)
|
||||
+ SRGB.decode(c2 >> 16 & 0xff)
|
||||
+ SRGB.decode(c3 >> 16 & 0xff);
|
||||
|
||||
return SRGB.encode(0.25F * r)
|
||||
| SRGB.encode(0.25F * g) << 8
|
||||
| SRGB.encode(0.25F * b) << 16
|
||||
| c0 & 0xff000000;
|
||||
} else {
|
||||
// The general case. Well-defined if at least one alpha value is
|
||||
// not zero. If you do try to process all zeros, you get
|
||||
// r = g = b = a = 0 which will NaN out in the division and produce
|
||||
// invisible black. You could remove the other case if you're okay
|
||||
// with that, but mind that producing or consuming a NaN causes an
|
||||
// extremely slow exception handler to be run on many CPUs.
|
||||
|
||||
float a0 = c0 >>> 24;
|
||||
float a1 = c1 >>> 24;
|
||||
float a2 = c2 >>> 24;
|
||||
float a3 = c3 >>> 24;
|
||||
|
||||
float r = a0 * SRGB.decode(c0 & 0xff)
|
||||
+ a1 * SRGB.decode(c1 & 0xff)
|
||||
+ a2 * SRGB.decode(c2 & 0xff)
|
||||
+ a3 * SRGB.decode(c3 & 0xff);
|
||||
|
||||
float g = a0 * SRGB.decode(c0 >> 8 & 0xff)
|
||||
+ a1 * SRGB.decode(c1 >> 8 & 0xff)
|
||||
+ a2 * SRGB.decode(c2 >> 8 & 0xff)
|
||||
+ a3 * SRGB.decode(c3 >> 8 & 0xff);
|
||||
|
||||
float b = a0 * SRGB.decode(c0 >> 16 & 0xff)
|
||||
+ a1 * SRGB.decode(c1 >> 16 & 0xff)
|
||||
+ a2 * SRGB.decode(c2 >> 16 & 0xff)
|
||||
+ a3 * SRGB.decode(c3 >> 16 & 0xff);
|
||||
|
||||
float a = a0 + a1 + a2 + a3;
|
||||
|
||||
return SRGB.encode(r / a)
|
||||
| SRGB.encode(g / a) << 8
|
||||
| SRGB.encode(b / a) << 16
|
||||
| (int) (0.25F * a + 0.5F) << 24;
|
||||
}
|
||||
}
|
||||
}
|
58
src/main/java/example/jonathan2520/SRGBCalculator.java
Normal file
58
src/main/java/example/jonathan2520/SRGBCalculator.java
Normal file
@ -0,0 +1,58 @@
|
||||
// Source: https://bugs.mojang.com/browse/MC-114265
|
||||
|
||||
// Offers very precise sRGB encoding and decoding.
|
||||
|
||||
// The actual values defining sRGB are alpha = 0.055 and gamma = 2.4.
|
||||
|
||||
// This class works directly from that definition to take advantage of all
|
||||
// available precision, unlike pre-rounded constants like 12.92 that cause a
|
||||
// comparatively humongous discontinuity at a point that should be of
|
||||
// differentiability class C^1.
|
||||
|
||||
// Stored values are chosen to speed up bulk conversion somewhat.
|
||||
|
||||
package example.jonathan2520;
|
||||
|
||||
public class SRGBCalculator {
|
||||
private final double decode_threshold;
|
||||
private final double decode_slope;
|
||||
private final double decode_multiplier;
|
||||
private final double decode_addend;
|
||||
private final double decode_exponent;
|
||||
private final double encode_threshold;
|
||||
private final double encode_slope;
|
||||
private final double encode_multiplier;
|
||||
private final double encode_addend;
|
||||
private final double encode_exponent;
|
||||
|
||||
public SRGBCalculator(double gamma, double alpha) {
|
||||
encode_multiplier = alpha + 1.0;
|
||||
decode_multiplier = 1.0 / encode_multiplier;
|
||||
encode_addend = -alpha;
|
||||
decode_addend = decode_multiplier * alpha;
|
||||
encode_exponent = 1.0 / gamma;
|
||||
decode_exponent = gamma;
|
||||
decode_threshold = alpha / (gamma - 1.0);
|
||||
encode_threshold = Math.pow(gamma * decode_threshold * decode_multiplier, gamma);
|
||||
encode_slope = decode_threshold / encode_threshold;
|
||||
decode_slope = encode_threshold / decode_threshold;
|
||||
}
|
||||
|
||||
public SRGBCalculator() {
|
||||
this(2.4, 0.055);
|
||||
}
|
||||
|
||||
public double decode(double x) {
|
||||
if (x < decode_threshold)
|
||||
return decode_slope * x;
|
||||
else
|
||||
return Math.pow(x * decode_multiplier + decode_addend, decode_exponent);
|
||||
}
|
||||
|
||||
public double encode(double x) {
|
||||
if (x < encode_threshold)
|
||||
return encode_slope * x;
|
||||
else
|
||||
return Math.pow(x, encode_exponent) * encode_multiplier + encode_addend;
|
||||
}
|
||||
}
|
73
src/main/java/example/jonathan2520/SRGBTable.java
Normal file
73
src/main/java/example/jonathan2520/SRGBTable.java
Normal file
@ -0,0 +1,73 @@
|
||||
// Source: https://bugs.mojang.com/browse/MC-114265
|
||||
|
||||
// Offers fast sRGB encoding and decoding.
|
||||
|
||||
// Decoding is a straightforward table look-up.
|
||||
|
||||
// Encoding is a little more sophisticated. It's an exact conversion using about
|
||||
// 4 kB of look-up tables that's also still quick. It relies on the fact that
|
||||
// thresholds that would round to the next value have a minimum spacing of about
|
||||
// 0.0003. That means that any range of 0.0003 contains at most one threshold.
|
||||
// The to_int table contains the smaller value in the range. The threshold table
|
||||
// contains the threshold above which the value should be one greater.
|
||||
|
||||
// The minimum scale value that maintains proper spacing is 255 * encode_slope
|
||||
// or about 3295.4. You can get away with a little bit less like 3200, taking
|
||||
// advantage of the alignment of thresholds, but it's not really worth it.
|
||||
|
||||
package example.jonathan2520;
|
||||
|
||||
public class SRGBTable {
|
||||
private final float scale;
|
||||
private final float[] to_float;
|
||||
private final float[] threshold;
|
||||
private final byte[] to_int;
|
||||
|
||||
public SRGBTable() {
|
||||
this(new SRGBCalculator(), 3295.5F);
|
||||
}
|
||||
|
||||
public SRGBTable(SRGBCalculator calculator, float scale) {
|
||||
this.scale = scale;
|
||||
to_float = new float[256];
|
||||
threshold = new float[256];
|
||||
to_int = new byte[(int) scale + 1];
|
||||
for (int i = 0; i < 255; ++i) {
|
||||
to_float[i] = (float) calculator.decode(i / 255.0);
|
||||
double dthresh = calculator.decode((i + 0.5) / 255.0);
|
||||
float fthresh = (float) dthresh;
|
||||
if (fthresh >= dthresh)
|
||||
fthresh = Math.nextAfter(fthresh, -1);
|
||||
threshold[i] = fthresh;
|
||||
}
|
||||
to_float[255] = 1;
|
||||
threshold[255] = Float.POSITIVE_INFINITY;
|
||||
int offset = 0;
|
||||
for (int i = 0; i < 255; ++i) {
|
||||
int up_to = (int) (threshold[i] * scale);
|
||||
build_to_int_table(offset, up_to, (byte) i);
|
||||
offset = up_to + 1;
|
||||
}
|
||||
build_to_int_table(offset, (int) scale, (byte) 255);
|
||||
}
|
||||
|
||||
private void build_to_int_table(int offset, int up_to, byte value) {
|
||||
if (offset > up_to)
|
||||
throw new IllegalArgumentException("scale is too small");
|
||||
while (offset <= up_to)
|
||||
to_int[offset++] = value;
|
||||
}
|
||||
|
||||
// x in [0, 255]
|
||||
public float decode(int x) {
|
||||
return to_float[x];
|
||||
}
|
||||
|
||||
// x in about [-0.0003, 1.00015]: tolerates rounding error on top of [0, 1]
|
||||
public int encode(float x) {
|
||||
int index = to_int[(int) (x * scale)] & 0xff;
|
||||
if (x > threshold[index])
|
||||
++index;
|
||||
return index;
|
||||
}
|
||||
}
|
@ -41,7 +41,7 @@ void main() {
|
||||
float fogFactor = getFogFactor(distance(uCameraPosition, finVertexPosition));
|
||||
|
||||
if (fogFactor != 1.0f) {
|
||||
outColor = vec4(mix(uFogColor.rgb, outColor.rgb, fogFactor), outColor.a);
|
||||
foutColor = vec4(mix(uFogColor.rgb, foutColor.rgb, fogFactor), foutColor.a);
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
@ -33,14 +33,26 @@ void main() {
|
||||
|
||||
if (finInterpolation == 0.0f) {
|
||||
foutColor = texelColor1 * finTintColor;
|
||||
#ifdef TRANSPARENT
|
||||
if (foutColor.a < 0.3f){
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 texelColor2 = getTexture(finTextureIndex2, finTextureCoordinates2);
|
||||
vec4 texelColor2 = getTexture(finTextureIndex2, finTextureCoordinates2);
|
||||
|
||||
if (texelColor2.a == 0.0f) {
|
||||
discard;
|
||||
}
|
||||
|
||||
foutColor = mix(texelColor1, texelColor2, finInterpolation) * finTintColor;
|
||||
|
||||
|
||||
#ifdef TRANSPARENT
|
||||
if (foutColor.a < 0.3f){
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -28,6 +28,6 @@ void main() {
|
||||
if (finTintColor.a == 1.0f && texelColor.a == 0) {
|
||||
discard;
|
||||
}
|
||||
// outColor = vec4(0.0f, 1.0f, 1.0f, 1.0f);
|
||||
// foutColor = vec4(0.0f, 1.0f, 1.0f, 1.0f);
|
||||
foutColor = texelColor * finTintColor;
|
||||
}
|
||||
|
@ -13,7 +13,7 @@
|
||||
|
||||
#version 330 core
|
||||
|
||||
out vec4 outColor;
|
||||
out vec4 foutColor;
|
||||
|
||||
flat in uint finTextureIndex1;
|
||||
in vec3 finTextureCoordinates1;
|
||||
@ -34,17 +34,28 @@ void work() {
|
||||
}
|
||||
|
||||
if (finInterpolation == 0.0f) {
|
||||
outColor = firstTexelColor * finTintColor;
|
||||
foutColor = firstTexelColor * finTintColor;
|
||||
#ifdef TRANSPARENT
|
||||
if (foutColor.a < 0.3f){
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 secondTexelColor = getTexture(finTextureIndex2, finTextureCoordinates2);
|
||||
vec4 secondTexelColor = getTexture(finTextureIndex2, finTextureCoordinates2);
|
||||
|
||||
if (secondTexelColor.a == 0.0f) {
|
||||
discard;
|
||||
}
|
||||
|
||||
outColor = mix(firstTexelColor, secondTexelColor, finInterpolation) * finTintColor;
|
||||
foutColor = mix(firstTexelColor, secondTexelColor, finInterpolation) * finTintColor;
|
||||
|
||||
#ifdef TRANSPARENT
|
||||
if (foutColor.a < 0.3f) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#include "minosoft:postprocessing/fragment"
|
||||
#include "minosoft:postprocessing/fragment"
|
||||
|
Loading…
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Reference in New Issue
Block a user