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https://github.com/Creators-of-Create/Create.git
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Step towards arbitrary shader contexts
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15f4cd305e
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@ -46,6 +46,7 @@ public class ShaderLoader {
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// #flwinclude <"valid_namespace:valid/path_to_file.glsl">
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private static final Pattern includePattern = Pattern.compile("#flwinclude <\"([\\w\\d_]+:[\\w\\d_./]+)\">");
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private static boolean debugDumpFile = false;
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final Map<ResourceLocation, String> shaderSource = new HashMap<>();
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@ -162,6 +163,13 @@ public class ShaderLoader {
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if (defines != null)
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source = defines.process(source);
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if (debugDumpFile) {
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Backend.log.debug("Finished processing '" + name + "':");
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int i = 1;
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for (String s : source.split("\n")) {
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Backend.log.debug(String.format("%1$4s: ", i++) + s);
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}
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}
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return new GlShader(type, name, source);
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}
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@ -41,7 +41,7 @@ public class AllProgramSpecs {
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.addAttributes(BasicAttributes.class)
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.addAttributes(TransformAttributes.class)
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.setVert(Locations.MODEL_VERT)
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.setFrag(Locations.MODEL_FRAG)
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.setFrag(Locations.BLOCK)
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.createProgramSpec());
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public static final ProgramSpec<BasicProgram> ORIENTED = register(ProgramSpec.builder("oriented", new FogSensitiveProgram.SpecLoader<>(BasicProgram::new))
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@ -49,7 +49,7 @@ public class AllProgramSpecs {
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.addAttributes(BasicAttributes.class)
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.addAttributes(OrientedAttributes.class)
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.setVert(Locations.ORIENTED)
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.setFrag(Locations.MODEL_FRAG)
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.setFrag(Locations.BLOCK)
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.createProgramSpec());
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public static final ProgramSpec<BasicProgram> ROTATING = register(ProgramSpec.builder("rotating", new FogSensitiveProgram.SpecLoader<>(BasicProgram::new))
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@ -58,7 +58,7 @@ public class AllProgramSpecs {
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.addAttributes(KineticAttributes.class)
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.addAttributes(RotatingAttributes.class)
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.setVert(Locations.ROTATING)
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.setFrag(Locations.MODEL_FRAG)
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.setFrag(Locations.BLOCK)
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.createProgramSpec());
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public static final ProgramSpec<BasicProgram> BELT = register(ProgramSpec.builder("belt", new FogSensitiveProgram.SpecLoader<>(BasicProgram::new))
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@ -67,26 +67,27 @@ public class AllProgramSpecs {
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.addAttributes(KineticAttributes.class)
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.addAttributes(BeltAttributes.class)
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.setVert(Locations.BELT)
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.setFrag(Locations.MODEL_FRAG)
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.setFrag(Locations.BLOCK)
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.createProgramSpec());
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public static final ProgramSpec<BasicProgram> FLAPS = register(ProgramSpec.builder("flap", new FogSensitiveProgram.SpecLoader<>(BasicProgram::new))
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.addAttributes(ModelAttributes.class)
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.addAttributes(FlapAttributes.class)
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.setVert(Locations.FLAP)
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.setFrag(Locations.MODEL_FRAG)
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.setFrag(Locations.BLOCK)
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_STRUCTURE = register(ProgramSpec.builder("contraption_structure", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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.addAttributes(ContraptionAttributes.class)
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.setVert(Locations.CONTRAPTION_STRUCTURE)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_MODEL = register(ProgramSpec.builder("contraption_model", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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.addAttributes(ModelAttributes.class)
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.addAttributes(BasicAttributes.class)
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.addAttributes(TransformAttributes.class)
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.setVert(Locations.MODEL_VERT)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_ORIENTED = register(ProgramSpec.builder("contraption_oriented", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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@ -94,7 +95,7 @@ public class AllProgramSpecs {
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.addAttributes(BasicAttributes.class)
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.addAttributes(OrientedAttributes.class)
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.setVert(Locations.ORIENTED)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_ROTATING = register(ProgramSpec.builder("contraption_rotating", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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@ -103,7 +104,7 @@ public class AllProgramSpecs {
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.addAttributes(KineticAttributes.class)
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.addAttributes(RotatingAttributes.class)
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.setVert(Locations.ROTATING)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_BELT = register(ProgramSpec.builder("contraption_belt", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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@ -112,31 +113,30 @@ public class AllProgramSpecs {
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.addAttributes(KineticAttributes.class)
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.addAttributes(BeltAttributes.class)
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.setVert(Locations.BELT)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_FLAPS = register(ProgramSpec.builder("contraption_flap", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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.addAttributes(ModelAttributes.class)
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.addAttributes(FlapAttributes.class)
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.setVert(Locations.FLAP)
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.setFrag(Locations.CONTRAPTION)
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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static final ProgramSpec<ContraptionProgram> C_ACTOR = register(ProgramSpec.builder("contraption_actor", new FogSensitiveProgram.SpecLoader<>(ContraptionProgram::new))
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.addAttributes(ModelAttributes.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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.setFrag(Locations.BLOCK)
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.setDefines(ShaderConstants.define("CONTRAPTION"))
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.createProgramSpec());
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public static class Locations {
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public static final ResourceLocation EFFECT_VERT = loc("area_effect.vert");
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public static final ResourceLocation EFFECT_FRAG = loc("area_effect.frag");
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public static final ResourceLocation MODEL_FRAG = loc("model.frag");
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public static final ResourceLocation BLOCK = loc("block.frag");
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public static final ResourceLocation MODEL_VERT = loc("model.vert");
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public static final ResourceLocation ORIENTED = loc("oriented.vert");
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public static final ResourceLocation CONTRAPTION = loc("contraption.frag");
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public static final ResourceLocation ROTATING = loc("rotating.vert");
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public static final ResourceLocation BELT = loc("belt.vert");
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@ -144,6 +144,8 @@ public class AllProgramSpecs {
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public static final ResourceLocation CONTRAPTION_STRUCTURE = loc("contraption_structure.vert");
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public static final ResourceLocation CONTRAPTION_ACTOR = loc("contraption_actor.vert");
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public static final ResourceLocation EFFECT_VERT = loc("area_effect.vert");
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public static final ResourceLocation EFFECT_FRAG = loc("area_effect.frag");
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private static ResourceLocation loc(String name) {
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return new ResourceLocation(Create.ID, name);
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@ -35,9 +35,9 @@ varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/finalize.glsl">
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/finalize.glsl">
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#flwinclude <"create:std/builtin.vert">
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#endif
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void main() {
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@ -28,19 +28,20 @@ float fogFactor() {
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float dist = FragDistance * uFogDensity;
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return 1. / exp2(dist * dist);
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}
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#endif
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#endif
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vec4 light() {
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vec2 lm = Light * 0.9375 + 0.03125;
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return texture2D(uLightMap, lm);
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}
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/builtin.frag">
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#else
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#flwinclude <"create:std/builtin.frag">
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#endif
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void main() {
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vec4 tex = texture2D(uBlockAtlas, TexCoords);
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vec4 color = vec4(tex.rgb * light().rgb * Diffuse, tex.a) * Color;
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vec4 color = vec4(tex.rgb * FLWLight(Light, uLightMap).rgb * Diffuse, tex.a) * Color;
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#if defined(USE_FOG)
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#if defined(USE_FOG)
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float fog = clamp(fogFactor(), 0., 1.);
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gl_FragColor = mix(uFogColor, color, fog);
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@ -48,4 +49,4 @@ void main() {
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#else
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gl_FragColor = color;
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#endif
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}
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}
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@ -1,54 +0,0 @@
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#version 110
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varying vec2 TexCoords;
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varying vec4 Color;
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varying float Diffuse;
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varying vec2 Light;
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varying vec3 BoxCoord;
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uniform sampler2D uBlockAtlas;
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uniform sampler2D uLightMap;
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uniform sampler3D uLightVolume;
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#if defined(USE_FOG)
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varying float FragDistance;
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uniform vec4 uFogColor;
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#endif
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#if defined(USE_FOG_LINEAR)
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uniform vec2 uFogRange;
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float fogFactor() {
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return (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
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}
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#endif
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#ifdef USE_FOG_EXP2
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uniform float uFogDensity;
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float fogFactor() {
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float dist = FragDistance * uFogDensity;
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return 1. / exp2(dist * dist);
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}
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#endif
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vec4 light() {
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vec2 lm = texture3D(uLightVolume, BoxCoord).rg * 0.9375 + 0.03125;
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return texture2D(uLightMap, max(lm, Light));
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}
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void main() {
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vec4 tex = texture2D(uBlockAtlas, TexCoords);
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vec4 color = vec4(tex.rgb * light().rgb * Diffuse * Color.rgb, tex.a);
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#if defined(USE_FOG)
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float fog = clamp(fogFactor(), 0., 1.);
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gl_FragColor = mix(uFogColor, color, fog);
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gl_FragColor.a = color.a;
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#else
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gl_FragColor = color;
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#endif
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}
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@ -0,0 +1,7 @@
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varying vec3 BoxCoord;
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uniform sampler3D uLightVolume;
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vec4 FLWLight(vec2 lightCoords, sampler2D lightMap) {
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vec2 lm = max(lightCoords, texture3D(uLightVolume, BoxCoord).rg);
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return texture2D(lightMap, lm * 0.9375 + 0.03125);
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}
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@ -37,9 +37,9 @@ varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/finalize.glsl">
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/finalize.glsl">
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#flwinclude <"create:std/builtin.vert">
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#endif
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float toRad(float degrees) {
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@ -28,9 +28,9 @@ varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/finalize.glsl">
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/finalize.glsl">
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#flwinclude <"create:std/builtin.vert">
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#endif
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@ -30,9 +30,9 @@ varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/finalize.glsl">
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/finalize.glsl">
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#flwinclude <"create:std/builtin.vert">
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#endif
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void main() {
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@ -32,9 +32,9 @@ varying float FragDistance;
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#endif
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#ifdef CONTRAPTION
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#flwinclude <"create:contraption/finalize.glsl">
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#flwinclude <"create:contraption/builtin.vert">
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#else
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#flwinclude <"create:std/finalize.glsl">
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#flwinclude <"create:std/builtin.vert">
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#endif
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mat4 kineticRotation() {
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@ -0,0 +1,4 @@
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vec4 FLWLight(vec2 lightCoords, sampler2D lightMap) {
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vec2 lm = lightCoords * 0.9375 + 0.03125;
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return texture2D(lightMap, lm);
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}
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