Fix offset alignments

This commit is contained in:
Kneelawk 2024-03-04 15:21:55 -08:00
parent ce1d7dc44b
commit 3e55ae6aea
Failed to generate hash of commit
6 changed files with 62 additions and 43 deletions

View file

@ -103,16 +103,13 @@ public class FrameUniforms implements UniformProvider {
cleanProjectionPrev.set(cleanProjection); cleanProjectionPrev.set(cleanProjection);
cleanViewProjectionPrev.set(cleanViewProjection); cleanViewProjectionPrev.set(cleanViewProjection);
ptr = writeCamera(ptr, camX, camY, camZ, camera.getLookVector(), camera.getXRot(), camera.getYRot());
// last values for camera // last values for camera
if (!lastInit) { if (!lastInit) {
cameraPositionPrev.set(camX, camY, camZ); cameraPositionPrev.set(camX, camY, camZ);
cameraLookPrev.set(camera.getLookVector()); cameraLookPrev.set(camera.getLookVector());
cameraRotPrev.set(camera.getXRot(), camera.getYRot()); cameraRotPrev.set(camera.getXRot(), camera.getYRot());
} }
ptr = writeCamera(ptr, cameraPositionPrev.x, cameraPositionPrev.y, cameraPositionPrev.z, cameraLookPrev, ptr = writeCamera(ptr, camX, camY, camZ);
cameraRotPrev.x, cameraRotPrev.y);
cameraPositionPrev.set(camX, camY, camZ); cameraPositionPrev.set(camX, camY, camZ);
cameraLookPrev.set(camera.getLookVector()); cameraLookPrev.set(camera.getLookVector());
cameraRotPrev.set(camera.getXRot(), camera.getYRot()); cameraRotPrev.set(camera.getXRot(), camera.getYRot());
@ -182,13 +179,18 @@ public class FrameUniforms implements UniformProvider {
cleanViewProjection.set(cleanProjection).mul(stack.last().pose()); cleanViewProjection.set(cleanProjection).mul(stack.last().pose());
} }
private static long writeCamera(long ptr, float camX, float camY, float camZ, Vector3f lookVector, float xRot, private long writeCamera(long ptr, float camX, float camY, float camZ) {
float yRot) { Camera camera = context.camera();
Vector3f lookVector = camera.getLookVector();
ptr = Uniforms.writeVec3(ptr, camX, camY, camZ); ptr = Uniforms.writeVec3(ptr, camX, camY, camZ);
ptr = Uniforms.writeVec3(ptr, cameraPositionPrev.x, cameraPositionPrev.y, cameraPositionPrev.z);
ptr = Uniforms.writeVec3(ptr, lookVector.x, lookVector.y, lookVector.z); ptr = Uniforms.writeVec3(ptr, lookVector.x, lookVector.y, lookVector.z);
ptr = Uniforms.writeVec3(ptr, cameraLookPrev.x, cameraLookPrev.y, cameraLookPrev.z);
ptr = Uniforms.writeVec2(ptr, xRot, yRot); ptr = Uniforms.writeVec2(ptr, camera.getXRot(), camera.getYRot());
ptr = Uniforms.writeVec2(ptr, cameraRotPrev.x, cameraRotPrev.y);
return ptr; return ptr;
} }

View file

@ -37,6 +37,12 @@ public class LevelUniforms implements UniformProvider {
float ptick = context.partialTick(); float ptick = context.partialTick();
Vec3 skyColor = level.getSkyColor(mc.gameRenderer.getMainCamera().getPosition(), ptick);
ptr = Uniforms.writeVec4(ptr, (float) skyColor.x, (float) skyColor.y, (float) skyColor.z, 1f);
Vec3 cloudColor = level.getCloudColor(ptick);
ptr = Uniforms.writeVec4(ptr, (float) cloudColor.x, (float) cloudColor.y, (float) cloudColor.z, 1f);
long dayTime = level.getDayTime(); long dayTime = level.getDayTime();
long levelDay = dayTime / 24000L; long levelDay = dayTime / 24000L;
long timeOfDay = dayTime - levelDay * 24000L; long timeOfDay = dayTime - levelDay * 24000L;
@ -70,12 +76,6 @@ public class LevelUniforms implements UniformProvider {
MemoryUtil.memPutFloat(ptr, level.getSkyDarken(ptick)); MemoryUtil.memPutFloat(ptr, level.getSkyDarken(ptick));
ptr += 4; ptr += 4;
Vec3 skyColor = level.getSkyColor(mc.gameRenderer.getMainCamera().getPosition(), ptick);
ptr = Uniforms.writeVec4(ptr, (float) skyColor.x, (float) skyColor.y, (float) skyColor.z, 1f);
Vec3 cloudColor = level.getCloudColor(ptick);
ptr = Uniforms.writeVec4(ptr, (float) cloudColor.x, (float) cloudColor.y, (float) cloudColor.z, 1f);
// TODO: use defines for custom dimension ids // TODO: use defines for custom dimension ids
int dimensionId; int dimensionId;
ResourceKey<Level> dimension = level.dimension(); ResourceKey<Level> dimension = level.dimension();

View file

@ -44,30 +44,16 @@ public class PlayerUniforms implements UniformProvider {
return; return;
} }
int luminance = 0; PlayerInfo info = ((AbstractClientPlayerAccessor) player).flywheel$getPlayerInfo();
for (InteractionHand hand : InteractionHand.values()) {
Item handItem = player.getItemInHand(hand).getItem();
if (handItem instanceof BlockItem bitem) {
Block block = bitem.getBlock();
int blockLight = block.defaultBlockState().getLightEmission(player.clientLevel, BlockPos.ZERO);
if (luminance < blockLight) {
luminance = blockLight;
}
}
}
MemoryUtil.memPutFloat(ptr, (float) luminance / 15);
ptr += 4;
Vec3 eyePos = player.getEyePosition(context.partialTick()); Vec3 eyePos = player.getEyePosition(context.partialTick());
ptr = Uniforms.writeVec3(ptr, (float) eyePos.x, (float) eyePos.y, (float) eyePos.z); ptr = Uniforms.writeVec3(ptr, (float) eyePos.x, (float) eyePos.y, (float) eyePos.z);
int blockBrightness = player.clientLevel.getBrightness(LightLayer.BLOCK, player.blockPosition()); ptr = writeTeamColor(ptr, info);
int skyBrightness = player.clientLevel.getBrightness(LightLayer.SKY, player.blockPosition());
int maxBrightness = player.clientLevel.getMaxLightLevel();
ptr = Uniforms.writeVec2(ptr, (float) blockBrightness / (float) maxBrightness, ptr = writeEyeBrightness(ptr, player);
(float) skyBrightness / (float) maxBrightness);
ptr = writeHeldLight(ptr, player);
ptr = writeEyeIn(ptr, player); ptr = writeEyeIn(ptr, player);
@ -83,10 +69,11 @@ public class PlayerUniforms implements UniformProvider {
MemoryUtil.memPutInt(ptr, player.isShiftKeyDown() ? 1 : 0); MemoryUtil.memPutInt(ptr, player.isShiftKeyDown() ? 1 : 0);
ptr += 4; ptr += 4;
PlayerInfo info = ((AbstractClientPlayerAccessor) player).flywheel$getPlayerInfo();
MemoryUtil.memPutInt(ptr, info.getGameMode().getId()); MemoryUtil.memPutInt(ptr, info.getGameMode().getId());
ptr += 4; ptr += 4;
}
private static long writeTeamColor(long ptr, PlayerInfo info) {
int red = 0, green = 0, blue = 0, alpha = 0; int red = 0, green = 0, blue = 0, alpha = 0;
PlayerTeam team = info.getTeam(); PlayerTeam team = info.getTeam();
if (team != null) { if (team != null) {
@ -100,10 +87,37 @@ public class PlayerUniforms implements UniformProvider {
} }
} }
ptr = Uniforms.writeVec4(ptr, (float) red / 255f, (float) blue / 255f, (float) green / 255f, return Uniforms.writeVec4(ptr, (float) red / 255f, (float) blue / 255f, (float) green / 255f,
(float) alpha / 255f); (float) alpha / 255f);
} }
private static long writeEyeBrightness(long ptr, LocalPlayer player) {
int blockBrightness = player.clientLevel.getBrightness(LightLayer.BLOCK, player.blockPosition());
int skyBrightness = player.clientLevel.getBrightness(LightLayer.SKY, player.blockPosition());
int maxBrightness = player.clientLevel.getMaxLightLevel();
ptr = Uniforms.writeVec2(ptr, (float) blockBrightness / (float) maxBrightness,
(float) skyBrightness / (float) maxBrightness);
return ptr;
}
private static long writeHeldLight(long ptr, LocalPlayer player) {
int luminance = 0;
for (InteractionHand hand : InteractionHand.values()) {
Item handItem = player.getItemInHand(hand).getItem();
if (handItem instanceof BlockItem bitem) {
Block block = bitem.getBlock();
int blockLight = block.defaultBlockState().getLightEmission(player.clientLevel, BlockPos.ZERO);
if (luminance < blockLight) {
luminance = blockLight;
}
}
}
MemoryUtil.memPutFloat(ptr, (float) luminance / 15);
return ptr + 4;
}
private long writeEyeIn(long ptr, LocalPlayer player) { private long writeEyeIn(long ptr, LocalPlayer player) {
ClientLevel level = player.clientLevel; ClientLevel level = player.clientLevel;
Vec3 eyePos = player.getEyePosition(); Vec3 eyePos = player.getEyePosition();

View file

@ -30,10 +30,10 @@ layout(std140) uniform _FlwFrameUniforms {
mat4 flw_cleanViewProjectionPrev; mat4 flw_cleanViewProjectionPrev;
vec4 _flw_cameraPos; vec4 _flw_cameraPos;
vec4 _flw_cameraLook;
vec2 flw_cameraRot;
vec4 _flw_cameraPosPrev; vec4 _flw_cameraPosPrev;
vec4 _flw_cameraLook;
vec4 _flw_cameraLookPrev; vec4 _flw_cameraLookPrev;
vec2 flw_cameraRot;
vec2 flw_cameraRotPrev; vec2 flw_cameraRotPrev;
vec2 flw_viewportSize; vec2 flw_viewportSize;

View file

@ -1,4 +1,7 @@
layout(std140) uniform _FlwLevelUniforms { layout(std140) uniform _FlwLevelUniforms {
vec4 flw_skyColor;
vec4 flw_cloudColor;
/** The current day number of the level. */ /** The current day number of the level. */
uint flw_levelDay; uint flw_levelDay;
/** The current fraction of the current day that has elapsed. */ /** The current fraction of the current day that has elapsed. */
@ -18,8 +21,6 @@ layout(std140) uniform _FlwLevelUniforms {
float flw_thunderLevel; float flw_thunderLevel;
float flw_skyDarken; float flw_skyDarken;
vec4 flw_skyColor;
vec4 flw_cloudColor;
/** Use FLW_DIMENSION_* ids to determine the dimension. May eventually be implemented for custom dimensions. */ /** Use FLW_DIMENSION_* ids to determine the dimension. May eventually be implemented for custom dimensions. */
uint flw_dimension; uint flw_dimension;

View file

@ -1,11 +1,16 @@
// player.glsl - Holds uniforms for player state. // player.glsl - Holds uniforms for player state.
layout (std140) uniform _FlwPlayerUniforms { layout (std140) uniform _FlwPlayerUniforms {
/** Brightness of the brightest light that the player is holding, 0-1. */
float flw_heldLight;
vec4 _flw_eyePos; vec4 _flw_eyePos;
/** Alpha is 1 if any team color is present, 0 otherwise. */
vec4 flw_teamColor;
/** The brightness at the player's eye position. */ /** The brightness at the player's eye position. */
vec2 flw_eyeBrightness; vec2 flw_eyeBrightness;
/** Brightness of the brightest light that the player is holding, 0-1. */
float flw_heldLight;
/** 0 means no fluid. Use FLW_PLAYER_EYE_IN_FLUID_* defines to detect fluid type. */ /** 0 means no fluid. Use FLW_PLAYER_EYE_IN_FLUID_* defines to detect fluid type. */
uint flw_playerEyeInFluid; uint flw_playerEyeInFluid;
/** 0 means no block. Use FLW_PLAYER_EYE_IN_BLOCK_* defines to detect block type. */ /** 0 means no block. Use FLW_PLAYER_EYE_IN_BLOCK_* defines to detect block type. */
@ -20,9 +25,6 @@ layout (std140) uniform _FlwPlayerUniforms {
/** 0 = survival, 1 = creative, 2 = adventure, 3 = spectator. */ /** 0 = survival, 1 = creative, 2 = adventure, 3 = spectator. */
uint flw_gameMode; uint flw_gameMode;
/** Alpha is 1 if any team color is present, 0 otherwise. */
vec4 flw_teamColor;
}; };
#define flw_eyePos _flw_eyePos.xyz #define flw_eyePos _flw_eyePos.xyz