mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-26 15:06:28 +01:00
Taking textures back out of context
- Contexts shouldn't be responsible for binding the api defined textures - Move light and overlay binding to TextureBinder - Clean up & standardize material/texture setup/teardown calls - Revert removal of MaterialRenderState texture stuff - Add SimpleContext + Builder - Rename Textures -> TextureSource - Add API methods to set basic float uniforms, more to come later - Throw errors if a context tries to set uniforms/textures with reserved names.
This commit is contained in:
parent
1028ca4633
commit
6dfd5ed563
16 changed files with 303 additions and 101 deletions
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@ -10,7 +10,7 @@ public interface Context {
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*
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* @param material The material about to be rendered.
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* @param shader The shader to prepare.
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* @param textures Source of the textures to use.
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* @param textureSource Source of the textures to use.
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*/
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void prepare(Material material, Shader shader, Textures textures);
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void prepare(Material material, Shader shader, TextureSource textureSource);
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}
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@ -1,8 +1,20 @@
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package com.jozufozu.flywheel.api.context;
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import org.joml.Matrix4fc;
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import com.jozufozu.flywheel.api.BackendImplemented;
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@BackendImplemented
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public interface Shader {
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void setTexture(String glslName, Texture texture);
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void setFloat(String glslName, float value);
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void setVec2(String glslName, float x, float y);
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void setVec3(String glslName, float x, float y, float z);
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void setVec4(String glslName, float x, float y, float z, float w);
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void setMat4(String glslName, Matrix4fc matrix);
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}
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@ -5,7 +5,7 @@ import com.jozufozu.flywheel.api.BackendImplemented;
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import net.minecraft.resources.ResourceLocation;
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@BackendImplemented
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public interface Textures {
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public interface TextureSource {
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/**
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* Get a built-in texture by its resource location.
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*
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@ -5,6 +5,7 @@ import java.util.List;
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import com.jozufozu.flywheel.backend.InternalVertex;
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import com.jozufozu.flywheel.backend.compile.core.CompilationHarness;
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import com.jozufozu.flywheel.backend.compile.core.Compile;
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import com.jozufozu.flywheel.backend.gl.shader.GlProgram;
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import com.jozufozu.flywheel.backend.gl.shader.ShaderType;
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import com.jozufozu.flywheel.backend.glsl.ShaderSources;
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import com.jozufozu.flywheel.backend.glsl.SourceComponent;
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@ -52,6 +53,14 @@ public class PipelineCompiler {
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.then((key, program) -> {
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program.setUniformBlockBinding("_FlwFrameUniforms", 0);
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program.setUniformBlockBinding("_FlwFogUniforms", 1);
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program.bind();
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program.setSamplerBinding("_flw_diffuseTex", 0);
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program.setSamplerBinding("_flw_overlayTex", 1);
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program.setSamplerBinding("_flw_lightTex", 2);
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GlProgram.unbind();
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})
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.harness(pipeline.compilerMarker(), sources);
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}
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@ -8,9 +8,13 @@ import com.jozufozu.flywheel.api.material.DepthTest;
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import com.jozufozu.flywheel.api.material.Material;
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import com.jozufozu.flywheel.api.material.Transparency;
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import com.jozufozu.flywheel.api.material.WriteMask;
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import com.jozufozu.flywheel.backend.gl.GlTextureUnit;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.texture.AbstractTexture;
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public final class MaterialRenderState {
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public static final Comparator<Material> COMPARATOR = Comparator.comparing(Material::texture)
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.thenComparing(Material::blur)
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@ -25,6 +29,7 @@ public final class MaterialRenderState {
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}
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public static void setup(Material material) {
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setupTexture(material);
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setupBackfaceCulling(material.backfaceCulling());
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setupPolygonOffset(material.polygonOffset());
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setupDepthTest(material.depthTest());
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@ -32,6 +37,17 @@ public final class MaterialRenderState {
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setupWriteMask(material.writeMask());
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}
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private static void setupTexture(Material material) {
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GlTextureUnit.T0.makeActive();
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AbstractTexture texture = Minecraft.getInstance()
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.getTextureManager()
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.getTexture(material.texture());
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texture.setFilter(material.blur(), material.mipmap());
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var textureId = texture.getId();
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RenderSystem.setShaderTexture(0, textureId);
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RenderSystem.bindTexture(textureId);
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}
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private static void setupBackfaceCulling(boolean backfaceCulling) {
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if (backfaceCulling) {
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RenderSystem.enableCull();
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@ -125,6 +141,7 @@ public final class MaterialRenderState {
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}
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public static void reset() {
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resetTexture();
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resetBackfaceCulling();
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resetPolygonOffset();
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resetDepthTest();
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@ -132,6 +149,11 @@ public final class MaterialRenderState {
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resetWriteMask();
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}
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private static void resetTexture() {
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GlTextureUnit.T0.makeActive();
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RenderSystem.setShaderTexture(0, 0);
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}
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private static void resetBackfaceCulling() {
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RenderSystem.enableCull();
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}
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@ -26,7 +26,7 @@ import com.jozufozu.flywheel.api.model.Model;
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import com.jozufozu.flywheel.backend.compile.IndirectPrograms;
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import com.jozufozu.flywheel.backend.engine.MaterialRenderState;
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import com.jozufozu.flywheel.backend.engine.textures.TextureBinder;
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import com.jozufozu.flywheel.backend.engine.textures.TexturesImpl;
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import com.jozufozu.flywheel.backend.engine.textures.TextureSourceImpl;
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import com.jozufozu.flywheel.backend.engine.uniform.Uniforms;
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import com.jozufozu.flywheel.backend.gl.Driver;
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import com.jozufozu.flywheel.backend.gl.GlCompat;
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@ -185,7 +185,7 @@ public class IndirectCullingGroup<I extends Instance> {
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hasNewDraws = true;
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}
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public void submit(RenderStage stage, TexturesImpl textures) {
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public void submit(RenderStage stage, TextureSourceImpl textures) {
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if (nothingToDo(stage)) {
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return;
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}
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@ -23,7 +23,8 @@ import com.jozufozu.flywheel.backend.engine.InstancerKey;
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import com.jozufozu.flywheel.backend.engine.InstancerStorage;
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import com.jozufozu.flywheel.backend.engine.MaterialRenderState;
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import com.jozufozu.flywheel.backend.engine.textures.TextureBinder;
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import com.jozufozu.flywheel.backend.engine.textures.TexturesImpl;
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import com.jozufozu.flywheel.backend.engine.textures.TextureSourceImpl;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.backend.gl.buffer.GlBuffer;
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import com.jozufozu.flywheel.backend.gl.buffer.GlBufferType;
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import com.jozufozu.flywheel.lib.context.ContextShaders;
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@ -39,7 +40,7 @@ import net.minecraft.client.resources.model.ModelBakery;
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public class IndirectDrawManager extends InstancerStorage<IndirectInstancer<?>> {
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private final IndirectPrograms programs;
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private final StagingBuffer stagingBuffer;
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private final TexturesImpl textures = new TexturesImpl();
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private final TextureSourceImpl textures = new TextureSourceImpl();
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private final Map<GroupKey<?>, IndirectCullingGroup<?>> cullingGroups = new HashMap<>();
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private final GlBuffer crumblingDrawBuffer = new GlBuffer();
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@ -71,9 +72,14 @@ public class IndirectDrawManager extends InstancerStorage<IndirectInstancer<?>>
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}
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public void renderStage(RenderStage stage) {
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TextureBinder.bindLightAndOverlay();
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for (var group : cullingGroups.values()) {
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group.submit(stage, textures);
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}
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MaterialRenderState.reset();
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TextureBinder.resetLightAndOverlay();
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}
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@Override
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@ -117,50 +123,56 @@ public class IndirectDrawManager extends InstancerStorage<IndirectInstancer<?>>
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return;
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}
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var crumblingMaterial = SimpleMaterial.builder();
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try (var state = GlStateTracker.getRestoreState()) {
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TextureBinder.bindLightAndOverlay();
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// Scratch memory for writing draw commands.
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var block = MemoryBlock.malloc(IndirectBuffers.DRAW_COMMAND_STRIDE);
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var crumblingMaterial = SimpleMaterial.builder();
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GlBufferType.DRAW_INDIRECT_BUFFER.bind(crumblingDrawBuffer.handle());
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, IndirectBuffers.DRAW_INDEX, crumblingDrawBuffer.handle(), 0, IndirectBuffers.DRAW_COMMAND_STRIDE);
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// Scratch memory for writing draw commands.
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var block = MemoryBlock.malloc(IndirectBuffers.DRAW_COMMAND_STRIDE);
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for (var instanceTypeEntry : byType.entrySet()) {
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var byProgress = instanceTypeEntry.getValue();
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GlBufferType.DRAW_INDIRECT_BUFFER.bind(crumblingDrawBuffer.handle());
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, IndirectBuffers.DRAW_INDEX, crumblingDrawBuffer.handle(), 0, IndirectBuffers.DRAW_COMMAND_STRIDE);
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// Set up the crumbling program buffers. Nothing changes here between draws.
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var program = cullingGroups.get(instanceTypeEntry.getKey())
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.bindWithContextShader(ContextShaders.CRUMBLING);
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for (var instanceTypeEntry : byType.entrySet()) {
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var byProgress = instanceTypeEntry.getValue();
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for (var progressEntry : byProgress.int2ObjectEntrySet()) {
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for (var instanceHandlePair : progressEntry.getValue()) {
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IndirectInstancer<?> instancer = instanceHandlePair.first();
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int instanceIndex = instanceHandlePair.second().index;
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// Set up the crumbling program buffers. Nothing changes here between draws.
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var program = cullingGroups.get(instanceTypeEntry.getKey())
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.bindWithContextShader(ContextShaders.CRUMBLING);
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for (IndirectDraw draw : instancer.draws()) {
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for (var progressEntry : byProgress.int2ObjectEntrySet()) {
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for (var instanceHandlePair : progressEntry.getValue()) {
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IndirectInstancer<?> instancer = instanceHandlePair.first();
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int instanceIndex = instanceHandlePair.second().index;
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// Transform the material to be suited for crumbling.
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CommonCrumbling.applyCrumblingProperties(crumblingMaterial, draw.material());
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Contexts.CRUMBLING.get(progressEntry.getIntKey())
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.prepare(crumblingMaterial, program, textures);
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for (IndirectDraw draw : instancer.draws()) {
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// Set up gl state for the draw.
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MaterialRenderState.setup(crumblingMaterial);
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// Transform the material to be suited for crumbling.
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CommonCrumbling.applyCrumblingProperties(crumblingMaterial, draw.material());
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var context = Contexts.CRUMBLING.get(progressEntry.getIntKey());
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// Upload the draw command.
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draw.writeWithOverrides(block.ptr(), instanceIndex, crumblingMaterial);
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crumblingDrawBuffer.upload(block);
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context.prepare(crumblingMaterial, program, textures);
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MaterialRenderState.setup(crumblingMaterial);
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// Submit! Everything is already bound by here.
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glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, 0);
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// Upload the draw command.
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draw.writeWithOverrides(block.ptr(), instanceIndex, crumblingMaterial);
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crumblingDrawBuffer.upload(block);
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TextureBinder.resetTextureBindings();
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// Submit! Everything is already bound by here.
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glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, 0);
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TextureBinder.resetTextureBindings();
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}
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}
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}
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}
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}
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block.free();
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MaterialRenderState.reset();
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TextureBinder.resetLightAndOverlay();
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block.free();
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}
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}
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private static Map<GroupKey<?>, Int2ObjectMap<List<Pair<IndirectInstancer<?>, InstanceHandleImpl>>>> doCrumblingSort(List<Engine.CrumblingBlock> crumblingBlocks) {
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@ -10,7 +10,6 @@ import com.jozufozu.flywheel.backend.compile.IndirectPrograms;
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import com.jozufozu.flywheel.backend.engine.AbstractEngine;
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import com.jozufozu.flywheel.backend.engine.AbstractInstancer;
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import com.jozufozu.flywheel.backend.engine.InstancerStorage;
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import com.jozufozu.flywheel.backend.engine.MaterialRenderState;
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import com.jozufozu.flywheel.backend.engine.uniform.Uniforms;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.lib.task.Flag;
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@ -55,8 +54,6 @@ public class IndirectEngine extends AbstractEngine {
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try (var restoreState = GlStateTracker.getRestoreState()) {
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drawManager.renderStage(stage);
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MaterialRenderState.reset();
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}
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}
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@ -64,11 +61,7 @@ public class IndirectEngine extends AbstractEngine {
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public void renderCrumbling(TaskExecutor executor, RenderContext context, List<CrumblingBlock> crumblingBlocks) {
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executor.syncUntil(flushFlag::isRaised);
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try (var restoreState = GlStateTracker.getRestoreState()) {
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drawManager.renderCrumbling(crumblingBlocks);
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MaterialRenderState.reset();
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}
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drawManager.renderCrumbling(crumblingBlocks);
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}
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@Override
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@ -6,7 +6,7 @@ import java.util.List;
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import java.util.Map;
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import com.jozufozu.flywheel.api.backend.Engine;
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import com.jozufozu.flywheel.api.context.Textures;
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import com.jozufozu.flywheel.api.context.TextureSource;
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import com.jozufozu.flywheel.api.instance.Instance;
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import com.jozufozu.flywheel.backend.compile.InstancingPrograms;
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import com.jozufozu.flywheel.backend.engine.CommonCrumbling;
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@ -24,7 +24,7 @@ import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import net.minecraft.client.resources.model.ModelBakery;
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public class InstancedCrumbling {
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public static void render(List<Engine.CrumblingBlock> crumblingBlocks, InstancingPrograms programs, Textures textures) {
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public static void render(List<Engine.CrumblingBlock> crumblingBlocks, InstancingPrograms programs, TextureSource textureSource) {
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// Sort draw calls into buckets, so we don't have to do as many shader binds.
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var byShaderState = doCrumblingSort(crumblingBlocks);
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@ -35,6 +35,8 @@ public class InstancedCrumbling {
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var crumblingMaterial = SimpleMaterial.builder();
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try (var state = GlStateTracker.getRestoreState()) {
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TextureBinder.bindLightAndOverlay();
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for (var shaderStateEntry : byShaderState.entrySet()) {
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var byProgress = shaderStateEntry.getValue();
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@ -61,8 +63,8 @@ public class InstancedCrumbling {
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continue;
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}
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Contexts.CRUMBLING.get(progressEntry.getIntKey())
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.prepare(crumblingMaterial, program, textures);
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var context = Contexts.CRUMBLING.get(progressEntry.getIntKey());
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context.prepare(crumblingMaterial, program, textureSource);
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drawCalls.forEach(Runnable::run);
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@ -71,6 +73,7 @@ public class InstancedCrumbling {
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}
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MaterialRenderState.reset();
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TextureBinder.resetLightAndOverlay();
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}
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}
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@ -17,7 +17,7 @@ import com.jozufozu.flywheel.backend.engine.InstancerStorage;
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import com.jozufozu.flywheel.backend.engine.MaterialEncoder;
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import com.jozufozu.flywheel.backend.engine.MaterialRenderState;
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import com.jozufozu.flywheel.backend.engine.textures.TextureBinder;
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import com.jozufozu.flywheel.backend.engine.textures.TexturesImpl;
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import com.jozufozu.flywheel.backend.engine.textures.TextureSourceImpl;
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import com.jozufozu.flywheel.backend.engine.uniform.Uniforms;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.backend.gl.shader.GlProgram;
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@ -27,7 +27,7 @@ import com.jozufozu.flywheel.lib.task.SyncedPlan;
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public class InstancingEngine extends AbstractEngine {
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private final InstancingPrograms programs;
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private final TexturesImpl textures = new TexturesImpl();
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private final TextureSourceImpl textures = new TextureSourceImpl();
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private final InstancedDrawManager drawManager = new InstancedDrawManager();
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private final Flag flushFlag = new NamedFlag("flushed");
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@ -88,6 +88,8 @@ public class InstancingEngine extends AbstractEngine {
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}
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private void render(InstancedDrawManager.DrawSet drawSet) {
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TextureBinder.bindLightAndOverlay();
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for (var entry : drawSet) {
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var shader = entry.getKey();
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var drawCalls = entry.getValue();
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@ -98,16 +100,17 @@ public class InstancingEngine extends AbstractEngine {
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continue;
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}
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var program = programs.get(shader.instanceType(), shader.context()
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.contextShader());
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var context = shader.context();
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var material = shader.material();
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var program = programs.get(shader.instanceType(), context.contextShader());
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program.bind();
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Uniforms.bindForDraw();
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uploadMaterialUniform(program, shader.material());
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uploadMaterialUniform(program, material);
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shader.context()
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.prepare(shader.material(), program, textures);
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MaterialRenderState.setup(shader.material());
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context.prepare(material, program, textures);
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MaterialRenderState.setup(material);
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for (var drawCall : drawCalls) {
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drawCall.render();
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@ -116,6 +119,7 @@ public class InstancingEngine extends AbstractEngine {
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}
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MaterialRenderState.reset();
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TextureBinder.resetLightAndOverlay();
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}
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public static void uploadMaterialUniform(GlProgram program, Material material) {
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@ -2,16 +2,23 @@ package com.jozufozu.flywheel.backend.engine.textures;
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import static org.lwjgl.opengl.GL13.GL_TEXTURE0;
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import com.jozufozu.flywheel.backend.gl.GlTextureUnit;
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import com.mojang.blaze3d.systems.RenderSystem;
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import it.unimi.dsi.fastutil.ints.Int2IntArrayMap;
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import it.unimi.dsi.fastutil.ints.Int2IntMap;
|
||||
import net.minecraft.client.Minecraft;
|
||||
|
||||
public class TextureBinder {
|
||||
// TODO: some kind of cache eviction when the program changes
|
||||
// so we don't always reset and bind the light and overlay textures?
|
||||
private static final Int2IntMap texturesToSamplerUnits = new Int2IntArrayMap();
|
||||
private static int nextSamplerUnit = 0;
|
||||
// 0 is reserved for diffuse
|
||||
// 1 is overlay
|
||||
// 2 is light
|
||||
// 3..n are for whatever else the context needs
|
||||
private static final int baseSamplerUnit = 3;
|
||||
private static int nextSamplerUnit = baseSamplerUnit;
|
||||
|
||||
/**
|
||||
* Binds the given texture to the next available texture unit, returning the unit it was bound to.
|
||||
|
@ -29,7 +36,7 @@ public class TextureBinder {
|
|||
}
|
||||
|
||||
public static void resetTextureBindings() {
|
||||
nextSamplerUnit = 0;
|
||||
nextSamplerUnit = baseSamplerUnit;
|
||||
|
||||
for (Int2IntMap.Entry entry : texturesToSamplerUnits.int2IntEntrySet()) {
|
||||
RenderSystem.activeTexture(GL_TEXTURE0 + entry.getIntValue());
|
||||
|
@ -38,4 +45,26 @@ public class TextureBinder {
|
|||
|
||||
texturesToSamplerUnits.clear();
|
||||
}
|
||||
|
||||
public static void bindLightAndOverlay() {
|
||||
var gameRenderer = Minecraft.getInstance().gameRenderer;
|
||||
gameRenderer.overlayTexture()
|
||||
.setupOverlayColor();
|
||||
gameRenderer.lightTexture()
|
||||
.turnOnLightLayer();
|
||||
|
||||
GlTextureUnit.T1.makeActive();
|
||||
RenderSystem.bindTexture(RenderSystem.getShaderTexture(1));
|
||||
GlTextureUnit.T2.makeActive();
|
||||
RenderSystem.bindTexture(RenderSystem.getShaderTexture(2));
|
||||
}
|
||||
|
||||
public static void resetLightAndOverlay() {
|
||||
var gameRenderer = Minecraft.getInstance().gameRenderer;
|
||||
|
||||
gameRenderer.overlayTexture()
|
||||
.teardownOverlayColor();
|
||||
gameRenderer.lightTexture()
|
||||
.turnOffLightLayer();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ import java.util.HashMap;
|
|||
import java.util.Map;
|
||||
|
||||
import com.jozufozu.flywheel.api.context.Texture;
|
||||
import com.jozufozu.flywheel.api.context.Textures;
|
||||
import com.jozufozu.flywheel.api.context.TextureSource;
|
||||
import com.jozufozu.flywheel.backend.mixin.LightTextureAccessor;
|
||||
import com.jozufozu.flywheel.backend.mixin.OverlayTextureAccessor;
|
||||
|
||||
|
@ -12,13 +12,13 @@ import net.minecraft.client.Minecraft;
|
|||
import net.minecraft.client.renderer.texture.AbstractTexture;
|
||||
import net.minecraft.resources.ResourceLocation;
|
||||
|
||||
public class TexturesImpl implements Textures {
|
||||
public class TextureSourceImpl implements TextureSource {
|
||||
|
||||
private final DirectTexture lightTexture;
|
||||
private final DirectTexture overlayTexture;
|
||||
private final Map<ResourceLocation, WrappedTexture> wrappers = new HashMap<>();
|
||||
|
||||
public TexturesImpl() {
|
||||
public TextureSourceImpl() {
|
||||
var gameRenderer = Minecraft.getInstance().gameRenderer;
|
||||
|
||||
this.lightTexture = new DirectTexture(((LightTextureAccessor) gameRenderer.lightTexture()).flywheel$texture()
|
|
@ -2,11 +2,17 @@ package com.jozufozu.flywheel.backend.gl.shader;
|
|||
|
||||
import static org.lwjgl.opengl.GL20.glDeleteProgram;
|
||||
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
|
||||
import static org.lwjgl.opengl.GL20.glUniform1f;
|
||||
import static org.lwjgl.opengl.GL20.glUniform1i;
|
||||
import static org.lwjgl.opengl.GL20.glUniform2f;
|
||||
import static org.lwjgl.opengl.GL20.glUniform3f;
|
||||
import static org.lwjgl.opengl.GL20.glUniform4f;
|
||||
import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
|
||||
import static org.lwjgl.opengl.GL31.GL_INVALID_INDEX;
|
||||
import static org.lwjgl.opengl.GL31.glGetUniformBlockIndex;
|
||||
import static org.lwjgl.opengl.GL31.glUniformBlockBinding;
|
||||
|
||||
import org.joml.Matrix4fc;
|
||||
import org.slf4j.Logger;
|
||||
|
||||
import com.jozufozu.flywheel.api.context.Shader;
|
||||
|
@ -39,6 +45,8 @@ public class GlProgram extends GlObject implements Shader {
|
|||
|
||||
@Override
|
||||
public void setTexture(String glslName, Texture texture) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
if (!(texture instanceof IdentifiedTexture identified)) {
|
||||
return;
|
||||
}
|
||||
|
@ -55,6 +63,71 @@ public class GlProgram extends GlObject implements Shader {
|
|||
glUniform1i(uniform, binding);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setFloat(String glslName, float value) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
int uniform = getUniformLocation(glslName);
|
||||
|
||||
if (uniform < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform1f(uniform, value);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setVec2(String glslName, float x, float y) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
int uniform = getUniformLocation(glslName);
|
||||
|
||||
if (uniform < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform2f(uniform, x, y);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setVec3(String glslName, float x, float y, float z) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
int uniform = getUniformLocation(glslName);
|
||||
|
||||
if (uniform < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform3f(uniform, x, y, z);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setVec4(String glslName, float x, float y, float z, float w) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
int uniform = getUniformLocation(glslName);
|
||||
|
||||
if (uniform < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniform4f(uniform, x, y, z, w);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setMat4(String glslName, Matrix4fc matrix) {
|
||||
throwIfReserved(glslName);
|
||||
|
||||
int uniform = getUniformLocation(glslName);
|
||||
|
||||
if (uniform < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
glUniformMatrix4fv(uniform, false, matrix.get(new float[16]));
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the index of the uniform with the given name.
|
||||
*
|
||||
|
@ -101,4 +174,18 @@ public class GlProgram extends GlObject implements Shader {
|
|||
protected void deleteInternal(int handle) {
|
||||
glDeleteProgram(handle);
|
||||
}
|
||||
|
||||
public static void throwIfReserved(String glslName) {
|
||||
if (glslName.startsWith("flw_")) {
|
||||
throw new IllegalArgumentException("Uniform names starting with flw_are reserved");
|
||||
}
|
||||
|
||||
if (glslName.startsWith("_flw_")) {
|
||||
throw new IllegalArgumentException("Uniform names starting with _flw_ are reserved for internal use");
|
||||
}
|
||||
|
||||
if (glslName.startsWith("gl_")) {
|
||||
throw new IllegalArgumentException("Uniform names cannot start with gl_");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,6 @@
|
|||
package com.jozufozu.flywheel.lib.context;
|
||||
|
||||
import com.jozufozu.flywheel.api.context.Context;
|
||||
import com.jozufozu.flywheel.api.context.ContextShader;
|
||||
import com.jozufozu.flywheel.api.context.Shader;
|
||||
import com.jozufozu.flywheel.api.context.Textures;
|
||||
import com.jozufozu.flywheel.api.material.Material;
|
||||
|
||||
import it.unimi.dsi.fastutil.ints.Int2ObjectArrayMap;
|
||||
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
|
||||
|
@ -12,22 +8,8 @@ import it.unimi.dsi.fastutil.ints.Int2ObjectMaps;
|
|||
import net.minecraft.client.resources.model.ModelBakery;
|
||||
|
||||
public final class Contexts {
|
||||
public static final Context DEFAULT = new Context() {
|
||||
@Override
|
||||
public ContextShader contextShader() {
|
||||
return ContextShaders.DEFAULT;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void prepare(Material material, Shader shader, Textures textures) {
|
||||
var texture = textures.byName(material.texture());
|
||||
texture.filter(material.blur(), material.mipmap());
|
||||
shader.setTexture("_flw_diffuseTex", texture);
|
||||
|
||||
shader.setTexture("_flw_overlayTex", textures.overlay());
|
||||
shader.setTexture("_flw_lightTex", textures.light());
|
||||
}
|
||||
};
|
||||
public static final Context DEFAULT = SimpleContext.builder(ContextShaders.DEFAULT)
|
||||
.build();
|
||||
|
||||
public static final Int2ObjectMap<Context> CRUMBLING;
|
||||
|
||||
|
@ -35,7 +17,12 @@ public final class Contexts {
|
|||
var map = new Int2ObjectArrayMap<Context>();
|
||||
|
||||
for (int i = 0; i < ModelBakery.BREAKING_LOCATIONS.size(); i++) {
|
||||
map.put(i, new Crumbling(i));
|
||||
var crumblingLocation = ModelBakery.BREAKING_LOCATIONS.get(i);
|
||||
map.put(i, SimpleContext.builder(ContextShaders.CRUMBLING)
|
||||
.preparation((material, shader, textureSource) -> {
|
||||
shader.setTexture("crumblingTex", textureSource.byName(crumblingLocation));
|
||||
})
|
||||
.build());
|
||||
}
|
||||
|
||||
CRUMBLING = Int2ObjectMaps.unmodifiable(map);
|
||||
|
@ -43,21 +30,4 @@ public final class Contexts {
|
|||
|
||||
private Contexts() {
|
||||
}
|
||||
|
||||
private record Crumbling(int stage) implements Context {
|
||||
@Override
|
||||
public ContextShader contextShader() {
|
||||
return ContextShaders.CRUMBLING;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void prepare(Material material, Shader shader, Textures textures) {
|
||||
var texture = textures.byName(material.texture());
|
||||
texture.filter(material.blur(), material.mipmap());
|
||||
shader.setTexture("_flw_diffuseTex", texture);
|
||||
|
||||
var crumblingTexture = textures.byName(ModelBakery.BREAKING_LOCATIONS.get(stage));
|
||||
shader.setTexture("_flw_crumblingTex", crumblingTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,61 @@
|
|||
package com.jozufozu.flywheel.lib.context;
|
||||
|
||||
import org.jetbrains.annotations.Nullable;
|
||||
|
||||
import com.jozufozu.flywheel.api.context.Context;
|
||||
import com.jozufozu.flywheel.api.context.ContextShader;
|
||||
import com.jozufozu.flywheel.api.context.Shader;
|
||||
import com.jozufozu.flywheel.api.context.TextureSource;
|
||||
import com.jozufozu.flywheel.api.material.Material;
|
||||
|
||||
public class SimpleContext implements Context {
|
||||
private final ContextShader contextShader;
|
||||
private final Preparation preparation;
|
||||
|
||||
public SimpleContext(ContextShader contextShader, Preparation preparation) {
|
||||
this.contextShader = contextShader;
|
||||
this.preparation = preparation;
|
||||
}
|
||||
|
||||
public static Builder builder(ContextShader contextShader) {
|
||||
return new Builder(contextShader);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ContextShader contextShader() {
|
||||
return contextShader;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void prepare(Material material, Shader shader, TextureSource textureSource) {
|
||||
preparation.prepare(material, shader, textureSource);
|
||||
}
|
||||
|
||||
@FunctionalInterface
|
||||
public interface Preparation {
|
||||
void prepare(Material material, Shader shader, TextureSource textureSource);
|
||||
}
|
||||
|
||||
public static class Builder {
|
||||
private final ContextShader contextShader;
|
||||
@Nullable
|
||||
private Preparation preparation;
|
||||
|
||||
public Builder(ContextShader contextShader) {
|
||||
this.contextShader = contextShader;
|
||||
}
|
||||
|
||||
public Builder preparation(Preparation preparation) {
|
||||
this.preparation = preparation;
|
||||
return this;
|
||||
}
|
||||
|
||||
public SimpleContext build() {
|
||||
if (preparation == null) {
|
||||
preparation = (material, shader, textureSource) -> {
|
||||
};
|
||||
}
|
||||
return new SimpleContext(contextShader, preparation);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
uniform sampler2D _flw_crumblingTex;
|
||||
uniform sampler2D crumblingTex;
|
||||
|
||||
in vec2 crumblingTexCoord;
|
||||
|
||||
|
@ -8,7 +8,7 @@ void flw_beginFragment() {
|
|||
}
|
||||
|
||||
void flw_endFragment() {
|
||||
crumblingSampleColor = texture(_flw_crumblingTex, crumblingTexCoord);
|
||||
crumblingSampleColor = texture(crumblingTex, crumblingTexCoord);
|
||||
|
||||
// Make the crumbling overlay transparent when the fragment color after the material shader is transparent.
|
||||
flw_fragColor.rgb = crumblingSampleColor.rgb;
|
||||
|
|
Loading…
Reference in a new issue