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https://github.com/Jozufozu/Flywheel.git
synced 2024-11-14 14:33:57 +01:00
start fixing structure tint
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parent
05ab482f70
commit
7443ac5031
@ -2,15 +2,19 @@ package com.simibubi.create.foundation.utility.render;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.simibubi.create.CreateClient;
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import com.simibubi.create.foundation.utility.render.instancing.VertexFormat;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GLAllocation;
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import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import org.lwjgl.opengl.*;
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import static com.simibubi.create.foundation.utility.render.instancing.VertexAttribute.*;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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public class ContraptionBuffer extends TemplateBuffer {
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public static final VertexFormat FORMAT = new VertexFormat(POSITION, NORMAL, UV, COLOR);
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protected int vao, ebo, vbo;
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@ -39,7 +43,7 @@ public class ContraptionBuffer extends TemplateBuffer {
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GL40.glDrawElements(GL11.GL_QUADS, count, GL11.GL_UNSIGNED_SHORT, 0);
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for (int i = 0; i <= 3; i++) {
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for (int i = 0; i <= FORMAT.getNumAttributes(); i++) {
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GL40.glDisableVertexAttribArray(i);
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}
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@ -48,9 +52,7 @@ public class ContraptionBuffer extends TemplateBuffer {
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}
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private void setup() {
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int floatSize = VertexFormatElement.Type.FLOAT.getSize();
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int stride = floatSize * 8;
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int stride = FORMAT.getStride();
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int invariantSize = count * stride;
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ByteBuffer constant = GLAllocation.createDirectByteBuffer(invariantSize);
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@ -75,6 +77,11 @@ public class ContraptionBuffer extends TemplateBuffer {
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constant.putFloat(getU(template, i));
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constant.putFloat(getV(template, i));
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constant.putFloat(getR(template, i) / 255f);
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constant.putFloat(getG(template, i) / 255f);
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constant.putFloat(getB(template, i) / 255f);
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constant.putFloat(getA(template, i) / 255f);
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indices.putShort((short) i);
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}
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constant.rewind();
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@ -92,14 +99,7 @@ public class ContraptionBuffer extends TemplateBuffer {
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GlStateManager.bindBuffers(GL15.GL_ELEMENT_ARRAY_BUFFER, ebo);
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GlStateManager.bufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW);
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// vertex positions
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GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, stride, 0);
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// vertex normals
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GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, stride, floatSize * 3L);
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// uv position
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GL20.glVertexAttribPointer(2, 2, GL11.GL_FLOAT, false, stride, floatSize * 6L);
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FORMAT.informAttributes(0);
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GlStateManager.bindBuffers(GL15.GL_ARRAY_BUFFER, 0);
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GlStateManager.bindBuffers(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -10,6 +10,7 @@ import com.simibubi.create.foundation.utility.render.shader.Shader;
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import com.simibubi.create.foundation.utility.render.shader.ShaderHelper;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.*;
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import net.minecraft.client.renderer.color.BlockColors;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.RenderWorldLastEvent;
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@ -12,6 +12,7 @@ import com.simibubi.create.foundation.utility.render.shader.ShaderCallback;
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import com.simibubi.create.foundation.utility.render.shader.ShaderHelper;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.multiplayer.ClientChunkProvider;
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import net.minecraft.client.renderer.*;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.client.renderer.texture.Texture;
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@ -74,7 +75,7 @@ public class FastKineticRenderer {
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}
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public void tick() {
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// TODO: (later) detect changes in lighting with a mixin to ClientChunkProvider.markLightChanged()
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// TODO: (later) detect changes in lighting with a mixin (or forge hook) to ClientChunkProvider.markLightChanged()
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for (Cache<Object, RotatingBuffer> cache : rotating.values()) {
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for (RotatingBuffer renderer : cache.asMap().values()) {
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renderer.clearInstanceData();
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@ -9,7 +9,7 @@ import java.nio.ByteBuffer;
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import static com.simibubi.create.foundation.utility.render.instancing.VertexAttribute.*;
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public class BeltData extends BasicData<BeltData> {
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public static VertexFormat FORMAT = new VertexFormat(VEC3, VEC2, VEC3, FLOAT, VEC2, VEC4, FLOAT);
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public static VertexFormat FORMAT = new VertexFormat(POSITION, LIGHT, VEC3, FLOAT, VEC2, VEC4, FLOAT);
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private float rotX;
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private float rotY;
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@ -14,7 +14,10 @@ import java.nio.ByteBuffer;
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import java.util.ArrayList;
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import java.util.function.Consumer;
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import static com.simibubi.create.foundation.utility.render.instancing.VertexAttribute.*;
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public abstract class InstanceBuffer<D extends InstanceData> extends TemplateBuffer {
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public static final VertexFormat FORMAT = new VertexFormat(POSITION, NORMAL, UV);
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protected int vao, ebo, invariantVBO, instanceVBO, instanceCount;
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@ -27,9 +30,7 @@ public abstract class InstanceBuffer<D extends InstanceData> extends TemplateBuf
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}
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private void setupMainData() {
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int floatSize = VertexFormatElement.Type.FLOAT.getSize();
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int stride = floatSize * 8;
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int stride = FORMAT.getStride();
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int invariantSize = count * stride;
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ByteBuffer constant = GLAllocation.createDirectByteBuffer(invariantSize);
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@ -72,14 +73,7 @@ public abstract class InstanceBuffer<D extends InstanceData> extends TemplateBuf
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GlStateManager.bindBuffers(GL15.GL_ELEMENT_ARRAY_BUFFER, ebo);
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GlStateManager.bufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW);
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// vertex positions
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GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, stride, 0);
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// vertex normals
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GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, stride, floatSize * 3L);
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// uv position
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GL20.glVertexAttribPointer(2, 2, GL11.GL_FLOAT, false, stride, floatSize * 6L);
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FORMAT.informAttributes(0);
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GlStateManager.bindBuffers(GL15.GL_ARRAY_BUFFER, 0);
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GlStateManager.bindBuffers(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -8,7 +8,7 @@ import java.nio.ByteBuffer;
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import static com.simibubi.create.foundation.utility.render.instancing.VertexAttribute.*;
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public class RotatingData extends BasicData<RotatingData> {
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public static VertexFormat FORMAT = new VertexFormat(VEC3, VEC2, FLOAT, FLOAT, VEC3);
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public static VertexFormat FORMAT = new VertexFormat(POSITION, LIGHT, FLOAT, FLOAT, VEC3);
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private float rotationalSpeed;
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private float rotationOffset;
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@ -4,12 +4,17 @@ import net.minecraft.client.renderer.vertex.VertexFormatElement;
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import org.lwjgl.opengl.GL20;
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public class VertexAttribute {
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public static final VertexAttribute MAT4 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 16);
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public static final VertexAttribute VEC4 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 4);
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public static final VertexAttribute VEC3 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 3);
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public static final VertexAttribute VEC2 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 2);
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public static final VertexAttribute FLOAT = new VertexAttribute(VertexFormatElement.Type.FLOAT, 1);
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public static VertexAttribute MAT4 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 16);
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public static VertexAttribute VEC4 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 4);
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public static VertexAttribute VEC3 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 3);
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public static VertexAttribute VEC2 = new VertexAttribute(VertexFormatElement.Type.FLOAT, 2);
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public static VertexAttribute FLOAT = new VertexAttribute(VertexFormatElement.Type.FLOAT, 1);
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public static final VertexAttribute POSITION = VEC3;
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public static final VertexAttribute NORMAL = VEC3;
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public static final VertexAttribute COLOR = VEC4;
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public static final VertexAttribute UV = VEC2;
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public static final VertexAttribute LIGHT= VEC2;
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private final VertexFormatElement.Type type;
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private final int count;
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@ -13,9 +13,10 @@ layout (location = 7) in vec2 sourceUV;
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layout (location = 8) in vec4 scrollTexture;
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layout (location = 9) in float scrollMult;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec2 Light;
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out vec4 Color;
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out float Diffuse;
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uniform float time;
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uniform int ticks;
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@ -33,6 +34,13 @@ mat4 rotate(vec3 axis, float angle) {
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0., 0., 0., 1.);
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}
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float diffuse(vec3 normal) {
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float x = normal.x;
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float y = normal.y;
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float z = normal.z;
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return min(x * x * 0.6f + y * y * ((3f + y) / 4f) + z * z * 0.8f, 1f);
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}
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void main() {
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vec3 rot = fract(rotationDegrees / 360.) * PI * 2.;
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@ -45,7 +53,8 @@ void main() {
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float scroll = fract(speed * time / (36 * 16.)) * scrollSize * scrollMult;
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Normal = normalize((rotation * vec4(aNormal, 0.)).xyz);
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Diffuse = diffuse(normalize((rotation * vec4(aNormal, 0.)).xyz));
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Color = vec4(1f);
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Light = light;
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TexCoords = aTexCoords - sourceUV + scrollTexture.xy + vec2(0., scroll);
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gl_Position = projection * view * renderPos;
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@ -4,10 +4,12 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec4 aColor;
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out vec3 Normal;
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out float Diffuse;
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out vec2 TexCoords;
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out vec2 Light;
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out vec4 Color;
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layout (binding = 2) uniform sampler3D lightVolume;
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@ -37,6 +39,13 @@ mat4 contraptionRotation() {
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return rotate(vec3(0, 1, 0), rot.y) * rotate(vec3(0, 0, 1), rot.z) * rotate(vec3(1, 0, 0), rot.x);
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}
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float diffuse(vec3 normal) {
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float x = normal.x;
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float y = normal.y;
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float z = normal.z;
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return min(x * x * 0.6f + y * y * ((3f + y) / 4f) + z * z * 0.8f, 1f);
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}
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void main() {
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mat4 rotation = contraptionRotation();
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@ -46,8 +55,11 @@ void main() {
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vec3 boxCoord = (worldPos.xyz - cPos - cSize * 0.5) / cSize;
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float df = diffuse(normalize(aNormal));
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Diffuse = diffuse(normalize((rotation * vec4(aNormal, 0.)).xyz));
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Color = vec4(aColor.rgb / df, aColor.a);
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Light = vec2(1.);
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Normal = normalize((rotation * vec4(aNormal, 0.)).xyz);
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TexCoords = aTexCoords;
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gl_Position = projection * view * worldPos;
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}
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@ -1,21 +1,15 @@
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#version 440 core
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in vec3 Normal;
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in vec2 TexCoords;
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in vec2 Light;
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in vec4 Color;
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in float Diffuse;
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out vec4 fragColor;
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layout(binding=0) uniform sampler2D BlockAtlas;
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layout(binding=1) uniform sampler2D LightMap;
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float diffuse() {
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float x = Normal.x;
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float y = Normal.y;
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float z = Normal.z;
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return min(x * x * 0.6f + y * y * ((3f + y) / 4f) + z * z * 0.8f, 1f);
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}
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vec4 light() {
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vec2 lm = Light * 0.9375 + 0.03125;
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return texture2D(LightMap, lm);
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@ -25,10 +19,7 @@ vec4 light() {
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void main() {
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vec4 tex = texture2D(BlockAtlas, TexCoords);
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tex *= vec4(light().rgb, 1);
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float df = diffuse();
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tex *= vec4(df, df, df, 1);
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tex *= vec4(light().rgb * Diffuse, 1);
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fragColor = tex;
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}
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@ -10,9 +10,10 @@ layout (location = 5) in float speed;
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layout (location = 6) in float rotationOffset;
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layout (location = 7) in vec3 rotationAxis;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec2 Light;
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out vec4 Color;
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out float Diffuse;
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uniform float time;
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uniform int ticks;
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@ -34,14 +35,21 @@ mat4 kineticRotation() {
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0., 0., 0., 1.);
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}
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float diffuse(vec3 normal) {
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float x = normal.x;
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float y = normal.y;
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float z = normal.z;
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return min(x * x * 0.6f + y * y * ((3f + y) / 4f) + z * z * 0.8f, 1f);
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}
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void main() {
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mat4 rotation = kineticRotation();
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vec4 renderPos = rotation * vec4(aPos - vec3(0.5), 1);
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renderPos += vec4(instancePos + vec3(0.5), 0);
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Diffuse = diffuse(normalize((rotation * vec4(aNormal, 0.)).xyz));
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Color = vec4(1f);
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TexCoords = aTexCoords;
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Normal = normalize((rotation * vec4(aNormal, 0.)).xyz);
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gl_Position = projection * view * renderPos;
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Light = light;
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}
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