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https://github.com/Jozufozu/Flywheel.git
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5 Commits
5399b0fc50
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f380256482
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f380256482 | ||
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c84cd0a14a | ||
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b53c6c60bd | ||
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206aa8d312 | ||
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d11a6e3b48 |
@ -84,6 +84,7 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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.withResource(CULL_SHADER_MAIN))
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.postLink((key, program) -> {
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program.setUniformBlockBinding("_FlwFrameUniforms", Uniforms.FRAME_INDEX);
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program.setUniformBlockBinding("_FlwFogUniforms", Uniforms.FOG_INDEX);
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program.setUniformBlockBinding("_FlwOptionsUniforms", Uniforms.OPTIONS_INDEX);
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program.setUniformBlockBinding("_FlwPlayerUniforms", Uniforms.PLAYER_INDEX);
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program.setUniformBlockBinding("_FlwLevelUniforms", Uniforms.LEVEL_INDEX);
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@ -38,13 +38,6 @@ public class FrameUniforms implements UniformProvider {
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private final Matrix4f viewProjectionInverse = new Matrix4f();
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private final Matrix4f viewProjectionPrev = new Matrix4f();
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private final Matrix4f cleanProjection = new Matrix4f();
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private final Matrix4f cleanProjectionInverse = new Matrix4f();
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private final Matrix4f cleanProjectionPrev = new Matrix4f();
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private final Matrix4f cleanViewProjection = new Matrix4f();
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private final Matrix4f cleanViewProjectionInverse = new Matrix4f();
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private final Matrix4f cleanViewProjectionPrev = new Matrix4f();
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private final Vector3f cameraPositionPrev = new Vector3f();
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private final Vector3f cameraLookPrev = new Vector3f();
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private final Vector2f cameraRotPrev = new Vector2f();
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@ -79,7 +72,6 @@ public class FrameUniforms implements UniformProvider {
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projection.set(context.projection());
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viewProjection.set(context.viewProjection());
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viewProjection.translate(-camX, -camY, -camZ);
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setupCleanMatrices(context.stack(), camera, context.partialTick());
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if (!Uniforms.frustumPaused || Uniforms.frustumCapture) {
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MatrixMath.writePackedFrustumPlanes(ptr, viewProjection);
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@ -93,15 +85,11 @@ public class FrameUniforms implements UniformProvider {
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viewPrev.set(view);
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projectionPrev.set(projection);
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viewProjectionPrev.set(viewProjectionPrev);
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cleanProjectionPrev.set(cleanProjection);
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cleanViewProjectionPrev.set(cleanViewProjection);
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}
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ptr = writeMatrices(ptr);
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viewPrev.set(view);
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projectionPrev.set(projection);
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viewProjectionPrev.set(viewProjection);
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cleanProjectionPrev.set(cleanProjection);
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cleanViewProjectionPrev.set(cleanViewProjection);
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// last values for camera
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if (!lastInit) {
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@ -128,9 +116,6 @@ public class FrameUniforms implements UniformProvider {
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MemoryUtil.memPutFloat(ptr, Minecraft.getInstance().gameRenderer.getDepthFar());
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ptr += 4;
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MemoryUtil.memPutInt(ptr, getConstantAmbientLightFlag(context));
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ptr += 4;
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ptr = writeTime(ptr);
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ptr = writeCameraIn(ptr);
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@ -150,35 +135,9 @@ public class FrameUniforms implements UniformProvider {
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MatrixMath.writeUnsafe(viewProjection, ptr + 64 * 6);
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MatrixMath.writeUnsafe(viewProjection.invert(viewProjectionInverse), ptr + 64 * 7);
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MatrixMath.writeUnsafe(viewProjectionPrev, ptr + 64 * 8);
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MatrixMath.writeUnsafe(cleanProjection, ptr + 64 * 9);
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MatrixMath.writeUnsafe(cleanProjection.invert(cleanProjectionInverse), ptr + 64 * 10);
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MatrixMath.writeUnsafe(cleanProjectionPrev, ptr + 64 * 11);
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MatrixMath.writeUnsafe(cleanViewProjection, ptr + 64 * 12);
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MatrixMath.writeUnsafe(cleanViewProjection.invert(cleanViewProjectionInverse), ptr + 64 * 13);
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MatrixMath.writeUnsafe(cleanViewProjectionPrev, ptr + 64 * 14);
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return ptr + 64 * 15;
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}
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private void setupCleanMatrices(PoseStack stack, Camera camera, float partialTicks) {
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Minecraft mc = Minecraft.getInstance();
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GameRenderer gr = mc.gameRenderer;
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GameRendererAccessor gra = (GameRendererAccessor) gr;
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float fov = (float) gra.flywheel$getFov(camera, partialTicks, true);
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cleanProjection.identity();
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if (gra.flywheel$getZoom() != 1.0F) {
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cleanProjection.translate(gra.flywheel$getZoomX(), -gra.flywheel$getZoomY(), 0.0F);
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cleanProjection.scale(gra.flywheel$getZoom(), gra.flywheel$getZoom(), 1.0F);
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}
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cleanProjection.mul(new Matrix4f().setPerspective(fov * ((float) Math.PI / 180F),
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(float) mc.getWindow().getWidth() / (float) mc.getWindow().getHeight(), 0.05F, gr.getDepthFar()));
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cleanViewProjection.set(cleanProjection).mul(stack.last().pose());
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}
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private long writeCamera(long ptr, float camX, float camY, float camZ) {
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Camera camera = context.camera();
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Vector3f lookVector = camera.getLookVector();
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@ -220,11 +179,4 @@ public class FrameUniforms implements UniformProvider {
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Vec3 cameraPos = camera.getPosition();
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return Uniforms.writeInFluidAndBlock(ptr, level, blockPos, cameraPos);
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}
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private static int getConstantAmbientLightFlag(RenderContext context) {
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var constantAmbientLight = context.level()
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.effects()
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.constantAmbientLight();
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return constantAmbientLight ? 1 : 0;
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}
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}
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@ -28,16 +28,15 @@ public class LevelUniforms implements UniformProvider {
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@Override
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public void write(long ptr) {
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Minecraft mc = Minecraft.getInstance();
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ClientLevel level = mc.level;
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if (level == null || context == null) {
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if (context == null) {
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MemoryUtil.memSet(ptr, 0, SIZE);
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return;
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}
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ClientLevel level = context.level();
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float ptick = context.partialTick();
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Vec3 skyColor = level.getSkyColor(mc.gameRenderer.getMainCamera().getPosition(), ptick);
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Vec3 skyColor = level.getSkyColor(context.camera().getPosition(), ptick);
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ptr = Uniforms.writeVec4(ptr, (float) skyColor.x, (float) skyColor.y, (float) skyColor.z, 1f);
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Vec3 cloudColor = level.getCloudColor(ptick);
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@ -76,6 +75,9 @@ public class LevelUniforms implements UniformProvider {
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MemoryUtil.memPutFloat(ptr, level.getSkyDarken(ptick));
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ptr += 4;
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MemoryUtil.memPutInt(ptr, getConstantAmbientLightFlag(context));
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ptr += 4;
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// TODO: use defines for custom dimension ids
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int dimensionId;
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ResourceKey<Level> dimension = level.dimension();
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@ -90,4 +92,11 @@ public class LevelUniforms implements UniformProvider {
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}
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MemoryUtil.memPutInt(ptr, dimensionId);
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}
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private static int getConstantAmbientLightFlag(RenderContext context) {
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var constantAmbientLight = context.level()
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.effects()
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.constantAmbientLight();
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return constantAmbientLight ? 1 : 0;
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}
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}
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@ -12,12 +12,12 @@ import net.minecraft.client.Options;
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@Mixin(Options.class)
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public class OptionsMixin {
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@Inject(method = "load()V", at = @At("RETURN"))
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private void onLoad(CallbackInfo ci) {
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private void flywheel$onLoad(CallbackInfo ci) {
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Uniforms.onOptionsUpdate();
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}
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@Inject(method = "save", at = @At("HEAD"))
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private void onSave(CallbackInfo ci) {
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private void flywheel$onSave(CallbackInfo ci) {
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Uniforms.onOptionsUpdate();
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}
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}
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@ -1,10 +1,7 @@
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#include "flywheel:internal/indirect/buffers.glsl"
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#include "flywheel:internal/indirect/model_descriptor.glsl"
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#include "flywheel:internal/indirect/object.glsl"
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#include "flywheel:internal/uniforms/frame.glsl"
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#include "flywheel:internal/uniforms/options.glsl"
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#include "flywheel:internal/uniforms/player.glsl"
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#include "flywheel:internal/uniforms/level.glsl"
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#include "flywheel:internal/uniforms/uniforms.glsl"
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#include "flywheel:util/matrix.glsl"
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layout(local_size_x = _FLW_SUBGROUP_SIZE) in;
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@ -1,9 +1,3 @@
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#include "flywheel:internal/uniforms/frame.glsl"
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// Fog doesn't seem like a valid thing to query during the cull pass. Other uniforms added in the
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// future may also be excluded, and we'll have to document each one.
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// #include "flywheel:internal/uniforms/fog.glsl"
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#include "flywheel:internal/uniforms/options.glsl"
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#include "flywheel:internal/uniforms/player.glsl"
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#include "flywheel:internal/uniforms/level.glsl"
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// Cull shaders may not need all uniforms, but it is
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// more consistent if we just provide all uniforms anyways.
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#include "flywheel:internal/uniforms/uniforms.glsl"
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@ -22,13 +22,6 @@ layout(std140) uniform _FlwFrameUniforms {
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mat4 flw_viewProjectionInverse;
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mat4 flw_viewProjectionPrev;
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mat4 flw_cleanProjection;
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mat4 flw_cleanProjectionInverse;
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mat4 flw_cleanProjectionPrev;
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mat4 flw_cleanViewProjection;
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mat4 flw_cleanViewProjectionInverse;
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mat4 flw_cleanViewProjectionPrev;
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vec4 _flw_cameraPos;
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vec4 _flw_cameraPosPrev;
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vec4 _flw_cameraLook;
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