use of io.xol.chunkstories.api.rendering.GameWindow in project chunkstories-core by Hugobros3.
the class GBuffersOpaquePass method render.
@Override
public void render(RenderingInterface renderingInterface) {
if (fbo != null) {
GameWindow gameWindow = pipeline.getRenderingInterface().getWindow();
renderingInterface.getRenderTargetManager().setConfiguration(fbo);
renderingInterface.getRenderTargetManager().clearBoundRenderTargetAll();
// Set fixed-function parameters
renderingInterface.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
renderingInterface.setBlendMode(BlendMode.DISABLED);
renderingInterface.setCullingMode(CullingMode.COUNTERCLOCKWISE);
Shader opaqueBlocksShader = renderingInterface.useShader("blocks_opaque");
Texture2D blocksAlbedoTexture = gameWindow.getClient().getContent().voxels().textures().getDiffuseAtlasTexture();
Texture2D blocksNormalTexture = gameWindow.getClient().getContent().voxels().textures().getNormalAtlasTexture();
Texture2D blocksMaterialTexture = gameWindow.getClient().getContent().voxels().textures().getMaterialAtlasTexture();
renderingInterface.bindAlbedoTexture(blocksAlbedoTexture);
renderingInterface.bindNormalTexture(blocksNormalTexture);
renderingInterface.bindMaterialTexture(blocksMaterialTexture);
renderingInterface.bindTexture2D("lightColors", renderingInterface.textures().getTexture("./textures/environement/light.png"));
renderingInterface.bindTexture2D("vegetationColorTexture", worldRenderer.getWorld().getGenerator().getEnvironment().getGrassTexture(renderingInterface));
// renderingInterface.bindTexture2D("vegetationColorTexture", getGrassTexture());
// Set texturing arguments
blocksAlbedoTexture.setTextureWrapping(false);
blocksAlbedoTexture.setLinearFiltering(false);
blocksAlbedoTexture.setMipMapping(false);
blocksAlbedoTexture.setMipmapLevelsRange(0, 4);
blocksNormalTexture.setTextureWrapping(false);
blocksNormalTexture.setLinearFiltering(false);
blocksNormalTexture.setMipMapping(false);
blocksNormalTexture.setMipmapLevelsRange(0, 4);
blocksMaterialTexture.setTextureWrapping(false);
blocksMaterialTexture.setLinearFiltering(false);
blocksMaterialTexture.setMipMapping(false);
blocksMaterialTexture.setMipmapLevelsRange(0, 4);
// World stuff
opaqueBlocksShader.setUniform1f("mapSize", world.getSizeInChunks() * 32);
opaqueBlocksShader.setUniform1f("overcastFactor", world.getWeather());
opaqueBlocksShader.setUniform1f("wetness", world.getGenerator().getEnvironment().getWorldWetness(renderingInterface.getCamera().getCameraPosition()));
opaqueBlocksShader.setUniform1f("time", worldRenderer.getAnimationTimer());
opaqueBlocksShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
opaqueBlocksShader.setUniform2f("screenSize", gameWindow.getWidth(), gameWindow.getHeight());
renderingInterface.getCamera().setupShader(opaqueBlocksShader);
renderingInterface.setObjectMatrix(new Matrix4f());
worldRenderer.getChunksRenderer().renderChunks(renderingInterface);
worldRenderer.getChunksRenderer().renderChunksExtras(renderingInterface);
worldRenderer.getEntitiesRenderer().renderEntities(renderingInterface);
worldRenderer.getParticlesRenderer().renderParticles(renderingInterface);
}
}
use of io.xol.chunkstories.api.rendering.GameWindow in project chunkstories by Hugobros3.
the class LoginPrompt method connect.
private void connect() {
if (usernameForm.getText().equals("OFFLINE")) {
Client.offline = true;
Client.username = "OfflineUser" + (int) (Math.random() * 1000);
gameWindow.setLayer(new MainMenu(gameWindow, parentLayer));
} else {
logging_in = true;
RequestResultAction postAction = (result) -> {
gameWindow.getClient().logger().debug("Received login answer");
logging_in = false;
if (result == null) {
failed_login = true;
message = "Can't connect to server.";
return;
}
if (result.startsWith("ok")) {
String session = result.split(":")[1];
Client.username = usernameForm.getText();
Client.session_key = session;
Client.getInstance().getConfiguration().getOption("client.login.auto").trySetting("ok");
Client.getInstance().getConfiguration().getOption("client.login.username").trySetting(usernameForm.getText());
Client.getInstance().getConfiguration().getOption("client.login.password").trySetting(passwordForm.getText());
if (Client.username.equals("Gobrosse") || Client.username.equals("kektest")) {
ClientLimitations.isDebugAllowed = true;
}
// If the user didn't opt-out, look for crash files and upload those
if (Client.getInstance().getConfiguration().getStringOption("client.game.log-policy").equals("send")) {
JavaCrashesUploader t = new JavaCrashesUploader(Client.getInstance());
t.start();
}
can_next = true;
} else if (result.startsWith("ko")) {
failed_login = true;
String reason = result.split(":")[1];
if (reason.equals("notpremium"))
message = ("User is not premium");
else if (reason.equals("invalidcredentials"))
message = ("Invalid credentials");
} else {
message = ("Unknown error");
}
};
new SimplePostRequest("https://chunkstories.xyz/api/login.php", "user=" + usernameForm.getText() + "&pass=" + passwordForm.getText(), postAction);
}
}
use of io.xol.chunkstories.api.rendering.GameWindow in project chunkstories-core by Hugobros3.
the class ShadowPass method render.
public void render(RenderingInterface renderingContext) {
if (this.getShadowVisibility() == 0f)
// No shadows at night :)
return;
GameWindow gameWindow = pipeline.getRenderingInterface().getWindow();
// Resize the texture if needed
int shadowMapTextureSize = renderingContext.getClient().getConfiguration().getIntOption("client.rendering.shadowsResolution");
if (shadowDepthTexture.getWidth() != shadowMapTextureSize) {
fbo.resize(shadowMapTextureSize, shadowMapTextureSize);
}
// The size of the shadow range depends on the shadowmap resolution
int shadowRange = 128;
if (shadowMapTextureSize > 1024)
shadowRange = 192;
else if (shadowMapTextureSize > 2048)
shadowRange = 256;
int shadowDepthRange = 200;
// Builds the shadow matrix
// MatrixHelper.getOrthographicMatrix(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
Matrix4f depthProjectionMatrix = new Matrix4f().ortho(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
Matrix4f depthViewMatrix = new Matrix4f().lookAt(skyRenderer.getSunPosition(), new Vector3f(0, 0, 0), new Vector3f(0, 1, 0));
Matrix4f shadowMVP = new Matrix4f();
depthProjectionMatrix.mul(depthViewMatrix, shadowMVP);
// Matrix4f.mul(depthProjectionMatrix, depthViewMatrix, shadowMVP);
shadowMatrix = new Matrix4f(shadowMVP);
Vector3dc posd = renderingContext.getCamera().getCameraPosition();
Vector3f pos = new Vector3f((float) posd.x(), (float) posd.y(), (float) posd.z());
pos.negate();
shadowMVP.translate(pos);
// Set appropriate fixed function stuff
renderingContext.setCullingMode(CullingMode.COUNTERCLOCKWISE);
renderingContext.setBlendMode(BlendMode.DISABLED);
renderingContext.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
// Bind relevant FBO and clear it
renderingContext.getRenderTargetManager().setConfiguration(fbo);
renderingContext.getRenderTargetManager().clearBoundRenderTargetZ(1.0f);
Shader shadowsPassShader = renderingContext.useShader("shadows");
shadowsPassShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
shadowsPassShader.setUniformMatrix4f("depthMVP", shadowMVP);
shadowsPassShader.setUniform1f("isUsingInstancedData", 0f);
shadowsPassShader.setUniform1f("useVoxelCoordinates", 1f);
Texture2D blocksAlbedoTexture = gameWindow.getClient().getContent().voxels().textures().getDiffuseAtlasTexture();
renderingContext.bindAlbedoTexture(blocksAlbedoTexture);
renderingContext.setObjectMatrix(null);
// We render the world from that perspective
// Hackish way of enabling the shader input for the fake "wind" effect vegetation can have
shadowsPassShader.setUniform1f("allowForWavyStuff", 1);
worldRenderer.getChunksRenderer().renderChunks(renderingContext);
// In turn, disabling it while we do the entities
shadowsPassShader.setUniform1f("allowForWavyStuff", 0);
worldRenderer.getEntitiesRenderer().renderEntities(renderingContext);
}
use of io.xol.chunkstories.api.rendering.GameWindow in project chunkstories-core by Hugobros3.
the class WaterPass method render.
@Override
public void render(RenderingInterface renderer) {
// if(true)
// return;
renderer.setBlendMode(BlendMode.MIX);
renderer.setCullingMode(CullingMode.DISABLED);
GameWindow gameWindow = pipeline.getRenderingInterface().getWindow();
// one for computing the refracted color and putting it in shaded buffer, and another one to read it back and blend it
for (int pass = 1; pass <= 2; pass++) {
Shader liquidBlocksShader = renderer.useShader("blocks_liquid_pass" + pass);
liquidBlocksShader.setUniform1f("viewDistance", world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance"));
renderer.bindTexture2D("waterNormalDeep", renderer.textures().getTexture("./textures/water/deep.png"));
renderer.bindTexture2D("waterNormalShallow", renderer.textures().getTexture("./textures/water/shallow.png"));
renderer.bindTexture2D("lightColors", renderer.textures().getTexture("./textures/environement/light.png"));
Texture2D blocksAlbedoTexture = gameWindow.getClient().getContent().voxels().textures().getDiffuseAtlasTexture();
renderer.bindAlbedoTexture(blocksAlbedoTexture);
liquidBlocksShader.setUniform2f("screenSize", gameWindow.getWidth(), gameWindow.getHeight());
skyRenderer.setupShader(liquidBlocksShader);
liquidBlocksShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
renderer.getCamera().setupShader(liquidBlocksShader);
// Underwater flag
Voxel vox = world.peekSafely(renderer.getCamera().getCameraPosition()).getVoxel();
liquidBlocksShader.setUniform1f("underwater", vox.getDefinition().isLiquid() ? 1 : 0);
if (pass == 1) {
renderer.getRenderTargetManager().setConfiguration(waterRefractionFbo);
renderer.getRenderTargetManager().clearBoundRenderTargetAll();
renderer.bindTexture2D("readbackAlbedoBufferTemp", albedoBuffer);
renderer.bindTexture2D("readbackVoxelLightBufferTemp", voxelLightBuffer);
renderer.bindTexture2D("readbackDepthBufferTemp", zBuffer);
renderer.getRenderTargetManager().setDepthMask(false);
} else if (pass == 2) {
renderer.getRenderTargetManager().setConfiguration(fboGBuffers);
renderer.setBlendMode(BlendMode.DISABLED);
renderer.bindTexture2D("readbackShadedBufferTemp", waterTempTexture);
renderer.getRenderTargetManager().setDepthMask(true);
}
renderer.setObjectMatrix(new Matrix4f());
worldRenderer.getChunksRenderer().renderChunks(renderer);
}
}
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