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Example 16 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader in project chunkstories by Hugobros3.

the class FarTerrainMeshRenderer method renderTerrain.

public void renderTerrain(RenderingInterface renderer, ReadyVoxelMeshesMask mask) {
    // Check for world updates
    Vector3dc cameraPosition = renderer.getCamera().getCameraPosition();
    int xCoordinates = ((int) (double) cameraPosition.x());
    int zCoordinates = ((int) (double) cameraPosition.z());
    xCoordinates %= world.getWorldSize();
    zCoordinates %= world.getWorldSize();
    if (xCoordinates < 0)
        xCoordinates += world.getWorldSize();
    if (zCoordinates < 0)
        zCoordinates += world.getWorldSize();
    int chunkCoordinatesX = xCoordinates / 32;
    int chunkCoordinatesZ = zCoordinates / 32;
    if (centerChunkX != chunkCoordinatesX || centerChunkZ != chunkCoordinatesZ) {
        centerChunkX = chunkCoordinatesX;
        centerChunkZ = chunkCoordinatesZ;
        this.markFarTerrainMeshDirty();
    }
    // Setup shader etc
    Shader terrainShader = renderer.useShader("terrain");
    renderer.setBlendMode(BlendMode.DISABLED);
    renderer.getCamera().setupShader(terrainShader);
    worldRenderer.getSkyRenderer().setupShader(terrainShader);
    terrainShader.setUniform1f("viewDistance", world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance"));
    Texture2D waterTexture = renderer.textures().getTexture("./textures/water/shallow.png");
    waterTexture.setLinearFiltering(true);
    waterTexture.setMipMapping(true);
    // renderer.bindCubemap("environmentCubemap", worldRenderer.renderBuffers.rbEnvironmentMap);
    renderer.bindTexture2D("blockLightmap", TexturesHandler.getTexture("./textures/environement/light.png"));
    Texture2D lightColors = TexturesHandler.getTexture("./textures/environement/lightcolors.png");
    renderer.bindTexture2D("lightColors", lightColors);
    renderer.bindTexture2D("normalTexture", waterTexture);
    world.getGenerator().getEnvironment().setupShadowColors(renderer, terrainShader);
    // worldRenderer.setupShadowColors(terrainShader);
    renderer.bindTexture2D("vegetationColorTexture", world.getGenerator().getEnvironment().getGrassTexture(renderer));
    // renderingContext.bindTexture2D("vegetationColorTexture", worldRenderer.getGrassTexture());
    terrainShader.setUniform1f("mapSize", world.getSizeInChunks() * 32);
    // TODO hidden inputs ?
    if (renderer.getClient().getInputsManager().getInputByName("wireframeFarTerrain").isPressed() && ClientLimitations.isDebugAllowed)
        renderer.setPolygonFillMode(PolygonFillMode.WIREFRAME);
    if (!renderer.getClient().getInputsManager().getInputByName("hideFarTerrain").isPressed() && ClientLimitations.isDebugAllowed)
        drawTerrainBits(renderer, mask, terrainShader);
    renderer.setPolygonFillMode(PolygonFillMode.FILL);
}
Also used : Vector3dc(org.joml.Vector3dc) Texture2D(io.xol.chunkstories.api.rendering.textures.Texture2D) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Example 17 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader in project chunkstories by Hugobros3.

the class FarTerrainNoMeshRenderer method renderTerrain.

@Override
public void renderTerrain(RenderingInterface renderer, ReadyVoxelMeshesMask mask) {
    Shader terrainShader = renderer.useShader("terrain");
    renderer.setBlendMode(BlendMode.DISABLED);
    renderer.getCamera().setupShader(terrainShader);
    worldRenderer.getSkyRenderer().setupShader(terrainShader);
    terrainShader.setUniform1f("viewDistance", world.getClient().getConfiguration().getIntOption("client.rendering.viewDistance"));
    Texture2D waterTexture = renderer.textures().getTexture("./textures/water/shallow.png");
    waterTexture.setLinearFiltering(true);
    waterTexture.setMipMapping(true);
    // renderer.bindCubemap("environmentCubemap", worldRenderer.renderBuffers.rbEnvironmentMap);
    renderer.bindTexture2D("blockLightmap", TexturesHandler.getTexture("./textures/environement/light.png"));
    Texture2D lightColors = TexturesHandler.getTexture("./textures/environement/lightcolors.png");
    renderer.bindTexture2D("lightColors", lightColors);
    renderer.bindTexture2D("normalTexture", waterTexture);
    world.getGenerator().getEnvironment().setupShadowColors(renderer, terrainShader);
    // worldRenderer.setupShadowColors(terrainShader);
    renderer.bindTexture2D("vegetationColorTexture", world.getGenerator().getEnvironment().getGrassTexture(renderer));
    terrainShader.setUniform1f("mapSize", worldRenderer.getWorld().getSizeInChunks() * 32);
    renderer.bindArrayTexture("heights", worldRenderer.getSummariesTexturesHolder().getHeightsArrayTexture());
    renderer.bindArrayTexture("topVoxels", worldRenderer.getSummariesTexturesHolder().getTopVoxelsArrayTexture());
    renderer.bindTexture1D("blocksTexturesSummary", colours.get());
    if (renderer.getClient().getInputsManager().getInputByName("wireframeFarTerrain").isPressed() && ClientLimitations.isDebugAllowed)
        renderer.setPolygonFillMode(PolygonFillMode.WIREFRAME);
    if (!renderer.getClient().getInputsManager().getInputByName("hideFarTerrain").isPressed() && ClientLimitations.isDebugAllowed) {
        renderer.setCullingMode(CullingMode.COUNTERCLOCKWISE);
        renderer.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
        Player player = Client.getInstance().getPlayer();
        Location playerPosition = player.getLocation();
        if (playerPosition == null)
            // We won't do shit with that going on
            return;
        Vector2d playerCenter = new Vector2d(playerPosition.x, playerPosition.z);
        int chunkX = (int) Math.floor(playerPosition.x / 32.0);
        int chunkZ = (int) Math.floor(playerPosition.z / 32.0);
        int regionX = chunkX / 8;
        int regionZ = chunkZ / 8;
        int[] lodInstanceCount = new int[detailLevels.length];
        ByteBuffer[] lodByteBuffer = new ByteBuffer[detailLevels.length];
        // ByteBuffer summariesAttributes = MemoryUtil.memAlloc(9 * 9 * (4 + 2 * 4));
        // MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
        // int count = 0;
        double lodBias = -0.0;
        double lodExponent = 0.35;
        if (!world.getClient().getConfiguration().getBooleanOption("client.rendering.hqTerrain")) {
            lodBias = 0.4;
            lodExponent = 0.35;
        }
        if (mask == null) {
            lodExponent = 1.0;
            lodBias = 0.6;
        }
        Vector2d center = new Vector2d();
        for (int i = -4; i <= 4; i++) for (int j = -4; j <= 4; j++) {
            int regionI = regionX + i;
            int regionJ = regionZ + j;
            int index = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ);
            if (index == -1)
                continue;
            // For the extra row of triangles to mask the seams
            int index10 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ);
            int index01 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI, regionJ + 1);
            int index11 = worldRenderer.getSummariesTexturesHolder().getSummaryIndex(regionI + 1, regionJ + 1);
            if (i < 4 && index10 == -1)
                continue;
            if (j < 4 && index01 == -1)
                continue;
            if (i < 4 && j < 4 && index11 == -1)
                continue;
            HeightmapImplementation sum = (HeightmapImplementation) world.getRegionsSummariesHolder().getHeightmap(regionI, regionJ);
            // Early out
            if (sum == null || !sum.isLoaded())
                continue;
            if (!renderer.getCamera().isBoxInFrustrum(new CollisionBox(regionI * 256, 0, regionJ * 256, 256, 1024, /*+ sum.getHeightMipmapped(0, 0, 9)*/
            256)))
                continue;
            for (int l = 0; l < 8; l++) for (int m = 0; m < 8; m++) {
                if (mask != null) {
                    if (mask.shouldMaskSlab(regionI * 8 + l, regionJ * 8 + m, sum.min[l][m], sum.max[l][m]))
                        continue;
                }
                center.set(regionI * 256 + l * 32 + 16, regionJ * 256 + m * 32 + 16);
                int lod = detailLevels.length - (int) ((lodBias + Math.pow(Math.min(1024, center.distance(playerCenter)) / 1024, lodExponent)) * detailLevels.length);
                // System.out.println(center.distance(playerCenter));
                if (lod <= 0)
                    lod = 0;
                if (lod >= detailLevels.length)
                    lod = detailLevels.length - 1;
                // lod = 2;
                // System.out.println("lod:"+lod);
                // lod = Math.random() > 0.5 ? 1 : 2;
                ByteBuffer summariesAttributes = lodByteBuffer[lod];
                if (summariesAttributes == null) {
                    summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
                    lodByteBuffer[lod] = summariesAttributes;
                }
                summariesAttributes.putFloat(regionI * 256 + l * 32);
                summariesAttributes.putFloat(regionJ * 256 + m * 32);
                summariesAttributes.put((byte) index);
                summariesAttributes.put((byte) index10);
                summariesAttributes.put((byte) index01);
                summariesAttributes.put((byte) index11);
                lodInstanceCount[lod]++;
                // Always add both so lod 1 is drew under
                if (lod != 0) {
                    lod = 0;
                    summariesAttributes = lodByteBuffer[lod];
                    if (summariesAttributes == null) {
                        summariesAttributes = MemoryUtil.memAlloc(9 * 9 * 8 * 8 * (4 + 2 * 4));
                        lodByteBuffer[lod] = summariesAttributes;
                    }
                    summariesAttributes.putFloat(regionI * 256 + l * 32);
                    summariesAttributes.putFloat(regionJ * 256 + m * 32);
                    summariesAttributes.put((byte) index);
                    summariesAttributes.put((byte) index10);
                    summariesAttributes.put((byte) index01);
                    summariesAttributes.put((byte) index11);
                    lodInstanceCount[lod]++;
                }
            }
        }
        // for(int lod = 0; lod < detailLevels.length; lod++) {
        for (int lod = detailLevels.length - 1; lod >= 0; lod--) {
            // Check if anything was supposed to be drew at this lod
            ByteBuffer summariesAttributes = lodByteBuffer[lod];
            if (summariesAttributes == null)
                continue;
            if (lod < 0) {
                MemoryUtil.memFree(summariesAttributes);
                continue;
            }
            // Flip buffer, box it for autodeletion, upload it
            summariesAttributes.flip();
            MemFreeByteBuffer auto_free_summariesAttributes = new MemFreeByteBuffer(summariesAttributes);
            gridAttributes.uploadData(auto_free_summariesAttributes);
            terrainShader.setUniform1i("lodLevel", lod);
            terrainShader.setUniform1f("textureLodLevel", lod - 5);
            terrainShader.setUniform1i("maskPresence", mask == null ? 0 : 1);
            renderer.bindAttribute("vertexIn", grids[lod].asAttributeSource(VertexFormat.FLOAT, 3, 0, 0L));
            renderer.bindAttribute("displacementIn", gridAttributes.asAttributeSource(VertexFormat.FLOAT, 2, (4 + 2 * 4), 0L, 1));
            renderer.bindAttribute("indexIn", gridAttributes.asIntegerAttributeSource(VertexFormat.BYTE, 4, (4 + 2 * 4), 8L, 1));
            renderer.draw(Primitive.TRIANGLE, 0, (detailLevels[lod] + 1) * (detailLevels[lod] + 1) * 2 * 3, lodInstanceCount[lod]);
        }
    }
    renderer.setPolygonFillMode(PolygonFillMode.FILL);
}
Also used : Texture2D(io.xol.chunkstories.api.rendering.textures.Texture2D) Player(io.xol.chunkstories.api.player.Player) Shader(io.xol.chunkstories.api.rendering.shader.Shader) MemFreeByteBuffer(io.xol.chunkstories.client.util.MemFreeByteBuffer) ByteBuffer(java.nio.ByteBuffer) MemFreeByteBuffer(io.xol.chunkstories.client.util.MemFreeByteBuffer) HeightmapImplementation(io.xol.chunkstories.world.summary.HeightmapImplementation) Vector2d(org.joml.Vector2d) Location(io.xol.chunkstories.api.Location) CollisionBox(io.xol.chunkstories.api.physics.CollisionBox)

Example 18 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader in project chunkstories by Hugobros3.

the class FrametimeRenderer method draw.

public static void draw(OpenGLRenderingContext renderingContext) {
    lel++;
    lel %= 1024;
    long elapsedTime = (System.nanoTime() - lastTime);
    lastTime = System.nanoTime();
    dataBB.putFloat(lel * 4, elapsedTime / 1000000f);
    renderingContext.setDepthTestMode(DepthTestMode.DISABLED);
    renderingContext.setBlendMode(BlendMode.MIX);
    renderingContext.setCullingMode(CullingMode.DISABLED);
    Shader overlayProgram = renderingContext.useShader("fps_graph");
    overlayProgram.setUniform1f("currentTiming", lel);
    overlayProgram.setUniform2f("screenSize", renderingContext.getWindow().getWidth(), renderingContext.getWindow().getHeight());
    overlayProgram.setUniform1f("sizeInPixels", 768);
    overlayProgram.setUniform1f("heightInPixels", 192);
    overlayProgram.setUniform1f("xPosition", 0);
    overlayProgram.setUniform1f("yPosition", 0);
    overlayProgram.setUniform3f("graphColour", 0, 1, 0);
    overlayProgram.setUniform1f("shade", 0.0f);
    dataBB.rewind();
    texture.uploadTextureData(1024, dataBB);
    texture.setLinearFiltering(false);
    texture.setTextureWrapping(true);
    renderingContext.bindTexture1D("frametimeData", texture);
    renderingContext.drawFSQuad();
    renderingContext.getFontRenderer().drawStringWithShadow(renderingContext.getFontRenderer().defaultFont(), 4, 192 - 30, "Frametime (ms)", 2, 2, new Vector4f(0.0f, 1.0f, 0.0f, 1.0f));
}
Also used : Vector4f(org.joml.Vector4f) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Example 19 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader in project chunkstories by Hugobros3.

the class MemUsageRenderer method draw.

public static void draw(OpenGLRenderingContext renderingContext) {
    lel++;
    lel %= 1024;
    // long elapsedTime = (System.nanoTime() - lastTime);
    lastTime = System.nanoTime();
    float totalMemoryMB = Runtime.getRuntime().totalMemory() / 1024 / 1024;
    float freeMemoryMB = Runtime.getRuntime().freeMemory() / 1024 / 1024;
    float usedMemoryMB = totalMemoryMB - freeMemoryMB;
    dataBB.putFloat(lel * 4, usedMemoryMB / totalMemoryMB * 192f);
    // System.out.println(usedMemoryMB + " / " + totalMemoryMB);
    renderingContext.setDepthTestMode(DepthTestMode.DISABLED);
    renderingContext.setBlendMode(BlendMode.MIX);
    renderingContext.setCullingMode(CullingMode.DISABLED);
    Shader overlayProgram = renderingContext.useShader("fps_graph");
    overlayProgram.setUniform1f("currentTiming", lel);
    overlayProgram.setUniform2f("screenSize", renderingContext.getWindow().getWidth(), renderingContext.getWindow().getHeight());
    overlayProgram.setUniform1f("sizeInPixels", 768);
    overlayProgram.setUniform1f("heightInPixels", 192);
    overlayProgram.setUniform1f("xPosition", 0);
    overlayProgram.setUniform1f("yPosition", 192 + 192);
    overlayProgram.setUniform3f("graphColour", 1, 1, 0);
    overlayProgram.setUniform1f("shade", 1.0f);
    dataBB.rewind();
    texture.uploadTextureData(1024, dataBB);
    texture.setLinearFiltering(false);
    texture.setTextureWrapping(true);
    renderingContext.bindTexture1D("frametimeData", texture);
    renderingContext.drawFSQuad();
    renderingContext.getFontRenderer().drawStringWithShadow(renderingContext.getFontRenderer().defaultFont(), 4, 192 + 192 + 192 - 30, "Memory used (%" + Runtime.getRuntime().totalMemory() / 1024 / 1024 + "Mb)", 2, 2, new Vector4f(1.0f, 1.0f, 0.0f, 1.0f));
}
Also used : Vector4f(org.joml.Vector4f) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Example 20 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader in project chunkstories by Hugobros3.

the class WorldLogicTimeRenderer method draw.

public static void draw(OpenGLRenderingContext renderingContext) {
    renderingContext.setDepthTestMode(DepthTestMode.DISABLED);
    renderingContext.setBlendMode(BlendMode.MIX);
    renderingContext.setCullingMode(CullingMode.DISABLED);
    Shader overlayProgram = renderingContext.useShader("fps_graph");
    overlayProgram.setUniform1f("currentTiming", lel);
    overlayProgram.setUniform2f("screenSize", renderingContext.getWindow().getWidth(), renderingContext.getWindow().getHeight());
    overlayProgram.setUniform1f("sizeInPixels", 768);
    overlayProgram.setUniform1f("heightInPixels", 192);
    overlayProgram.setUniform1f("xPosition", 0);
    overlayProgram.setUniform1f("yPosition", 192);
    overlayProgram.setUniform3f("graphColour", 0, 1, 1);
    overlayProgram.setUniform1f("shade", 0.0f);
    dataBB.rewind();
    texture.uploadTextureData(1024, dataBB);
    texture.setLinearFiltering(false);
    texture.setTextureWrapping(true);
    renderingContext.bindTexture1D("frametimeData", texture);
    renderingContext.drawFSQuad();
    renderingContext.getFontRenderer().drawStringWithShadow(renderingContext.getFontRenderer().defaultFont(), 4, 192 + 192 - 30, "World logic timing (ms)", 2, 2, new Vector4f(0.0f, 1.0f, 1.0f, 1.0f));
}
Also used : Vector4f(org.joml.Vector4f) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Aggregations

Shader (io.xol.chunkstories.api.rendering.shader.Shader)27 Texture2D (io.xol.chunkstories.api.rendering.textures.Texture2D)9 Vector4f (org.joml.Vector4f)5 ByteBuffer (java.nio.ByteBuffer)4 Matrix4f (org.joml.Matrix4f)4 CollisionBox (io.xol.chunkstories.api.physics.CollisionBox)3 GameWindow (io.xol.chunkstories.api.rendering.GameWindow)3 Vector3f (org.joml.Vector3f)3 Location (io.xol.chunkstories.api.Location)2 Player (io.xol.chunkstories.api.player.Player)2 Voxel (io.xol.chunkstories.api.voxel.Voxel)2 CellData (io.xol.chunkstories.api.world.cell.CellData)2 MemFreeByteBuffer (io.xol.chunkstories.client.util.MemFreeByteBuffer)2 HeightmapImplementation (io.xol.chunkstories.world.summary.HeightmapImplementation)2 Vector2d (org.joml.Vector2d)2 Vector3dc (org.joml.Vector3dc)2 Layer (io.xol.chunkstories.api.gui.Layer)1 ItemVoxel (io.xol.chunkstories.api.item.ItemVoxel)1 RenderPass (io.xol.chunkstories.api.rendering.pass.RenderPass)1 DummyCell (io.xol.chunkstories.api.world.cell.DummyCell)1