Search in sources :

Example 21 with Shader

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

the class VoxelOverlays method drawSelectionBox.

public void drawSelectionBox(RenderingInterface renderingInterface, Location location) {
    if (vertexBuffer == null)
        vertexBuffer = renderingInterface.newVertexBuffer();
    int x = (int) (double) location.x();
    int y = (int) (double) location.y();
    int z = (int) (double) location.z();
    CellData peek = location.getWorld().peekSafely(x, y, z);
    if (peek.getVoxel() == null || peek.getVoxel().isAir())
        return;
    CollisionBox[] boxes = peek.getTranslatedCollisionBoxes();
    // TODO: getTranslatedCollisionBoxes(voxelContext)
    if (boxes == null)
        return;
    renderingInterface.setCullingMode(CullingMode.DISABLED);
    renderingInterface.setBlendMode(BlendMode.MIX);
    renderingInterface.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
    // ShadersLibrary.getShaderProgram("overlay");
    Shader overlayProgram = renderingInterface.useShader("overlay");
    renderingInterface.getCamera().setupShader(overlayProgram);
    overlayProgram.setUniform4f("colorIn", new Vector4f(1.0f, 1.0f, 1.0f, 1.0f));
    ByteBuffer data = ByteBuffer.allocateDirect(4 * 3 * 8 * 3 * boxes.length);
    data.order(ByteOrder.nativeOrder());
    // FloatBuffer fb = data.asFloatBuffer();
    // fb.order(ByteOrder.nativeOrder());
    // float[] data = new float[3 * 8 * 6 * boxes.length];
    int i = 0;
    for (CollisionBox box : boxes) {
        i = cubeVertices(data, i, (float) box.xpos, (float) box.ypos, (float) box.zpos, (float) box.xw, (float) box.h, (float) box.zw);
    }
    data.flip();
    vertexBuffer.uploadData(data);
    renderingInterface.bindAttribute("vertexIn", vertexBuffer.asAttributeSource(VertexFormat.FLOAT, 3));
    // renderingContext.bindAttribute("vertexIn", new FloatBufferAttributeSource(data, 3));
    renderingInterface.draw(Primitive.LINE, 0, boxes.length * 3 * 8);
    renderingInterface.setBlendMode(BlendMode.DISABLED);
// System.out.println("k");
/*
		glColor4f(1, 1, 1, 1.0f);
		//GL11.glBlendFunc(GL11.GL_ONE_MINUS_SRC_COLOR, GL11.GL_ZERO);
		//GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
		//GL11.glBlendEquation(GL11.);
		glBegin(GL_LINES);
		VoxelContext bri = new VoxelContextOlder(world, x, y, z);
		if (bri.getVoxel() == null)
		{
			System.out.println(bri.getData());
			return;
		}
		for (CollisionBox box : bri.getVoxel().getTranslatedCollisionBoxes(world, x, y, z))
			cubeVertices((float) box.xpos, (float) box.ypos, (float) box.zpos, (float) box.xw, (float) box.h, (float) box.zw);
		glEnd();
		glColor4f(1, 1, 1, 1);*/
}
Also used : Vector4f(org.joml.Vector4f) Shader(io.xol.chunkstories.api.rendering.shader.Shader) CellData(io.xol.chunkstories.api.world.cell.CellData) ByteBuffer(java.nio.ByteBuffer) CollisionBox(io.xol.chunkstories.api.physics.CollisionBox)

Example 22 with Shader

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

the class PostProcessPass method render.

@Override
public void render(RenderingInterface renderer) {
    if (shadedBuffer != null) {
        renderer.getRenderTargetManager().setConfiguration(fbo);
        // renderer.getRenderTargetManager().clearBoundRenderTargetAll();
        // TODO mix in the reflections earlier ?
        // Texture2D bloomRendered = RenderingConfig.doBloom ? bloomRenderer.renderBloom(renderingContext) : null;
        Layer layer = renderer.getWindow().getLayer();
        // (layer instanceof Ingame) ? ((Ingame)layer).getPauseOverlayFade() : 0;
        float pauseFade = 0.0f;
        pauseFade = layer.getClass().getName().contains("Ingame") ? 0 : 1;
        // We render to the screen.
        // renderer.getRenderTargetManager().setConfiguration(null);
        renderer.setDepthTestMode(DepthTestMode.DISABLED);
        renderer.setBlendMode(BlendMode.DISABLED);
        Shader postProcess = renderer.useShader("postprocess");
        renderer.bindTexture2D("shadedBuffer", shadedBuffer);
        renderer.bindTexture2D("zBuffer", zBuffer);
        renderer.bindTexture2D("pauseOverlayTexture", renderer.textures().getTexture("./textures/gui/darker.png"));
        // TODO make an underwater pass
        // Voxel vox = world.peekSafely(renderingContext.getCamera().getCameraPosition()).getVoxel();
        // postProcess.setUniform1f("underwater", vox.getDefinition().isLiquid() ? 1 : 0);
        postProcess.setUniform1f("underwater", 0.0f);
        // TODO
        postProcess.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
        postProcess.setUniform1f("pauseOverlayFade", pauseFade);
        if (shadowPass != null && renderer.getClient().getConfiguration().getBooleanOption("client.rendering.shadows")) {
            renderer.bindTexture2D("shadowMap", (Texture2D) shadowPass.resolvedOutputs.get("shadowMap"));
            // System.out.println((Texture2D) shadowPass.resolvedOutputs.get("shadowMap"));
            postProcess.setUniform1f("shadowMapResolution", ((Texture2D) shadowPass.resolvedOutputs.get("shadowMap")).getWidth());
            postProcess.setUniform1f("shadowVisiblity", shadowPass.getShadowVisibility());
            postProcess.setUniformMatrix4f("shadowMatrix", shadowPass.getShadowMatrix());
        }
        renderer.getCamera().setupShader(postProcess);
        worldRenderer.getSkyRenderer().setupShader(postProcess);
        renderer.drawFSQuad();
    }
}
Also used : Shader(io.xol.chunkstories.api.rendering.shader.Shader) Layer(io.xol.chunkstories.api.gui.Layer)

Example 23 with Shader

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

the class ReflectionsPass method render.

@Override
public void render(RenderingInterface renderer) {
    Shader reflectionsShader = renderer.useShader("reflections");
    // This isn't a depth-buffered pass.
    renderer.setDepthTestMode(DepthTestMode.DISABLED);
    renderer.setBlendMode(BlendMode.DISABLED);
    renderer.getRenderTargetManager().setConfiguration(fbo);
    renderer.getRenderTargetManager().clearBoundRenderTargetAll();
    // Required to execute SSR
    /*renderer.bindTexture2D("shadedBuffer", worldRenderer.renderBuffers.rbShaded);
		renderer.bindTexture2D("zBuffer", worldRenderer.renderBuffers.rbZBuffer);
		renderer.bindTexture2D("normalBuffer", worldRenderer.renderBuffers.rbNormal);
		renderer.bindTexture2D("specularityBuffer", worldRenderer.renderBuffers.rbSpecularity);
		renderer.bindTexture2D("voxelLightBuffer", worldRenderer.renderBuffers.rbVoxelLight);*/
    // TODO renderer.bindCubemap("environmentCubemap", worldRenderer.renderBuffers.rbEnvironmentMap);
    // Matrices for screen-space transformations
    renderer.getCamera().setupShader(reflectionsShader);
    skyRenderer.setupShader(reflectionsShader);
    // Disable depth writing and run the deal
    renderer.getRenderTargetManager().setDepthMask(false);
    renderer.drawFSQuad();
    renderer.getRenderTargetManager().setDepthMask(true);
}
Also used : Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Example 24 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader 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);
}
Also used : GameWindow(io.xol.chunkstories.api.rendering.GameWindow) Vector3dc(org.joml.Vector3dc) Matrix4f(org.joml.Matrix4f) Texture2D(io.xol.chunkstories.api.rendering.textures.Texture2D) Vector3f(org.joml.Vector3f) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Example 25 with Shader

use of io.xol.chunkstories.api.rendering.shader.Shader 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);
    }
}
Also used : GameWindow(io.xol.chunkstories.api.rendering.GameWindow) Texture2D(io.xol.chunkstories.api.rendering.textures.Texture2D) Matrix4f(org.joml.Matrix4f) Voxel(io.xol.chunkstories.api.voxel.Voxel) 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