use of io.xol.chunkstories.api.rendering.textures.Texture2D in project chunkstories by Hugobros3.
the class VoxelTexturesStoreAndAtlaser method getTextureFromBufferedImage.
private Texture2D getTextureFromBufferedImage(BufferedImage image) {
int[] data = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), data, 0, image.getWidth());
// BufferUtils.createByteBuffer(4 * image.getWidth() * image.getHeight());
ByteBuffer buffer = ByteBuffer.allocateDirect(4 * image.getWidth() * image.getHeight());
for (int y = 0; y < image.getHeight(); y++) {
for (int x = 0; x < image.getWidth(); x++) {
int pixel = data[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF));
buffer.put((byte) ((pixel >> 8) & 0xFF));
buffer.put((byte) (pixel & 0xFF));
buffer.put((byte) ((pixel >> 24) & 0xFF));
}
}
buffer.flip();
Texture2D texture = ((ClientContent) parent().parent()).textures().newTexture2D(TextureFormat.RGBA_8BPP, image.getWidth(), image.getHeight());
texture.uploadTextureData(image.getWidth(), image.getHeight(), buffer);
return texture;
}
use of io.xol.chunkstories.api.rendering.textures.Texture2D in project chunkstories by Hugobros3.
the class VoxelTexturesStoreAndAtlaser method getNormalAtlasTexture.
public Texture2D getNormalAtlasTexture() {
Texture2D normalTexture = this.normalTexture;
if (normalTexture == null) {
normalTexture = getTextureFromBufferedImage(normalTextureImage);
this.normalTexture = normalTexture;
}
return normalTexture;
}
use of io.xol.chunkstories.api.rendering.textures.Texture2D 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.textures.Texture2D 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);
}
}
use of io.xol.chunkstories.api.rendering.textures.Texture2D in project chunkstories-core by Hugobros3.
the class ApplySunlightPass method render.
@Override
public void render(RenderingInterface renderer) {
Shader applyShadowsShader = renderer.useShader("shadows_apply");
world.getGenerator().getEnvironment().setupShadowColors(renderer, applyShadowsShader);
applyShadowsShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
applyShadowsShader.setUniform1f("overcastFactor", world.getWeather());
applyShadowsShader.setUniform1f("wetness", world.getGenerator().getEnvironment().getWorldWetness(renderer.getCamera().getCameraPosition()));
renderer.setDepthTestMode(DepthTestMode.DISABLED);
renderer.setBlendMode(BlendMode.DISABLED);
renderer.getRenderTargetManager().setConfiguration(fbo);
float lightMultiplier = 1.0f;
applyShadowsShader.setUniform1f("brightnessMultiplier", lightMultiplier);
RenderPass giPass = this.pipeline.getRenderPass("gi");
if (giPass != null && giPass instanceof GiPass) {
GiPass gi = (GiPass) giPass;
renderer.bindTexture2D("giBuffer", gi.giTexture());
renderer.bindTexture2D("giConfidence", gi.confidenceTexture());
applyShadowsShader.setUniform1f("accumulatedSamples", gi.accumulatedSamples);
// System.out.println("samples:"+gi.accumulatedSamples );
}
/*if(albedoBuffer == normalBuffer || albedoBuffer == zBuffer)
System.out.println("well fuck"+normalBuffer);
renderer.bindTexture2D("albedoBuffer", albedoBuffer);
renderer.bindTexture2D("depthBuffer", zBuffer);
renderer.bindTexture2D("normalBuffer", normalBuffer);
//TODO materials
//renderingContext.bindTexture2D("specularityBuffer", renderBuffers.rbSpecularity);
renderer.bindTexture2D("voxelLightBuffer", voxelLightBuffer);*/
renderer.textures().getTexture("./textures/environement/light.png").setTextureWrapping(false);
renderer.bindTexture2D("blockLightmap", renderer.textures().getTexture("./textures/environement/light.png"));
Texture2D lightColors = renderer.textures().getTexture("./textures/environement/lightcolors.png");
renderer.textures().getTexture("./textures/environement/lightcolors.png").setTextureWrapping(false);
renderer.bindTexture2D("lightColors", lightColors);
if (shadowPass != null) {
renderer.bindTexture2D("shadowMap", (Texture2D) shadowPass.resolvedOutputs.get("shadowMap"));
applyShadowsShader.setUniform1f("shadowMapResolution", ((Texture2D) shadowPass.resolvedOutputs.get("shadowMap")).getWidth());
applyShadowsShader.setUniform1f("shadowVisiblity", shadowPass.getShadowVisibility());
applyShadowsShader.setUniformMatrix4f("shadowMatrix", shadowPass.getShadowMatrix());
}
// Matrices for screen-space transformations
renderer.getCamera().setupShader(applyShadowsShader);
worldRenderer.getSkyRenderer().setupShader(applyShadowsShader);
renderer.getRenderTargetManager().setDepthMask(false);
renderer.drawFSQuad();
renderer.getRenderTargetManager().setDepthMask(true);
}
Aggregations