use of mathax.client.renderer.Framebuffer in project Client by MatHax.
the class Background method onRenderAfterWorld.
private void onRenderAfterWorld() {
// Enable / disable with fading
boolean shouldRender = shouldRender();
long time = System.currentTimeMillis();
if (enabled) {
if (!shouldRender) {
if (fadeEndAt == -1)
fadeEndAt = System.currentTimeMillis() + fadeTime.get();
if (time >= fadeEndAt) {
enabled = false;
fadeEndAt = -1;
}
}
} else {
if (shouldRender) {
enabled = true;
fadeEndAt = System.currentTimeMillis() + fadeTime.get();
}
}
if (!enabled)
return;
switch(backgroundMode.get()) {
case Blur:
// Initialize shader and framebuffer if running for the first time
if (shader == null) {
shader = new Shader("background/blur.vert", "background/blur.frag");
fbo1 = new Framebuffer();
fbo2 = new Framebuffer();
}
// Prepare stuff for rendering
int sourceTexture = mc.getFramebuffer().getColorAttachment();
shader.bind();
shader.set("u_Size", mc.getWindow().getFramebufferWidth(), mc.getWindow().getFramebufferHeight());
shader.set("u_Texture", 0);
// Update progress
double progress = 1;
if (time < fadeEndAt) {
if (shouldRender)
progress = 1 - (fadeEndAt - time) / fadeTime.get().doubleValue();
else
progress = (fadeEndAt - time) / fadeTime.get().doubleValue();
} else {
fadeEndAt = -1;
}
// Render the blur
shader.set("u_Radius", Math.floor(blurRadius.get() * progress));
PostProcessRenderer.beginRender();
fbo1.bind();
GL.bindTexture(sourceTexture);
shader.set("u_Direction", 1.0, 0.0);
PostProcessRenderer.render();
if (blurMode.get() == BlurMode.Fancy)
fbo2.bind();
else
fbo2.unbind();
GL.bindTexture(fbo1.texture);
shader.set("u_Direction", 0.0, 1.0);
PostProcessRenderer.render();
if (blurMode.get() == BlurMode.Fancy) {
fbo1.bind();
GL.bindTexture(fbo2.texture);
shader.set("u_Direction", 1.0, 0.0);
PostProcessRenderer.render();
fbo2.unbind();
GL.bindTexture(fbo1.texture);
shader.set("u_Direction", 0.0, 1.0);
PostProcessRenderer.render();
}
PostProcessRenderer.endRender();
}
}
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