Add shader loading functionality

[no changelog]
This commit is contained in:
Linnea Gräf
2024-09-07 14:44:43 +02:00
parent 9cdc30e024
commit 26461deda4
8 changed files with 182 additions and 2 deletions

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@@ -17,6 +17,11 @@ path = ["src/main/resources/**/*.png", "src/main/resources/**/*.mcmeta"]
SPDX-License-Identifier = "CC-BY-4.0" SPDX-License-Identifier = "CC-BY-4.0"
SPDX-FileCopyrightText = ["Linnea Gräf <nea@nea.moe>", "Firmament Contributors"] SPDX-FileCopyrightText = ["Linnea Gräf <nea@nea.moe>", "Firmament Contributors"]
[[annotations]]
path = ["src/main/resources/assets/minecraft/shaders/core/**/*"]
SPDX-License-Identifier = "GPL-3.0-or-later"
SPDX-FileCopyrightText = ["Linnea Gräf <nea@nea.moe>", "Firmament Contributors"]
[[annotations]] [[annotations]]
path = "src/main/resources/assets/**/lang/*.json" path = "src/main/resources/assets/**/lang/*.json"
SPDX-License-Identifier = "CC0-1.0" SPDX-License-Identifier = "CC0-1.0"

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@@ -0,0 +1,31 @@
package moe.nea.firmament.mixins;
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
import com.llamalad7.mixinextras.sugar.Local;
import com.mojang.datafixers.util.Pair;
import moe.nea.firmament.events.RegisterCustomShadersEvent;
import net.minecraft.client.gl.ShaderProgram;
import net.minecraft.client.render.GameRenderer;
import net.minecraft.resource.ResourceFactory;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import java.util.List;
import java.util.function.Consumer;
@Mixin(GameRenderer.class)
public class InjectCustomShaderPrograms {
@Inject(method = "loadPrograms",
at = @At(value = "INVOKE", target = "Lnet/minecraft/client/render/GameRenderer;loadBlurPostProcessor(Lnet/minecraft/resource/ResourceFactory;)V",
shift = At.Shift.AFTER))
void addFirmamentShaders(
ResourceFactory resourceFactory, CallbackInfo ci,
@Local(index = 3) List<Pair<ShaderProgram, Consumer<ShaderProgram>>> list
) {
var event = new RegisterCustomShadersEvent(list, resourceFactory);
RegisterCustomShadersEvent.Companion.publish(event);
}
}

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@@ -0,0 +1,24 @@
package moe.nea.firmament.events
import com.mojang.datafixers.util.Pair
import java.util.function.Consumer
import net.minecraft.client.gl.ShaderProgram
import net.minecraft.client.render.VertexFormat
import net.minecraft.resource.ResourceFactory
import moe.nea.firmament.Firmament
data class RegisterCustomShadersEvent(
val list: MutableList<Pair<ShaderProgram, Consumer<ShaderProgram>>>,
val resourceFactory: ResourceFactory,
) : FirmamentEvent() {
companion object : FirmamentEventBus<RegisterCustomShadersEvent>()
fun register(name: String, vertexFormat: VertexFormat, saver: Consumer<ShaderProgram>) {
require(name.startsWith("firmament_"))
try {
list.add(Pair.of(ShaderProgram(resourceFactory, name, vertexFormat), saver))
} catch (ex: Exception) {
Firmament.logger.fatal("Could not load firmament shader $name", ex)
}
}
}

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@@ -0,0 +1,23 @@
package moe.nea.firmament.util.render
import net.minecraft.client.gl.ShaderProgram
import net.minecraft.client.render.RenderPhase
import net.minecraft.client.render.VertexFormats
import moe.nea.firmament.annotations.Subscribe
import moe.nea.firmament.events.RegisterCustomShadersEvent
object FirmamentShaders {
private lateinit var _LINES: ShaderProgram
val LINES = RenderPhase.ShaderProgram({ _LINES })
@Subscribe
fun registerCustomShaders(event: RegisterCustomShadersEvent) {
event.register(
"firmament_rendertype_lines",
VertexFormats.LINES,
{ _LINES = it },
)
}
}

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@@ -56,7 +56,7 @@ class RenderInWorldContext private constructor(
false, false, // do we need translucent? i dont think so false, false, // do we need translucent? i dont think so
RenderLayer.MultiPhaseParameters.builder() RenderLayer.MultiPhaseParameters.builder()
.depthTest(RenderPhase.ALWAYS_DEPTH_TEST) .depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
.program(RenderPhase.LINES_PROGRAM) .program(FirmamentShaders.LINES)
.build(false) .build(false)
) )
} }
@@ -172,7 +172,7 @@ class RenderInWorldContext private constructor(
points.zipWithNext().forEach { (a, b) -> points.zipWithNext().forEach { (a, b) ->
val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat()) val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat()) .sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
.normalize() // .normalize()
val lastNormal0 = lastNormal ?: normal val lastNormal0 = lastNormal ?: normal
lastNormal = normal lastNormal = normal
buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat()) buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())

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@@ -0,0 +1,18 @@
#version 150
#moj_import <fog.glsl>
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = vertexColor * ColorModulator;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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@@ -0,0 +1,17 @@
{
"vertex": "firmament_rendertype_lines",
"fragment": "firmament_rendertype_lines",
"samplers": [
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "LineWidth", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }
]
}

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@@ -0,0 +1,62 @@
#version 150
#moj_import <fog.glsl>
in vec3 Position;
in vec4 Color;
in vec3 Normal;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform float LineWidth;
uniform vec2 ScreenSize;
uniform int FogShape;
out float vertexDistance;
out vec4 vertexColor;
const float VIEW_SHRINK = 1.0 - (1.0 / 256.0);
const mat4 VIEW_SCALE = mat4(
VIEW_SHRINK, 0.0, 0.0, 0.0,
0.0, VIEW_SHRINK, 0.0, 0.0,
0.0, 0.0, VIEW_SHRINK, 0.0,
0.0, 0.0, 0.0, 1.0
);
void main() {
vec4 linePosStart = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position, 1.0);
vec4 linePosEnd = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position + Normal, 1.0);
vec3 ndc1 = linePosStart.xyz / linePosStart.w;
vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
bool linePosStartBehind = ndc1.z <= -1;
bool linePosEndBehind = ndc2.z <= -1;
if ((linePosStartBehind && linePosEndBehind)) {
gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
return; // I don't care for these people
}
if (linePosStartBehind || linePosEndBehind) {
ndc1.z = 0.0;
ndc2.z = 0.0;
linePosStart.w = 1.0;
// TODO: use mx + b to find move the two coordinates around to extend lines
}
vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * ScreenSize);
vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * LineWidth / ScreenSize;
if (lineOffset.x < 0.0) {
lineOffset *= -1.0;
}
if (gl_VertexID % 2 == 0) {
gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
} else {
gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
}
vertexDistance = fog_distance(Position, FogShape);
vertexColor = Color;
}