Add shader loading functionality
[no changelog]
This commit is contained in:
@@ -17,6 +17,11 @@ path = ["src/main/resources/**/*.png", "src/main/resources/**/*.mcmeta"]
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SPDX-License-Identifier = "CC-BY-4.0"
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SPDX-FileCopyrightText = ["Linnea Gräf <nea@nea.moe>", "Firmament Contributors"]
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[[annotations]]
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path = ["src/main/resources/assets/minecraft/shaders/core/**/*"]
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SPDX-License-Identifier = "GPL-3.0-or-later"
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SPDX-FileCopyrightText = ["Linnea Gräf <nea@nea.moe>", "Firmament Contributors"]
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[[annotations]]
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path = "src/main/resources/assets/**/lang/*.json"
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SPDX-License-Identifier = "CC0-1.0"
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@@ -0,0 +1,31 @@
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package moe.nea.firmament.mixins;
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import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
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import com.llamalad7.mixinextras.sugar.Local;
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import com.mojang.datafixers.util.Pair;
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import moe.nea.firmament.events.RegisterCustomShadersEvent;
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import net.minecraft.client.gl.ShaderProgram;
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import net.minecraft.client.render.GameRenderer;
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import net.minecraft.resource.ResourceFactory;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import java.util.List;
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import java.util.function.Consumer;
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@Mixin(GameRenderer.class)
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public class InjectCustomShaderPrograms {
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@Inject(method = "loadPrograms",
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at = @At(value = "INVOKE", target = "Lnet/minecraft/client/render/GameRenderer;loadBlurPostProcessor(Lnet/minecraft/resource/ResourceFactory;)V",
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shift = At.Shift.AFTER))
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void addFirmamentShaders(
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ResourceFactory resourceFactory, CallbackInfo ci,
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@Local(index = 3) List<Pair<ShaderProgram, Consumer<ShaderProgram>>> list
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) {
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var event = new RegisterCustomShadersEvent(list, resourceFactory);
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RegisterCustomShadersEvent.Companion.publish(event);
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}
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}
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24
src/main/kotlin/events/RegisterCustomShadersEvent.kt
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24
src/main/kotlin/events/RegisterCustomShadersEvent.kt
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package moe.nea.firmament.events
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import com.mojang.datafixers.util.Pair
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import java.util.function.Consumer
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import net.minecraft.client.gl.ShaderProgram
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.resource.ResourceFactory
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import moe.nea.firmament.Firmament
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data class RegisterCustomShadersEvent(
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val list: MutableList<Pair<ShaderProgram, Consumer<ShaderProgram>>>,
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val resourceFactory: ResourceFactory,
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) : FirmamentEvent() {
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companion object : FirmamentEventBus<RegisterCustomShadersEvent>()
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fun register(name: String, vertexFormat: VertexFormat, saver: Consumer<ShaderProgram>) {
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require(name.startsWith("firmament_"))
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try {
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list.add(Pair.of(ShaderProgram(resourceFactory, name, vertexFormat), saver))
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} catch (ex: Exception) {
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Firmament.logger.fatal("Could not load firmament shader $name", ex)
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}
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}
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}
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23
src/main/kotlin/util/render/FirmamentShaders.kt
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23
src/main/kotlin/util/render/FirmamentShaders.kt
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package moe.nea.firmament.util.render
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import net.minecraft.client.gl.ShaderProgram
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormats
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import moe.nea.firmament.annotations.Subscribe
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import moe.nea.firmament.events.RegisterCustomShadersEvent
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object FirmamentShaders {
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private lateinit var _LINES: ShaderProgram
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val LINES = RenderPhase.ShaderProgram({ _LINES })
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@Subscribe
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fun registerCustomShaders(event: RegisterCustomShadersEvent) {
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event.register(
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"firmament_rendertype_lines",
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VertexFormats.LINES,
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{ _LINES = it },
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)
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}
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}
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@@ -56,7 +56,7 @@ class RenderInWorldContext private constructor(
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false, false, // do we need translucent? i dont think so
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(RenderPhase.LINES_PROGRAM)
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.program(FirmamentShaders.LINES)
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.build(false)
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)
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}
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@@ -172,7 +172,7 @@ class RenderInWorldContext private constructor(
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points.zipWithNext().forEach { (a, b) ->
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val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
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.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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.normalize()
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// .normalize()
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val lastNormal0 = lastNormal ?: normal
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lastNormal = normal
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buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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@@ -0,0 +1,18 @@
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#version 150
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#moj_import <fog.glsl>
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec4 vertexColor;
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out vec4 fragColor;
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void main() {
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vec4 color = vertexColor * ColorModulator;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@@ -0,0 +1,17 @@
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{
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"vertex": "firmament_rendertype_lines",
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"fragment": "firmament_rendertype_lines",
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"samplers": [
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],
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"uniforms": [
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{ "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 ] },
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{ "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 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "LineWidth", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }
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]
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}
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@@ -0,0 +1,62 @@
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#version 150
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#moj_import <fog.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec3 Normal;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform float LineWidth;
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uniform vec2 ScreenSize;
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uniform int FogShape;
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out float vertexDistance;
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out vec4 vertexColor;
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const float VIEW_SHRINK = 1.0 - (1.0 / 256.0);
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const mat4 VIEW_SCALE = mat4(
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VIEW_SHRINK, 0.0, 0.0, 0.0,
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0.0, VIEW_SHRINK, 0.0, 0.0,
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0.0, 0.0, VIEW_SHRINK, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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void main() {
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vec4 linePosStart = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position, 1.0);
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vec4 linePosEnd = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position + Normal, 1.0);
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vec3 ndc1 = linePosStart.xyz / linePosStart.w;
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vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
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bool linePosStartBehind = ndc1.z <= -1;
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bool linePosEndBehind = ndc2.z <= -1;
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if ((linePosStartBehind && linePosEndBehind)) {
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gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
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return; // I don't care for these people
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}
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if (linePosStartBehind || linePosEndBehind) {
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ndc1.z = 0.0;
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ndc2.z = 0.0;
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linePosStart.w = 1.0;
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// TODO: use mx + b to find move the two coordinates around to extend lines
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}
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vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * ScreenSize);
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vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * LineWidth / ScreenSize;
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if (lineOffset.x < 0.0) {
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lineOffset *= -1.0;
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}
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if (gl_VertexID % 2 == 0) {
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gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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} else {
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gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
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}
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vertexDistance = fog_distance(Position, FogShape);
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vertexColor = Color;
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}
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