Fixed sky rendering

This commit is contained in:
paulevsGitch 2021-07-08 11:12:00 +03:00
parent c623da26ed
commit 93ca944472
2 changed files with 440 additions and 441 deletions

View file

@ -0,0 +1,439 @@
package ru.betterend.mixin.client;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.BufferBuilder;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.Tesselator;
import com.mojang.blaze3d.vertex.VertexBuffer;
import com.mojang.blaze3d.vertex.VertexFormat;
import com.mojang.math.Matrix4f;
import com.mojang.math.Quaternion;
import com.mojang.math.Vector3f;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.DimensionSpecialEffects;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.LevelRenderer;
import net.minecraft.client.renderer.RenderBuffers;
import net.minecraft.client.renderer.texture.TextureManager;
import net.minecraft.resources.ResourceLocation;
import org.lwjgl.opengl.GL11;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import ru.bclib.util.BackgroundInfo;
import ru.bclib.util.MHelper;
import ru.betterend.BetterEnd;
import ru.betterend.client.ClientOptions;
import java.util.Random;
@Mixin(LevelRenderer.class)
public class LevelRendererMixin {
private static final ResourceLocation NEBULA_1 = BetterEnd.makeID("textures/sky/nebula_2.png");
private static final ResourceLocation NEBULA_2 = BetterEnd.makeID("textures/sky/nebula_3.png");
private static final ResourceLocation HORIZON = BetterEnd.makeID("textures/sky/nebula_1.png");
private static final ResourceLocation STARS = BetterEnd.makeID("textures/sky/stars.png");
private static final ResourceLocation FOG = BetterEnd.makeID("textures/sky/fog.png");
private static VertexBuffer stars1;
private static VertexBuffer stars2;
private static VertexBuffer stars3;
private static VertexBuffer stars4;
private static VertexBuffer nebulas1;
private static VertexBuffer nebulas2;
private static VertexBuffer horizon;
private static VertexBuffer fog;
private static Vector3f axis1;
private static Vector3f axis2;
private static Vector3f axis3;
private static Vector3f axis4;
private static float time;
private static float time2;
private static float time3;
private static float blind02;
private static float blind06;
private static boolean directOpenGL = false;
@Shadow
@Final
private Minecraft minecraft;
@Shadow
@Final
private TextureManager textureManager;
@Shadow
private ClientLevel level;
@Shadow
private int ticks;
@Inject(method = "<init>*", at = @At("TAIL"))
private void be_onInit(Minecraft client, RenderBuffers bufferBuilders, CallbackInfo info) {
be_initStars();
Random random = new Random(131);
axis1 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
axis2 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
axis3 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
axis4 = new Vector3f(random.nextFloat(), random.nextFloat(), random.nextFloat());
axis1.normalize();
axis2.normalize();
axis3.normalize();
axis4.normalize();
directOpenGL = FabricLoader.getInstance().isModLoaded("optifabric") || FabricLoader.getInstance().isModLoaded("immersive_portals");
}
@Inject(method = "renderSky", at = @At("HEAD"), cancellable = true)
private void be_renderBetterEndSky(PoseStack matrices, Matrix4f matrix4f, float tickDelta, Runnable runnable, CallbackInfo info) {
if (ClientOptions.isCustomSky() && minecraft.level.effects().skyType() == DimensionSpecialEffects.SkyType.END) {
runnable.run();
time = (ticks % 360000) * 0.000017453292F;
time2 = time * 2;
time3 = time * 3;
FogRenderer.levelFogColor();
RenderSystem.enableTexture();
if (directOpenGL) {
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(516, 0.0F);
GL11.glEnable(GL11.GL_BLEND);
RenderSystem.depthMask(false);
}
else {
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
}
float blindA = 1F - BackgroundInfo.blindness;
blind02 = blindA * 0.2F;
blind06 = blindA * 0.6F;
if (blindA > 0) {
matrices.pushPose();
matrices.mulPose(new Quaternion(0, time, 0, false));
RenderSystem.setShaderTexture(0, HORIZON);
be_renderBuffer(matrices, matrix4f, horizon, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, 0.7F * blindA);
matrices.popPose();
matrices.pushPose();
matrices.mulPose(new Quaternion(0, -time, 0, false));
RenderSystem.setShaderTexture(0, NEBULA_1);
be_renderBuffer(matrices, matrix4f, nebulas1, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
matrices.popPose();
matrices.pushPose();
matrices.mulPose(new Quaternion(0, time2, 0, false));
RenderSystem.setShaderTexture(0, NEBULA_2);
be_renderBuffer(matrices, matrix4f, nebulas2, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
matrices.popPose();
RenderSystem.setShaderTexture(0, STARS);
matrices.pushPose();
matrices.mulPose(axis3.rotation(time));
be_renderBuffer(matrices, matrix4f, stars3, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind06);
matrices.popPose();
matrices.pushPose();
matrices.mulPose(axis4.rotation(time2));
be_renderBuffer(matrices, matrix4f, stars4, DefaultVertexFormat.POSITION_TEX, 1F, 1F, 1F, blind06);
matrices.popPose();
}
float a = (BackgroundInfo.fogDensity - 1F);
if (a > 0) {
if (a > 1) a = 1;
RenderSystem.setShaderTexture(0, FOG);
be_renderBuffer(matrices, matrix4f, fog, DefaultVertexFormat.POSITION_TEX, BackgroundInfo.fogColorRed, BackgroundInfo.fogColorGreen, BackgroundInfo.fogColorBlue, a);
}
RenderSystem.disableTexture();
if (blindA > 0) {
matrices.pushPose();
matrices.mulPose(axis1.rotation(time3));
be_renderBuffer(matrices, matrix4f, stars1, DefaultVertexFormat.POSITION, 1, 1, 1, blind06);
matrices.popPose();
matrices.pushPose();
matrices.mulPose(axis2.rotation(time2));
be_renderBuffer(matrices, matrix4f, stars2, DefaultVertexFormat.POSITION, 0.95F, 0.64F, 0.93F, blind06);
matrices.popPose();
}
RenderSystem.enableTexture();
RenderSystem.depthMask(true);
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
info.cancel();
}
}
private void be_renderBuffer(PoseStack matrices, Matrix4f matrix4f, VertexBuffer buffer, VertexFormat format, float r, float g, float b, float a) {
RenderSystem.setShaderColor(r, g, b, a);
if (format == DefaultVertexFormat.POSITION) {
buffer.drawWithShader(matrices.last().pose(), matrix4f, GameRenderer.getPositionShader());
}
else {
buffer.drawWithShader(matrices.last().pose(), matrix4f, GameRenderer.getPositionTexShader());
}
}
private void be_initStars() {
BufferBuilder buffer = Tesselator.getInstance().getBuilder();
stars1 = be_buildBufferStars(buffer, stars1, 0.1, 0.30, 3500, 41315);
stars2 = be_buildBufferStars(buffer, stars2, 0.1, 0.35, 2000, 35151);
stars3 = be_buildBufferUVStars(buffer, stars3, 0.4, 1.2, 1000, 61354);
stars4 = be_buildBufferUVStars(buffer, stars4, 0.4, 1.2, 1000, 61355);
nebulas1 = be_buildBufferFarFog(buffer, nebulas1, 40, 60, 30, 11515);
nebulas2 = be_buildBufferFarFog(buffer, nebulas2, 40, 60, 10, 14151);
horizon = be_buildBufferHorizon(buffer, horizon);
fog = be_buildBufferFog(buffer, fog);
}
private VertexBuffer be_buildBufferStars(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
if (buffer != null) {
buffer.close();
}
//TODO: Test if this is working correct
//Format is set in the DrawState
//buffer = new VertexBuffer(DefaultVertexFormat.POSITION);
buffer = new VertexBuffer();
be_makeStars(bufferBuilder, minSize, maxSize, count, seed);
bufferBuilder.end();
buffer.upload(bufferBuilder);
return buffer;
}
private VertexBuffer be_buildBufferUVStars(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
if (buffer != null) {
buffer.close();
}
// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
buffer = new VertexBuffer();
be_makeUVStars(bufferBuilder, minSize, maxSize, count, seed);
bufferBuilder.end();
buffer.upload(bufferBuilder);
return buffer;
}
private VertexBuffer be_buildBufferFarFog(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
if (buffer != null) {
buffer.close();
}
// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
buffer = new VertexBuffer();
be_makeFarFog(bufferBuilder, minSize, maxSize, count, seed);
bufferBuilder.end();
buffer.upload(bufferBuilder);
return buffer;
}
private VertexBuffer be_buildBufferHorizon(BufferBuilder bufferBuilder, VertexBuffer buffer) {
if (buffer != null) {
buffer.close();
}
// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
buffer = new VertexBuffer();
be_makeCylinder(bufferBuilder, 16, 50, 100);
bufferBuilder.end();
buffer.upload(bufferBuilder);
return buffer;
}
private VertexBuffer be_buildBufferFog(BufferBuilder bufferBuilder, VertexBuffer buffer) {
if (buffer != null) {
buffer.close();
}
// buffer = new VertexBuffer(DefaultVertexFormat.POSITION_TEX);
buffer = new VertexBuffer();
be_makeCylinder(bufferBuilder, 16, 50, 70);
bufferBuilder.end();
buffer.upload(bufferBuilder);
return buffer;
}
private void be_makeStars(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
Random random = new Random(seed);
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION);
for (int i = 0; i < count; ++i) {
double posX = random.nextDouble() * 2.0 - 1.0;
double posY = random.nextDouble() * 2.0 - 1.0;
double posZ = random.nextDouble() * 2.0 - 1.0;
double size = MHelper.randRange(minSize, maxSize, random);
double length = posX * posX + posY * posY + posZ * posZ;
if (length < 1.0 && length > 0.001) {
length = 1.0 / Math.sqrt(length);
posX *= length;
posY *= length;
posZ *= length;
double j = posX * 100.0;
double k = posY * 100.0;
double l = posZ * 100.0;
double m = Math.atan2(posX, posZ);
double n = Math.sin(m);
double o = Math.cos(m);
double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
double q = Math.sin(p);
double r = Math.cos(p);
double s = random.nextDouble() * Math.PI * 2.0;
double t = Math.sin(s);
double u = Math.cos(s);
for (int v = 0; v < 4; ++v) {
double x = (double) ((v & 2) - 1) * size;
double y = (double) ((v + 1 & 2) - 1) * size;
double aa = x * u - y * t;
double ab = y * u + x * t;
double ad = aa * q + 0.0 * r;
double ae = 0.0 * q - aa * r;
double af = ae * n - ab * o;
double ah = ab * n + ae * o;
buffer.vertex(j + af, k + ad, l + ah).endVertex();
}
}
}
}
private void be_makeUVStars(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
Random random = new Random(seed);
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
for (int i = 0; i < count; ++i) {
double posX = random.nextDouble() * 2.0 - 1.0;
double posY = random.nextDouble() * 2.0 - 1.0;
double posZ = random.nextDouble() * 2.0 - 1.0;
double size = MHelper.randRange(minSize, maxSize, random);
double length = posX * posX + posY * posY + posZ * posZ;
if (length < 1.0 && length > 0.001) {
length = 1.0 / Math.sqrt(length);
posX *= length;
posY *= length;
posZ *= length;
double j = posX * 100.0;
double k = posY * 100.0;
double l = posZ * 100.0;
double m = Math.atan2(posX, posZ);
double n = Math.sin(m);
double o = Math.cos(m);
double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
double q = Math.sin(p);
double r = Math.cos(p);
double s = random.nextDouble() * Math.PI * 2.0;
double t = Math.sin(s);
double u = Math.cos(s);
int pos = 0;
float minV = random.nextInt(4) / 4F;
for (int v = 0; v < 4; ++v) {
double x = (double) ((v & 2) - 1) * size;
double y = (double) ((v + 1 & 2) - 1) * size;
double aa = x * u - y * t;
double ab = y * u + x * t;
double ad = aa * q + 0.0 * r;
double ae = 0.0 * q - aa * r;
double af = ae * n - ab * o;
double ah = ab * n + ae * o;
float texU = (pos >> 1) & 1;
float texV = (((pos + 1) >> 1) & 1) / 4F + minV;
pos++;
buffer.vertex(j + af, k + ad, l + ah).uv(texU, texV).endVertex();
}
}
}
}
private void be_makeFarFog(BufferBuilder buffer, double minSize, double maxSize, int count, long seed) {
Random random = new Random(seed);
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
for (int i = 0; i < count; ++i) {
double posX = random.nextDouble() * 2.0 - 1.0;
double posY = random.nextDouble() - 0.5;
double posZ = random.nextDouble() * 2.0 - 1.0;
double size = MHelper.randRange(minSize, maxSize, random);
double length = posX * posX + posY * posY + posZ * posZ;
double distance = 2.0;
double delta = 1.0 / count;
if (length < 1.0 && length > 0.001) {
length = distance / Math.sqrt(length);
size *= distance;
distance -= delta;
posX *= length;
posY *= length;
posZ *= length;
double j = posX * 100.0;
double k = posY * 100.0;
double l = posZ * 100.0;
double m = Math.atan2(posX, posZ);
double n = Math.sin(m);
double o = Math.cos(m);
double p = Math.atan2(Math.sqrt(posX * posX + posZ * posZ), posY);
double q = Math.sin(p);
double r = Math.cos(p);
double s = random.nextDouble() * Math.PI * 2.0;
double t = Math.sin(s);
double u = Math.cos(s);
int pos = 0;
for (int v = 0; v < 4; ++v) {
double x = (double) ((v & 2) - 1) * size;
double y = (double) ((v + 1 & 2) - 1) * size;
double aa = x * u - y * t;
double ab = y * u + x * t;
double ad = aa * q + 0.0 * r;
double ae = 0.0 * q - aa * r;
double af = ae * n - ab * o;
double ah = ab * n + ae * o;
float texU = (pos >> 1) & 1;
float texV = ((pos + 1) >> 1) & 1;
pos++;
buffer.vertex(j + af, k + ad, l + ah).uv(texU, texV).endVertex();
}
}
}
}
private void be_makeCylinder(BufferBuilder buffer, int segments, double height, double radius) {
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
for (int i = 0; i < segments; i++) {
double a1 = (double) i * Math.PI * 2.0 / (double) segments;
double a2 = (double) (i + 1) * Math.PI * 2.0 / (double) segments;
double px1 = Math.sin(a1) * radius;
double pz1 = Math.cos(a1) * radius;
double px2 = Math.sin(a2) * radius;
double pz2 = Math.cos(a2) * radius;
float u0 = (float) i / (float) segments;
float u1 = (float) (i + 1) / (float) segments;
buffer.vertex(px1, -height, pz1).uv(u0, 0).endVertex();
buffer.vertex(px1, height, pz1).uv(u0, 1).endVertex();
buffer.vertex(px2, height, pz2).uv(u1, 1).endVertex();
buffer.vertex(px2, -height, pz2).uv(u1, 0).endVertex();
}
}
}