ProjectZombie/src/projectzombie/display/DisplayRender.java

183 lines
5.5 KiB
Java
Executable File

package projectzombie.display;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glViewport;
import java.nio.ByteBuffer;
import org.lwjgl.opengl.GL33;
import gl_engine.matrix.Matrix4;
import projectzombie.Main;
import projectzombie.entity.player.EntityPlayer;
import projectzombie.settings.SettingQuality;
import projectzombie.util.math.ColorRange;
import projectzombie.world.chunk.ChunkEventHandler;
import projectzombie.world.layer.layergen.LayerGen;
public class DisplayRender
{
public static int shadow_fbo;
public static int shadow_depth;
public static int shadow_size;
private static SettingQuality shadow_quality;
public static SettingQuality setShadowQuality(SettingQuality quality)
{
int size;
switch(quality)
{
case LOWEST:
size = 1024;
break;
case LOW:
size = 2048;
break;
case MEDIUM:
size = 4096;
break;
case HIGH:
size = 8192;
break;
case EXTREME:
size = 16384;
break;
default:
size = 2048;
quality = SettingQuality.LOW;
break;
}
if(Main.window != null && size > Main.window.texture_max_size) {
quality = SettingQuality.LOWEST;
size = 1024;
}
shadow_size = size;
shadow_quality = quality;
return quality;
}
public static SettingQuality getShadowQuality() {
return shadow_quality;
}
public static void updateShadowQuality()
{
GL33.glBindFramebuffer(GL33.GL_FRAMEBUFFER, shadow_fbo);
GL33.glDeleteTextures(shadow_depth);
shadow_depth = generateDepthTexture(shadow_size, shadow_size);
}
private static int generateDepthTexture(int width, int height)
{
int depth = GL33.glGenTextures();
GL33.glBindTexture(GL33.GL_TEXTURE_2D, depth);
GL33.glTexImage2D(
GL33.GL_TEXTURE_2D, 0, GL33.GL_DEPTH_COMPONENT32, width, height,
0, GL33.GL_DEPTH_COMPONENT, GL33.GL_FLOAT, (ByteBuffer) null);
GL33.glTexParameteri(GL33.GL_TEXTURE_2D, GL33.GL_TEXTURE_MIN_FILTER, GL33.GL_LINEAR);
GL33.glTexParameteri(GL33.GL_TEXTURE_2D, GL33.GL_TEXTURE_MAG_FILTER, GL33.GL_LINEAR);
GL33.glTexParameteri(GL33.GL_TEXTURE_2D, GL33.GL_TEXTURE_WRAP_S, GL33.GL_CLAMP_TO_BORDER);
GL33.glTexParameteri(GL33.GL_TEXTURE_2D, GL33.GL_TEXTURE_WRAP_T, GL33.GL_CLAMP_TO_BORDER);
GL33.glTexParameterfv(GL33.GL_TEXTURE_2D, GL33.GL_TEXTURE_BORDER_COLOR, new float[] {1, 1, 1, 1});
GL33.glFramebufferTexture(GL33.GL_FRAMEBUFFER, GL33.GL_DEPTH_ATTACHMENT, depth, 0);
return depth;
}
public static void init()
{
shadow_fbo = GL33.glGenFramebuffers();
GL33.glBindFramebuffer(GL33.GL_FRAMEBUFFER, shadow_fbo);
GL33.glDrawBuffer(GL33.GL_NONE);
GL33.glReadBuffer(GL33.GL_NONE);
shadow_depth = generateDepthTexture(shadow_size, shadow_size);
}
public static void render(int w, int h)
{
// Setup GL and clear the colour
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, w, h);
GL33.glEnable(GL33.GL_DEPTH_TEST);
GL33.glUniform4f(Main.window.glsl_color, 1, 1, 1, 1);
GL33.glUniform1i(Main.window.glsl_do_discard_coords, 0);
ColorRange range = Main.world.getLayer().layergen.getLightLevel();
GL33.glUniform3f(Main.window.glsl_day_low, (float)range.min.x, (float)range.min.y, (float)range.min.z);
GL33.glUniform3f(Main.window.glsl_day_high, (float)range.max.x, (float)range.max.y, (float)range.max.z);
if(Main.menu.doGameRender)
{
if(ChunkEventHandler.loaded)
{
EntityPlayer player = Main.player;
Camera camera = new Camera(w, h);
Camera.camera = camera;
Matrix4 rotated = Matrix4.rotate(-camera.angle, 0, 1, 0);
Matrix4 billboard = Matrix4.multiply(Matrix4.rotate(-45, 1, 0, 0), rotated);
Main.window.environmentRenderer.use();
GL33.glUniformMatrix4fv(Main.window.glsl_camera, true, Camera.camera.matrix.getArray());
GL33.glUniformMatrix4fv(Main.window.glsl_billboard, true, billboard.getArray());
GL33.glUniformMatrix4fv(Main.window.glsl_rotated, true, rotated.getArray());
GL33.glUniformMatrix4fv(Main.window.glsl_projection_sun, true, Camera.camera.projection_sun.getArray());
GL33.glUniform1i(Main.window.glsl_time, (int)((System.currentTimeMillis() / 10) % 1000));
GL33.glUniform1i(Main.window.glsl_do_lighting, 1);
Main.world.markPoolDirty();
LayerGen layergen = Main.world.getLayer().layergen;
//double sunPosition = MathHelpers.mod(layergen.getSunPosition(), 360);
if(layergen.hasSun() /*&& sunPosition > 0 && sunPosition < 180*/ && shadow_size != 1)
{
// Set up the suns frame buffer
GL33.glBindFramebuffer(GL33.GL_FRAMEBUFFER, shadow_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
// Set up the suns perspective
GL33.glUniformMatrix4fv(Main.window.glsl_projection, true,
Camera.camera.projection_sun.getArray());
GL33.glUniform1i(Main.window.glsl_mode, 1);
// Render from the suns perspective
glViewport(0, 0, shadow_size, shadow_size);
Main.world.render(camera);
// Set back to the players frame buffer
GL33.glBindFramebuffer(GL33.GL_FRAMEBUFFER, 0);
glViewport(0, 0, w, h);
}
// Set to the players perspective and render
GL33.glUniformMatrix4fv(Main.window.glsl_projection, true,
Camera.camera.projection.getArray());
GL33.glUniform1i(Main.window.glsl_mode, 0);
Main.world.render(camera);
player.chunk = Main.world.getLayer().getChunk(player.getPos().xz());
GL33.glUniform1i(Main.window.glsl_do_lighting, 0);
}
}
// Render the user interface
DisplayRenderUI.render();
}
}