Beispiel #1
0
func transDraw() {
	gl.ActiveTexture(0)
	accum.Bind(gl.Texture2D)
	gl.ActiveTexture(1)
	revealage.Bind(gl.Texture2D)
	gl.ActiveTexture(2)
	fbColor.Bind(gl.Texture2DMultisample)

	transState.program.Use()
	transState.shader.Accum.Int(0)
	transState.shader.Revealage.Int(1)
	transState.shader.Color.Int(2)
	transState.shader.Samples.Int(rSamples.Value())
	transState.array.Bind()
	gl.DrawArrays(gl.Triangles, 0, 6)
}
Beispiel #2
0
func (c *cloudState) tick(delta float64) {
	if !DrawClouds {
		return
	}
	c.offset += delta
	tex := GetTexture("steven:environment/clouds")
	r := tex.Rect()

	c.program.Use()
	c.shader.PerspectiveMatrix.Matrix4(&perspectiveMatrix)
	c.shader.CameraMatrix.Matrix4(&cameraMatrix)
	c.shader.SkyOffset.Float(SkyOffset)
	c.shader.LightLevel.Float(LightLevel)
	c.shader.Offset.Float3(float32(int(Camera.X)), 0, float32(int(Camera.Z)))
	c.shader.TextureInfo.Float4(
		float32(r.X),
		float32(r.Y),
		float32(r.Width),
		float32(r.Height),
	)
	c.shader.Atlas.Float(float32(tex.Atlas()))
	c.shader.CloudOffset.Float(float32(c.offset / 60.0))

	c.shader.Textures.Int(0)

	gl.ActiveTexture(1)
	c.texture.Bind(gl.Texture2D)
	if c.dirty {
		c.texture.SubImage2D(0, 0, 0, 512, 512, gl.Red, gl.UnsignedByte, c.data)
		c.dirty = false
	}
	c.shader.CloudMap.Int(1)
	c.array.Bind()
	gl.DrawArrays(gl.Points, 0, c.numPoints)
}
Beispiel #3
0
// Draw draws a single frame
func Draw(width, height int, delta float64) {
	tickAnimatedTextures(delta)
	frameID++
sync:
	for {
		select {
		case f := <-syncChan:
			f()
		default:
			break sync
		}
	}

	// Only update the viewport if the window was resized
	if lastHeight != height || lastWidth != width || lastFOV != FOV.Value() {
		lastWidth = width
		lastHeight = height
		lastFOV = FOV.Value()

		perspectiveMatrix = mgl32.Perspective(
			(math.Pi/180)*float32(lastFOV),
			float32(width)/float32(height),
			0.1,
			500.0,
		)
		gl.Viewport(0, 0, width, height)
		frustum.SetPerspective(
			(math.Pi/180)*float32(lastFOV),
			float32(width)/float32(height),
			0.1,
			500.0,
		)
		initTrans()
	}

	mainFramebuffer.Bind()
	gl.Enable(gl.Multisample)

	gl.ActiveTexture(0)
	glTexture.Bind(gl.Texture2DArray)

	gl.ClearColor(ClearColour.R, ClearColour.G, ClearColour.B, 1.0)
	gl.Clear(gl.ColorBufferBit | gl.DepthBufferBit)

	chunkProgram.Use()

	viewVector = mgl32.Vec3{
		float32(math.Cos(Camera.Yaw-math.Pi/2) * -math.Cos(Camera.Pitch)),
		float32(-math.Sin(Camera.Pitch)),
		float32(-math.Sin(Camera.Yaw-math.Pi/2) * -math.Cos(Camera.Pitch)),
	}
	cam := mgl32.Vec3{-float32(Camera.X), -float32(Camera.Y), float32(Camera.Z)}
	cameraMatrix = mgl32.LookAtV(
		cam,
		cam.Add(mgl32.Vec3{-viewVector.X(), -viewVector.Y(), viewVector.Z()}),
		mgl32.Vec3{0, -1, 0},
	)
	cameraMatrix = cameraMatrix.Mul4(mgl32.Scale3D(-1.0, 1.0, 1.0))

	frustum.SetCamera(
		cam,
		cam.Add(mgl32.Vec3{-viewVector.X(), -viewVector.Y(), viewVector.Z()}),
		mgl32.Vec3{0, -1, 0},
	)

	shaderChunk.PerspectiveMatrix.Matrix4(&perspectiveMatrix)
	shaderChunk.CameraMatrix.Matrix4(&cameraMatrix)
	shaderChunk.Texture.Int(0)
	shaderChunk.LightLevel.Float(LightLevel)
	shaderChunk.SkyOffset.Float(SkyOffset)

	chunkPos := position{
		X: int(Camera.X) >> 4,
		Y: int(Camera.Y) >> 4,
		Z: int(Camera.Z) >> 4,
	}
	nearestBuffer = buffers[chunkPos]

	for _, dir := range direction.Values {
		validDirs[dir] = viewVector.Dot(dir.AsVec()) > -0.8
	}

	renderOrder = renderOrder[:0]
	renderBuffer(nearestBuffer, chunkPos, direction.Invalid, delta)

	drawLines()
	drawModels()
	clouds.tick(delta)

	chunkProgramT.Use()
	shaderChunkT.PerspectiveMatrix.Matrix4(&perspectiveMatrix)
	shaderChunkT.CameraMatrix.Matrix4(&cameraMatrix)
	shaderChunkT.Texture.Int(0)
	shaderChunkT.LightLevel.Float(LightLevel)
	shaderChunkT.SkyOffset.Float(SkyOffset)

	// Copy the depth buffer
	mainFramebuffer.BindRead()
	transFramebuffer.BindDraw()
	gl.BlitFramebuffer(
		0, 0, lastWidth, lastHeight,
		0, 0, lastWidth, lastHeight,
		gl.DepthBufferBit, gl.Nearest,
	)

	gl.Enable(gl.Blend)
	gl.DepthMask(false)
	transFramebuffer.Bind()
	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.ColorBufferBit)
	gl.ClearBuffer(gl.Color, 0, []float32{0, 0, 0, 1})
	gl.ClearBuffer(gl.Color, 1, []float32{0, 0, 0, 0})
	gl.BlendFuncSeparate(gl.OneFactor, gl.OneFactor, gl.ZeroFactor, gl.OneMinusSrcAlpha)
	for _, chunk := range renderOrder {
		if chunk.countT > 0 && chunk.bufferT.IsValid() {
			shaderChunkT.Offset.Int3(chunk.X, chunk.Y*4096-chunk.Y*int(4096*(1-chunk.progress)), chunk.Z)

			chunk.arrayT.Bind()
			gl.DrawElements(gl.Triangles, chunk.countT, elementBufferType, 0)
		}
	}

	gl.UnbindFramebuffer()
	gl.Disable(gl.DepthTest)
	gl.Clear(gl.ColorBufferBit)
	gl.Disable(gl.Blend)

	transDraw()

	gl.Enable(gl.DepthTest)
	gl.DepthMask(true)
	gl.BlendFunc(gl.SrcAlpha, gl.OneMinusSrcAlpha)
	gl.Disable(gl.Multisample)

	drawUI()

	if debugFramebuffers.Value() {
		gl.Enable(gl.Multisample)
		blitBuffers()
		gl.Disable(gl.Multisample)
	}
}