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package util.render
import com.mojang.blaze3d.pipeline.BlendFunction
import com.mojang.blaze3d.pipeline.RenderPipeline
import com.mojang.blaze3d.platform.DepthTestFunction
import com.mojang.blaze3d.vertex.VertexFormat.DrawMode
import java.util.function.Function
import net.minecraft.client.gl.RenderPipelines
import net.minecraft.client.gl.UniformType
import net.minecraft.client.render.RenderLayer
import net.minecraft.client.render.RenderPhase
import net.minecraft.client.render.VertexFormats
import net.minecraft.util.Identifier
import net.minecraft.util.Util
import moe.nea.firmament.Firmament
object CustomRenderPipelines {
val GUI_TEXTURED_NO_DEPTH_TRIS =
RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
.withVertexFormat(VertexFormats.POSITION_TEXTURE_COLOR, DrawMode.TRIANGLES)
.withLocation(Firmament.identifier("gui_textured_overlay_tris"))
.withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST)
.withCull(false)
.withDepthWrite(false)
.build()
val OMNIPRESENT_LINES = RenderPipeline
.builder(RenderPipelines.RENDERTYPE_LINES_SNIPPET)
.withLocation(Firmament.identifier("lines"))
.withDepthWrite(false)
.withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST)
.build()
val COLORED_OMNIPRESENT_QUADS =
RenderPipeline.builder(RenderPipelines.TRANSFORMS_AND_PROJECTION_SNIPPET)// TODO: split this up to support better transparent ordering.
.withLocation(Firmament.identifier("colored_omnipresent_quads"))
.withVertexShader("core/position_color")
.withFragmentShader("core/position_color")
.withVertexFormat(VertexFormats.POSITION_COLOR, DrawMode.QUADS)
.withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST)
.withCull(false)
.withDepthWrite(false)
.withBlend(BlendFunction.TRANSLUCENT)
.build()
val CIRCLE_FILTER_TRANSLUCENT_GUI_TRIS =
RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
.withVertexFormat(VertexFormats.POSITION_TEXTURE_COLOR, DrawMode.TRIANGLES)
.withLocation(Firmament.identifier("gui_textured_overlay_tris_circle"))
.withUniform("CutoutRadius", UniformType.UNIFORM_BUFFER)
.withFragmentShader(Firmament.identifier("circle_discard_color"))
// .withBlend(BlendFunction.TRANSLUCENT)
.build()
val PARALLAX_CAPE_SHADER =
RenderPipeline.builder(RenderPipelines.ENTITY_SNIPPET)
.withLocation(Firmament.identifier("parallax_cape"))
.withFragmentShader(Firmament.identifier("cape/parallax"))
.withSampler("Sampler0")
.withSampler("Sampler1")
.withSampler("Sampler3")
.withUniform("Animation", UniformType.UNIFORM_BUFFER)
.build()
}
object CustomRenderLayers {
inline fun memoizeTextured(crossinline func: (Identifier) -> RenderLayer.MultiPhase) = memoize(func)
inline fun <T, R> memoize(crossinline func: (T) -> R): Function<T, R> {
return Util.memoize { it: T -> func(it) }
}
val GUI_TEXTURED_NO_DEPTH_TRIS = memoizeTextured { texture ->
RenderLayer.of(
"firmament_gui_textured_overlay_tris",
RenderLayer.DEFAULT_BUFFER_SIZE,
CustomRenderPipelines.GUI_TEXTURED_NO_DEPTH_TRIS,
RenderLayer.MultiPhaseParameters.builder().texture(
RenderPhase.Texture(texture, false)
)
.build(false)
)
}
val LINES = RenderLayer.of(
"firmament_lines",
RenderLayer.DEFAULT_BUFFER_SIZE,
CustomRenderPipelines.OMNIPRESENT_LINES,
RenderLayer.MultiPhaseParameters.builder() // TODO: accept linewidth here
.build(false)
)
val COLORED_QUADS = RenderLayer.of(
"firmament_quads",
RenderLayer.DEFAULT_BUFFER_SIZE,
false, true,
CustomRenderPipelines.COLORED_OMNIPRESENT_QUADS,
RenderLayer.MultiPhaseParameters.builder()
.lightmap(RenderPhase.DISABLE_LIGHTMAP)
.build(false)
)
val TRANSLUCENT_CIRCLE_GUI =
RenderLayer.of(
"firmament_circle_gui",
RenderLayer.DEFAULT_BUFFER_SIZE,
CustomRenderPipelines.CIRCLE_FILTER_TRANSLUCENT_GUI_TRIS,
RenderLayer.MultiPhaseParameters.builder()
.build(false)
)
}
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