Add GUI scale and glass on every version #40
+1
-1
Submodule common updated: 7bc308155e...524fc36bf3
@@ -1,6 +1,20 @@
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package org.saturnclient.impl.ui;
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package org.saturnclient.impl.ui;
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//? if >=1.21.11 {
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// Glass: a copy of the game behind the screen, blurred, drawn through each panel's rounded rectangle
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// texture as a mask. There's a copy for each blur strength in use (menus and widgets have their own),
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// blurred with vanilla's blur at that radius, so it holds the world or panorama without the screen's
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// own animated background blur.
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//
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// The GUI rewrites split this into three implementations:
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// - 1.21.6+: the GUI is drawn after the screen builds it, so the copy is taken from the main
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// framebuffer while the screen builds its GUI, and glass is a GUI element with its own pipeline
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// (shaders/core/glass.fsh). The blur is vanilla's effect rebuilt with the radius set.
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// - 1.21.5: the screen draws straight into the framebuffer, blurring it first, so the game is saved
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// before the blur (saveBackground). Glass is a render layer with its own pipeline
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// (shaders/core/glass_pre_1_21_6.fsh), and the blur takes the radius as it runs.
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// - 1.21.4: as 1.21.5, with GL framebuffers copied by blitting, and a shader program
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// (shaders/core/glass.json) instead of a pipeline.
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//? if >=1.21.6 {
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import java.io.Reader;
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import java.io.Reader;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Map;
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@@ -17,22 +31,17 @@ import com.mojang.serialization.JsonOps;
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import org.saturnclient.saturnclient.SaturnClient;
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import org.saturnclient.saturnclient.SaturnClient;
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import net.minecraft.client.gl.Framebuffer;
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import net.minecraft.client.gl.Framebuffer;
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import net.minecraft.client.gl.GpuSampler;
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import net.minecraft.client.gl.PostEffectPipeline;
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import net.minecraft.client.gl.PostEffectPipeline;
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import net.minecraft.client.gl.PostEffectProcessor;
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import net.minecraft.client.gl.PostEffectProcessor;
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import net.minecraft.client.gl.RenderPipelines;
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import net.minecraft.client.gl.RenderPipelines;
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import net.minecraft.client.gl.SimpleFramebuffer;
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import net.minecraft.client.gl.SimpleFramebuffer;
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import net.minecraft.client.render.DefaultFramebufferSet;
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import net.minecraft.client.render.DefaultFramebufferSet;
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import net.minecraft.client.render.ProjectionMatrix2;
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import net.minecraft.client.render.ProjectionMatrix2;
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import net.minecraft.client.texture.AbstractTexture;
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import net.minecraft.client.texture.TextureSetup;
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import net.minecraft.client.texture.TextureSetup;
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import net.minecraft.client.util.Pool;
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import net.minecraft.client.util.Pool;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.Identifier;
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// Glass: a copy of the game behind the screen, blurred, drawn through each panel's rounded rectangle
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// texture (shaders/core/glass.fsh). There's a copy for each blur strength in use (menus and widgets
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// have their own), made while the screen builds its GUI, before the GUI is drawn, so it holds the
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// world or panorama alone, without the screen's own animated background blur.
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// TODO: glass before 1.21.11 (#23). Those versions draw translucent panels without it.
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public final class GlassRenderer {
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public final class GlassRenderer {
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public static final RenderPipeline PIPELINE = RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
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public static final RenderPipeline PIPELINE = RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
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.withLocation(Identifier.of("saturnclient", "pipeline/glass"))
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.withLocation(Identifier.of("saturnclient", "pipeline/glass"))
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@@ -52,8 +61,8 @@ public final class GlassRenderer {
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private GlassRenderer() {
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private GlassRenderer() {
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}
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}
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// Copies the main framebuffer and blurs the copy by blur. Call once a frame for each blur, before
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// Copies the main framebuffer and blurs the copy by blur. Call once a frame for each blur, while
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// drawing glass with it.
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// the screen builds its GUI, before drawing glass with it.
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public static void captureBackdrop(int blur) {
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public static void captureBackdrop(int blur) {
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Framebuffer main = SaturnClient.client.getFramebuffer();
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Framebuffer main = SaturnClient.client.getFramebuffer();
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int width = main.textureWidth;
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int width = main.textureWidth;
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@@ -66,6 +75,8 @@ public final class GlassRenderer {
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} else if (backdrop.textureWidth != width || backdrop.textureHeight != height) {
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} else if (backdrop.textureWidth != width || backdrop.textureHeight != height) {
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backdrop.resize(width, height);
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backdrop.resize(width, height);
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}
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}
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//? if <1.21.11
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//backdrop.getColorAttachment().setTextureFilter(FilterMode.LINEAR, false);
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RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(
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RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(
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main.getColorAttachment(), backdrop.getColorAttachment(), 0, 0, 0, 0, 0, width, height);
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main.getColorAttachment(), backdrop.getColorAttachment(), 0, 0, 0, 0, 0, width, height);
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@@ -78,9 +89,12 @@ public final class GlassRenderer {
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}
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}
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// The mask, then the copy blurred by blur, as the glass pipeline samples them
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// The mask, then the copy blurred by blur, as the glass pipeline samples them
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public static TextureSetup textures(GpuTextureView mask, GpuSampler maskSampler, int blur) {
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public static TextureSetup textures(AbstractTexture mask, int blur) {
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return TextureSetup.of(mask, maskSampler, BACKDROPS.get(blur).getColorAttachmentView(),
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GpuTextureView backdrop = BACKDROPS.get(blur).getColorAttachmentView();
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RenderSystem.getSamplerCache().get(FilterMode.LINEAR));
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//? if >=1.21.11
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return TextureSetup.of(mask.getGlTextureView(), mask.getSampler(), backdrop, RenderSystem.getSamplerCache().get(FilterMode.LINEAR));
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//? if <1.21.11
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//return TextureSetup.of(mask.getGlTextureView(), backdrop);
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}
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}
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private static PostEffectProcessor getBlur(int blur) {
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private static PostEffectProcessor getBlur(int blur) {
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@@ -119,4 +133,193 @@ public final class GlassRenderer {
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}
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}
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}
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}
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}
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}
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//?}
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//?} else if >=1.21.5 {
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/*import java.util.HashMap;
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import java.util.Map;
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import com.mojang.blaze3d.pipeline.RenderPipeline;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.textures.FilterMode;
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import org.saturnclient.saturnclient.SaturnClient;
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import net.minecraft.client.gl.Framebuffer;
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import net.minecraft.client.gl.PostEffectProcessor;
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import net.minecraft.client.gl.RenderPipelines;
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import net.minecraft.client.gl.SimpleFramebuffer;
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import net.minecraft.client.render.DefaultFramebufferSet;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.RenderPhase;
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import net.minecraft.client.util.Pool;
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import net.minecraft.util.Identifier;
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public final class GlassRenderer {
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private static final RenderPipeline PIPELINE = RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
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.withLocation(Identifier.of("saturnclient", "pipeline/glass"))
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.withFragmentShader(Identifier.of("saturnclient", "core/glass_pre_1_21_6"))
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.withSampler("Sampler1")
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.build();
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private static final Identifier BLUR = Identifier.ofVanilla("blur");
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// For the blur's intermediate target, freed once unused for a few frames
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private static final Pool POOL = new Pool(3);
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private static final Map<Integer, SimpleFramebuffer> BACKDROPS = new HashMap<>();
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// By mask and blur
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private static final Map<String, RenderLayer> LAYERS = new HashMap<>();
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// The game behind the screen before the screen blurs it, which glass is blurred from
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private static SimpleFramebuffer background;
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private GlassRenderer() {
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}
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// Saves the main framebuffer for glass. Call each frame before the screen blurs its background.
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public static void saveBackground() {
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background = copy(SaturnClient.client.getFramebuffer(), background, "Saturn glass background");
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}
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// Copies the saved background and blurs the copy by blur. Call once a frame for each blur, before
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// drawing glass with it.
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public static void captureBackdrop(int blur) {
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Framebuffer from = background != null ? background : SaturnClient.client.getFramebuffer();
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SimpleFramebuffer backdrop = copy(from, BACKDROPS.get(blur), "Saturn glass " + blur);
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BACKDROPS.put(blur, backdrop);
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PostEffectProcessor processor = SaturnClient.client.getShaderLoader().loadPostEffect(BLUR,
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DefaultFramebufferSet.MAIN_ONLY);
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if (processor != null) {
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processor.render(backdrop, POOL, pass -> pass.setUniform("Radius", (float) blur));
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}
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POOL.decrementLifespan();
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}
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// Draws glass through mask with the copy blurred by blur
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public static RenderLayer getLayer(Identifier mask, int blur) {
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return LAYERS.computeIfAbsent(mask + " " + blur, key -> RenderLayer.of("saturn_glass", 786432, PIPELINE,
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RenderLayer.MultiPhaseParameters.builder()
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.texture(new RenderPhase.TextureBase(() -> {
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RenderSystem.setShaderTexture(0,
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SaturnClient.client.getTextureManager().getTexture(mask).getGlTexture());
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RenderSystem.setShaderTexture(1, BACKDROPS.get(blur).getColorAttachment());
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}, () -> {
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}))
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.build(false)));
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}
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// Copies from into to, made or resized to match
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private static SimpleFramebuffer copy(Framebuffer from, SimpleFramebuffer to, String name) {
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int width = from.textureWidth;
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int height = from.textureHeight;
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if (to == null) {
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to = new SimpleFramebuffer(name, width, height, false);
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} else if (to.textureWidth != width || to.textureHeight != height) {
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to.resize(width, height);
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}
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to.getColorAttachment().setTextureFilter(FilterMode.LINEAR, false);
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RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(
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from.getColorAttachment(), to.getColorAttachment(), 0, 0, 0, 0, 0, width, height);
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return to;
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}
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}
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*///?} else {
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/*import java.util.HashMap;
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import java.util.Map;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL30;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import org.saturnclient.saturnclient.SaturnClient;
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import net.minecraft.client.gl.Defines;
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import net.minecraft.client.gl.Framebuffer;
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import net.minecraft.client.gl.PostEffectProcessor;
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import net.minecraft.client.gl.ShaderProgramKey;
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import net.minecraft.client.gl.SimpleFramebuffer;
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import net.minecraft.client.render.DefaultFramebufferSet;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.RenderPhase;
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import net.minecraft.client.render.VertexFormat;
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import net.minecraft.client.render.VertexFormats;
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import net.minecraft.client.util.Pool;
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import net.minecraft.util.Identifier;
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public final class GlassRenderer {
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private static final ShaderProgramKey PROGRAM = new ShaderProgramKey(Identifier.of("saturnclient", "core/glass"),
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VertexFormats.POSITION_TEXTURE_COLOR, Defines.EMPTY);
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private static final Identifier BLUR = Identifier.ofVanilla("blur");
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// For the blur's intermediate target, freed once unused for a few frames
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private static final Pool POOL = new Pool(3);
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private static final Map<Integer, SimpleFramebuffer> BACKDROPS = new HashMap<>();
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// By mask and blur
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private static final Map<String, RenderLayer> LAYERS = new HashMap<>();
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// The game behind the screen before the screen blurs it, which glass is blurred from
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private static SimpleFramebuffer background;
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private GlassRenderer() {
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}
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// Saves the main framebuffer for glass. Call each frame before the screen blurs its background.
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public static void saveBackground() {
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background = copy(SaturnClient.client.getFramebuffer(), background);
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}
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// Copies the saved background and blurs the copy by blur. Call once a frame for each blur, before
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// drawing glass with it.
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public static void captureBackdrop(int blur) {
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Framebuffer from = background != null ? background : SaturnClient.client.getFramebuffer();
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SimpleFramebuffer backdrop = copy(from, BACKDROPS.get(blur));
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BACKDROPS.put(blur, backdrop);
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PostEffectProcessor processor = SaturnClient.client.getShaderLoader().loadPostEffect(BLUR,
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DefaultFramebufferSet.MAIN_ONLY);
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if (processor != null) {
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processor.setUniforms("Radius", blur);
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processor.render(backdrop, POOL);
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}
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POOL.decrementLifespan();
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SaturnClient.client.getFramebuffer().beginWrite(false);
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}
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// Draws glass through mask with the copy blurred by blur
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public static RenderLayer getLayer(Identifier mask, int blur) {
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return LAYERS.computeIfAbsent(mask + " " + blur, key -> RenderLayer.of("saturn_glass",
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VertexFormats.POSITION_TEXTURE_COLOR, VertexFormat.DrawMode.QUADS, 786432,
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RenderLayer.MultiPhaseParameters.builder()
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.texture(new RenderPhase.TextureBase(() -> {
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RenderSystem.setShaderTexture(0, mask);
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RenderSystem.setShaderTexture(1, BACKDROPS.get(blur).getColorAttachment());
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}, () -> {
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}))
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.program(new RenderPhase.ShaderProgram(PROGRAM))
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.build(false)));
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}
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// Copies from into to, made or resized to match
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private static SimpleFramebuffer copy(Framebuffer from, SimpleFramebuffer to) {
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int width = from.textureWidth;
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int height = from.textureHeight;
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if (to == null) {
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to = new SimpleFramebuffer(width, height, false);
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} else if (to.textureWidth != width || to.textureHeight != height) {
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to.resize(width, height);
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}
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to.setTexFilter(GL11.GL_LINEAR);
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GlStateManager._glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, from.fbo);
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GlStateManager._glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, to.fbo);
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GlStateManager._glBlitFrameBuffer(0, 0, width, height, 0, 0, width, height, GL11.GL_COLOR_BUFFER_BIT,
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GL11.GL_NEAREST);
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SaturnClient.client.getFramebuffer().beginWrite(false);
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return to;
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}
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}
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*///?}
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@@ -42,7 +42,6 @@ import net.minecraft.client.render.entity.state.EntityRenderState;
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import net.minecraft.client.render.item.KeyedItemRenderState;
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import net.minecraft.client.render.item.KeyedItemRenderState;
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//?} else
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//?} else
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//import net.minecraft.client.render.item.ItemRenderState;
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//import net.minecraft.client.render.item.ItemRenderState;
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//? if >=1.21.11
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import net.minecraft.client.texture.AbstractTexture;
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import net.minecraft.client.texture.AbstractTexture;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.client.texture.TextureSetup;
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import net.minecraft.client.texture.TextureSetup;
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@@ -63,10 +62,8 @@ public class RenderScopeImpl implements RenderScope {
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private ScissorStack scissorStack;
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private ScissorStack scissorStack;
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private int opacity = 0xFF << 24;
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private int opacity = 0xFF << 24;
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//? if >=1.21.11 {
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// The glass blurs made for this scope's frame
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// The glass blurs made for this scope's frame
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private final Set<Integer> capturedBlurs = new HashSet<>();
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private final Set<Integer> capturedBlurs = new HashSet<>();
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//?}
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public RenderScopeImpl(DrawContext context) {
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public RenderScopeImpl(DrawContext context) {
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this(context.getMatrices(), ((DrawContextAccessor) (Object) context).getState());
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this(context.getMatrices(), ((DrawContextAccessor) (Object) context).getState());
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@@ -236,7 +233,6 @@ public class RenderScopeImpl implements RenderScope {
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this.scissorStack.peekLast()));
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this.scissorStack.peekLast()));
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}
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}
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//? if >=1.21.11 {
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@Override
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@Override
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||||||
public void drawGlass(IdentifierRef mask, int x, int y, int width, int height, int blur) {
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public void drawGlass(IdentifierRef mask, int x, int y, int width, int height, int blur) {
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||||||
int color = getColor(0xFFFFFFFF);
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int color = getColor(0xFFFFFFFF);
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@@ -250,12 +246,11 @@ public class RenderScopeImpl implements RenderScope {
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|||||||
AbstractTexture maskTexture = SaturnClient.client.getTextureManager().getTexture((Identifier) (Object) mask);
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AbstractTexture maskTexture = SaturnClient.client.getTextureManager().getTexture((Identifier) (Object) mask);
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||||||
this.state.addSimpleElement(new TexturedQuadGuiElementRenderState(
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this.state.addSimpleElement(new TexturedQuadGuiElementRenderState(
|
||||||
GlassRenderer.PIPELINE,
|
GlassRenderer.PIPELINE,
|
||||||
GlassRenderer.textures(maskTexture.getGlTextureView(), maskTexture.getSampler(), blur),
|
GlassRenderer.textures(maskTexture, blur),
|
||||||
new Matrix3x2f(this.matrices.stack),
|
new Matrix3x2f(this.matrices.stack),
|
||||||
x, y, x + width, y + height, 0, 1, 0, 1, color,
|
x, y, x + width, y + height, 0, 1, 0, 1, color,
|
||||||
this.scissorStack.peekLast()));
|
this.scissorStack.peekLast()));
|
||||||
}
|
}
|
||||||
//?}
|
|
||||||
|
|
||||||
// Scissor management
|
// Scissor management
|
||||||
@Override
|
@Override
|
||||||
@@ -395,7 +390,9 @@ public class RenderScopeImpl implements RenderScope {
|
|||||||
//?} else {
|
//?} else {
|
||||||
/*import java.util.ArrayDeque;
|
/*import java.util.ArrayDeque;
|
||||||
import java.util.Deque;
|
import java.util.Deque;
|
||||||
|
import java.util.HashSet;
|
||||||
import java.util.Objects;
|
import java.util.Objects;
|
||||||
|
import java.util.Set;
|
||||||
import java.util.function.Consumer;
|
import java.util.function.Consumer;
|
||||||
|
|
||||||
import org.jetbrains.annotations.Nullable;
|
import org.jetbrains.annotations.Nullable;
|
||||||
@@ -448,6 +445,8 @@ public class RenderScopeImpl implements RenderScope {
|
|||||||
public VertexConsumerProvider.Immediate vertexConsumers;
|
public VertexConsumerProvider.Immediate vertexConsumers;
|
||||||
private ScissorStack scissorStack = new ScissorStack();
|
private ScissorStack scissorStack = new ScissorStack();
|
||||||
private int opacity = 255 << 24;
|
private int opacity = 255 << 24;
|
||||||
|
// The glass blurs made for this scope's frame
|
||||||
|
private final Set<Integer> capturedBlurs = new HashSet<>();
|
||||||
private final ItemRenderState itemRenderState;
|
private final ItemRenderState itemRenderState;
|
||||||
|
|
||||||
// ----------------------------
|
// ----------------------------
|
||||||
@@ -687,6 +686,33 @@ public class RenderScopeImpl implements RenderScope {
|
|||||||
matrices.pop();
|
matrices.pop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void drawGlass(IdentifierRef mask, int x, int y, int width, int height, int blur) {
|
||||||
|
int color = getColor(0xFFFFFFFF);
|
||||||
|
if (mask == null || color >>> 24 == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (capturedBlurs.add(blur)) {
|
||||||
|
GlassRenderer.captureBackdrop(blur);
|
||||||
|
}
|
||||||
|
|
||||||
|
// In quarter units, as drawTexturedQuad draws
|
||||||
|
int x1 = x * 4;
|
||||||
|
int x2 = (x + width) * 4;
|
||||||
|
int y1 = y * 4;
|
||||||
|
int y2 = (y + height) * 4;
|
||||||
|
|
||||||
|
matrices.push();
|
||||||
|
matrices.scale(0.25f, 0.25f, 1.0f);
|
||||||
|
Matrix4f matrix4f = matrices.peek().getPositionMatrix();
|
||||||
|
VertexConsumer vertexConsumer = vertexConsumers.getBuffer(GlassRenderer.getLayer((Identifier) (Object) mask, blur));
|
||||||
|
vertexConsumer.vertex(matrix4f, x1, y1, 0).texture(0, 0).color(color);
|
||||||
|
vertexConsumer.vertex(matrix4f, x1, y2, 0).texture(0, 1).color(color);
|
||||||
|
vertexConsumer.vertex(matrix4f, x2, y2, 0).texture(1, 1).color(color);
|
||||||
|
vertexConsumer.vertex(matrix4f, x2, y1, 0).texture(1, 0).color(color);
|
||||||
|
matrices.pop();
|
||||||
|
}
|
||||||
|
|
||||||
// ----------------------------
|
// ----------------------------
|
||||||
// Items
|
// Items
|
||||||
// ----------------------------
|
// ----------------------------
|
||||||
|
|||||||
@@ -97,6 +97,10 @@ public class SaturnScreenFabric extends Screen implements ScreenProvider {
|
|||||||
ROTATING_PANORAMA_RENDERER.render(context, this.width, this.height, screen.backgroundOpacity, delta);
|
ROTATING_PANORAMA_RENDERER.render(context, this.width, this.height, screen.backgroundOpacity, delta);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Glass is blurred from the game as it is before this screen blurs it.
|
||||||
|
context.draw();
|
||||||
|
GlassRenderer.saveBackground();
|
||||||
|
|
||||||
PostEffectProcessor postEffectProcessor = this.client.getShaderLoader().loadPostEffect(
|
PostEffectProcessor postEffectProcessor = this.client.getShaderLoader().loadPostEffect(
|
||||||
Identifier.ofVanilla("blur"),
|
Identifier.ofVanilla("blur"),
|
||||||
DefaultFramebufferSet.MAIN_ONLY);
|
DefaultFramebufferSet.MAIN_ONLY);
|
||||||
|
|||||||
@@ -1,13 +1,10 @@
|
|||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Saturn's glass: the blurred game behind the screen, cut to a panel's shape.
|
// Saturn's glass: the blurred game behind the screen, cut to a panel's shape. For 1.21.6 and
|
||||||
|
// later; glass_pre_1_21_6.fsh (with glass.json, the program 1.21.4 loads) is for older versions.
|
||||||
|
|
||||||
layout(std140) uniform DynamicTransforms {
|
// Vanilla's own, since its layout changes between versions (1.21.11 dropped LineWidth)
|
||||||
mat4 ModelViewMat;
|
#moj_import <minecraft:dynamictransforms.glsl>
|
||||||
vec4 ColorModulator;
|
|
||||||
vec3 ModelOffset;
|
|
||||||
mat4 TextureMat;
|
|
||||||
};
|
|
||||||
|
|
||||||
// The panel's rounded rectangle, the same texture its background is drawn with
|
// The panel's rounded rectangle, the same texture its background is drawn with
|
||||||
uniform sampler2D Sampler0;
|
uniform sampler2D Sampler0;
|
||||||
|
|||||||
@@ -0,0 +1,13 @@
|
|||||||
|
{
|
||||||
|
"vertex": "minecraft:core/position_tex_color",
|
||||||
|
"fragment": "saturnclient:core/glass_pre_1_21_6",
|
||||||
|
"samplers": [
|
||||||
|
{ "name": "Sampler0" },
|
||||||
|
{ "name": "Sampler1" }
|
||||||
|
],
|
||||||
|
"uniforms": [
|
||||||
|
{ "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 ] },
|
||||||
|
{ "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 ] },
|
||||||
|
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
#version 150
|
||||||
|
|
||||||
|
// Saturn's glass (see glass.fsh), for 1.21.4 and 1.21.5, which set uniforms one by one instead of in
|
||||||
|
// blocks.
|
||||||
|
|
||||||
|
uniform vec4 ColorModulator;
|
||||||
|
|
||||||
|
// The panel's rounded rectangle, the same texture its background is drawn with
|
||||||
|
uniform sampler2D Sampler0;
|
||||||
|
// The game behind the screen, blurred, the size of the framebuffer
|
||||||
|
uniform sampler2D Sampler1;
|
||||||
|
|
||||||
|
in vec2 texCoord0;
|
||||||
|
in vec4 vertexColor;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
float mask = texture(Sampler0, texCoord0).a * vertexColor.a;
|
||||||
|
if (mask == 0.0) {
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
// The blurred copy lines up with the framebuffer being drawn to.
|
||||||
|
vec2 screenUv = gl_FragCoord.xy / vec2(textureSize(Sampler1, 0));
|
||||||
|
fragColor = vec4(texture(Sampler1, screenUv).rgb, mask) * ColorModulator;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user