예제 #1
0
 public static void beginWater() {
   useProgram(Shaders.ProgramWater);
   glActiveTexture(GL_TEXTURE2);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png"));
   glActiveTexture(GL_TEXTURE3);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png"));
   glActiveTexture(GL_TEXTURE0);
 }
예제 #2
0
 public static void beginTerrain() {
   useProgram(Shaders.ProgramTerrain);
   glActiveTexture(GL_TEXTURE2);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png"));
   glActiveTexture(GL_TEXTURE3);
   glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png"));
   glActiveTexture(GL_TEXTURE0);
   FloatBuffer projection = BufferUtils.createFloatBuffer(16);
 }
예제 #3
0
  private static void setupShadowRenderTexture() {
    if (shadowPassInterval <= 0) {
      return;
    }

    // depth
    glDeleteTextures(sfbDepthTexture);
    sfbDepthTexture = glGenTextures();
    glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    ByteBuffer buffer = ByteBuffer.allocateDirect(shadowMapWidth * shadowMapHeight * 4);
    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        GL_DEPTH_COMPONENT,
        shadowMapWidth,
        shadowMapHeight,
        0,
        GL_DEPTH_COMPONENT,
        GL11.GL_FLOAT,
        buffer);
  }
예제 #4
0
  private static void setupRenderTextures() {
    glDeleteTextures(dfbTextures);
    glGenTextures(dfbTextures);

    for (int i = 0; i < colorAttachments; ++i) {
      glBindTexture(GL_TEXTURE_2D, dfbTextures.get(i));
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      if (i == 1) { // depth buffer
        ByteBuffer buffer = ByteBuffer.allocateDirect(renderWidth * renderHeight * 4 * 4);
        glTexImage2D(
            GL_TEXTURE_2D,
            0,
            GL_RGB32F_ARB,
            renderWidth,
            renderHeight,
            0,
            GL_RGBA,
            GL11.GL_FLOAT,
            buffer);
      } else {
        ByteBuffer buffer = ByteBuffer.allocateDirect(renderWidth * renderHeight * 4);
        glTexImage2D(
            GL_TEXTURE_2D,
            0,
            GL_RGBA,
            renderWidth,
            renderHeight,
            0,
            GL_RGBA,
            GL_UNSIGNED_BYTE,
            buffer);
      }
    }
  }
예제 #5
0
  public static void endRender() {
    if (isShadowPass) {
      return;
    }

    glPushMatrix();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);

    // composite

    glDisable(GL_BLEND);

    useProgram(ProgramComposite);

    glDrawBuffers(dfbDrawBuffers);

    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0));
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1));
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2));
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3));

    if (colorAttachments >= 5) {
      glActiveTexture(GL_TEXTURE4);
      glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4));
      if (colorAttachments >= 6) {
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5));
        if (colorAttachments >= 7) {
          glActiveTexture(GL_TEXTURE6);
          glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6));
        }
      }
    }

    if (shadowPassInterval > 0) {
      glActiveTexture(GL_TEXTURE7);
      glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);
    }

    glActiveTexture(GL_TEXTURE0);

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    // final

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

    useProgram(ProgramFinal);

    glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0));
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1));
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2));
    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3));

    if (colorAttachments >= 5) {
      glActiveTexture(GL_TEXTURE4);
      glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4));
      if (colorAttachments >= 6) {
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5));
        if (colorAttachments >= 7) {
          glActiveTexture(GL_TEXTURE6);
          glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6));
        }
      }
    }

    if (shadowPassInterval > 0) {
      glActiveTexture(GL_TEXTURE7);
      glBindTexture(GL_TEXTURE_2D, sfbDepthTexture);
    }

    glActiveTexture(GL_TEXTURE0);

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    glEnable(GL_BLEND);

    glPopMatrix();

    useProgram(ProgramNone);
  }