Example #1
0
        public void OnRenderFrame3D(float dt)
        {
            if (!_game.GetField <bool>("ShouldRender2DOverlays") || _cameraPathModelRef == null)
            {
                return;
            }

            var prog = ShaderPrograms.Autocamera;

            prog.Use();
            _platform.CallMethod("GLLineWidth", 2);
            _platform.CallMethod("BindTexture2d", 0);

            _game.GlPushMatrix();
            _game.GlLoadMatrix(_game.GetField <PlayerCamera>("MainCamera").GetField <double[]>("CameraMatrixOrigin"));


            var cameraPos = _game.EntityPlayer.CameraPos;

            _game.GlTranslate(
                (float)(_origin.X - cameraPos.X),
                (float)(_origin.Y - cameraPos.Y),
                (float)(_origin.Z - cameraPos.Z)
                );

            prog.ProjectionMatrix = _game.CurrentProjectionMatrix;
            prog.ModelViewMatrix  = _game.CurrentModelViewMatrix;

            _platform.CallMethod("RenderMesh", _cameraPathModelRef);

            _game.GlPopMatrix();

            prog.Stop();
        }
        private void OnRenderSsrChunks()
        {
            var ssrFB = _framebuffers[(int)EnumSSRFB.SSR];

            if (ssrFB == null)
            {
                return;
            }
            if (_shaders[(int)EnumSSRShaders.Liquid] == null)
            {
                return;
            }

            if (!(_textureIdsField.GetValue(_chunkRenderer) is int[] textureIds))
            {
                return;
            }

            var playerWaterDepth = _game.playerProperties.EyesInWaterDepth;
            var playerInWater    = playerWaterDepth >= 0.1f;
            var playerUnderwater = playerInWater ? 0f : 1f;

            // copy the depth buffer so we can work with it
            var primaryBuffer = _platform.FrameBuffers[(int)EnumFrameBuffer.Primary];

            GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, primaryBuffer.FboId);
            GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, ssrFB.FboId);
            GL.Clear(ClearBufferMask.DepthBufferBit);
            GL.BlitFramebuffer(0, 0, primaryBuffer.Width, primaryBuffer.Height,
                               0, 0, _fbWidth, _fbHeight, ClearBufferMask.DepthBufferBit,
                               BlitFramebufferFilter.Nearest);

            // bind our framebuffer
            _platform.LoadFrameBuffer(ssrFB);
            GL.ClearBuffer(ClearBuffer.Color, 0, new[] { 0f, 0f, 0f, 1f });
            GL.ClearBuffer(ClearBuffer.Color, 1, new[] { 0f, 0f, 0f, playerUnderwater });
            GL.ClearBuffer(ClearBuffer.Color, 2, new[] { 0f, 0f, 0f, 1f });
            if (_refractionsEnabled)
            {
                GL.ClearBuffer(ClearBuffer.Color, 3, new [] { 0f, 0f, 0f, 1f });
            }

            _platform.GlEnableCullFace();
            _platform.GlDepthMask(true);
            _platform.GlEnableDepthTest();
            _platform.GlToggleBlend(false);

            var climateAt =
                _game.BlockAccessor.GetClimateAt(_game.EntityPlayer.Pos.AsBlockPos, EnumGetClimateMode.NowValues);
            var curRainFall = climateAt.Rainfall;

            var cameraPos = _game.EntityPlayer.CameraPos;

            // render stuff
            _game.GlPushMatrix();
            _game.GlLoadMatrix(_mod.CApi.Render.CameraMatrixOrigin);

            var shader = _shaders[(int)EnumSSRShaders.Opaque];

            shader.Use();
            shader.UniformMatrix("projectionMatrix", _mod.CApi.Render.CurrentProjectionMatrix);
            shader.UniformMatrix("modelViewMatrix", _mod.CApi.Render.CurrentModelviewMatrix);
            shader.Uniform("playerUnderwater", playerUnderwater);
            var pools = _chunkRenderer.poolsByRenderPass[(int)EnumChunkRenderPass.Opaque];

            for (var i = 0; i < textureIds.Length; ++i)
            {
                shader.BindTexture2D("terrainTex", textureIds[i], 0);
                shader.BindTexture2D("terrainTexLinear", textureIds[i], 0);
                pools[i].Render(cameraPos, "origin");
            }

            shader.Stop();

            if (_rainEnabled)
            {
                shader = _shaders[(int)EnumSSRShaders.Topsoil];
                shader.Use();
                shader.UniformMatrix("projectionMatrix", _mod.CApi.Render.CurrentProjectionMatrix);
                shader.UniformMatrix("modelViewMatrix", _mod.CApi.Render.CurrentModelviewMatrix);
                shader.Uniform("rainStrength", _currentRain);
                shader.Uniform("playerUnderwater", playerUnderwater);
                pools = _chunkRenderer.poolsByRenderPass[(int)EnumChunkRenderPass.TopSoil];
                for (var i = 0; i < textureIds.Length; ++i)
                {
                    shader.BindTexture2D("terrainTex", textureIds[i], 0);
                    pools[i].Render(cameraPos, "origin");
                }

                shader.Stop();
            }

            _platform.GlDisableCullFace();
            shader = _shaders[(int)EnumSSRShaders.Liquid];
            shader.Use();
            shader.UniformMatrix("projectionMatrix", _mod.CApi.Render.CurrentProjectionMatrix);
            shader.UniformMatrix("modelViewMatrix", _mod.CApi.Render.CurrentModelviewMatrix);
            shader.Uniform("dropletIntensity", curRainFall);
            shader.Uniform("waterFlowCounter", _platform.ShaderUniforms.WaterFlowCounter);
            shader.Uniform("windSpeed", _platform.ShaderUniforms.WindSpeed);
            shader.Uniform("playerUnderwater", playerUnderwater);
            shader.Uniform("cameraWorldPosition", _mod.Uniforms.CameraWorldPosition);
            pools = _chunkRenderer.poolsByRenderPass[(int)EnumChunkRenderPass.Liquid];
            for (var i = 0; i < textureIds.Length; ++i)
            {
                shader.BindTexture2D("terrainTex", textureIds[i], 0);
                pools[i].Render(cameraPos, "origin");
            }

            shader.Stop();
            _platform.GlEnableCullFace();

            shader = _shaders[(int)EnumSSRShaders.Transparent];
            shader.Use();
            shader.UniformMatrix("projectionMatrix", _mod.CApi.Render.CurrentProjectionMatrix);
            shader.UniformMatrix("modelViewMatrix", _mod.CApi.Render.CurrentModelviewMatrix);
            shader.Uniform("playerUnderwater", playerUnderwater);
            pools = _chunkRenderer.poolsByRenderPass[(int)EnumChunkRenderPass.Transparent];
            for (var i = 0; i < textureIds.Length; ++i)
            {
                shader.BindTexture2D("terrainTex", textureIds[i], 0);
                pools[i].Render(cameraPos, "origin");
            }

            shader.Stop();

            _game.GlPopMatrix();
            _platform.UnloadFrameBuffer(ssrFB);

            _platform.GlDepthMask(false);
            _platform.GlToggleBlend(true);

            _platform.CheckGlError("Error while rendering solid liquids");
        }