From c010a437fcca087c9ff828504915482d778e7d8b Mon Sep 17 00:00:00 2001 From: Jonas Herzig Date: Sun, 6 Mar 2022 14:30:24 +0100 Subject: [PATCH] Orient camera for ODS in game instead of in vertex shader This makes it work more like regular 360 mode and is generally more compatible because it doesn't require the frustum culling workarounds which the GPU solution needs. In particular, this fixes frustum culling with newer sodium versions (which no longer use the vanilla intersection checking method) and fixes the clouds on modern Iris (which seems to be using a different shader program for clouds). --- .../render/capturer/IrisODSFrameCapturer.java | 2 +- .../render/capturer/ODSFrameCapturer.java | 2 +- ...Omnidirectional_DisableFrustumCulling.java | 37 ----------- .../ods/shaders/gbuffers_textured_lit.vsh | 65 ++++++++++++------- .../assets/replaymod/shader/ods.vert | 65 ++++++++++++------- .../resources/mixins.render.replaymod.json | 1 - 6 files changed, 84 insertions(+), 88 deletions(-) delete mode 100644 src/main/java/com/replaymod/render/mixin/Mixin_Omnidirectional_DisableFrustumCulling.java diff --git a/src/main/java/com/replaymod/render/capturer/IrisODSFrameCapturer.java b/src/main/java/com/replaymod/render/capturer/IrisODSFrameCapturer.java index 0f581d99..6671d80a 100644 --- a/src/main/java/com/replaymod/render/capturer/IrisODSFrameCapturer.java +++ b/src/main/java/com/replaymod/render/capturer/IrisODSFrameCapturer.java @@ -129,7 +129,7 @@ public class IrisODSFrameCapturer implements FrameCapturer { @Override protected OpenGlFrame renderFrame(int frameId, float partialTicks, CubicOpenGlFrameCapturer.Data captureData) { direction = captureData.ordinal(); - return super.renderFrame(frameId, partialTicks, null); + return super.renderFrame(frameId, partialTicks, captureData); } } } diff --git a/src/main/java/com/replaymod/render/capturer/ODSFrameCapturer.java b/src/main/java/com/replaymod/render/capturer/ODSFrameCapturer.java index c0ec8c3d..925257fe 100644 --- a/src/main/java/com/replaymod/render/capturer/ODSFrameCapturer.java +++ b/src/main/java/com/replaymod/render/capturer/ODSFrameCapturer.java @@ -160,7 +160,7 @@ public class ODSFrameCapturer implements FrameCapturer { @Override protected OpenGlFrame renderFrame(int frameId, float partialTicks, CubicOpenGlFrameCapturer.Data captureData) { directionVariable.set(captureData.ordinal()); - return super.renderFrame(frameId, partialTicks, null); + return super.renderFrame(frameId, partialTicks, captureData); } } } diff --git a/src/main/java/com/replaymod/render/mixin/Mixin_Omnidirectional_DisableFrustumCulling.java b/src/main/java/com/replaymod/render/mixin/Mixin_Omnidirectional_DisableFrustumCulling.java deleted file mode 100644 index f174e0a3..00000000 --- a/src/main/java/com/replaymod/render/mixin/Mixin_Omnidirectional_DisableFrustumCulling.java +++ /dev/null @@ -1,37 +0,0 @@ -package com.replaymod.render.mixin; - -import com.replaymod.core.versions.MCVer; -import com.replaymod.render.hooks.EntityRendererHandler; -import org.spongepowered.asm.mixin.Mixin; -import org.spongepowered.asm.mixin.injection.At; -import org.spongepowered.asm.mixin.injection.Inject; -import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable; - -//#if MC>=10800 -import net.minecraft.client.render.Frustum; -//#else -//$$ import net.minecraft.client.renderer.culling.Frustrum; -//#endif - -//#if MC>=10800 -@Mixin(Frustum.class) -//#else -//$$ @Mixin(Frustrum.class) -//#endif -public abstract class Mixin_Omnidirectional_DisableFrustumCulling { - //#if MC>=11500 - @Inject(method = "isAnyCornerVisible", at = @At("HEAD"), cancellable = true) - //#else - //$$ @Inject(method = "intersects", at = @At("HEAD"), cancellable = true) - //#endif - public void intersects(CallbackInfoReturnable ci) { - EntityRendererHandler handler = ((EntityRendererHandler.IEntityRenderer) MCVer.getMinecraft().gameRenderer).replayModRender_getHandler(); - if (handler != null && handler.omnidirectional) { - // Note the following used to be true but for simplicity non-ODS omnidirectional is the same now too. - // Normally the camera is always facing the direction of the omnidirectional image face that is currently - // getting rendered. With ODS however, the camera is always facing forwards and the turning happens in the - // vertex shader (non-trivial due to stereo). As such, all chunks need to be rendered all the time for ODS. - ci.setReturnValue(true); - } - } -} diff --git a/src/main/resources/assets/replaymod/iris/ods/shaders/gbuffers_textured_lit.vsh b/src/main/resources/assets/replaymod/iris/ods/shaders/gbuffers_textured_lit.vsh index 3b53c589..68e7e0fb 100644 --- a/src/main/resources/assets/replaymod/iris/ods/shaders/gbuffers_textured_lit.vsh +++ b/src/main/resources/assets/replaymod/iris/ods/shaders/gbuffers_textured_lit.vsh @@ -9,10 +9,49 @@ uniform int direction; const float eyeDistance = 0.14; +void orient(vec4 position, int orientation) { + float z; + if (orientation == 0) { // LEFT + z = position.z; + position.z = position.x; + position.x = -z; + } else if (orientation == 1) { // RIGHT + z = position.z; + position.z = -position.x; + position.x = z; + } else if (orientation == 2) { // FRONT + // No changes required + } else if (orientation == 3) { // BACK + position.x = -position.x; + position.z = -position.z; + } else if (orientation == 4) { // TOP + z = position.z; + position.z = -position.y; + position.y = z; + } else if (orientation == 5) { // BOTTOM + z = position.z; + position.z = position.y; + position.y = -z; + } +} + +void orientInverse(vec4 position, int orientation) { + if (orientation < 2) { + orient(position, 1 - orientation); // LEFT and RIGHT flip + } else if (orientation < 4) { + orient(position, orientation); // FRONT and BACK are their own inverses + } else { + orient(position, (1 - (orientation - 4)) + 4); // TOP and BOTTOM flip + } +} + void main() { // Transform to view space vec4 position = gl_ModelViewMatrix * gl_Vertex; + // Undo the camera rotation, so we always apply our stereo effect looking in the same direction + orientInverse(position, direction); + // Distort for ODS // O := The origin // P := The current vertex/point @@ -34,30 +73,8 @@ void main() { // Calculate the vector between O and T and finally move the vertex by that vector position -= vec4(distTO * sin(angOT), 0, distTO * cos(angOT), 0); - // Rotate for different cubic views - float z; - if (direction == 0) { // LEFT - z = position.z; - position.z = position.x; - position.x = -z; - } else if (direction == 1) { // RIGHT - z = position.z; - position.z = -position.x; - position.x = z; - } else if (direction == 2) { // FRONT - // No changes required - } else if (direction == 3) { // BACK - position.x = -position.x; - position.z = -position.z; - } else if (direction == 4) { // TOP - z = position.z; - position.z = -position.y; - position.y = z; - } else if (direction == 5) { // BOTTOM - z = position.z; - position.z = position.y; - position.y = -z; - } + // Rotate back into the correct cubic view + orient(position, direction); // Transform to screen space gl_Position = gl_ProjectionMatrix * position; diff --git a/src/main/resources/assets/replaymod/shader/ods.vert b/src/main/resources/assets/replaymod/shader/ods.vert index 43160450..6a654a6b 100644 --- a/src/main/resources/assets/replaymod/shader/ods.vert +++ b/src/main/resources/assets/replaymod/shader/ods.vert @@ -14,10 +14,49 @@ uniform int direction; const float eyeDistance = 0.14; +void orient(vec4 position, int orientation) { + float z; + if (orientation == 0) { // LEFT + z = position.z; + position.z = position.x; + position.x = -z; + } else if (orientation == 1) { // RIGHT + z = position.z; + position.z = -position.x; + position.x = z; + } else if (orientation == 2) { // FRONT + // No changes required + } else if (orientation == 3) { // BACK + position.x = -position.x; + position.z = -position.z; + } else if (orientation == 4) { // TOP + z = position.z; + position.z = -position.y; + position.y = z; + } else if (orientation == 5) { // BOTTOM + z = position.z; + position.z = position.y; + position.y = -z; + } +} + +void orientInverse(vec4 position, int orientation) { + if (orientation < 2) { + orient(position, 1 - orientation); // LEFT and RIGHT flip + } else if (orientation < 4) { + orient(position, orientation); // FRONT and BACK are their own inverses + } else { + orient(position, (1 - (orientation - 4)) + 4); // TOP and BOTTOM flip + } +} + void main() { // Transform to view space vec4 position = gl_ModelViewMatrix * gl_Vertex; + // Undo the camera rotation, so we always apply our stereo effect looking in the same direction + orientInverse(position, direction); + // Distort for ODS // O := The origin // P := The current vertex/point @@ -39,30 +78,8 @@ void main() { // Calculate the vector between O and T and finally move the vertex by that vector position -= vec4(distTO * sin(angOT), 0, distTO * cos(angOT), 0); - // Rotate for different cubic views - float z; - if (direction == 0) { // LEFT - z = position.z; - position.z = position.x; - position.x = -z; - } else if (direction == 1) { // RIGHT - z = position.z; - position.z = -position.x; - position.x = z; - } else if (direction == 2) { // FRONT - // No changes required - } else if (direction == 3) { // BACK - position.x = -position.x; - position.z = -position.z; - } else if (direction == 4) { // TOP - z = position.z; - position.z = -position.y; - position.y = z; - } else if (direction == 5) { // BOTTOM - z = position.z; - position.z = position.y; - position.y = -z; - } + // Rotate back into the correct cubic view + orient(position, direction); // Transform to screen space gl_Position = gl_ProjectionMatrix * position; diff --git a/src/main/resources/mixins.render.replaymod.json b/src/main/resources/mixins.render.replaymod.json index ba783acd..092aa958 100644 --- a/src/main/resources/mixins.render.replaymod.json +++ b/src/main/resources/mixins.render.replaymod.json @@ -14,7 +14,6 @@ "Mixin_HideNameTags", "Mixin_HideNameTags_LivingEntity", "Mixin_Omnidirectional_Camera", - "Mixin_Omnidirectional_DisableFrustumCulling", "Mixin_Omnidirectional_Rotation", "Mixin_PreserveDepthDuringGuiRendering", "Mixin_SkipBlockOutlinesDuringRender",