Refactored shader code to use GL20 instead of ARB.
This commit is contained in:
@@ -5,13 +5,11 @@ import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.client.renderer.BlockRendererDispatcher;
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import net.minecraft.client.renderer.BlockRendererDispatcher;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.math.*;
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import net.minecraft.util.math.*;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.Side;
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@@ -26,14 +24,13 @@ import nl.requios.effortlessbuilding.buildmodifier.BuildModifiers;
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import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager;
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import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager;
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import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager.ModifierSettings;
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import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager.ModifierSettings;
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import nl.requios.effortlessbuilding.compatibility.CompatHelper;
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import nl.requios.effortlessbuilding.compatibility.CompatHelper;
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import nl.requios.effortlessbuilding.helper.InventoryHelper;
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import nl.requios.effortlessbuilding.helper.ReachHelper;
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import nl.requios.effortlessbuilding.helper.ReachHelper;
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import nl.requios.effortlessbuilding.helper.SurvivalHelper;
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import nl.requios.effortlessbuilding.helper.SurvivalHelper;
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import nl.requios.effortlessbuilding.item.ItemRandomizerBag;
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import nl.requios.effortlessbuilding.item.ItemRandomizerBag;
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import nl.requios.effortlessbuilding.proxy.ClientProxy;
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import nl.requios.effortlessbuilding.proxy.ClientProxy;
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import org.lwjgl.opengl.ARBMultitexture;
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import org.lwjgl.opengl.ARBMultitexture;
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import org.lwjgl.opengl.ARBShaderObjects;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.Collections;
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@@ -373,39 +370,40 @@ public class BlockPreviewRenderer {
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final boolean highlight, final boolean red) {
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final boolean highlight, final boolean red) {
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Minecraft mc = Minecraft.getMinecraft();
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Minecraft mc = Minecraft.getMinecraft();
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return (Integer shader) -> {
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return (Integer shader) -> {
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int percentileUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "dissolve");
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int percentileUniform = GL20.glGetUniformLocation(shader, "dissolve");
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int highlightUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "highlight");
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int highlightUniform = GL20.glGetUniformLocation(shader, "highlight");
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int redUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "red");
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int redUniform = GL20.glGetUniformLocation(shader, "red");
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int blockposUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "blockpos");
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int blockposUniform = GL20.glGetUniformLocation(shader, "blockpos");
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int firstposUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "firstpos");
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int firstposUniform = GL20.glGetUniformLocation(shader, "firstpos");
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int secondposUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "secondpos");
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int secondposUniform = GL20.glGetUniformLocation(shader, "secondpos");
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int imageUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "image");
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int imageUniform = GL20.glGetUniformLocation(shader, "image");
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int maskUniform = ARBShaderObjects.glGetUniformLocationARB(shader, "mask");
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int maskUniform = GL20.glGetUniformLocation(shader, "mask");
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//image
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//image
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ARBShaderObjects.glUniform1iARB(imageUniform, primaryTextureUnit);
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GL20.glUniform1i(imageUniform, primaryTextureUnit);
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + primaryTextureUnit);
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + primaryTextureUnit);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).getGlTextureId());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).getGlTextureId());
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GlStateManager.enableTexture2D();
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// GlStateManager.enableTexture2D();
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GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
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// GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
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//mask
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//mask
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ARBShaderObjects.glUniform1iARB(maskUniform, secondaryTextureUnit);
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GL20.glUniform1i(maskUniform, secondaryTextureUnit);
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + secondaryTextureUnit);
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + secondaryTextureUnit);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(ShaderHandler.shaderMaskTextureLocation).getGlTextureId());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(ShaderHandler.shaderMaskTextureLocation).getGlTextureId());
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//blockpos
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//blockpos
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ARBShaderObjects.glUniform3fARB(blockposUniform, (float) blockpos.x, (float) blockpos.y, (float) blockpos.z);
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GL20.glUniform3f(blockposUniform, (float) blockpos.x, (float) blockpos.y, (float) blockpos.z);
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ARBShaderObjects.glUniform3fARB(firstposUniform, (float) firstpos.x, (float) firstpos.y, (float) firstpos.z);
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GL20.glUniform3f(firstposUniform, (float) firstpos.x, (float) firstpos.y, (float) firstpos.z);
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ARBShaderObjects.glUniform3fARB(secondposUniform, (float) secondpos.x, (float) secondpos.y, (float) secondpos.z);
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GL20.glUniform3f(secondposUniform, (float) secondpos.x, (float) secondpos.y, (float) secondpos.z);
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//dissolve
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//dissolve
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ARBShaderObjects.glUniform1fARB(percentileUniform, dissolve);
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GL20.glUniform1f(percentileUniform, dissolve);
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//highlight
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//highlight
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ARBShaderObjects.glUniform1iARB(highlightUniform, highlight ? 1 : 0);
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GL20.glUniform1i(highlightUniform, highlight ? 1 : 0);
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//red
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//red
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ARBShaderObjects.glUniform1iARB(redUniform, red ? 1 : 0);
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GL20.glUniform1i(redUniform, red ? 1 : 0);
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};
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};
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}
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}
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@@ -185,7 +185,7 @@ public class RenderHandler implements IWorldEventListener {
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GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
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GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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// Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
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Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
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Minecraft.getMinecraft().renderEngine.bindTexture(ShaderHandler.shaderMaskTextureLocation);
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Minecraft.getMinecraft().renderEngine.bindTexture(ShaderHandler.shaderMaskTextureLocation);
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GlStateManager.enableBlend();
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GlStateManager.enableBlend();
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@@ -28,8 +28,9 @@ import java.util.function.Consumer;
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public final class ShaderHandler {
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public final class ShaderHandler {
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private static final int VERT_ST = ARBVertexShader.GL_VERTEX_SHADER_ARB;
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private static final int FRAG_ST = ARBFragmentShader.GL_FRAGMENT_SHADER_ARB;
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private static final int VERT_ST = GL20.GL_VERTEX_SHADER;
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private static final int FRAG_ST = GL20.GL_FRAGMENT_SHADER;
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private static final int VERT = 1;
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private static final int VERT = 1;
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private static final int FRAG = 2;
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private static final int FRAG = 2;
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@@ -54,11 +55,11 @@ public final class ShaderHandler {
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if(!doUseShaders())
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if(!doUseShaders())
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return;
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return;
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ARBShaderObjects.glUseProgramObjectARB(shader);
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GL20.glUseProgram(shader);
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if(shader != 0) {
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if(shader != 0) {
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int time = ARBShaderObjects.glGetUniformLocationARB(shader, "time");
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int time = GL20.glGetUniformLocation(shader, "time");
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ARBShaderObjects.glUniform1iARB(time, ClientProxy.ticksInGame);
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GL20.glUniform1i(time, ClientProxy.ticksInGame);
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if(callback != null)
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if(callback != null)
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callback.accept(shader);
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callback.accept(shader);
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@@ -74,7 +75,7 @@ public final class ShaderHandler {
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}
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}
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public static boolean doUseShaders() {
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public static boolean doUseShaders() {
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return BuildConfig.visuals.useShaders && OpenGlHelper.shadersSupported;
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return BuildConfig.visuals.useShaders && OpenGlHelper.shadersSupported && OpenGlHelper.openGL21; //Only GL2.1 shaders
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}
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}
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private static int createProgram(String s, int sides) {
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private static int createProgram(String s, int sides) {
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@@ -94,24 +95,24 @@ public final class ShaderHandler {
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if(frag != null)
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if(frag != null)
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fragId = createShader(frag, FRAG_ST);
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fragId = createShader(frag, FRAG_ST);
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program = ARBShaderObjects.glCreateProgramObjectARB();
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program = GL20.glCreateProgram();
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if(program == 0)
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if(program == 0)
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return 0;
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return 0;
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if(vert != null)
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if(vert != null)
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ARBShaderObjects.glAttachObjectARB(program, vertId);
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GL20.glAttachShader(program, vertId);
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if(frag != null)
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if(frag != null)
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ARBShaderObjects.glAttachObjectARB(program, fragId);
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GL20.glAttachShader(program, fragId);
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ARBShaderObjects.glLinkProgramARB(program);
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GL20.glLinkProgram(program);
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if(ARBShaderObjects.glGetObjectParameteriARB(program, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
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if(GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
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EffortlessBuilding.logger.log(Level.ERROR, getLogInfo(program));
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EffortlessBuilding.logger.log(Level.ERROR, getProgramLogInfo(program));
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return 0;
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return 0;
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}
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}
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ARBShaderObjects.glValidateProgramARB(program);
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GL20.glValidateProgram(program);
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if (ARBShaderObjects.glGetObjectParameteriARB(program, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
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if (GL20.glGetProgrami(program, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
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EffortlessBuilding.logger.log(Level.ERROR, getLogInfo(program));
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EffortlessBuilding.logger.log(Level.ERROR, getProgramLogInfo(program));
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return 0;
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return 0;
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}
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}
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@@ -121,28 +122,32 @@ public final class ShaderHandler {
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private static int createShader(String filename, int shaderType){
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private static int createShader(String filename, int shaderType){
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int shader = 0;
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int shader = 0;
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try {
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try {
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shader = ARBShaderObjects.glCreateShaderObjectARB(shaderType);
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shader = GL20.glCreateShader(shaderType);
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if(shader == 0)
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if(shader == 0)
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return 0;
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return 0;
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ARBShaderObjects.glShaderSourceARB(shader, readFileAsString(filename));
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GL20.glShaderSource(shader, readFileAsString(filename));
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ARBShaderObjects.glCompileShaderARB(shader);
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GL20.glCompileShader(shader);
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if (ARBShaderObjects.glGetObjectParameteriARB(shader, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE)
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if (GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE)
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throw new RuntimeException("Error creating shader: " + getLogInfo(shader));
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throw new RuntimeException("Error creating shader: " + getShaderLogInfo(shader));
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return shader;
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return shader;
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}
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}
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catch(Exception e) {
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catch(Exception e) {
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ARBShaderObjects.glDeleteObjectARB(shader);
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GL20.glDeleteShader(shader);
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e.printStackTrace();
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e.printStackTrace();
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return -1;
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return -1;
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}
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}
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}
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}
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private static String getLogInfo(int obj) {
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private static String getProgramLogInfo(int program) {
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return ARBShaderObjects.glGetInfoLogARB(obj, ARBShaderObjects.glGetObjectParameteriARB(obj, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB));
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return GL20.glGetProgramInfoLog(program, GL20.glGetProgrami(program, GL20.GL_INFO_LOG_LENGTH));
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}
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private static String getShaderLogInfo(int shader) {
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return GL20.glGetShaderInfoLog(shader, GL20.glGetShaderi(shader, GL20.GL_INFO_LOG_LENGTH));
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}
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}
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private static String readFileAsString(String filename) throws Exception {
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private static String readFileAsString(String filename) throws Exception {
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Reference in New Issue
Block a user