diff --git a/.gradle/6.0/fileChanges/last-build.bin b/.gradle/6.0/fileChanges/last-build.bin new file mode 100644 index 00000000..f76dd238 Binary files /dev/null and b/.gradle/6.0/fileChanges/last-build.bin differ diff --git a/.gradle/6.0/fileHashes/fileHashes.lock b/.gradle/6.0/fileHashes/fileHashes.lock new file mode 100644 index 00000000..62507b79 Binary files /dev/null and b/.gradle/6.0/fileHashes/fileHashes.lock differ diff --git a/.gradle/6.0/gc.properties b/.gradle/6.0/gc.properties new file mode 100644 index 00000000..e69de29b diff --git a/CompileEPK.bat b/CompileEPK.bat new file mode 100644 index 00000000..a7ac88ac --- /dev/null +++ b/CompileEPK.bat @@ -0,0 +1,6 @@ +@echo off +title epkcompiler +echo compiling, please wait... +java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk" +echo finished compiling epk +pause \ No newline at end of file diff --git a/MakeOfflineDownload.bat b/MakeOfflineDownload.bat new file mode 100644 index 00000000..39fa1df1 --- /dev/null +++ b/MakeOfflineDownload.bat @@ -0,0 +1,4 @@ +@echo off +title MakeOfflineDownload +java -cp "desktopRuntime/MakeOfflineDownload.jar;desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeOfflineDownload "javascript/OfflineDownloadTemplate.txt" "javascript/classes.js;javascript/fix-webm-duration.js" "javascript/assets.epk" "javascript/EaglercraftX_1.8_Offline_en_US.html" "javascript/EaglercraftX_1.8_Offline_International.html" "javascript/lang" +pause \ No newline at end of file diff --git a/desktopRuntime/resources/assets/eagler/glsl/post_fxaa.fsh b/desktopRuntime/resources/assets/eagler/glsl/post_fxaa.fsh new file mode 100644 index 00000000..03e562ef --- /dev/null +++ b/desktopRuntime/resources/assets/eagler/glsl/post_fxaa.fsh @@ -0,0 +1,294 @@ +#line 2 + +/* + * Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved. + * + * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES + * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED + * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE + * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. + * + * NOT FOR COMMERCIAL OR MALICIOUS USE + * + * (please read the 'LICENSE' file this repo's root directory for more info) + * + */ + + +/* + * This file was modified by lax1dude to remove dead code + * + * Original: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126 + * + */ + + +/* + * ============================================================================ + * + * + * NVIDIA FXAA 3.11 by TIMOTHY LOTTES + * + * + * ------------------------------------------------------------------------------ + * COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. + * ------------------------------------------------------------------------------ + * TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED + * *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS + * OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA + * OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR + * CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR + * LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, + * OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE + * THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH + * DAMAGES. + * + */ + +precision lowp int; +precision highp float; +precision highp sampler2D; + +in vec2 v_position2f; + +out vec4 output4f; + +uniform sampler2D u_screenTexture; +uniform vec2 u_screenSize2f; + +#ifndef FXAA_GREEN_AS_LUMA + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif + +#ifndef FXAA_DISCARD + // 1 = Use discard on pixels which don't need AA. + // 0 = Return unchanged color on pixels which don't need AA. + #define FXAA_DISCARD 0 +#endif + +/*============================================================================ + API PORTING +============================================================================*/ + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +/*--------------------------------------------------------------------------*/ + + #define FxaaTexTop(t, p) texture(t, p) + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz * rgba.xyz, vec3(0.299, 0.587, 0.114)); } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + +/*============================================================================ + FXAA3 CONSOLE - PC VERSION +============================================================================*/ +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + // TODO Luma + FxaaFloat lumaM = FxaaLuma(rgbyM); + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) + { + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif + } +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw; + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + // TODO Luma + float lumaB = FxaaLuma(rgbyB); + #else + float lumaB = rgbyB.y; + #endif + if((lumaB < lumaMin) || (lumaB > lumaMax)) + rgbyB.xyz = rgbyA.xyz * 0.5; + // + return rgbyB; +} +/*==========================================================================*/ + +#define edgeSharpness 3.0 +#define edgeThreshold 0.15 +#define edgeThresholdMin 0.05 + +void main(){ + vec2 screenSize05 = 0.5 * u_screenSize2f; + + vec4 posPos; + posPos.xy = v_position2f; + posPos.zw = v_position2f + u_screenSize2f; + + vec4 rcpFrameOpt; + rcpFrameOpt.xy = -screenSize05; + rcpFrameOpt.zw = screenSize05; + + output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0); +} diff --git a/gradlew.bat b/gradlew.bat new file mode 100644 index 00000000..9618d8d9 --- /dev/null +++ b/gradlew.bat @@ -0,0 +1,100 @@ +@rem +@rem Copyright 2015 the original author or authors. +@rem +@rem Licensed under the Apache License, Version 2.0 (the "License"); +@rem you may not use this file except in compliance with the License. +@rem You may obtain a copy of the License at +@rem +@rem https://www.apache.org/licenses/LICENSE-2.0 +@rem +@rem Unless required by applicable law or agreed to in writing, software +@rem distributed under the License is distributed on an "AS IS" BASIS, +@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +@rem See the License for the specific language governing permissions and +@rem limitations under the License. +@rem + +@if "%DEBUG%" == "" @echo off +@rem ########################################################################## +@rem +@rem Gradle startup script for Windows +@rem +@rem ########################################################################## + +@rem Set local scope for the variables with windows NT shell +if "%OS%"=="Windows_NT" setlocal + +set DIRNAME=%~dp0 +if "%DIRNAME%" == "" set DIRNAME=. +set APP_BASE_NAME=%~n0 +set APP_HOME=%DIRNAME% + +@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m" + +@rem Find java.exe +if defined JAVA_HOME goto findJavaFromJavaHome + +set JAVA_EXE=java.exe +%JAVA_EXE% -version >NUL 2>&1 +if "%ERRORLEVEL%" == "0" goto init + +echo. +echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:findJavaFromJavaHome +set JAVA_HOME=%JAVA_HOME:"=% +set JAVA_EXE=%JAVA_HOME%/bin/java.exe + +if exist "%JAVA_EXE%" goto init + +echo. +echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:init +@rem Get command-line arguments, handling Windows variants + +if not "%OS%" == "Windows_NT" goto win9xME_args + +:win9xME_args +@rem Slurp the command line arguments. +set CMD_LINE_ARGS= +set _SKIP=2 + +:win9xME_args_slurp +if "x%~1" == "x" goto execute + +set CMD_LINE_ARGS=%* + +:execute +@rem Setup the command line + +set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar + +@rem Execute Gradle +"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% + +:end +@rem End local scope for the variables with windows NT shell +if "%ERRORLEVEL%"=="0" goto mainEnd + +:fail +rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of +rem the _cmd.exe /c_ return code! +if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 +exit /b 1 + +:mainEnd +if "%OS%"=="Windows_NT" endlocal + +:omega diff --git a/src/main/java/net/lax1dude/eaglercraft/v1_8/opengl/EffectPipelineFXAA.java b/src/main/java/net/lax1dude/eaglercraft/v1_8/opengl/EffectPipelineFXAA.java new file mode 100644 index 00000000..7d507a9a --- /dev/null +++ b/src/main/java/net/lax1dude/eaglercraft/v1_8/opengl/EffectPipelineFXAA.java @@ -0,0 +1,159 @@ +package net.lax1dude.eaglercraft.v1_8.opengl; + +import net.lax1dude.eaglercraft.v1_8.internal.IFramebufferGL; +import net.lax1dude.eaglercraft.v1_8.internal.IProgramGL; +import net.lax1dude.eaglercraft.v1_8.internal.IRenderbufferGL; +import net.lax1dude.eaglercraft.v1_8.internal.IShaderGL; +import net.lax1dude.eaglercraft.v1_8.internal.IUniformGL; +import net.lax1dude.eaglercraft.v1_8.internal.buffer.ByteBuffer; +import net.lax1dude.eaglercraft.v1_8.log4j.LogManager; +import net.lax1dude.eaglercraft.v1_8.log4j.Logger; +import net.lax1dude.eaglercraft.v1_8.opengl.FixedFunctionShader.FixedFunctionConstants; + +import static net.lax1dude.eaglercraft.v1_8.opengl.RealOpenGLEnums.*; +import static net.lax1dude.eaglercraft.v1_8.internal.PlatformOpenGL.*; + +import net.lax1dude.eaglercraft.v1_8.EagRuntime; + +/** + * Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved. + * + * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES + * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED + * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE + * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. + * + * NOT FOR COMMERCIAL OR MALICIOUS USE + * + * (please read the 'LICENSE' file this repo's root directory for more info) + * + */ +public class EffectPipelineFXAA { + + private static final Logger logger = LogManager.getLogger("EffectPipelineFXAA"); + + public static final String fragmentShaderPath = "/assets/eagler/glsl/post_fxaa.fsh"; + + private static final int _GL_FRAMEBUFFER = 0x8D40; + private static final int _GL_RENDERBUFFER = 0x8D41; + private static final int _GL_COLOR_ATTACHMENT0 = 0x8CE0; + private static final int _GL_DEPTH_ATTACHMENT = 0x8D00; + private static final int _GL_DEPTH_COMPONENT32F = 0x8CAC; + + private static IProgramGL shaderProgram = null; + private static IUniformGL u_screenSize2f = null; + + private static IFramebufferGL framebuffer = null; + private static int framebufferColor = -1; + private static IRenderbufferGL framebufferDepth = null; + + private static int currentWidth = -1; + private static int currentHeight = -1; + + static void initialize() { + String fragmentSource = EagRuntime.getResourceString(fragmentShaderPath); + if(fragmentSource == null) { + throw new RuntimeException("EffectPipelineFXAA shader \"" + fragmentShaderPath + "\" is missing!"); + } + + IShaderGL frag = _wglCreateShader(GL_FRAGMENT_SHADER); + + _wglShaderSource(frag, FixedFunctionConstants.VERSION + "\n" + fragmentSource); + _wglCompileShader(frag); + + if(_wglGetShaderi(frag, GL_COMPILE_STATUS) != GL_TRUE) { + logger.error("Failed to compile GL_FRAGMENT_SHADER \"" + fragmentShaderPath + "\" for EffectPipelineFXAA!"); + String log = _wglGetShaderInfoLog(frag); + if(log != null) { + String[] lines = log.split("(\\r\\n|\\r|\\n)"); + for(int i = 0; i < lines.length; ++i) { + logger.error("[FRAG] {}", lines[i]); + } + } + throw new IllegalStateException("Fragment shader \"" + fragmentShaderPath + "\" could not be compiled!"); + } + + shaderProgram = _wglCreateProgram(); + + _wglAttachShader(shaderProgram, SpriteLevelMixer.vshLocal); + _wglAttachShader(shaderProgram, frag); + + _wglBindAttribLocation(shaderProgram, 0, "a_position2f"); + + _wglLinkProgram(shaderProgram); + + _wglDetachShader(shaderProgram, SpriteLevelMixer.vshLocal); + _wglDetachShader(shaderProgram, frag); + + _wglDeleteShader(frag); + + if(_wglGetProgrami(shaderProgram, GL_LINK_STATUS) != GL_TRUE) { + logger.error("Failed to link shader program for EffectPipelineFXAA!"); + String log = _wglGetProgramInfoLog(shaderProgram); + if(log != null) { + String[] lines = log.split("(\\r\\n|\\r|\\n)"); + for(int i = 0; i < lines.length; ++i) { + logger.error("[LINK] {}", lines[i]); + } + } + throw new IllegalStateException("Shader program for EffectPipelineFXAA could not be linked!"); + } + + u_screenSize2f = _wglGetUniformLocation(shaderProgram, "u_screenSize2f"); + + EaglercraftGPU.bindGLShaderProgram(shaderProgram); + _wglUniform1i(_wglGetUniformLocation(shaderProgram, "u_screenTexture"), 0); + + framebuffer = _wglCreateFramebuffer(); + framebufferColor = GlStateManager.generateTexture(); + + GlStateManager.bindTexture(framebufferColor); + + _wglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + _wglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + _wglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _wglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + framebufferDepth = _wglCreateRenderbuffer(); + _wglBindRenderbuffer(_GL_RENDERBUFFER, framebufferDepth); + + _wglBindFramebuffer(_GL_FRAMEBUFFER, framebuffer); + _wglFramebufferTexture2D(_GL_FRAMEBUFFER, _GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, EaglercraftGPU.getNativeTexture(framebufferColor), 0); + _wglFramebufferRenderbuffer(_GL_FRAMEBUFFER, _GL_DEPTH_ATTACHMENT, _GL_RENDERBUFFER, framebufferDepth); + + _wglBindFramebuffer(_GL_FRAMEBUFFER, null); + } + + public static void begin(int width, int height) { + if(currentWidth != width || currentHeight != height) { + currentWidth = width; + currentHeight = height; + + GlStateManager.bindTexture(framebufferColor); + _wglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByteBuffer)null); + + _wglBindRenderbuffer(_GL_RENDERBUFFER, framebufferDepth); + _wglRenderbufferStorage(_GL_RENDERBUFFER, _GL_DEPTH_COMPONENT32F, width, height); + } + + _wglBindFramebuffer(_GL_FRAMEBUFFER, framebuffer); + + GlStateManager.clearColor(0.0f, 0.0f, 0.0f, 1.0f); + GlStateManager.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + } + + public static void end() { + _wglBindFramebuffer(_GL_FRAMEBUFFER, null); + + EaglercraftGPU.bindGLBufferArray(SpriteLevelMixer.vertexArray); + EaglercraftGPU.bindGLShaderProgram(shaderProgram); + + GlStateManager.bindTexture(framebufferColor); + + _wglUniform2f(u_screenSize2f, 1.0f / currentWidth, 1.0f / currentHeight); + + _wglDrawArrays(GL_TRIANGLES, 0, 6); + } + +}