?
This commit is contained in:
parent
6e70ff3bf1
commit
59bafb2f98
BIN
.gradle/6.0/fileChanges/last-build.bin
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.gradle/6.0/fileChanges/last-build.bin
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.gradle/6.0/fileHashes/fileHashes.lock
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.gradle/6.0/fileHashes/fileHashes.lock
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.gradle/6.0/gc.properties
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.gradle/6.0/gc.properties
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CompileEPK.bat
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CompileEPK.bat
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@echo off
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title epkcompiler
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echo compiling, please wait...
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java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk"
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echo finished compiling epk
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pause
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MakeOfflineDownload.bat
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MakeOfflineDownload.bat
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@echo off
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title MakeOfflineDownload
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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"
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pause
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294
desktopRuntime/resources/assets/eagler/glsl/post_fxaa.fsh
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desktopRuntime/resources/assets/eagler/glsl/post_fxaa.fsh
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#line 2
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/*
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* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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/*
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* This file was modified by lax1dude to remove dead code
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*
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* Original: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
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*
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*/
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/*
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* ============================================================================
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*
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*
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* NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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*
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*
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* ------------------------------------------------------------------------------
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* COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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* ------------------------------------------------------------------------------
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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* OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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* LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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* OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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* THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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* DAMAGES.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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out vec4 output4f;
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uniform sampler2D u_screenTexture;
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uniform vec2 u_screenSize2f;
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#ifndef FXAA_GREEN_AS_LUMA
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 0
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#endif
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#ifndef FXAA_DISCARD
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// 1 = Use discard on pixels which don't need AA.
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// 0 = Return unchanged color on pixels which don't need AA.
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#define FXAA_DISCARD 0
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture(t, p)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz * rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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/*============================================================================
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FXAA3 CONSOLE - PC VERSION
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Used only for FXAA Console, and not used on the 360 version.
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Console.
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// This must be from a constant/uniform.
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// This effects sub-pixel AA quality and inversely sharpness.
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// Where N ranges between,
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// N = 0.50 (default)
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// N = 0.33 (sharper)
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// {x___} = -N/screenWidthInPixels
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// {_y__} = -N/screenHeightInPixels
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// {__z_} = N/screenWidthInPixels
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// {___w} = N/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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//
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// Only used on FXAA Console.
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// Not used on 360, but used on PS3 and PC.
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// This must be from a constant/uniform.
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// {x___} = -2.0/screenWidthInPixels
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// {_y__} = -2.0/screenHeightInPixels
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// {__z_} = 2.0/screenWidthInPixels
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// {___w} = 2.0/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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FxaaFloat fxaaConsoleEdgeSharpness,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 1/4 and 1/8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// The console setting has a different mapping than the quality setting.
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// Other platforms can use other values.
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// 0.125 leaves less aliasing, but is softer (default!!!)
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// 0.25 leaves more aliasing, and is sharper
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FxaaFloat fxaaConsoleEdgeThreshold,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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// This does not apply to PS3,
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// PS3 was simplified to avoid more shader instructions.
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// 0.06 - faster but more aliasing in darks
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// 0.05 - default
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// 0.04 - slower and less aliasing in darks
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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FxaaFloat fxaaConsoleEdgeThresholdMin
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) {
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
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FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
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FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
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FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat lumaM = FxaaLuma(rgbyM);
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#else
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FxaaFloat lumaM = rgbyM.y;
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#endif
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
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lumaNe += 1.0/384.0;
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FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
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FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
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|
/*--------------------------------------------------------------------------*/
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||||||
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FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
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FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
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||||||
|
/*--------------------------------------------------------------------------*/
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||||||
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FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
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||||||
|
/*--------------------------------------------------------------------------*/
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||||||
|
FxaaFloat lumaMinM = min(lumaMin, lumaM);
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||||||
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FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
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||||||
|
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
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||||||
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FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
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||||||
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FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
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||||||
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FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
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||||||
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if(lumaMaxSubMinM < lumaMaxScaledClamped)
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||||||
|
{
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||||||
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#if (FXAA_DISCARD == 1)
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||||||
|
FxaaDiscard;
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||||||
|
#else
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||||||
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return rgbyM;
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||||||
|
#endif
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||||||
|
}
|
||||||
|
/*--------------------------------------------------------------------------*/
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||||||
|
FxaaFloat2 dir;
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||||||
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dir.x = dirSwMinusNe + dirSeMinusNw;
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||||||
|
dir.y = dirSwMinusNe - dirSeMinusNw;
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||||||
|
/*--------------------------------------------------------------------------*/
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||||||
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FxaaFloat2 dir1 = normalize(dir.xy);
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||||||
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FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
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||||||
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FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||||
|
/*--------------------------------------------------------------------------*/
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||||||
|
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
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||||||
|
float lumaB = rgbyB.y;
|
||||||
|
#endif
|
||||||
|
if((lumaB < lumaMin) || (lumaB > lumaMax))
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||||||
|
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;
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||||||
|
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);
|
||||||
|
}
|
100
gradlew.bat
vendored
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100
gradlew.bat
vendored
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|
@ -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
|
|
@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user