mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-11-10 12:34:11 +01:00
Joining the occult
- Implement hi-z occlusion culling - Generate depth pyramid just before issuing cull dispatches - Currently use raw texel fetches but this may be causing loss - Add _flw_cullData to frame uniforms
This commit is contained in:
parent
81cb2340e7
commit
01a7936a05
@ -30,6 +30,7 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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private static final ResourceLocation CULL_SHADER_MAIN = Flywheel.rl("internal/indirect/cull.glsl");
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private static final ResourceLocation APPLY_SHADER_MAIN = Flywheel.rl("internal/indirect/apply.glsl");
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private static final ResourceLocation SCATTER_SHADER_MAIN = Flywheel.rl("internal/indirect/scatter.glsl");
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private static final ResourceLocation DEPTH_REDUCE_SHADER_MAIN = Flywheel.rl("internal/indirect/depth_reduce.glsl");
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private static final Compile<InstanceType<?>> CULL = new Compile<>();
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private static final Compile<ResourceLocation> UTIL = new Compile<>();
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@ -44,12 +45,14 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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private final Map<InstanceType<?>, GlProgram> culling;
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private final GlProgram apply;
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private final GlProgram scatter;
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private final GlProgram depthReduce;
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private IndirectPrograms(Map<PipelineProgramKey, GlProgram> pipeline, Map<InstanceType<?>, GlProgram> culling, GlProgram apply, GlProgram scatter) {
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private IndirectPrograms(Map<PipelineProgramKey, GlProgram> pipeline, Map<InstanceType<?>, GlProgram> culling, GlProgram apply, GlProgram scatter, GlProgram depthReduce) {
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this.pipeline = pipeline;
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this.culling = culling;
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this.apply = apply;
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this.scatter = scatter;
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this.depthReduce = depthReduce;
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}
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private static List<String> getExtensions(GlslVersion glslVersion) {
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@ -94,10 +97,10 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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try {
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var pipelineResult = pipelineCompiler.compileAndReportErrors(pipelineKeys);
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var cullingResult = cullingCompiler.compileAndReportErrors(createCullingKeys());
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var utils = utilCompiler.compileAndReportErrors(List.of(APPLY_SHADER_MAIN, SCATTER_SHADER_MAIN));
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var utils = utilCompiler.compileAndReportErrors(List.of(APPLY_SHADER_MAIN, SCATTER_SHADER_MAIN, DEPTH_REDUCE_SHADER_MAIN));
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if (pipelineResult != null && cullingResult != null && utils != null) {
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newInstance = new IndirectPrograms(pipelineResult, cullingResult, utils.get(APPLY_SHADER_MAIN), utils.get(SCATTER_SHADER_MAIN));
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newInstance = new IndirectPrograms(pipelineResult, cullingResult, utils.get(APPLY_SHADER_MAIN), utils.get(SCATTER_SHADER_MAIN), utils.get(DEPTH_REDUCE_SHADER_MAIN));
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}
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} catch (Throwable t) {
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FlwPrograms.LOGGER.error("Failed to compile indirect programs", t);
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@ -184,6 +187,10 @@ public class IndirectPrograms extends AtomicReferenceCounted {
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return scatter;
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}
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public GlProgram getDepthReduceProgram() {
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return depthReduce;
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}
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@Override
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protected void _delete() {
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pipeline.values()
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@ -0,0 +1,106 @@
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package dev.engine_room.flywheel.backend.engine.indirect;
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import org.lwjgl.opengl.GL32;
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import org.lwjgl.opengl.GL46;
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import com.mojang.blaze3d.platform.GlStateManager;
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import dev.engine_room.flywheel.backend.gl.shader.GlProgram;
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import dev.engine_room.flywheel.lib.math.MoreMath;
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import net.minecraft.client.Minecraft;
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public class DepthPyramid {
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private final GlProgram depthReduceProgram;
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public final int pyramidTextureId;
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private int lastWidth = -1;
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private int lastHeight = -1;
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public DepthPyramid(GlProgram depthReduceProgram) {
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this.depthReduceProgram = depthReduceProgram;
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pyramidTextureId = GL32.glGenTextures();
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GlStateManager._bindTexture(pyramidTextureId);
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GlStateManager._texParameter(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST);
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GlStateManager._texParameter(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST);
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GlStateManager._texParameter(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_COMPARE_MODE, GL32.GL_NONE);
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GlStateManager._texParameter(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_WRAP_S, GL32.GL_CLAMP_TO_EDGE);
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GlStateManager._texParameter(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_WRAP_T, GL32.GL_CLAMP_TO_EDGE);
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}
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public void generate() {
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var mainRenderTarget = Minecraft.getInstance()
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.getMainRenderTarget();
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int width = mainRenderTarget.width;
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int height = mainRenderTarget.height;
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int mipLevels = getImageMipLevels(width, height);
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createPyramidMips(mipLevels, width, height);
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int depthBufferId = mainRenderTarget.getDepthTextureId();
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GlStateManager._bindTexture(depthBufferId);
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GL46.glMemoryBarrier(GL46.GL_FRAMEBUFFER_BARRIER_BIT);
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GL46.glActiveTexture(GL32.GL_TEXTURE1);
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depthReduceProgram.bind();
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for (int i = 0; i < mipLevels; i++) {
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int mipWidth = Math.max(1, width >> i);
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int mipHeight = Math.max(1, height >> i);
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int srcTexture = (i == 0) ? depthBufferId : pyramidTextureId;
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GL46.glBindTexture(GL32.GL_TEXTURE_2D, srcTexture);
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GL46.glBindImageTexture(0, pyramidTextureId, i, false, 0, GL32.GL_WRITE_ONLY, GL32.GL_R32F);
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depthReduceProgram.setUVec2("imageSize", mipWidth, mipHeight);
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depthReduceProgram.setInt("lod", Math.max(0, i - 1));
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GL46.glDispatchCompute(MoreMath.ceilingDiv(mipWidth, 8), MoreMath.ceilingDiv(mipHeight, 8), 1);
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GL46.glMemoryBarrier(GL46.GL_TEXTURE_FETCH_BARRIER_BIT);
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}
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}
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public void delete() {
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GL32.glDeleteTextures(pyramidTextureId);
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}
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private void createPyramidMips(int mipLevels, int width, int height) {
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if (lastWidth == width && lastHeight == height) {
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return;
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}
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lastWidth = width;
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lastHeight = height;
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, pyramidTextureId);
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for (int i = 0; i < mipLevels; i++) {
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int mipWidth = Math.max(1, width >> (i + 1));
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int mipHeight = Math.max(1, height >> (i + 1));
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, i, GL32.GL_R32F, mipWidth, mipHeight, 0, GL32.GL_RED, GL32.GL_FLOAT, 0);
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}
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}
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private static int getImageMipLevels(int width, int height) {
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int result = 1;
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while (width > 2 && height > 2) {
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result++;
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width /= 2;
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height /= 2;
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}
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return result;
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}
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}
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@ -12,6 +12,8 @@ import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import org.lwjgl.opengl.GL46;
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import dev.engine_room.flywheel.api.backend.Engine;
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import dev.engine_room.flywheel.api.instance.Instance;
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import dev.engine_room.flywheel.api.instance.InstanceType;
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@ -46,6 +48,8 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
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private final LightBuffers lightBuffers;
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private final MatrixBuffer matrixBuffer;
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private final DepthPyramid depthPyramid;
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private boolean needsBarrier = false;
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public IndirectDrawManager(IndirectPrograms programs) {
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@ -58,6 +62,8 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
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meshPool.bind(vertexArray);
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lightBuffers = new LightBuffers();
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matrixBuffer = new MatrixBuffer();
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depthPyramid = new DepthPyramid(programs.getDepthReduceProgram());
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}
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@Override
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@ -136,6 +142,8 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
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stagingBuffer.flush();
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depthPyramid.generate();
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// We could probably save some driver calls here when there are
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// actually zero instances, but that feels like a very rare case
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@ -143,6 +151,9 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
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matrixBuffer.bind();
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GL46.glActiveTexture(GL46.GL_TEXTURE0);
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GL46.glBindTexture(GL46.GL_TEXTURE_2D, depthPyramid.pyramidTextureId);
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for (var group : cullingGroups.values()) {
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group.dispatchCull();
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}
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@ -17,7 +17,7 @@ import net.minecraft.world.level.Level;
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import net.minecraft.world.phys.Vec3;
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public final class FrameUniforms extends UniformWriter {
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private static final int SIZE = 96 + 64 * 9 + 16 * 5 + 8 * 2 + 8 + 4 * 10;
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private static final int SIZE = 96 + 64 * 9 + 16 * 5 + 8 * 2 + 8 + 4 * 16;
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static final UniformBuffer BUFFER = new UniformBuffer(Uniforms.FRAME_INDEX, SIZE);
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private static final Matrix4f VIEW = new Matrix4f();
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@ -112,6 +112,8 @@ public final class FrameUniforms extends UniformWriter {
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ptr = writeInt(ptr, debugMode);
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ptr = writeCullData(ptr);
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firstWrite = false;
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BUFFER.markDirty();
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}
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@ -179,6 +181,18 @@ public final class FrameUniforms extends UniformWriter {
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return writeInFluidAndBlock(ptr, level, blockPos, cameraPos);
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}
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private static long writeCullData(long ptr) {
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ptr = writeFloat(ptr, 0.05F); // zNear
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ptr = writeFloat(ptr, Minecraft.getInstance().gameRenderer.getDepthFar()); // zFar
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ptr = writeFloat(ptr, PROJECTION.m00()); // P00
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ptr = writeFloat(ptr, PROJECTION.m11()); // P11
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ptr = writeFloat(ptr, Minecraft.getInstance().getMainRenderTarget().width >> 1); // pyramidWidth
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ptr = writeFloat(ptr, Minecraft.getInstance().getMainRenderTarget().height >> 1); // pyramidHeight
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ptr = writeInt(ptr, 0); // useMin
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return ptr;
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}
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/**
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* Writes the frustum planes of the given projection matrix to the given buffer.<p>
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* Uses a different format that is friendly towards an optimized instruction-parallel
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@ -11,6 +11,7 @@ import static org.lwjgl.opengl.GL20.glUniform4f;
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import static org.lwjgl.opengl.GL20.glUniformMatrix3fv;
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import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
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import static org.lwjgl.opengl.GL30.glUniform1ui;
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import static org.lwjgl.opengl.GL30.glUniform2ui;
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import static org.lwjgl.opengl.GL31.GL_INVALID_INDEX;
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import static org.lwjgl.opengl.GL31.glGetUniformBlockIndex;
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import static org.lwjgl.opengl.GL31.glUniformBlockBinding;
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@ -118,6 +119,16 @@ public class GlProgram extends GlObject {
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glUniform1ui(uniform, value);
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}
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public void setUVec2(String name, int x, int y) {
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int uniform = getUniformLocation(name);
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if (uniform < 0) {
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return;
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}
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glUniform2ui(uniform, x, y);
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}
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public void setInt(String glslName, int value) {
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int uniform = getUniformLocation(glslName);
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@ -23,10 +23,12 @@ layout(std430, binding = _FLW_MODEL_BUFFER_BINDING) restrict buffer ModelBuffer
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ModelDescriptor _flw_models[];
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};
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layout(std430, binding = _FLW_MATRIX_BUFFER_BINDING) restrict buffer MatrixBuffer {
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layout(std430, binding = _FLW_MATRIX_BUFFER_BINDING) restrict readonly buffer MatrixBuffer {
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Matrices _flw_matrices[];
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};
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layout(binding = 0) uniform sampler2D _flw_depthPyramid;
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// Disgustingly vectorized sphere frustum intersection taking advantage of ahead of time packing.
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// Only uses 6 fmas and some boolean ops.
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// See also:
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@ -40,6 +42,28 @@ bool _flw_testSphere(vec3 center, float radius) {
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return all(xyInside) && all(zInside);
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}
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bool projectSphere(vec3 c, float r, float znear, float P00, float P11, out vec4 aabb) {
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if (c.z > r + znear) {
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return false;
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}
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vec3 cr = c * r;
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float czr2 = c.z * c.z - r * r;
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float vx = sqrt(c.x * c.x + czr2);
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float minx = (vx * c.x - cr.z) / (vx * c.z + cr.x);
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float maxx = (vx * c.x + cr.z) / (vx * c.z - cr.x);
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float vy = sqrt(c.y * c.y + czr2);
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float miny = (vy * c.y - cr.z) / (vy * c.z + cr.y);
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float maxy = (vy * c.y + cr.z) / (vy * c.z - cr.y);
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aabb = vec4(minx * P00, miny * P11, maxx * P00, maxy * P11);
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aabb = aabb.xwzy * vec4(-0.5f, -0.5f, -0.5f, -0.5f) + vec4(0.5f); // clip space -> uv space
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return true;
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}
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bool _flw_isVisible(uint instanceIndex, uint modelIndex) {
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uint matrixIndex = _flw_models[modelIndex].matrixIndex;
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BoundingSphere sphere = _flw_models[modelIndex].boundingSphere;
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@ -56,7 +80,38 @@ bool _flw_isVisible(uint instanceIndex, uint modelIndex) {
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transformBoundingSphere(_flw_matrices[matrixIndex].pose, center, radius);
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}
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return _flw_testSphere(center, radius);
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bool isVisible = _flw_testSphere(center, radius);
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if (isVisible) {
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transformBoundingSphere(flw_view, center, radius);
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vec4 aabb;
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if (projectSphere(center, radius, _flw_cullData.znear, _flw_cullData.P00, _flw_cullData.P11, aabb))
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{
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float width = (aabb.z - aabb.x) * _flw_cullData.pyramidWidth;
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float height = (aabb.w - aabb.y) * _flw_cullData.pyramidHeight;
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float level = floor(log2(max(width, height)));
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float depth01 = textureLod(_flw_depthPyramid, aabb.xw, level).r;
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float depth11 = textureLod(_flw_depthPyramid, aabb.zw, level).r;
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float depth10 = textureLod(_flw_depthPyramid, aabb.zy, level).r;
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float depth00 = textureLod(_flw_depthPyramid, aabb.xy, level).r;
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float depth;
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if (_flw_cullData.useMin == 0) {
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depth = max(max(depth00, depth01), max(depth10, depth11));
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} else {
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depth = min(min(depth00, depth01), min(depth10, depth11));
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}
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float depthSphere = 1. + _flw_cullData.znear / (center.z + radius);
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isVisible = isVisible && depthSphere <= depth;
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}
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}
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return isVisible;
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}
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void main() {
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@ -0,0 +1,29 @@
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(binding = 0, r32f) uniform writeonly image2D outImage;
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layout(binding = 1) uniform sampler2D inImage;
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uniform uvec2 imageSize;
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uniform int lod;
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uniform int useMin = 0;
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void main() {
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uvec2 pos = gl_GlobalInvocationID.xy;
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ivec2 samplePos = ivec2(pos) * 2;
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float depth01 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 1)).r;
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float depth11 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 1)).r;
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float depth10 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 0)).r;
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float depth00 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 0)).r;
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float depth;
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if (useMin == 0) {
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depth = max(max(depth00, depth01), max(depth10, depth11));
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} else {
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depth = min(min(depth00, depth01), min(depth10, depth11));
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}
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imageStore(outImage, ivec2(pos), vec4(depth));
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}
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@ -9,6 +9,16 @@ struct FrustumPlanes {
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vec2 zW; // <nz.w, pz.w>
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};
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struct _FlwCullData {
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float znear;
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float zfar;
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float P00;
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float P11;
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float pyramidWidth;
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float pyramidHeight;
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uint useMin;
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};
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layout(std140) uniform _FlwFrameUniforms {
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FrustumPlanes flw_frustumPlanes;
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@ -47,6 +57,8 @@ layout(std140) uniform _FlwFrameUniforms {
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uint flw_cameraInBlock;
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uint _flw_debugMode;
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_FlwCullData _flw_cullData;
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};
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#define flw_renderOrigin (_flw_renderOrigin.xyz)
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