mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-11-10 12:34:11 +01:00
Finally room to breathe
- Expand packed overlay_light attribute into components - Make light a short backed vec2 - Divide light input by 256 directly instead of discarding lower bits - Remove debug overlay enum, instead only use OVERRIDE - Add overlay debug mode
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parent
5cc9fc3111
commit
02ebf9eeaa
@ -19,7 +19,8 @@ public final class InternalVertex {
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.vector("position", FloatRepr.FLOAT, 3)
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.vector("color", FloatRepr.NORMALIZED_UNSIGNED_BYTE, 4)
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.vector("tex", FloatRepr.FLOAT, 2)
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.vector("overlay_light", IntegerRepr.SHORT, 4)
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.vector("overlay", IntegerRepr.SHORT, 2)
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.vector("light", FloatRepr.UNSIGNED_SHORT, 2)
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.vector("normal", FloatRepr.NORMALIZED_BYTE, 3)
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.build();
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@ -54,8 +54,9 @@ public class PipelineCompiler {
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program.bindAttribLocation("_flw_a_pos", 0);
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program.bindAttribLocation("_flw_a_color", 1);
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program.bindAttribLocation("_flw_a_texCoord", 2);
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program.bindAttribLocation("_flw_a_overlay_light", 3);
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program.bindAttribLocation("_flw_a_normal", 4);
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program.bindAttribLocation("_flw_a_overlay", 3);
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program.bindAttribLocation("_flw_a_light", 4);
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program.bindAttribLocation("_flw_a_normal", 5);
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})
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.postLink((key, program) -> {
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program.setUniformBlockBinding("_FlwFrameUniforms", 0);
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@ -16,7 +16,6 @@ import net.minecraft.world.phys.Vec3;
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public class FrameUniforms implements UniformProvider {
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public static final int SIZE = 304;
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public int debugMode;
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public int debugOverlay;
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@Nullable
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private RenderContext context;
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@ -75,7 +74,6 @@ public class FrameUniforms implements UniformProvider {
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ptr = writeTime(ptr);
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MemoryUtil.memPutInt(ptr, debugMode);
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MemoryUtil.memPutInt(ptr + 4, debugOverlay);
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}
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private long writeMatrices(long ptr) {
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@ -4,7 +4,6 @@ import com.jozufozu.flywheel.api.event.ReloadLevelRendererEvent;
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import com.jozufozu.flywheel.api.event.RenderContext;
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import com.jozufozu.flywheel.backend.gl.GlStateTracker;
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import com.jozufozu.flywheel.config.DebugMode;
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import com.jozufozu.flywheel.config.DebugOverlay;
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public class Uniforms {
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public static boolean frustumPaused = false;
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@ -55,9 +54,8 @@ public class Uniforms {
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ubo.update();
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}
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public static void setDebugMode(DebugMode mode, DebugOverlay visual) {
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public static void setDebugMode(DebugMode mode) {
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frame().provider.debugMode = mode.ordinal();
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frame().provider.debugOverlay = visual.ordinal();
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}
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public static void onReloadLevelRenderer(ReloadLevelRendererEvent event) {
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@ -1,8 +1,9 @@
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package com.jozufozu.flywheel.config;
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public enum DebugMode {
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NONE,
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OFF,
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NORMALS,
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INSTANCE_ID,
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LIGHT,
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OVERLAY,
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}
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@ -1,7 +0,0 @@
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package com.jozufozu.flywheel.config;
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public enum DebugOverlay {
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NONE,
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MUL,
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OVERRIDE,
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}
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@ -110,22 +110,10 @@ public class FlwCommands {
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DebugMode mode = context.getArgument("mode", DebugMode.class);
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Uniforms.setDebugMode(mode, DebugOverlay.OVERRIDE);
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Uniforms.setDebugMode(mode);
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return Command.SINGLE_SUCCESS;
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})
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.then(Commands.argument("overlay", EnumArgument.enumArgument(DebugOverlay.class))
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.executes(context -> {
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LocalPlayer player = Minecraft.getInstance().player;
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if (player == null) return 0;
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DebugMode mode = context.getArgument("mode", DebugMode.class);
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DebugOverlay visual = context.getArgument("overlay", DebugOverlay.class);
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Uniforms.setDebugMode(mode, visual);
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return Command.SINGLE_SUCCESS;
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}))));
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})));
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command.then(Commands.literal("crumbling")
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.then(Commands.argument("pos", BlockPosArgument.blockPos())
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@ -21,6 +21,7 @@ import com.jozufozu.flywheel.lib.visual.InstanceRecycler;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.LightTexture;
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import net.minecraft.client.renderer.texture.OverlayTexture;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.BlockPos.MutableBlockPos;
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import net.minecraft.core.Direction.Axis;
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@ -266,6 +267,7 @@ public class ShadowComponent implements EntityComponent {
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vertexList.u(i, 0);
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vertexList.v(i, 0);
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vertexList.light(i, LightTexture.FULL_BRIGHT);
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vertexList.overlay(i, OverlayTexture.NO_OVERLAY);
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vertexList.normalX(i, 0);
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vertexList.normalY(i, 1);
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vertexList.normalZ(i, 0);
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@ -7,5 +7,6 @@ void flw_instanceVertex(in FlwInstance i) {
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flw_vertexTexCoord = (flw_vertexPos.xz - i.entityPosXZ) * 0.5 / i.radius + 0.5;
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flw_vertexColor.a = i.alpha;
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// no overlay
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flw_vertexOverlay = ivec2(0, 10);
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}
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@ -38,13 +38,9 @@ void _flw_main() {
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if (flw_material.useOverlay) {
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// Need to clamp the overlay texture coords to sane coordinates because integer vertex attributes explode on
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// some drivers for some draw calls.
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// This can be removed once instancing uses sampler buffers, though
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// we may need a solution for the internal vertex format. Perhaps
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// pass as floats and convert to integers in the shader?
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ivec2 actualCoord = clamp(flw_fragOverlay, 0, 10);
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vec4 overlayColor = texelFetch(_flw_overlayTex, actualCoord, 0);
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// some drivers for some draw calls. This should only effect instances that don't write to overlay, but
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// the internal vertex format is unfortunately subject to these issues.
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vec4 overlayColor = texelFetch(_flw_overlayTex, clamp(flw_fragOverlay, 0, 10), 0);
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color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
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}
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@ -57,13 +53,8 @@ void _flw_main() {
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discard;
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}
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switch (_flw_debugOverlay) {
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case 1u:
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color *= _flw_debugColor;
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break;
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case 2u:
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color = _flw_debugColor;
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break;
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if (_flw_debugMode != 0u) {
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color = _flw_debugColor;
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}
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_flw_outputColor = flw_fogFilter(color);
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@ -49,5 +49,8 @@ void _flw_main(in FlwInstance instance, in uint stableInstanceID) {
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case 3u:
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_flw_debugColor = vec4(vec2((flw_vertexLight * 15.0 + 0.5) / 16.), 0., 1.);
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break;
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case 4u:
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_flw_debugColor = vec4(flw_vertexOverlay / 16., 0., 1.);
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break;
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}
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}
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@ -31,7 +31,6 @@ layout(std140) uniform _FlwFrameUniforms {
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float flw_renderSeconds;
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uint _flw_debugMode;
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uint _flw_debugOverlay;
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};
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#define flw_cameraPos _flw_cameraPos.xyz
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@ -1,14 +1,15 @@
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in vec3 _flw_a_pos;
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in vec4 _flw_a_color;
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in vec2 _flw_a_texCoord;
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in ivec4 _flw_a_overlay_light;
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in ivec2 _flw_a_overlay;
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in vec2 _flw_a_light;
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in vec3 _flw_a_normal;
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void _flw_layoutVertex() {
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flw_vertexPos = vec4(_flw_a_pos, 1.0);
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flw_vertexColor = _flw_a_color;
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flw_vertexTexCoord = _flw_a_texCoord;
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flw_vertexOverlay = _flw_a_overlay_light.xy;
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flw_vertexLight = (_flw_a_overlay_light.zw >> 4) / 15.0;
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flw_vertexOverlay = _flw_a_overlay;
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flw_vertexLight = _flw_a_light / 256.0;
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flw_vertexNormal = _flw_a_normal;
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}
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