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https://github.com/Jozufozu/Flywheel.git
synced 2024-11-14 22:43:56 +01:00
The depths of the rabbit hole
- Fix mip levels being half the size they should be - Use the next lowest po2 from the main render target size for mip 0 - Map from dst texel to src texel rather than naively multiply by 2 - Clamp the estimated mip level in the cull shader - Use texel fetches in the cull shader (not sure if necessary?)
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@ -35,8 +35,8 @@ public class DepthPyramid {
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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 width = mip0Size(mainRenderTarget.width);
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int height = mip0Size(mainRenderTarget.height);
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int mipLevels = getImageMipLevels(width, height);
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@ -53,15 +53,15 @@ public class DepthPyramid {
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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 mipWidth = mipSize(width, i);
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int mipHeight = mipSize(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.setVec2("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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@ -85,20 +85,28 @@ public class DepthPyramid {
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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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int mipWidth = mipSize(width, i);
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int mipHeight = mipSize(height, i);
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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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public static int mipSize(int mip0Size, int level) {
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return Math.max(1, mip0Size >> level);
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}
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public static int mip0Size(int screenSize) {
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return Integer.highestOneBit(screenSize);
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}
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public 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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width >>= 1;
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height >>= 1;
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}
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return result;
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@ -8,6 +8,7 @@ import org.lwjgl.system.MemoryUtil;
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import dev.engine_room.flywheel.api.RenderContext;
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import dev.engine_room.flywheel.api.visualization.VisualizationManager;
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import dev.engine_room.flywheel.backend.engine.indirect.DepthPyramid;
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import dev.engine_room.flywheel.backend.mixin.LevelRendererAccessor;
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import net.minecraft.client.Camera;
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import net.minecraft.client.Minecraft;
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@ -17,7 +18,7 @@ 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 * 16;
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private static final int SIZE = 96 + 64 * 9 + 16 * 5 + 8 * 2 + 8 + 4 * 17;
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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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@ -182,12 +183,20 @@ public final class FrameUniforms extends UniformWriter {
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}
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private static long writeCullData(long ptr) {
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var mc = Minecraft.getInstance();
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var mainRenderTarget = mc.getMainRenderTarget();
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int pyramidWidth = DepthPyramid.mip0Size(mainRenderTarget.width);
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int pyramidHeight = DepthPyramid.mip0Size(mainRenderTarget.height);
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int pyramidDepth = DepthPyramid.getImageMipLevels(pyramidWidth, pyramidHeight);
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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, mc.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 = writeFloat(ptr, pyramidWidth); // pyramidWidth
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ptr = writeFloat(ptr, pyramidHeight); // pyramidHeight
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ptr = writeInt(ptr, pyramidDepth - 1); // pyramidLevels
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ptr = writeInt(ptr, 0); // useMin
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return ptr;
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@ -91,12 +91,18 @@ bool _flw_isVisible(uint instanceIndex, uint modelIndex) {
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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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int level = clamp(0, int(ceil(log2(max(width, height)))), _flw_cullData.pyramidLevels);
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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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ivec2 levelSize = textureSize(_flw_depthPyramid, level);
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ivec4 levelSizePair = ivec4(levelSize, levelSize);
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ivec4 bounds = ivec4(aabb * vec4(levelSizePair));
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float depth01 = texelFetch(_flw_depthPyramid, bounds.xw, level).r;
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float depth11 = texelFetch(_flw_depthPyramid, bounds.zw, level).r;
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float depth10 = texelFetch(_flw_depthPyramid, bounds.zy, level).r;
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float depth00 = texelFetch(_flw_depthPyramid, bounds.xy, level).r;
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float depth;
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if (_flw_cullData.useMin == 0) {
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@ -3,7 +3,7 @@ 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 vec2 imageSize;
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uniform int lod;
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uniform int useMin = 0;
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@ -11,7 +11,9 @@ 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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// Map the output texel to an input texel. Properly do the division because generating mip0 maps from the actual
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// full resolution depth buffer and the aspect ratio may be different from our Po2 pyramid.
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ivec2 samplePos = ivec2(floor(vec2(pos) * vec2(textureSize(inImage, lod)) / imageSize));
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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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@ -16,6 +16,7 @@ struct _FlwCullData {
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float P11;
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float pyramidWidth;
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float pyramidHeight;
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int pyramidLevels;
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uint useMin;
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};
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