- Calculate AO in flw_light
- Pack block light, sky light, and valid block count into a single uint
  when reading the 3x3x3 light volume for a fragment. This saves a
  significant amount of memory and integer additions in the shader, but
  does require slightly more alu ops overall for the packing/unpacking
- Add pragma optionNV (unroll all) for significant perf boost, may want
  to manually unroll to be cross-platform
- Remove redundant flw_light
This commit is contained in:
Jozufozu 2024-08-01 11:12:47 -07:00
parent 601b70704a
commit 3692dbdf3c
6 changed files with 118 additions and 113 deletions

View File

@ -2,11 +2,7 @@
/// Get the light at the given world position relative to flw_renderOrigin from the given normal.
/// This may be interpolated for smooth lighting.
bool flw_light(vec3 worldPos, vec3 normal, out vec2 light);
/// Get the light at the given world position relative to flw_renderOrigin.
/// This may be interpolated for smooth lighting.
bool flw_light(vec3 worldPos, out vec2 light);
bool flw_light(vec3 worldPos, vec3 normal, out vec3 light);
/// Fetches the light value at the given block position.
/// Returns false if the light for the given block is not available.

View File

@ -45,6 +45,8 @@ void _flw_main() {
flw_fragColor.a *= crumblingSampleColor.a;
#endif
flw_shaderLight();
vec4 color = flw_fragColor;
if (flw_discardPredicate(color)) {
@ -61,8 +63,6 @@ void _flw_main() {
vec4 lightColor = vec4(1.);
if (flw_material.useLight) {
flw_shaderLight();
lightColor = texture(flw_lightTex, clamp(flw_fragLight, 0.5 / 16.0, 15.5 / 16.0));
color *= lightColor;
}

View File

@ -15,6 +15,10 @@ uint _flw_indexLut(uint index);
uint _flw_indexLight(uint index);
// Adding this option takes my test world from ~800 to ~1250 FPS on my 3060ti.
// I have not taken it to a profiler otherwise.
#pragma optionNV (unroll all)
/// Find the index for the next step in the LUT.
/// @param base The base index in the LUT, should point to the start of a coordinate span.
/// @param coord The coordinate to look for.
@ -77,8 +81,8 @@ uvec2 _flw_lightAt(uint sectionOffset, uvec3 blockInSectionPos) {
bool _flw_isSolid(uint sectionOffset, uvec3 blockInSectionPos) {
uint bitOffset = blockInSectionPos.x + blockInSectionPos.z * 18u + blockInSectionPos.y * 18u * 18u;
uint uintOffset = bitOffset / 32u;
uint bitInWordOffset = bitOffset % 32u;
uint uintOffset = bitOffset >> 5u;
uint bitInWordOffset = bitOffset & 31u;
uint word = _flw_indexLight(sectionOffset + _FLW_SOLID_START_INTS + uintOffset);
@ -99,61 +103,14 @@ bool flw_lightFetch(ivec3 blockPos, out vec2 lightCoord) {
return true;
}
bool flw_light(vec3 worldPos, out vec2 lightCoord) {
// Always use the section of the block we are contained in to ensure accuracy.
// We don't want to interpolate between sections, but also we might not be able
// to rely on the existence neighboring sections, so don't do any extra rounding here.
ivec3 blockPos = ivec3(floor(worldPos)) + flw_renderOrigin;
uint lightSectionIndex;
if (_flw_chunkCoordToSectionIndex(blockPos >> 4, lightSectionIndex)) {
return false;
}
// The offset of the section in the light buffer.
uint sectionOffset = lightSectionIndex * _FLW_LIGHT_SECTION_SIZE_INTS;
// The block's position in the section adjusted into 18x18x18 space
uvec3 blockInSectionPos = (blockPos & 0xF) + 1;
// The lowest corner of the 2x2x2 area we'll be trilinear interpolating.
// The ugly bit on the end evaluates to -1 or 0 depending on which side of 0.5 we are.
uvec3 lowestCorner = blockInSectionPos + ivec3(floor(fract(worldPos) - 0.5));
// The distance our fragment is from the center of the lowest corner.
vec3 interpolant = fract(worldPos - 0.5);
// Fetch everything for trilinear interpolation
// Hypothetically we could re-order these and do some calculations in-between fetches
// to help with latency hiding, but the compiler should be able to do that for us.
vec2 light000 = vec2(_flw_lightAt(sectionOffset, lowestCorner));
vec2 light001 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 0, 1)));
vec2 light010 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 0)));
vec2 light011 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 1)));
vec2 light100 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 0)));
vec2 light101 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 1)));
vec2 light110 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 0)));
vec2 light111 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 1)));
vec2 light00 = mix(light000, light001, interpolant.z);
vec2 light01 = mix(light010, light011, interpolant.z);
vec2 light10 = mix(light100, light101, interpolant.z);
vec2 light11 = mix(light110, light111, interpolant.z);
vec2 light0 = mix(light00, light01, interpolant.y);
vec2 light1 = mix(light10, light11, interpolant.y);
lightCoord = mix(light0, light1, interpolant.x) / 15.;
return true;
}
uint _flw_lightIndex(in uvec3 p) {
return p.x + p.z * 3u + p.y * 9u;
}
/// Premtively collect all light in a 3x3x3 area centered on our block.
/// Depending on the normal, we won't use all the data, but fetching on demand will have many duplicated fetches.
uvec3[27] _flw_fetchLight3x3x3(uint sectionOffset, ivec3 blockInSectionPos, uint solid) {
uvec3[27] lights;
///
/// The output is a 3-component vector <blockLight, skyLight, valid ? 1 : 0> packed into a single uint to save
/// memory and ALU ops later on. 10 bits are used for each component. This allows 4 such packed ints to be added
/// together with room to spare before overflowing into the next component.
uint[27] _flw_fetchLight3x3x3(uint sectionOffset, ivec3 blockInSectionPos, uint solid) {
uint[27] lights;
uint index = 0u;
uint mask = 1u;
@ -161,8 +118,13 @@ uvec3[27] _flw_fetchLight3x3x3(uint sectionOffset, ivec3 blockInSectionPos, uint
for (int z = -1; z <= 1; z++) {
for (int x = -1; x <= 1; x++) {
// 0 if the block is solid, 1 if it's not.
uint flag = uint((solid & mask) == 0u);
lights[index] = uvec3(_flw_lightAt(sectionOffset, uvec3(blockInSectionPos + ivec3(x, y, z))), flag);
uint notSolid = uint((solid & mask) == 0u);
uvec2 light = _flw_lightAt(sectionOffset, uvec3(blockInSectionPos + ivec3(x, y, z)));
lights[index] = light.x;
lights[index] |= (light.y) << 10;
lights[index] |= (notSolid) << 20;
index++;
mask <<= 1;
}
@ -190,6 +152,10 @@ uint _flw_fetchSolid3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
return ret;
}
#define _flw_index3x3x3(x, y, z) ((x) + (z) * 3u + (y) * 9u)
#define _flw_index3x3x3v(p) _flw_index3x3x3((p.x), (p.y), (p.z))
#define _flw_validCountToAO(validCount) (1. - (4. - (validCount)) * 0.2)
/// Calculate the light for a direction by averaging the light at the corners of the block.
///
/// To make this reusable across directions, c00..c11 choose what values relative to each corner to use.
@ -200,39 +166,75 @@ uint _flw_fetchSolid3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
/// @param lights The light data for the 3x3x3 area.
/// @param interpolant The position within the center block.
/// @param c00..c11 4 offsets to determine which "direction" we are averaging.
vec2 _flw_lightForDirection(in uvec3[27] lights, in vec3 interpolant, in uvec3 c00, in uvec3 c01, in uvec3 c10, in uvec3 c11) {
/// @param oppositeMask A bitmask telling this function which bit to flip to get the opposite index for a given corner
vec3 _flw_lightForDirection(uint[27] lights, vec3 interpolant, uvec3 c00, uvec3 c01, uvec3 c10, uvec3 c11, uint oppositeMask) {
// Constant propatation should inline all of these index calculations,
// but since they're distributive we can lay them out more nicely.
uint ic00 = _flw_index3x3x3v(c00);
uint ic01 = _flw_index3x3x3v(c01);
uint ic10 = _flw_index3x3x3v(c10);
uint ic11 = _flw_index3x3x3v(c11);
uvec3 i000 = lights[_flw_lightIndex(c00 + uvec3(0u, 0u, 0u))] + lights[_flw_lightIndex(c01 + uvec3(0u, 0u, 0u))] + lights[_flw_lightIndex(c10 + uvec3(0u, 0u, 0u))] + lights[_flw_lightIndex(c11 + uvec3(0u, 0u, 0u))];
uvec3 i001 = lights[_flw_lightIndex(c00 + uvec3(0u, 0u, 1u))] + lights[_flw_lightIndex(c01 + uvec3(0u, 0u, 1u))] + lights[_flw_lightIndex(c10 + uvec3(0u, 0u, 1u))] + lights[_flw_lightIndex(c11 + uvec3(0u, 0u, 1u))];
uvec3 i010 = lights[_flw_lightIndex(c00 + uvec3(0u, 1u, 0u))] + lights[_flw_lightIndex(c01 + uvec3(0u, 1u, 0u))] + lights[_flw_lightIndex(c10 + uvec3(0u, 1u, 0u))] + lights[_flw_lightIndex(c11 + uvec3(0u, 1u, 0u))];
uvec3 i011 = lights[_flw_lightIndex(c00 + uvec3(0u, 1u, 1u))] + lights[_flw_lightIndex(c01 + uvec3(0u, 1u, 1u))] + lights[_flw_lightIndex(c10 + uvec3(0u, 1u, 1u))] + lights[_flw_lightIndex(c11 + uvec3(0u, 1u, 1u))];
uvec3 i100 = lights[_flw_lightIndex(c00 + uvec3(1u, 0u, 0u))] + lights[_flw_lightIndex(c01 + uvec3(1u, 0u, 0u))] + lights[_flw_lightIndex(c10 + uvec3(1u, 0u, 0u))] + lights[_flw_lightIndex(c11 + uvec3(1u, 0u, 0u))];
uvec3 i101 = lights[_flw_lightIndex(c00 + uvec3(1u, 0u, 1u))] + lights[_flw_lightIndex(c01 + uvec3(1u, 0u, 1u))] + lights[_flw_lightIndex(c10 + uvec3(1u, 0u, 1u))] + lights[_flw_lightIndex(c11 + uvec3(1u, 0u, 1u))];
uvec3 i110 = lights[_flw_lightIndex(c00 + uvec3(1u, 1u, 0u))] + lights[_flw_lightIndex(c01 + uvec3(1u, 1u, 0u))] + lights[_flw_lightIndex(c10 + uvec3(1u, 1u, 0u))] + lights[_flw_lightIndex(c11 + uvec3(1u, 1u, 0u))];
uvec3 i111 = lights[_flw_lightIndex(c00 + uvec3(1u, 1u, 1u))] + lights[_flw_lightIndex(c01 + uvec3(1u, 1u, 1u))] + lights[_flw_lightIndex(c10 + uvec3(1u, 1u, 1u))] + lights[_flw_lightIndex(c11 + uvec3(1u, 1u, 1u))];
const uint[8] corners = uint[](
_flw_index3x3x3(0u, 0u, 0u),
_flw_index3x3x3(0u, 0u, 1u),
_flw_index3x3x3(0u, 1u, 0u),
_flw_index3x3x3(0u, 1u, 1u),
_flw_index3x3x3(1u, 0u, 0u),
_flw_index3x3x3(1u, 0u, 1u),
_flw_index3x3x3(1u, 1u, 0u),
_flw_index3x3x3(1u, 1u, 1u)
);
// Divide by the number of light transmitting blocks to get the average.
vec2 light000 = i000.z == 0 ? vec2(0) : vec2(i000.xy) / float(i000.z);
vec2 light001 = i001.z == 0 ? vec2(0) : vec2(i001.xy) / float(i001.z);
vec2 light010 = i010.z == 0 ? vec2(0) : vec2(i010.xy) / float(i010.z);
vec2 light011 = i011.z == 0 ? vec2(0) : vec2(i011.xy) / float(i011.z);
vec2 light100 = i100.z == 0 ? vec2(0) : vec2(i100.xy) / float(i100.z);
vec2 light101 = i101.z == 0 ? vec2(0) : vec2(i101.xy) / float(i101.z);
vec2 light110 = i110.z == 0 ? vec2(0) : vec2(i110.xy) / float(i110.z);
vec2 light111 = i111.z == 0 ? vec2(0) : vec2(i111.xy) / float(i111.z);
// Division and branching are both kinda expensive, so use this table for the valid block normalization
const float[5] normalizers = float[](0., 1., 1. / 2., 1. / 3., 1. / 4.);
vec2 light00 = mix(light000, light001, interpolant.z);
vec2 light01 = mix(light010, light011, interpolant.z);
vec2 light10 = mix(light100, light101, interpolant.z);
vec2 light11 = mix(light110, light111, interpolant.z);
// Sum up the light and number of valid blocks in each corner for this direction
uint[8] summed;
for (uint i = 0; i < 8; i++) {
uint corner = corners[i];
summed[i] = lights[ic00 + corner] + lights[ic01 + corner] + lights[ic10 + corner] + lights[ic11 + corner];
}
vec2 light0 = mix(light00, light01, interpolant.y);
vec2 light1 = mix(light10, light11, interpolant.y);
// The final light and AO value for each corner.
vec3[8] adjusted;
for (uint i = 0; i < 8; i++) {
uint validCount = (summed[i] >> 20u) & 0x3FFu;
// Always use the AO from the actual corner
adjusted[i].z = float(validCount);
return mix(light0, light1, interpolant.x) / 15.;
// If the current corner has no valid blocks, use the opposite
// corner's light based on which direction we're evaluating.
// Because of how our corners are indexed, moving along one axis is the same as flipping a bit.
uint corner = summed[(validCount == 0 ? i ^ oppositeMask : i)];
// Still need to unpack all 3 fields of the maybe opposite corner so we can...
uvec3 unpacked = uvec3(corner, corner >> 10u, corner >> 20u) & 0x3FFu;
// ...normalize by the number of valid blocks.
adjusted[i].xy = vec2(unpacked.xy) * normalizers[unpacked.z];
}
// Trilinear interpolation, including valid count
vec3 light00 = mix(adjusted[0], adjusted[1], interpolant.z);
vec3 light01 = mix(adjusted[2], adjusted[3], interpolant.z);
vec3 light10 = mix(adjusted[4], adjusted[5], interpolant.z);
vec3 light11 = mix(adjusted[6], adjusted[7], interpolant.z);
vec3 light0 = mix(light00, light01, interpolant.y);
vec3 light1 = mix(light10, light11, interpolant.y);
vec3 light = mix(light0, light1, interpolant.x);
// Normalize the light coords
light.xy *= 1. / 15.;
// Calculate the AO multiplier from the number of valid blocks
light.z = _flw_validCountToAO(light.z);
return light;
}
bool flw_light(vec3 worldPos, vec3 normal, out vec2 lightCoord) {
bool flw_light(vec3 worldPos, vec3 normal, out vec3 light) {
// Always use the section of the block we are contained in to ensure accuracy.
// We don't want to interpolate between sections, but also we might not be able
// to rely on the existence neighboring sections, so don't do any extra rounding here.
@ -251,45 +253,48 @@ bool flw_light(vec3 worldPos, vec3 normal, out vec2 lightCoord) {
uint solid = _flw_fetchSolid3x3x3(sectionOffset, blockInSectionPos);
if (solid == _FLW_COMPLETELY_SOLID) {
lightCoord = vec2(0.);
// No point in doing any work if the entire 3x3x3 volume around us is filled.
// Kinda rare but this may happen if our fragment is in the middle of a lot of tinted glass
light = vec3(0., 0., _flw_validCountToAO(0.));
return true;
}
// Fetch everything in a 3x3x3 area centered around the block.
uvec3[27] lights = _flw_fetchLight3x3x3(sectionOffset, blockInSectionPos, solid);
uint[27] lights = _flw_fetchLight3x3x3(sectionOffset, blockInSectionPos, solid);
vec3 interpolant = fract(worldPos);
vec2 lightX;
// Average the light in relevant directions at each corner, skipping directions that would have no influence
vec3 lightX;
if (normal.x > _FLW_EPSILON) {
lightX = _flw_lightForDirection(lights, interpolant, uvec3(1u, 0u, 0u), uvec3(1u, 0u, 1u), uvec3(1u, 1u, 0u), uvec3(1u, 1u, 1u));
lightX = _flw_lightForDirection(lights, interpolant, uvec3(1u, 0u, 0u), uvec3(1u, 0u, 1u), uvec3(1u, 1u, 0u), uvec3(1u, 1u, 1u), 4u);
} else if (normal.x < -_FLW_EPSILON) {
lightX = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 0u, 1u), uvec3(0u, 1u, 0u), uvec3(0u, 1u, 1u));
lightX = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 0u, 1u), uvec3(0u, 1u, 0u), uvec3(0u, 1u, 1u), 4u);
} else {
lightX = vec2(0.);
lightX = vec3(0.);
}
vec2 lightZ;
vec3 lightZ;
if (normal.z > _FLW_EPSILON) {
lightZ = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 1u), uvec3(0u, 1u, 1u), uvec3(1u, 0u, 1u), uvec3(1u, 1u, 1u));
lightZ = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 1u), uvec3(0u, 1u, 1u), uvec3(1u, 0u, 1u), uvec3(1u, 1u, 1u), 1u);
} else if (normal.z < -_FLW_EPSILON) {
lightZ = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 1u, 0u), uvec3(1u, 0u, 0u), uvec3(1u, 1u, 0u));
lightZ = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 1u, 0u), uvec3(1u, 0u, 0u), uvec3(1u, 1u, 0u), 1u);
} else {
lightZ = vec2(0.);
lightZ = vec3(0.);
}
vec2 lightY;
// Average the light in relevant directions at each corner.
vec3 lightY;
if (normal.y > _FLW_EPSILON) {
lightY = _flw_lightForDirection(lights, interpolant, uvec3(0u, 1u, 0u), uvec3(0u, 1u, 1u), uvec3(1u, 1u, 0u), uvec3(1u, 1u, 1u));
lightY = _flw_lightForDirection(lights, interpolant, uvec3(0u, 1u, 0u), uvec3(0u, 1u, 1u), uvec3(1u, 1u, 0u), uvec3(1u, 1u, 1u), 2u);
} else if (normal.y < -_FLW_EPSILON) {
lightY = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 0u, 1u), uvec3(1u, 0u, 0u), uvec3(1u, 0u, 1u));
lightY = _flw_lightForDirection(lights, interpolant, uvec3(0u, 0u, 0u), uvec3(0u, 0u, 1u), uvec3(1u, 0u, 0u), uvec3(1u, 0u, 1u), 2u);
} else {
lightY = vec2(0.);
lightY = vec3(0.);
}
vec3 n2 = normal * normal;
lightCoord = lightX * n2.x + lightY * n2.y + lightZ * n2.z;
light = lightX * n2.x + lightY * n2.y + lightZ * n2.z;
return true;
}

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@ -1,6 +1,8 @@
void flw_shaderLight() {
vec2 embeddedLight;
if (flw_light(flw_vertexPos.xyz, flw_vertexNormal, embeddedLight)) {
flw_fragLight = max(flw_fragLight, embeddedLight);
vec3 light;
if (flw_light(flw_vertexPos.xyz, flw_vertexNormal, light)) {
flw_fragLight = max(flw_fragLight, light.xy);
flw_fragColor.rgb *= light.z;
}
}

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@ -1,8 +1,10 @@
void flw_shaderLight() {
#ifdef FLW_EMBEDDED
vec2 embeddedLight;
if (flw_light(flw_vertexPos.xyz, flw_vertexNormal, embeddedLight)) {
flw_fragLight = max(flw_fragLight, embeddedLight);
vec3 light;
if (flw_light(flw_vertexPos.xyz, flw_vertexNormal, light)) {
flw_fragLight = max(flw_fragLight, light.xy);
flw_fragColor *= light.z;
}
#endif
}

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@ -1,6 +1,6 @@
/// Get the light at the given world position.
/// This may be interpolated for smooth lighting.
bool flw_light(vec3 worldPos, out vec2 light);
bool flw_light(vec3 worldPos, vec3 normal, out vec3 light);
/// Fetches the light value at the given block position.
/// Returns false if the light for the given block is not available.