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Underlay
- Clamp overlay from 0 to 10 rather than 3 to 10 to fix everything appearing washed out - Fix normalized short backed float vectors being unpacked incorrectly - Set overlay in shadow instance component to fix shadows appearing red - Indicative of the ivec issue being present for divisor 0 vertex attributes
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68daac8659
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@ -230,10 +230,10 @@ public class IndirectComponent implements SourceComponent {
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private static GlslExpr unpackFloatVector(String fieldName, FloatRepr floatRepr, GlslStruct packed, int size) {
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private static GlslExpr unpackFloatVector(String fieldName, FloatRepr floatRepr, GlslStruct packed, int size) {
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return switch (floatRepr) {
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return switch (floatRepr) {
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case NORMALIZED_BYTE -> unpackBuiltin(fieldName, packed, size, "unpackSnorm4x8");
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case NORMALIZED_BYTE -> unpackByteBuiltin(fieldName, packed, size, "unpackSnorm4x8");
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case NORMALIZED_UNSIGNED_BYTE -> unpackBuiltin(fieldName, packed, size, "unpackUnorm4x8");
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case NORMALIZED_UNSIGNED_BYTE -> unpackByteBuiltin(fieldName, packed, size, "unpackUnorm4x8");
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case NORMALIZED_SHORT -> unpackBuiltin(fieldName, packed, size, "unpackSnorm2x16");
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case NORMALIZED_SHORT -> unpackShortBuiltin(fieldName, packed, size, "unpackSnorm2x16");
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case NORMALIZED_UNSIGNED_SHORT -> unpackBuiltin(fieldName, packed, size, "unpackUnorm2x16");
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case NORMALIZED_UNSIGNED_SHORT -> unpackShortBuiltin(fieldName, packed, size, "unpackUnorm2x16");
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case NORMALIZED_INT -> unpack(fieldName, packed, size, "int", "vec" + size, e -> e.div(2147483647f)
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case NORMALIZED_INT -> unpack(fieldName, packed, size, "int", "vec" + size, e -> e.div(2147483647f)
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.clamp(-1, 1));
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.clamp(-1, 1));
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case NORMALIZED_UNSIGNED_INT ->
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case NORMALIZED_UNSIGNED_INT ->
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@ -260,7 +260,7 @@ public class IndirectComponent implements SourceComponent {
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.rsh(bitPos);
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.rsh(bitPos);
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args.add(perElement.apply(element));
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args.add(perElement.apply(element));
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}
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}
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return GlslExpr.call(outType + size, args);
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return GlslExpr.call(outType, args);
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}
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}
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private static GlslExpr unpackShortBacked(String fieldName, GlslStruct packed, int size, String outType, Function<GlslExpr, GlslExpr> perElement) {
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private static GlslExpr unpackShortBacked(String fieldName, GlslStruct packed, int size, String outType, Function<GlslExpr, GlslExpr> perElement) {
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@ -296,7 +296,7 @@ public class IndirectComponent implements SourceComponent {
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return GlslExpr.call(outType, args);
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return GlslExpr.call(outType, args);
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}
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}
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private static GlslExpr unpackBuiltin(String fieldName, GlslStruct packed, int size, String func) {
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private static GlslExpr unpackByteBuiltin(String fieldName, GlslStruct packed, int size, String func) {
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packed.addField("uint", fieldName);
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packed.addField("uint", fieldName);
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GlslExpr expr = UNPACKING_VARIABLE.access(fieldName)
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GlslExpr expr = UNPACKING_VARIABLE.access(fieldName)
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.callFunction(func);
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.callFunction(func);
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@ -308,6 +308,30 @@ public class IndirectComponent implements SourceComponent {
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};
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};
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}
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}
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private static GlslExpr unpackShortBuiltin(String fieldName, GlslStruct packed, int size, String func) {
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if (size == 2) {
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packed.addField("uint", fieldName);
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return UNPACKING_VARIABLE.access(fieldName)
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.callFunction(func);
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} else {
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var name0 = fieldName + "_" + 0;
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var name1 = fieldName + "_" + 1;
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packed.addField("uint", name0);
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packed.addField("uint", name1);
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GlslExpr xy = UNPACKING_VARIABLE.access(name0)
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.callFunction(func);
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GlslExpr zw = UNPACKING_VARIABLE.access(name1)
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.callFunction(func);
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if (size == 3) {
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return GlslExpr.call("vec3", List.of(xy.swizzle("xy"), zw.swizzle("x")));
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} else {
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return GlslExpr.call("vec4", List.of(xy, zw));
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}
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}
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}
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private static GlslExpr unpackMatrix(String name, GlslStruct packed, MatrixElementType matrix) {
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private static GlslExpr unpackMatrix(String name, GlslStruct packed, MatrixElementType matrix) {
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var repr = matrix.repr();
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var repr = matrix.repr();
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@ -7,4 +7,5 @@ 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_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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flw_vertexColor.a = i.alpha;
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flw_vertexOverlay = ivec2(0, 10);
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}
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}
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@ -42,7 +42,7 @@ void _flw_main() {
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// This can be removed once instancing uses sampler buffers, though
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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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// 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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// pass as floats and convert to integers in the shader?
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ivec2 actualCoord = clamp(flw_fragOverlay, ivec2(3), ivec2(10));
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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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vec4 overlayColor = texelFetch(_flw_overlayTex, actualCoord, 0);
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color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
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color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
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