mirror of
https://github.com/Jozufozu/Flywheel.git
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Merge remote-tracking branch 'refs/remotes/upstream/1.20/dev' into feat/multi-loader-1.21
This commit is contained in:
commit
b55afc9b72
8 changed files with 196 additions and 46 deletions
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@ -8,6 +8,7 @@ import org.lwjgl.system.MemoryUtil;
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import dev.engine_room.flywheel.api.task.Plan;
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import dev.engine_room.flywheel.backend.engine.indirect.StagingBuffer;
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import dev.engine_room.flywheel.backend.gl.buffer.GlBuffer;
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import dev.engine_room.flywheel.lib.math.MoreMath;
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import dev.engine_room.flywheel.lib.task.SimplePlan;
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import it.unimi.dsi.fastutil.ints.IntArrayList;
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import it.unimi.dsi.fastutil.longs.Long2IntMap;
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@ -36,7 +37,10 @@ import net.minecraft.world.level.lighting.LayerLightEventListener;
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* <p>Thus, each section occupies 5832 bytes.
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*/
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public class LightStorage {
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public static final long SECTION_SIZE_BYTES = 9 * 9 * 9 * 8;
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public static final int BLOCKS_PER_SECTION = 18 * 18 * 18;
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public static final int LIGHT_SIZE_BYTES = BLOCKS_PER_SECTION;
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public static final int SOLID_SIZE_BYTES = MoreMath.ceilingDiv(BLOCKS_PER_SECTION, Integer.SIZE) * Integer.BYTES;
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public static final int SECTION_SIZE_BYTES = SOLID_SIZE_BYTES + LIGHT_SIZE_BYTES;
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private static final int DEFAULT_ARENA_CAPACITY_SECTIONS = 64;
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private static final int INVALID_SECTION = -1;
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@ -158,6 +162,8 @@ public class LightStorage {
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// Zero it out first. This is basically free and makes it easier to handle missing sections later.
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MemoryUtil.memSet(ptr, 0, SECTION_SIZE_BYTES);
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collectSolidData(ptr, section);
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collectCenter(blockLight, skyLight, ptr, section);
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for (SectionEdge i : SectionEdge.values()) {
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@ -175,6 +181,53 @@ public class LightStorage {
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collectCorners(blockLight, skyLight, ptr, section);
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}
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private void collectSolidData(long ptr, long section) {
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var blockPos = new BlockPos.MutableBlockPos();
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int xMin = SectionPos.sectionToBlockCoord(SectionPos.x(section));
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int yMin = SectionPos.sectionToBlockCoord(SectionPos.y(section));
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int zMin = SectionPos.sectionToBlockCoord(SectionPos.z(section));
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var bitSet = new BitSet(BLOCKS_PER_SECTION);
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int index = 0;
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for (int y = -1; y < 17; y++) {
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for (int z = -1; z < 17; z++) {
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for (int x = -1; x < 17; x++) {
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blockPos.set(xMin + x, yMin + y, zMin + z);
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boolean isFullBlock = level.getBlockState(blockPos)
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.isCollisionShapeFullBlock(level, blockPos);
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if (isFullBlock) {
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bitSet.set(index);
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}
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index++;
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}
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}
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}
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var longArray = bitSet.toLongArray();
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for (long l : longArray) {
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MemoryUtil.memPutLong(ptr, l);
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ptr += Long.BYTES;
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}
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}
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private void writeSolid(long ptr, int index, boolean blockValid) {
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if (!blockValid) {
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return;
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}
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int intIndex = index / Integer.SIZE;
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int bitIndex = index % Integer.SIZE;
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long offset = intIndex * Integer.BYTES;
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int bitField = MemoryUtil.memGetInt(ptr + offset);
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bitField |= 1 << bitIndex;
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MemoryUtil.memPutInt(ptr + offset, bitField);
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}
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private void collectXStrip(LayerLightEventListener blockLight, LayerLightEventListener skyLight, long ptr, long section, SectionEdge y, SectionEdge z) {
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var pos = SectionPos.of(section);
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var blockData = blockLight.getDataLayerData(pos);
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@ -303,7 +356,7 @@ public class LightStorage {
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long packedByte = (block & 0xF) | ((sky & 0xF) << 4);
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MemoryUtil.memPutByte(ptr + offset, (byte) packedByte);
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MemoryUtil.memPutByte(ptr + SOLID_SIZE_BYTES + offset, (byte) packedByte);
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}
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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 * 4 + 8 * 2 + 8 + 4 * 10;
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private static final int SIZE = 96 + 64 * 9 + 16 * 5 + 8 * 2 + 8 + 4 * 10;
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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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@ -94,6 +94,8 @@ public final class FrameUniforms extends UniformWriter {
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ptr = writeMatrices(ptr);
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ptr = writeRenderOrigin(ptr, renderOrigin);
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ptr = writeCamera(ptr);
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var window = Minecraft.getInstance()
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@ -114,6 +116,11 @@ public final class FrameUniforms extends UniformWriter {
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BUFFER.markDirty();
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}
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private static long writeRenderOrigin(long ptr, Vec3i renderOrigin) {
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ptr = writeIVec3(ptr, renderOrigin.getX(), renderOrigin.getY(), renderOrigin.getZ());
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return ptr;
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}
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private static void setPrev() {
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VIEW_PREV.set(VIEW);
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PROJECTION_PREV.set(PROJECTION);
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@ -45,6 +45,28 @@ class UniformWriter {
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return ptr + 16;
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}
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static long writeIVec2(long ptr, int x, int y) {
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MemoryUtil.memPutInt(ptr, x);
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MemoryUtil.memPutInt(ptr + 4, y);
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return ptr + 8;
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}
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static long writeIVec3(long ptr, int x, int y, int z) {
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MemoryUtil.memPutInt(ptr, x);
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MemoryUtil.memPutInt(ptr + 4, y);
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MemoryUtil.memPutInt(ptr + 8, z);
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MemoryUtil.memPutInt(ptr + 12, 0); // empty component of vec4 because we don't trust std140
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return ptr + 16;
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}
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static long writeIVec4(long ptr, int x, int y, int z, int w) {
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MemoryUtil.memPutInt(ptr, x);
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MemoryUtil.memPutInt(ptr + 4, y);
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MemoryUtil.memPutInt(ptr + 8, z);
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MemoryUtil.memPutInt(ptr + 12, w);
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return ptr + 16;
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}
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static long writeMat4(long ptr, Matrix4f mat) {
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ExtraMemoryOps.putMatrix4f(ptr, mat);
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return ptr + 64;
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@ -1,10 +1,10 @@
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// TODO: Add config for light smoothness. Should work at a compile flag level
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/// Get the light at the given world position from the given normal.
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/// Get the light at the given world position relative to flw_renderOrigin from the given normal.
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/// This may be interpolated for smooth lighting.
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bool flw_light(vec3 worldPos, vec3 normal, out vec2 light);
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/// Get the light at the given world position.
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/// Get the light at the given world position relative to flw_renderOrigin.
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/// This may be interpolated for smooth lighting.
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bool flw_light(vec3 worldPos, out vec2 light);
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@ -1,6 +1,16 @@
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const uint _FLW_LIGHT_SECTION_SIZE_BYTES = 18 * 18 * 18;
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const uint _FLW_BLOCKS_PER_SECTION = 18 * 18 * 18;
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const uint _FLW_LIGHT_SIZE_BYTES = _FLW_BLOCKS_PER_SECTION;
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const uint _FLW_SOLID_SIZE_BYTES = ((_FLW_BLOCKS_PER_SECTION + 31) / 32) * 4;
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const uint _FLW_LIGHT_START_BYTES = _FLW_SOLID_SIZE_BYTES;
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const uint _FLW_LIGHT_SECTION_SIZE_BYTES = _FLW_SOLID_SIZE_BYTES + _FLW_LIGHT_SIZE_BYTES;
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const uint _FLW_SOLID_START_INTS = 0;
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const uint _FLW_LIGHT_START_INTS = _FLW_SOLID_SIZE_BYTES / 4;
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const uint _FLW_LIGHT_SECTION_SIZE_INTS = _FLW_LIGHT_SECTION_SIZE_BYTES / 4;
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const uint _FLW_COMPLETELY_SOLID = 0x7FFFFFFu;
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const float _FLW_EPSILON = 1e-5;
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uint _flw_indexLut(uint index);
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uint _flw_indexLight(uint index);
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@ -51,17 +61,28 @@ bool _flw_chunkCoordToSectionIndex(ivec3 sectionPos, out uint index) {
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return false;
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}
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vec2 _flw_lightAt(uint sectionOffset, uvec3 blockInSectionPos) {
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uvec2 _flw_lightAt(uint sectionOffset, uvec3 blockInSectionPos) {
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uint byteOffset = blockInSectionPos.x + blockInSectionPos.z * 18u + blockInSectionPos.y * 18u * 18u;
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uint uintOffset = byteOffset >> 2u;
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uint bitOffset = (byteOffset & 3u) << 3;
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uint raw = _flw_indexLight(sectionOffset + uintOffset);
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uint raw = _flw_indexLight(sectionOffset + _FLW_LIGHT_START_INTS + uintOffset);
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uint block = (raw >> bitOffset) & 0xFu;
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uint sky = (raw >> (bitOffset + 4u)) & 0xFu;
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return vec2(block, sky);
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return uvec2(block, sky);
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}
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bool _flw_isSolid(uint sectionOffset, uvec3 blockInSectionPos) {
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uint bitOffset = blockInSectionPos.x + blockInSectionPos.z * 18u + blockInSectionPos.y * 18u * 18u;
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uint uintOffset = bitOffset / 32u;
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uint bitInWordOffset = bitOffset % 32u;
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uint word = _flw_indexLight(sectionOffset + _FLW_SOLID_START_INTS + uintOffset);
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return (word & (1u << bitInWordOffset)) != 0;
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}
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bool flw_lightFetch(ivec3 blockPos, out vec2 lightCoord) {
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@ -74,7 +95,7 @@ bool flw_lightFetch(ivec3 blockPos, out vec2 lightCoord) {
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uvec3 blockInSectionPos = (blockPos & 0xF) + 1;
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lightCoord = _flw_lightAt(sectionOffset, blockInSectionPos) / 15.;
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lightCoord = vec2(_flw_lightAt(sectionOffset, blockInSectionPos)) / 15.;
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return true;
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}
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@ -82,7 +103,7 @@ bool flw_light(vec3 worldPos, out vec2 lightCoord) {
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// Always use the section of the block we are contained in to ensure accuracy.
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// We don't want to interpolate between sections, but also we might not be able
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// to rely on the existence neighboring sections, so don't do any extra rounding here.
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ivec3 blockPos = ivec3(floor(worldPos));
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ivec3 blockPos = ivec3(floor(worldPos)) + flw_renderOrigin;
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uint lightSectionIndex;
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if (_flw_chunkCoordToSectionIndex(blockPos >> 4, lightSectionIndex)) {
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@ -104,14 +125,14 @@ bool flw_light(vec3 worldPos, out vec2 lightCoord) {
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// Fetch everything for trilinear interpolation
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// Hypothetically we could re-order these and do some calculations in-between fetches
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// to help with latency hiding, but the compiler should be able to do that for us.
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vec2 light000 = _flw_lightAt(sectionOffset, lowestCorner);
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vec2 light001 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 0, 1));
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vec2 light010 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 0));
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vec2 light011 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 1));
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vec2 light100 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 0));
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vec2 light101 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 1));
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vec2 light110 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 0));
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vec2 light111 = _flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 1));
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vec2 light000 = vec2(_flw_lightAt(sectionOffset, lowestCorner));
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vec2 light001 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 0, 1)));
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vec2 light010 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 0)));
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vec2 light011 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(0, 1, 1)));
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vec2 light100 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 0)));
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vec2 light101 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 0, 1)));
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vec2 light110 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 0)));
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vec2 light111 = vec2(_flw_lightAt(sectionOffset, lowestCorner + uvec3(1, 1, 1)));
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vec2 light00 = mix(light000, light001, interpolant.z);
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vec2 light01 = mix(light010, light011, interpolant.z);
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@ -131,13 +152,19 @@ uint _flw_lightIndex(in uvec3 p) {
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/// Premtively collect all light in a 3x3x3 area centered on our block.
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/// Depending on the normal, we won't use all the data, but fetching on demand will have many duplicated fetches.
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vec2[27] _flw_lightFetch3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
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vec2[27] lights;
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uvec3[27] _flw_fetchLight3x3x3(uint sectionOffset, ivec3 blockInSectionPos, uint solid) {
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uvec3[27] lights;
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uint index = 0u;
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uint mask = 1u;
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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for (int x = -1; x <= 1; x++) {
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lights[_flw_lightIndex(uvec3(x + 1, y + 1, z + 1))] = _flw_lightAt(sectionOffset, uvec3(blockInSectionPos + ivec3(x, y, z)));
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// 0 if the block is solid, 1 if it's not.
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uint flag = uint((solid & mask) == 0u);
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lights[index] = uvec3(_flw_lightAt(sectionOffset, uvec3(blockInSectionPos + ivec3(x, y, z))), flag);
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index++;
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mask <<= 1;
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}
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}
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}
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@ -145,6 +172,24 @@ vec2[27] _flw_lightFetch3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
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return lights;
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}
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uint _flw_fetchSolid3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
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uint ret = 0;
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uint index = 0;
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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for (int x = -1; x <= 1; x++) {
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bool flag = _flw_isSolid(sectionOffset, uvec3(blockInSectionPos + ivec3(x, y, z)));
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ret |= uint(flag) << index;
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index++;
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}
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}
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}
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return ret;
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}
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/// Calculate the light for a direction by averaging the light at the corners of the block.
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///
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/// To make this reusable across directions, c00..c11 choose what values relative to each corner to use.
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@ -155,16 +200,26 @@ vec2[27] _flw_lightFetch3x3x3(uint sectionOffset, ivec3 blockInSectionPos) {
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/// @param lights The light data for the 3x3x3 area.
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/// @param interpolant The position within the center block.
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/// @param c00..c11 4 offsets to determine which "direction" we are averaging.
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vec2 _flw_lightForDirection(in vec2[27] lights, in vec3 interpolant, in uvec3 c00, in uvec3 c01, in uvec3 c10, in uvec3 c11) {
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vec2 _flw_lightForDirection(in uvec3[27] lights, in vec3 interpolant, in uvec3 c00, in uvec3 c01, in uvec3 c10, in uvec3 c11) {
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vec2 light000 = 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))];
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vec2 light001 = 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))];
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vec2 light010 = 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))];
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vec2 light011 = 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))];
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vec2 light100 = 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))];
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vec2 light101 = 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))];
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vec2 light110 = 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))];
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vec2 light111 = 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))];
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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))];
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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))];
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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))];
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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))];
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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))];
|
||||
|
||||
// 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);
|
||||
|
||||
vec2 light00 = mix(light000, light001, interpolant.z);
|
||||
vec2 light01 = mix(light010, light011, interpolant.z);
|
||||
|
@ -174,15 +229,14 @@ vec2 _flw_lightForDirection(in vec2[27] lights, in vec3 interpolant, in uvec3 c0
|
|||
vec2 light0 = mix(light00, light01, interpolant.y);
|
||||
vec2 light1 = mix(light10, light11, interpolant.y);
|
||||
|
||||
// Divide by 60 (15 * 4) to normalize.
|
||||
return mix(light0, light1, interpolant.x) / 63.;
|
||||
return mix(light0, light1, interpolant.x) / 15.;
|
||||
}
|
||||
|
||||
bool flw_light(vec3 worldPos, vec3 normal, 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));
|
||||
ivec3 blockPos = ivec3(floor(worldPos)) + flw_renderOrigin;
|
||||
|
||||
uint lightSectionIndex;
|
||||
if (_flw_chunkCoordToSectionIndex(blockPos >> 4, lightSectionIndex)) {
|
||||
|
@ -194,24 +248,31 @@ bool flw_light(vec3 worldPos, vec3 normal, out vec2 lightCoord) {
|
|||
// The block's position in the section adjusted into 18x18x18 space
|
||||
ivec3 blockInSectionPos = (blockPos & 0xF) + 1;
|
||||
|
||||
uint solid = _flw_fetchSolid3x3x3(sectionOffset, blockInSectionPos);
|
||||
|
||||
if (solid == _FLW_COMPLETELY_SOLID) {
|
||||
lightCoord = vec2(0.);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Fetch everything in a 3x3x3 area centered around the block.
|
||||
vec2[27] lights = _flw_lightFetch3x3x3(sectionOffset, blockInSectionPos);
|
||||
uvec3[27] lights = _flw_fetchLight3x3x3(sectionOffset, blockInSectionPos, solid);
|
||||
|
||||
vec3 interpolant = fract(worldPos);
|
||||
|
||||
vec2 lightX;
|
||||
if (normal.x > 0) {
|
||||
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));
|
||||
} else if (normal.x < 0) {
|
||||
} 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));
|
||||
} else {
|
||||
lightX = vec2(0.);
|
||||
}
|
||||
|
||||
vec2 lightZ;
|
||||
if (normal.z > 0) {
|
||||
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));
|
||||
} else if (normal.z < 0) {
|
||||
} 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));
|
||||
} else {
|
||||
lightZ = vec2(0.);
|
||||
|
@ -219,9 +280,9 @@ bool flw_light(vec3 worldPos, vec3 normal, out vec2 lightCoord) {
|
|||
|
||||
vec2 lightY;
|
||||
// Average the light in relevant directions at each corner.
|
||||
if (normal.y > 0.) {
|
||||
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));
|
||||
} else if (normal.y < 0.) {
|
||||
} 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));
|
||||
} else {
|
||||
lightY = vec2(0.);
|
||||
|
|
|
@ -22,6 +22,8 @@ layout(std140) uniform _FlwFrameUniforms {
|
|||
mat4 flw_viewProjectionInverse;
|
||||
mat4 flw_viewProjectionPrev;
|
||||
|
||||
ivec4 _flw_renderOrigin;
|
||||
|
||||
vec4 _flw_cameraPos;
|
||||
vec4 _flw_cameraPosPrev;
|
||||
vec4 _flw_cameraLook;
|
||||
|
@ -47,10 +49,11 @@ layout(std140) uniform _FlwFrameUniforms {
|
|||
uint _flw_debugMode;
|
||||
};
|
||||
|
||||
#define flw_cameraPos _flw_cameraPos.xyz
|
||||
#define flw_cameraLook _flw_cameraLook.xyz
|
||||
#define flw_cameraPosPrev _flw_cameraPosPrev.xyz
|
||||
#define flw_cameraLookPrev _flw_cameraLookPrev.xyz
|
||||
#define flw_renderOrigin (_flw_renderOrigin.xyz)
|
||||
#define flw_cameraPos (_flw_cameraPos.xyz)
|
||||
#define flw_cameraLook (_flw_cameraLook.xyz)
|
||||
#define flw_cameraPosPrev (_flw_cameraPosPrev.xyz)
|
||||
#define flw_cameraLookPrev (_flw_cameraLookPrev.xyz)
|
||||
|
||||
#define FLW_CAMERA_IN_FLUID_WATER 1
|
||||
#define FLW_CAMERA_IN_FLUID_LAVA 2
|
||||
|
|
|
@ -9,6 +9,10 @@ public final class MoreMath {
|
|||
*/
|
||||
public static final float SQRT_3_OVER_2 = (float) (Math.sqrt(3.0) / 2.0);
|
||||
|
||||
public static int align32(int size) {
|
||||
return (size + 31) & ~31;
|
||||
}
|
||||
|
||||
public static int align16(int size) {
|
||||
return (size + 15) & ~15;
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
void flw_shaderLight() {
|
||||
vec2 embeddedLight;
|
||||
if (flw_lightFetch(ivec3(floor(flw_vertexPos.xyz)), embeddedLight)) {
|
||||
if (flw_lightFetch(ivec3(floor(flw_vertexPos.xyz)) + flw_renderOrigin, embeddedLight)) {
|
||||
flw_fragLight = max(flw_fragLight, embeddedLight);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue