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
This commit is contained in:
Jozufozu 2024-02-22 14:33:57 -06:00
parent a504aa1862
commit d6abe89828
13 changed files with 25 additions and 48 deletions

View file

@ -19,7 +19,8 @@ public final class InternalVertex {
.vector("position", FloatRepr.FLOAT, 3)
.vector("color", FloatRepr.NORMALIZED_UNSIGNED_BYTE, 4)
.vector("tex", FloatRepr.FLOAT, 2)
.vector("overlay_light", IntegerRepr.SHORT, 4)
.vector("overlay", IntegerRepr.SHORT, 2)
.vector("light", FloatRepr.UNSIGNED_SHORT, 2)
.vector("normal", FloatRepr.NORMALIZED_BYTE, 3)
.build();

View file

@ -54,8 +54,9 @@ public class PipelineCompiler {
program.bindAttribLocation("_flw_a_pos", 0);
program.bindAttribLocation("_flw_a_color", 1);
program.bindAttribLocation("_flw_a_texCoord", 2);
program.bindAttribLocation("_flw_a_overlay_light", 3);
program.bindAttribLocation("_flw_a_normal", 4);
program.bindAttribLocation("_flw_a_overlay", 3);
program.bindAttribLocation("_flw_a_light", 4);
program.bindAttribLocation("_flw_a_normal", 5);
})
.postLink((key, program) -> {
program.setUniformBlockBinding("_FlwFrameUniforms", 0);

View file

@ -16,7 +16,6 @@ import net.minecraft.world.phys.Vec3;
public class FrameUniforms implements UniformProvider {
public static final int SIZE = 304;
public int debugMode;
public int debugOverlay;
@Nullable
private RenderContext context;
@ -75,7 +74,6 @@ public class FrameUniforms implements UniformProvider {
ptr = writeTime(ptr);
MemoryUtil.memPutInt(ptr, debugMode);
MemoryUtil.memPutInt(ptr + 4, debugOverlay);
}
private long writeMatrices(long ptr) {

View file

@ -4,7 +4,6 @@ import com.jozufozu.flywheel.api.event.ReloadLevelRendererEvent;
import com.jozufozu.flywheel.api.event.RenderContext;
import com.jozufozu.flywheel.backend.gl.GlStateTracker;
import com.jozufozu.flywheel.config.DebugMode;
import com.jozufozu.flywheel.config.DebugOverlay;
public class Uniforms {
public static boolean frustumPaused = false;
@ -55,9 +54,8 @@ public class Uniforms {
ubo.update();
}
public static void setDebugMode(DebugMode mode, DebugOverlay visual) {
public static void setDebugMode(DebugMode mode) {
frame().provider.debugMode = mode.ordinal();
frame().provider.debugOverlay = visual.ordinal();
}
public static void onReloadLevelRenderer(ReloadLevelRendererEvent event) {

View file

@ -1,8 +1,9 @@
package com.jozufozu.flywheel.config;
public enum DebugMode {
NONE,
OFF,
NORMALS,
INSTANCE_ID,
LIGHT,
OVERLAY,
}

View file

@ -1,7 +0,0 @@
package com.jozufozu.flywheel.config;
public enum DebugOverlay {
NONE,
MUL,
OVERRIDE,
}

View file

@ -110,22 +110,10 @@ public class FlwCommands {
DebugMode mode = context.getArgument("mode", DebugMode.class);
Uniforms.setDebugMode(mode, DebugOverlay.OVERRIDE);
Uniforms.setDebugMode(mode);
return Command.SINGLE_SUCCESS;
})
.then(Commands.argument("overlay", EnumArgument.enumArgument(DebugOverlay.class))
.executes(context -> {
LocalPlayer player = Minecraft.getInstance().player;
if (player == null) return 0;
DebugMode mode = context.getArgument("mode", DebugMode.class);
DebugOverlay visual = context.getArgument("overlay", DebugOverlay.class);
Uniforms.setDebugMode(mode, visual);
return Command.SINGLE_SUCCESS;
}))));
})));
command.then(Commands.literal("crumbling")
.then(Commands.argument("pos", BlockPosArgument.blockPos())

View file

@ -21,6 +21,7 @@ import com.jozufozu.flywheel.lib.visual.InstanceRecycler;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.LightTexture;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.core.BlockPos.MutableBlockPos;
import net.minecraft.core.Direction.Axis;
@ -266,6 +267,7 @@ public class ShadowComponent implements EntityComponent {
vertexList.u(i, 0);
vertexList.v(i, 0);
vertexList.light(i, LightTexture.FULL_BRIGHT);
vertexList.overlay(i, OverlayTexture.NO_OVERLAY);
vertexList.normalX(i, 0);
vertexList.normalY(i, 1);
vertexList.normalZ(i, 0);

View file

@ -7,5 +7,6 @@ void flw_instanceVertex(in FlwInstance i) {
flw_vertexTexCoord = (flw_vertexPos.xz - i.entityPosXZ) * 0.5 / i.radius + 0.5;
flw_vertexColor.a = i.alpha;
// no overlay
flw_vertexOverlay = ivec2(0, 10);
}

View file

@ -38,13 +38,9 @@ void _flw_main() {
if (flw_material.useOverlay) {
// Need to clamp the overlay texture coords to sane coordinates because integer vertex attributes explode on
// some drivers for some draw calls.
// This can be removed once instancing uses sampler buffers, though
// we may need a solution for the internal vertex format. Perhaps
// pass as floats and convert to integers in the shader?
ivec2 actualCoord = clamp(flw_fragOverlay, 0, 10);
vec4 overlayColor = texelFetch(_flw_overlayTex, actualCoord, 0);
// some drivers for some draw calls. This should only effect instances that don't write to overlay, but
// the internal vertex format is unfortunately subject to these issues.
vec4 overlayColor = texelFetch(_flw_overlayTex, clamp(flw_fragOverlay, 0, 10), 0);
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
}
@ -57,13 +53,8 @@ void _flw_main() {
discard;
}
switch (_flw_debugOverlay) {
case 1u:
color *= _flw_debugColor;
break;
case 2u:
color = _flw_debugColor;
break;
if (_flw_debugMode != 0u) {
color = _flw_debugColor;
}
_flw_outputColor = flw_fogFilter(color);

View file

@ -49,5 +49,8 @@ void _flw_main(in FlwInstance instance, in uint stableInstanceID) {
case 3u:
_flw_debugColor = vec4(vec2((flw_vertexLight * 15.0 + 0.5) / 16.), 0., 1.);
break;
case 4u:
_flw_debugColor = vec4(flw_vertexOverlay / 16., 0., 1.);
break;
}
}

View file

@ -31,7 +31,6 @@ layout(std140) uniform _FlwFrameUniforms {
float flw_renderSeconds;
uint _flw_debugMode;
uint _flw_debugOverlay;
};
#define flw_cameraPos _flw_cameraPos.xyz

View file

@ -1,14 +1,15 @@
in vec3 _flw_a_pos;
in vec4 _flw_a_color;
in vec2 _flw_a_texCoord;
in ivec4 _flw_a_overlay_light;
in ivec2 _flw_a_overlay;
in vec2 _flw_a_light;
in vec3 _flw_a_normal;
void _flw_layoutVertex() {
flw_vertexPos = vec4(_flw_a_pos, 1.0);
flw_vertexColor = _flw_a_color;
flw_vertexTexCoord = _flw_a_texCoord;
flw_vertexOverlay = _flw_a_overlay_light.xy;
flw_vertexLight = (_flw_a_overlay_light.zw >> 4) / 15.0;
flw_vertexOverlay = _flw_a_overlay;
flw_vertexLight = _flw_a_light / 256.0;
flw_vertexNormal = _flw_a_normal;
}