Partial support for mesh shaders
This commit is contained in:
@@ -4,6 +4,7 @@ import com.google.gson.FieldNamingPolicy;
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import com.google.gson.Gson;
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import com.google.gson.GsonBuilder;
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import net.fabricmc.loader.api.FabricLoader;
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import org.lwjgl.opengl.GL;
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import java.io.FileReader;
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import java.io.IOException;
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@@ -28,6 +29,7 @@ public class VoxyConfig {
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public int ingestThreads = 2;
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public int savingThreads = 4;
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public int renderThreads = 5;
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public boolean useMeshShaderIfPossible = true;
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public static VoxyConfig loadOrCreate() {
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@@ -58,4 +60,8 @@ public class VoxyConfig {
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.resolve("voxy-config.json");
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}
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public boolean useMeshShaders() {
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var cap = GL.getCapabilities();
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return this.useMeshShaderIfPossible && cap.GL_NV_mesh_shader && cap.GL_NV_representative_fragment_test;
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}
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}
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@@ -97,6 +97,12 @@ public class VoxyConfigScreenFactory implements ModMenuApi {
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.setDefaultValue(DEFAULT.renderDistance)
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.build());
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category.addEntry(entryBuilder.startBooleanToggle(Text.translatable("voxy.config.general.nvmesh"), config.useMeshShaderIfPossible)
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.setTooltip(Text.translatable("voxy.config.general.nvmesh.tooltip"))
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.setSaveConsumer(val -> config.useMeshShaderIfPossible = val)
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.setDefaultValue(DEFAULT.useMeshShaderIfPossible)
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.build());
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//category.addEntry(entryBuilder.startIntSlider(Text.translatable("voxy.config.general.compression"), config.savingCompressionLevel, 1, 21)
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// .setTooltip(Text.translatable("voxy.config.general.compression.tooltip"))
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// .setSaveConsumer(val -> config.savingCompressionLevel = val)
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@@ -62,7 +62,11 @@ public class VoxelCore {
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//Trigger the shared index buffer loading
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SharedIndexBuffer.INSTANCE.id();
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this.renderer = new Gl46FarWorldRenderer(VoxyConfig.CONFIG.geometryBufferSize, VoxyConfig.CONFIG.maxSections);
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if (VoxyConfig.CONFIG.useMeshShaders()) {
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this.renderer = new NvMeshFarWorldRenderer(VoxyConfig.CONFIG.geometryBufferSize, VoxyConfig.CONFIG.maxSections);
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} else {
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this.renderer = new Gl46FarWorldRenderer(VoxyConfig.CONFIG.geometryBufferSize, VoxyConfig.CONFIG.maxSections);
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}
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this.viewportSelector = new ViewportSelector<>(this.renderer::createViewport);
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System.out.println("Renderer initialized");
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@@ -168,6 +172,7 @@ public class VoxelCore {
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//fb.bind();
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var projection = computeProjectionMat();
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//var projection = RenderSystem.getProjectionMatrix();//computeProjectionMat();
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var viewport = this.viewportSelector.getViewport();
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viewport.setProjection(projection).setModelView(matrices.peek().getPositionMatrix()).setCamera(cameraX, cameraY, cameraZ);
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@@ -102,7 +102,7 @@ public class Shader extends TrackedObject {
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if (result != GL20C.GL_TRUE) {
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GL20C.glDeleteShader(shader);
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throw new RuntimeException("Shader compilation failed, see log for details");
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throw new RuntimeException("Shader compilation failed of type " + type.name() + ", see log for details");
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}
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return shader;
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@@ -146,6 +146,8 @@ public abstract class AbstractFarWorldRenderer <T extends Viewport> {
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public void addDebugData(List<String> debug) {
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this.models.addDebugInfo(debug);
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debug.add("Geometry buffer usage: " + ((float)Math.round((this.geometry.getGeometryBufferUsage()*100000))/1000) + "%");
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debug.add("Render Sections: " + this.geometry.getSectionCount());
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}
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public void shutdown() {
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@@ -215,7 +215,7 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer<Gl46Viewport>
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}
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protected Gl46Viewport createViewport0() {
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return new Gl46Viewport(this, this.maxSections);
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return new Gl46Viewport(this);
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}
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@Override
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@@ -227,11 +227,4 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer<Gl46Viewport>
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this.glCommandBuffer.free();
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this.glCommandCountBuffer.free();
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}
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@Override
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public void addDebugData(List<String> debug) {
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super.addDebugData(debug);
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debug.add("Geometry buffer usage: " + ((float)Math.round((this.geometry.getGeometryBufferUsage()*100000))/1000) + "%");
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debug.add("Render Sections: " + this.geometry.getSectionCount());
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}
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}
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@@ -10,9 +10,9 @@ import static org.lwjgl.opengl.GL45C.glClearNamedBufferData;
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public class Gl46Viewport extends Viewport<Gl46Viewport, Gl46FarWorldRenderer> {
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GlBuffer visibilityBuffer;
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public Gl46Viewport(Gl46FarWorldRenderer renderer, int maxSections) {
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public Gl46Viewport(Gl46FarWorldRenderer renderer) {
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super(renderer);
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this.visibilityBuffer = new GlBuffer(maxSections*4L);
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this.visibilityBuffer = new GlBuffer(renderer.maxSections*4L);
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glClearNamedBufferData(this.visibilityBuffer.id, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, new int[1]);
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}
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@@ -0,0 +1,153 @@
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package me.cortex.voxy.client.core.rendering;
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import me.cortex.voxy.client.core.gl.shader.Shader;
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import me.cortex.voxy.client.core.gl.shader.ShaderType;
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import me.cortex.voxy.client.core.rendering.util.UploadStream;
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import me.cortex.voxy.client.mixin.joml.AccessFrustumIntersection;
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import net.minecraft.client.render.Camera;
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import net.minecraft.client.render.Frustum;
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import net.minecraft.client.render.RenderLayer;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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import org.lwjgl.opengl.GL11C;
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import org.lwjgl.system.MemoryUtil;
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import java.util.List;
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import static org.lwjgl.opengl.ARBIndirectParameters.GL_PARAMETER_BUFFER_ARB;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.opengl.GL15.GL_ELEMENT_ARRAY_BUFFER;
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import static org.lwjgl.opengl.GL15.glBindBuffer;
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import static org.lwjgl.opengl.GL30.glBindBufferBase;
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import static org.lwjgl.opengl.GL30.glBindVertexArray;
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import static org.lwjgl.opengl.GL31.GL_UNIFORM_BUFFER;
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import static org.lwjgl.opengl.GL31.glDrawElementsInstanced;
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import static org.lwjgl.opengl.GL33.glBindSampler;
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import static org.lwjgl.opengl.GL40C.GL_DRAW_INDIRECT_BUFFER;
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import static org.lwjgl.opengl.GL42.GL_FRAMEBUFFER_BARRIER_BIT;
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import static org.lwjgl.opengl.GL42.glMemoryBarrier;
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import static org.lwjgl.opengl.GL43.GL_SHADER_STORAGE_BARRIER_BIT;
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import static org.lwjgl.opengl.GL43.GL_SHADER_STORAGE_BUFFER;
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import static org.lwjgl.opengl.GL45.glBindTextureUnit;
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import static org.lwjgl.opengl.NVMeshShader.glDrawMeshTasksNV;
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import static org.lwjgl.opengl.NVRepresentativeFragmentTest.GL_REPRESENTATIVE_FRAGMENT_TEST_NV;
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public class NvMeshFarWorldRenderer extends AbstractFarWorldRenderer<NvMeshViewport> {
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private final Shader terrain = Shader.make()
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.add(ShaderType.TASK, "voxy:lod/nvmesh/primary.task")
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.add(ShaderType.MESH, "voxy:lod/nvmesh/primary.mesh")
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.add(ShaderType.FRAGMENT, "voxy:lod/nvmesh/primary.frag")
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.compile();
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private final Shader cull = Shader.make()
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.add(ShaderType.VERTEX, "voxy:lod/nvmesh/cull.vert")
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.add(ShaderType.FRAGMENT, "voxy:lod/nvmesh/cull.frag")
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.compile();
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public NvMeshFarWorldRenderer(int geometrySize, int maxSections) {
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super(geometrySize, maxSections);
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}
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private void updateUniform(NvMeshViewport viewport) {
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long ptr = UploadStream.INSTANCE.upload(this.uniformBuffer, 0, this.uniformBuffer.size());
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var mat = new Matrix4f(viewport.projection).mul(viewport.modelView);
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mat.getToAddress(ptr); ptr += 4*4*4;
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var innerTranslation = new Vector3f((float) (viewport.cameraX-(this.sx<<5)), (float) (viewport.cameraY-(this.sy<<5)), (float) (viewport.cameraZ-(this.sz<<5)));
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MemoryUtil.memPutInt(ptr, this.sx); ptr += 4;
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MemoryUtil.memPutInt(ptr, this.sy); ptr += 4;
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MemoryUtil.memPutInt(ptr, this.sz); ptr += 4;
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MemoryUtil.memPutInt(ptr, this.geometry.getSectionCount()); ptr += 4;
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innerTranslation.getToAddress(ptr); ptr += 4*3;
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MemoryUtil.memPutInt(ptr, viewport.frameId++); ptr += 4;
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}
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private void bindResources(NvMeshViewport viewport) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedIndexBuffer.INSTANCE.id());
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, this.uniformBuffer.id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, this.geometry.geometryId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, this.geometry.metaId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, viewport.visibilityBuffer.id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, this.models.getBufferId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, this.models.getColourBufferId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, this.lightDataBuffer.id);//Lighting LUT
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//Bind the texture atlas
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glBindSampler(0, this.models.getSamplerId());
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glBindTextureUnit(0, this.models.getTextureId());
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}
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@Override
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public void renderFarAwayOpaque(NvMeshViewport viewport) {
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{//TODO: move all this code into a common super method renderFarAwayTranslucent and make the current method renderFarAwayTranslucent0
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if (this.geometry.getSectionCount() == 0) {
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return;
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}
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{//Mark all of the updated sections as being visible from last frame
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for (int id : this.updatedSectionIds) {
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long ptr = UploadStream.INSTANCE.upload(viewport.visibilityBuffer, id * 4L, 4);
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MemoryUtil.memPutInt(ptr, viewport.frameId - 1);//(visible from last frame)
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}
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}
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}
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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//Update and upload data
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this.updateUniform(viewport);
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UploadStream.INSTANCE.commit();
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this.terrain.bind();
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RenderLayer.getCutoutMipped().startDrawing();
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glBindVertexArray(AbstractFarWorldRenderer.STATIC_VAO);
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this.bindResources(viewport);
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glDisable(GL_CULL_FACE);
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glDrawMeshTasksNV(0, this.geometry.getSectionCount());
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glEnable(GL_CULL_FACE);
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glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT|GL_SHADER_STORAGE_BARRIER_BIT);
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this.cull.bind();
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this.bindResources(viewport);
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glColorMask(false, false, false, false);
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glDepthMask(false);
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glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
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glDrawElementsInstanced(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_BYTE, (1 << 16) * 6 * 2, this.geometry.getSectionCount());
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glDisable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
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glDepthMask(true);
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glColorMask(true, true, true, true);
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glBindVertexArray(0);
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glBindSampler(0, 0);
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glBindTextureUnit(0, 0);
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RenderLayer.getCutoutMipped().endDrawing();
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}
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@Override
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public void renderFarAwayTranslucent(NvMeshViewport viewport) {
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if (this.geometry.getSectionCount()==0) {
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return;
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}
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//TODO: make a different task shader for translucent
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}
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@Override
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protected NvMeshViewport createViewport0() {
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return new NvMeshViewport(this);
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}
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@Override
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public void shutdown() {
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super.shutdown();
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this.terrain.free();
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this.cull.free();
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}
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}
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@@ -0,0 +1,21 @@
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package me.cortex.voxy.client.core.rendering;
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import me.cortex.voxy.client.core.gl.GlBuffer;
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import static org.lwjgl.opengl.GL30C.GL_R8UI;
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import static org.lwjgl.opengl.GL30C.GL_RED_INTEGER;
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import static org.lwjgl.opengl.GL42.GL_UNSIGNED_BYTE;
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import static org.lwjgl.opengl.GL45C.glClearNamedBufferData;
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public class NvMeshViewport extends Viewport<NvMeshViewport, NvMeshFarWorldRenderer> {
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GlBuffer visibilityBuffer;
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public NvMeshViewport(NvMeshFarWorldRenderer renderer) {
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super(renderer);
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this.visibilityBuffer = new GlBuffer(renderer.maxSections*4L);
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glClearNamedBufferData(this.visibilityBuffer.id, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, new int[1]);
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}
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protected void delete0() {
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this.visibilityBuffer.free();
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}
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}
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@@ -97,7 +97,7 @@ public class Serialization {
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var path = FabricLoader.getInstance().getModContainer("voxy").get().getRootPaths().get(0);
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clazzs.addAll(collectAllClasses(path, BASE_SEARCH_PACKAGE));
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clazzs.addAll(collectAllClasses(BASE_SEARCH_PACKAGE));
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int count = 0;
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outer:
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for (var clzName : clazzs) {
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if (!clzName.toLowerCase().contains("config")) {
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@@ -132,6 +132,7 @@ public class Serialization {
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System.err.println("WARNING: Config class " + clzName + " doesnt contain a getConfigTypeName and thus wont be serializable");
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continue outer;
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}
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count++;
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String name = (String) nameMethod.invoke(null);
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serializers.computeIfAbsent(clz, GsonConfigSerialization::new)
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.register(name, (Class) original);
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@@ -151,6 +152,7 @@ public class Serialization {
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}
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GSON = builder.create();
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System.out.println("Registered " + count + " config types");
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}
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private static List<String> collectAllClasses(String pack) {
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@@ -17,6 +17,8 @@
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"voxy.config.general.maxSections.tooltip": "The max number of sections the renderer can contain",
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"voxy.config.general.renderDistance": "Render Distance",
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"voxy.config.general.renderDistance.tooltip": "The render distance in chunks (set to -1 to disable chunk unloading)",
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"voxy.config.general.nvmesh": "Use nvidia mesh shaders",
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"voxy.config.general.nvmesh.tooltip": "Use nvidia mesh shaders if possible to render LoDs",
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"voxy.config.threads.ingest": "Ingest",
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"voxy.config.threads.ingest.tooltip": "How many threads voxy will use for ingesting new chunks",
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@@ -3,10 +3,10 @@
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layout(local_size_x = 128) in;
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#import <voxy:lod/gl46/quad_format.glsl>
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#import <voxy:lod/quad_format.glsl>
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#import <voxy:lod/gl46/bindings.glsl>
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#import <voxy:lod/gl46/frustum.glsl>
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#import <voxy:lod/gl46/section.glsl>
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#import <voxy:lod/section.glsl>
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#line 11
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//https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GL_EXT_shader_16bit_storage.txt
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@@ -2,7 +2,7 @@
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#extension GL_ARB_gpu_shader_int64 : enable
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#define VISIBILITY_ACCESS writeonly
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#import <voxy:lod/gl46/bindings.glsl>
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#import <voxy:lod/gl46/section.glsl>
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#import <voxy:lod/section.glsl>
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flat out uint id;
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flat out uint value;
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@@ -1,9 +1,9 @@
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#version 460 core
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#extension GL_ARB_gpu_shader_int64 : enable
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#import <voxy:lod/gl46/quad_format.glsl>
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#import <voxy:lod/quad_format.glsl>
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#import <voxy:lod/gl46/bindings.glsl>
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#import <voxy:lod/gl46/block_model.glsl>
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#import <voxy:lod/block_model.glsl>
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#line 8
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layout(location = 0) out vec2 uv;
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@@ -0,0 +1,64 @@
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struct SectionMeta {
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uint posA;
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uint posB;
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uint AABB;
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uint ptr;
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uint cntA;
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uint cntB;
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uint cntC;
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uint cntD;
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};
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struct BlockModel {
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uint faceData[6];
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uint flagsA;
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uint colourTint;
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uint _pad[8];
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};
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layout(binding = 0) uniform sampler2D blockModelAtlas;
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layout(binding = 0, std140) uniform SceneUniform {
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mat4 MVP;
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ivec3 baseSectionPos;
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int sectionCount;
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vec3 cameraSubPos;
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uint frameId;
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};
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#define Quad uint64_t
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layout(binding = 1, std430) readonly restrict buffer QuadBuffer {
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Quad quadData[];
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};
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layout(binding = 2, std430) readonly restrict buffer SectionBuffer {
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SectionMeta sectionData[];
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};
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#ifndef VISIBILITY_ACCESS
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#define VISIBILITY_ACCESS readonly
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#endif
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layout(binding = 3, std430) VISIBILITY_ACCESS restrict buffer VisibilityBuffer {
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uint visibilityData[];
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};
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layout(binding = 4, std430) readonly restrict buffer ModelBuffer {
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BlockModel modelData[];
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};
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layout(binding = 5, std430) readonly restrict buffer ModelColourBuffer {
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uint colourData[];
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};
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layout(binding = 6, std430) readonly restrict buffer LightingBuffer {
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uint lightData[];
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};
|
||||
|
||||
vec4 getLighting(uint index) {
|
||||
uvec4 arr = uvec4(lightData[index]);
|
||||
arr = arr>>uvec4(16,8,0,24);
|
||||
arr = arr & uvec4(0xFF);
|
||||
return vec4(arr)*vec4(1.0f/255.0f);
|
||||
}
|
||||
|
||||
14
src/main/resources/assets/voxy/shaders/lod/nvmesh/cull.frag
Normal file
14
src/main/resources/assets/voxy/shaders/lod/nvmesh/cull.frag
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 460 core
|
||||
#extension GL_ARB_gpu_shader_int64 : enable
|
||||
#define VISIBILITY_ACCESS writeonly
|
||||
#import <voxy:lod/nvmesh/bindings.glsl>
|
||||
layout(early_fragment_tests) in;
|
||||
|
||||
flat in uint id;
|
||||
flat in uint value;
|
||||
//out vec4 colour;
|
||||
|
||||
void main() {
|
||||
visibilityData[id] = value;
|
||||
//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 1);
|
||||
}
|
||||
30
src/main/resources/assets/voxy/shaders/lod/nvmesh/cull.vert
Normal file
30
src/main/resources/assets/voxy/shaders/lod/nvmesh/cull.vert
Normal file
@@ -0,0 +1,30 @@
|
||||
#version 460 core
|
||||
#extension GL_ARB_gpu_shader_int64 : enable
|
||||
#define VISIBILITY_ACCESS writeonly
|
||||
#import <voxy:lod/nvmesh/bindings.glsl>
|
||||
#import <voxy:lod/section.glsl>
|
||||
|
||||
flat out uint id;
|
||||
flat out uint value;
|
||||
|
||||
void main() {
|
||||
uint sid = gl_InstanceID;
|
||||
|
||||
SectionMeta section = sectionData[sid];
|
||||
|
||||
uint detail = extractDetail(section);
|
||||
ivec3 ipos = extractPosition(section);
|
||||
ivec3 aabbOffset = extractAABBOffset(section);
|
||||
ivec3 size = extractAABBSize(section);
|
||||
|
||||
//Transform ipos with respect to the vertex corner
|
||||
ivec3 pos = (((ipos<<detail)-baseSectionPos)<<5);
|
||||
pos += (aabbOffset-1)*(1<<detail);
|
||||
pos += (ivec3(gl_VertexID&1, (gl_VertexID>>2)&1, (gl_VertexID>>1)&1)*(size+2))*(1<<detail);
|
||||
|
||||
gl_Position = MVP * vec4(vec3(pos)-cameraSubPos,1);
|
||||
|
||||
//Write to this id
|
||||
id = sid;
|
||||
value = frameId;
|
||||
}
|
||||
@@ -1 +1,30 @@
|
||||
#version 460 core
|
||||
layout(binding = 0) uniform sampler2D blockModelAtlas;
|
||||
|
||||
layout(location=1) in Interpolants {
|
||||
vec2 uv;
|
||||
};
|
||||
|
||||
layout(location=2) perprimitiveNV in PerPrimData {
|
||||
vec2 baseUV;
|
||||
vec4 tinting;
|
||||
vec4 addin;
|
||||
uint flags;
|
||||
vec4 conditionalTinting;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec4 outColour;
|
||||
void main() {
|
||||
vec2 uv = mod(uv, vec2(1.0))*(1.0/(vec2(3.0,2.0)*256.0));
|
||||
vec4 colour = texture(blockModelAtlas, uv + baseUV, ((flags>>1)&1u)*-4.0);
|
||||
if ((flags&1u) == 1 && colour.a <= 0.25f) {
|
||||
discard;
|
||||
}
|
||||
|
||||
//Conditional tinting, TODO: FIXME: REPLACE WITH MASK OR SOMETHING, like encode data into the top bit of alpha
|
||||
if ((flags&(1u<<2)) != 0 && abs(colour.r-colour.g) < 0.02f && abs(colour.g-colour.b) < 0.02f) {
|
||||
colour *= conditionalTinting;
|
||||
}
|
||||
|
||||
outColour = (colour * tinting) + addin;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,243 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_ARB_shading_language_include : enable
|
||||
#pragma optionNV(unroll all)
|
||||
#define UNROLL_LOOP
|
||||
|
||||
#extension GL_NV_mesh_shader : require
|
||||
#extension GL_NV_gpu_shader5 : require
|
||||
#extension GL_ARB_gpu_shader_int64 : require
|
||||
|
||||
#import <voxy:lod/nvmesh/bindings.glsl>
|
||||
#import <voxy:lod/block_model.glsl>
|
||||
#import <voxy:lod/quad_format.glsl>
|
||||
#line 13
|
||||
|
||||
layout(local_size_x = 16) in;
|
||||
layout(triangles, max_vertices=64, max_primitives=32) out;
|
||||
|
||||
layout(location=1) out Interpolants {
|
||||
vec2 uv;
|
||||
} i_out[];
|
||||
|
||||
layout(location=2) perprimitiveNV out PerPrimData {
|
||||
vec2 baseUV;
|
||||
vec4 tinting;
|
||||
vec4 addin;
|
||||
uint flags;
|
||||
vec4 conditionalTinting;
|
||||
} per_prim_out[];
|
||||
|
||||
void emitIndicies() {
|
||||
uint primBase = gl_LocalInvocationID.x * 6;
|
||||
uint vertBase = gl_LocalInvocationID.x<<2;
|
||||
gl_PrimitiveIndicesNV[primBase+0] = vertBase+0;
|
||||
gl_PrimitiveIndicesNV[primBase+1] = vertBase+1;
|
||||
gl_PrimitiveIndicesNV[primBase+2] = vertBase+2;
|
||||
gl_PrimitiveIndicesNV[primBase+3] = vertBase+2;
|
||||
gl_PrimitiveIndicesNV[primBase+4] = vertBase+3;
|
||||
gl_PrimitiveIndicesNV[primBase+5] = vertBase+0;
|
||||
}
|
||||
|
||||
vec4 uint2vec4RGBA(uint colour) {
|
||||
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
|
||||
}
|
||||
|
||||
//Gets the face offset with respect to the face direction (e.g. some will be + some will be -)
|
||||
float getDepthOffset(uint faceData, uint face) {
|
||||
float offset = extractFaceIndentation(faceData);
|
||||
return offset * (1.0-((int(face)&1)*2.0));
|
||||
}
|
||||
|
||||
vec4 getFaceSize(uint faceData) {
|
||||
float EPSILON = 0.001f;
|
||||
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
|
||||
//Expand the quads by a very small amount
|
||||
faceOffsetsSizes.xz -= vec2(EPSILON);
|
||||
faceOffsetsSizes.yw += vec2(EPSILON);
|
||||
|
||||
//Make the end relative to the start
|
||||
faceOffsetsSizes.yw -= faceOffsetsSizes.xz;
|
||||
|
||||
return faceOffsetsSizes;
|
||||
}
|
||||
|
||||
//TODO: make branchless by using ternaries i think
|
||||
vec3 swizzelDataAxis(uint axis, vec3 data) {
|
||||
if (axis == 0) { //Up/down
|
||||
data = data.xzy;
|
||||
}
|
||||
//Not needed, here for readability
|
||||
//if (axis == 1) {//north/south
|
||||
// offset = offset.xyz;
|
||||
//}
|
||||
if (axis == 2) { //west/east
|
||||
data = data.zxy;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
taskNV in Task {
|
||||
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
|
||||
uint baseOffset;//Base offset into the quad data buffer
|
||||
|
||||
//Binary search indexs and data
|
||||
uvec4 binIa;
|
||||
uvec4 binIb;
|
||||
uvec4 binVa;
|
||||
uvec4 binVb;
|
||||
|
||||
uint meta;//First 4 bits is lod level, remaining is quadCount
|
||||
};
|
||||
|
||||
uint getQuadIndex() {
|
||||
uint gii = gl_GlobalInvocationID.x;
|
||||
//TODO: replace this with binary search
|
||||
if (gii < binIa.x) {
|
||||
return binVa.x + gii + baseOffset;
|
||||
} else if (gii < binIa.y) {
|
||||
return binVa.y + (gii - binIa.x) + baseOffset;
|
||||
} else if (gii < binIa.z) {
|
||||
return binVa.z + (gii - binIa.y) + baseOffset;
|
||||
} else if (gii < binIa.w) {
|
||||
return binVa.w + (gii - binIa.z) + baseOffset;
|
||||
} else if (gii < binIb.x) {
|
||||
return binVb.x + (gii - binIa.w) + baseOffset;
|
||||
} else if (gii < binIb.y) {
|
||||
return binVb.y + (gii - binIb.x) + baseOffset;
|
||||
} else if (gii < binIb.z) {
|
||||
return binVb.z + (gii - binIb.y) + baseOffset;
|
||||
} else if (gii < binIb.w) {
|
||||
return binVb.w + (gii - binIb.z) + baseOffset;
|
||||
} else {
|
||||
return uint(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
uint idx = getQuadIndex();
|
||||
//If its over, dont render
|
||||
if (idx == uint(-1)) {
|
||||
return;
|
||||
}
|
||||
emitIndicies();
|
||||
|
||||
uint A = gl_LocalInvocationID.x<<1;
|
||||
uint B = (gl_LocalInvocationID.x<<1)|1u;
|
||||
uint V = (gl_LocalInvocationID.x<<2);
|
||||
|
||||
uint lodLvl = meta&0xf;
|
||||
float lodScale = (1<<lodLvl);
|
||||
|
||||
Quad quad = quadData[idx];
|
||||
uint face = extractFace(quad);
|
||||
uint modelId = extractStateId(quad);
|
||||
BlockModel model = modelData[modelId];
|
||||
uint faceData = model.faceData[face];
|
||||
bool isTranslucent = modelIsTranslucent(model);
|
||||
|
||||
|
||||
bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
|
||||
bool isShaded = hasAO;//TODO: make this a per face flag
|
||||
|
||||
|
||||
ivec2 quadSize = extractSize(quad);
|
||||
|
||||
|
||||
//Compute the uv coordinates
|
||||
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
|
||||
vec2 baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
|
||||
//Write out baseUV
|
||||
per_prim_out[A].baseUV = baseUV;
|
||||
per_prim_out[B].baseUV = baseUV;
|
||||
|
||||
|
||||
|
||||
|
||||
uint flags = faceHasAlphaCuttout(faceData);
|
||||
|
||||
//We need to have a conditional override based on if the model size is < a full face + quadSize > 1
|
||||
flags |= uint(any(greaterThan(quadSize, ivec2(1)))) & faceHasAlphaCuttoutOverride(faceData);
|
||||
|
||||
flags |= uint(!modelHasMipmaps(model))<<1;
|
||||
|
||||
//Compute lighting
|
||||
vec4 tinting = getLighting(extractLightId(quad));
|
||||
|
||||
//Apply model colour tinting
|
||||
uint tintColour = model.colourTint;
|
||||
if (modelHasBiomeLUT(model)) {
|
||||
tintColour = colourData[tintColour + extractBiomeId(quad)];
|
||||
}
|
||||
|
||||
vec4 conditionalTinting = vec4(0);
|
||||
if (tintColour != uint(-1)) {
|
||||
flags |= 1u<<2;
|
||||
conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
|
||||
}
|
||||
|
||||
vec4 addin = vec4(0.0);
|
||||
if (!isTranslucent) {
|
||||
tinting.w = 0.0;
|
||||
//Encode the face, the lod level and
|
||||
uint encodedData = 0;
|
||||
encodedData |= face;
|
||||
encodedData |= (lodLvl<<3);
|
||||
encodedData |= uint(hasAO)<<6;
|
||||
addin.w = float(encodedData)/255.0;
|
||||
}
|
||||
|
||||
//Apply face tint
|
||||
if (isShaded) {
|
||||
//TODO: make branchless, infact apply ahead of time to the texture itself in ModelManager since that is
|
||||
// per face
|
||||
if ((face>>1) == 1) {
|
||||
tinting.xyz *= 0.8f;
|
||||
} else if ((face>>1) == 2) {
|
||||
tinting.xyz *= 0.6f;
|
||||
} else if (face == 0){
|
||||
tinting.xyz *= 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Write out everything
|
||||
per_prim_out[A].tinting = tinting;
|
||||
per_prim_out[A].addin = addin;
|
||||
per_prim_out[A].flags = flags;
|
||||
per_prim_out[A].conditionalTinting = conditionalTinting;
|
||||
per_prim_out[B].tinting = tinting;
|
||||
per_prim_out[B].addin = addin;
|
||||
per_prim_out[B].flags = flags;
|
||||
per_prim_out[B].conditionalTinting = conditionalTinting;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 faceSize = getFaceSize(faceData);
|
||||
|
||||
vec2 cQuadSize = faceSize.yw + quadSize - 1;
|
||||
vec2 uv0 = faceSize.xz;
|
||||
i_out[V|0].uv = uv0;
|
||||
i_out[V|1].uv = uv0 + vec2(0, cQuadSize.y);
|
||||
i_out[V|2].uv = uv0 + cQuadSize;
|
||||
i_out[V|3].uv = uv0 + vec2(cQuadSize.x, 0);
|
||||
|
||||
|
||||
|
||||
|
||||
//Corner position of quad relative to section corner (in 0->32 scale)
|
||||
vec3 cornerPos = extractPos(quad);
|
||||
float depthOffset = extractFaceIndentation(faceData);
|
||||
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
|
||||
gl_MeshVerticesNV[V|0].gl_Position = MVP*vec4(cornerPos*lodScale+origin, 1.0);
|
||||
gl_MeshVerticesNV[V|1].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(0,cQuadSize.y,0)))*lodScale+origin, 1.0);
|
||||
gl_MeshVerticesNV[V|2].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize, 0)))*lodScale+origin, 1.0);
|
||||
gl_MeshVerticesNV[V|3].gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize.x,0,0)))*lodScale+origin, 1.0);
|
||||
|
||||
if (gl_LocalInvocationID.x == 0) {
|
||||
//Remaining quads in workgroup
|
||||
gl_PrimitiveCountNV = min(uint(int(meta>>4)-int(gl_WorkGroupID.x<<4))<<1, 32);//2 primatives per quad
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,118 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_ARB_shading_language_include : enable
|
||||
#pragma optionNV(unroll all)
|
||||
#define UNROLL_LOOP
|
||||
|
||||
#extension GL_NV_mesh_shader : require
|
||||
#extension GL_NV_gpu_shader5 : require
|
||||
#extension GL_ARB_gpu_shader_int64 : require
|
||||
|
||||
#import <voxy:lod/nvmesh/bindings.glsl>
|
||||
#import <voxy:lod/section.glsl>
|
||||
#line 12
|
||||
|
||||
#define MESH_WORKLOAD_PER_INVOCATION 16
|
||||
|
||||
layout(local_size_x=1) in;
|
||||
|
||||
taskNV out Task {
|
||||
vec3 origin;//Offset to camera in world space (already multiplied by lod level)
|
||||
uint baseOffset;//Base offset into the quad data buffer
|
||||
|
||||
//Binary search indexs and data
|
||||
uvec4 binIa;
|
||||
uvec4 binIb;
|
||||
uvec4 binVa;
|
||||
uvec4 binVb;
|
||||
|
||||
uint meta;//First 4 bits is lod level, remaining is quadCount
|
||||
} task;
|
||||
|
||||
|
||||
void putBinData(inout uint idx, inout uint lastIndex, uint offset, uint cnt) {
|
||||
uint id = idx++;
|
||||
if (id < 4) {
|
||||
task.binIa[id] = lastIndex + cnt;
|
||||
task.binVa[id] = offset;
|
||||
} else {
|
||||
task.binIb[id - 4] = lastIndex + cnt;
|
||||
task.binVb[id - 4] = offset;
|
||||
}
|
||||
lastIndex += cnt;
|
||||
}
|
||||
|
||||
void main() {
|
||||
uint sectionId = gl_WorkGroupID.x;
|
||||
bool visibleLastFrame = visibilityData[sectionId] == (frameId-1);
|
||||
|
||||
//If it wasnt visible last frame then dont render this frame ** (do temporal coherance)
|
||||
if (!visibleLastFrame) {
|
||||
gl_TaskCountNV = 0;
|
||||
return;
|
||||
}
|
||||
SectionMeta meta = sectionData[sectionId];
|
||||
uint lodLvl = extractDetail(meta);
|
||||
ivec3 lodPos= extractPosition(meta);
|
||||
//Relative position to camera with resepct to lod level to check for visibility bits
|
||||
ivec3 cpos = lodPos-(baseSectionPos>>lodLvl);
|
||||
//Relative position to camera
|
||||
task.origin = vec3(((lodPos<<lodLvl)-baseSectionPos)<<5)-cameraSubPos;
|
||||
|
||||
task.baseOffset = extractQuadStart(meta);
|
||||
task.meta = lodLvl&0xFu;
|
||||
|
||||
|
||||
uint idx = 0;
|
||||
uint lastIndex = 0;
|
||||
uint offset = meta.cntA&0xFFFF;//Skip translucency
|
||||
|
||||
task.binIa = uvec4(0);
|
||||
task.binIb = uvec4(0);
|
||||
|
||||
uint cnt = (meta.cntA>>16)&0xFFFF;
|
||||
if (cnt!=0) {
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = meta.cntB &0xFFFF;
|
||||
if ((cnt!=0) && (cpos.y>-1)) {
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = (meta.cntB>>16)&0xFFFF;
|
||||
if((cnt!=0) && (cpos.y<1 )){
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = meta.cntC &0xFFFF;
|
||||
if((cnt!=0) && (cpos.z>-1)){
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = (meta.cntC>>16)&0xFFFF;
|
||||
if((cnt!=0) && (cpos.z<1 )){
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = meta.cntD &0xFFFF;
|
||||
if((cnt!=0) && (cpos.x>-1)){
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
cnt = (meta.cntD>>16)&0xFFFF;
|
||||
if((cnt!=0) && (cpos.x<1 )){
|
||||
putBinData(idx, lastIndex, offset, cnt);
|
||||
}
|
||||
offset += cnt;
|
||||
|
||||
|
||||
task.meta |= lastIndex<<4;
|
||||
gl_TaskCountNV = (lastIndex+MESH_WORKLOAD_PER_INVOCATION-1)/MESH_WORKLOAD_PER_INVOCATION;
|
||||
}
|
||||
@@ -19,11 +19,11 @@ vec4 reDeProject(vec3 pos) {
|
||||
vec2 UV = clamp(view.xy*0.5+0.5, 0.0, 1.0);
|
||||
//TODO: sample the colour texture and check if the alpha has the hasAO flag
|
||||
|
||||
float depth = texture(depthTex, UV, -4.0f).x;
|
||||
float depth = texture(depthTex, UV).x;
|
||||
if (depth == 1.0f) {
|
||||
return vec4(-1.0f);
|
||||
}
|
||||
uint meta = uint(255.0f*texture(colourTex, UV, -4.0f).w);
|
||||
uint meta = uint(255.0f*texture(colourTex, UV).w);
|
||||
if ((meta>>6)==0) {
|
||||
return vec4(-1.0f);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user