This commit is contained in:
mcrcortex
2024-04-14 03:34:00 +10:00
parent a25447a92b
commit 2b8efbfb8f
5 changed files with 156 additions and 12 deletions

View File

@@ -111,7 +111,7 @@ public class RenderDataFactory {
long key = section.key;
buff = new MemoryBuffer(bufferSize * 8L);
long ptr = buff.address;
MemoryUtil.memSet(ptr, -1, bufferSize * 8L);
MemoryUtil.memSet(ptr, 0,bufferSize * 8L);
int meshlet = 0;
int innerQuadCount = 0;

View File

@@ -11,6 +11,6 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
public class MixinMinecraftClient {
@Inject(method = "<init>", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/resource/PeriodicNotificationManager;<init>(Lnet/minecraft/util/Identifier;Lit/unimi/dsi/fastutil/objects/Object2BooleanFunction;)V", shift = At.Shift.AFTER))
private void injectRenderDoc(RunArgs args, CallbackInfo ci) {
//System.load("C:\\Program Files\\RenderDoc\\renderdoc.dll");
System.load("C:\\Program Files\\RenderDoc\\renderdoc.dll");
}
}

View File

@@ -48,7 +48,7 @@ void main() {
uint mli = atomicAdd(drawCmd.instanceCount, total);//meshletListIndex
uint meshletPtr = extractMeshletStart(meta);
uint meshletPtr = extractMeshletStart(meta) + (meta.cntA&0xFFFF);
emitMeshlets(mli, meshletPtr, a, a);
emitMeshlets(mli, meshletPtr, u, (meta.cntB &0xFFFF));

View File

@@ -1,5 +1,32 @@
#version 460 core
layout(binding = 0) uniform sampler2D blockModelAtlas;
//TODO: need to fix when merged quads have discardAlpha set to false but they span multiple tiles
// however they are not a full block
layout(location = 0) in vec2 uv;
layout(location = 1) in flat vec2 baseUV;
layout(location = 2) in flat vec4 tinting;
layout(location = 3) in flat vec4 addin;
layout(location = 4) in flat uint flags;
layout(location = 5) in flat vec4 conditionalTinting;
//layout(location = 6) in flat vec4 solidColour;
layout(location = 0) out vec4 outColour;
void main() {
outColour = vec4(1,0,0,1);
vec2 uv = mod(uv, vec2(1.0))*(1.0/(vec2(3.0,2.0)*256.0));
//vec4 colour = solidColour;
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;
//outColour = vec4(uv + baseUV, 0, 1);
}

View File

@@ -7,6 +7,7 @@
#define MESHLET_SIZE (QUADS_PER_MESHLET+2)
#import <voxy:lod/quad_format.glsl>
#import <voxy:lod/gl46mesh/bindings.glsl>
#import <voxy:lod/block_model.glsl>
#define PosHeader Quad
@@ -59,22 +60,138 @@ bool setupMeshlet() {
return false;
}
layout(location = 0) out vec2 uv;
layout(location = 1) out flat vec2 baseUV;
layout(location = 2) out flat vec4 tinting;
layout(location = 3) out flat vec4 addin;
layout(location = 4) out flat uint flags;
layout(location = 5) out flat vec4 conditionalTinting;
vec4 uint2vec4RGBA(uint colour) {
return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
}
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;
}
void main() {
if (setupMeshlet()) {
gl_Position = vec4(1.0f/0.0f);
return;
}
if ((gl_VertexID>>2)!=0) {
gl_Position = vec4(1.0f/0.0f);
return;
}
uint detail = extractDetail(meshletPosition);
uint lodLevel = extractDetail(meshletPosition);
ivec3 sectionPos = extractPosition(meshletPosition);
ivec3 pos = (((sectionPos<<detail)-baseSectionPos)<<5);
pos += ivec3(gl_VertexID&1, 0, (gl_VertexID>>1)&1)*(1<<detail);
gl_Position = MVP * vec4(vec3(pos),1);
int cornerIdx = gl_VertexID&3;
vec3 innerPos = extractPos(quad);
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
vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
baseUV = modelUV + (vec2(face>>1, face&1u) * (1.0/(vec2(3.0, 2.0)*256.0)));
ivec2 quadSize = extractSize(quad);
{ //Generate tinting and flag data
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
tinting = getLighting(extractLightId(quad));
//Apply model colour tinting
uint tintColour = model.colourTint;
if (modelHasBiomeLUT(model)) {
tintColour = colourData[tintColour + extractBiomeId(quad)];
}
conditionalTinting = vec4(0);
if (tintColour != uint(-1)) {
flags |= 1u<<2;
conditionalTinting = uint2vec4RGBA(tintColour).yzwx;
}
addin = vec4(0.0);
if (!isTranslucent) {
tinting.w = 0.0;
//Encode the face, the lod level and
uint encodedData = 0;
encodedData |= face;
encodedData |= (lodLevel<<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;
}
}
}
vec4 faceSize = getFaceSize(faceData);
vec2 cQuadSize = (faceSize.yw + quadSize - 1) * vec2((cornerIdx>>1)&1, cornerIdx&1);
uv = faceSize.xz + cQuadSize;
vec3 cornerPos = extractPos(quad);
float depthOffset = extractFaceIndentation(faceData);
cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
vec3 origin = vec3(((sectionPos<<lodLevel)-baseSectionPos)<<5);
gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize,0)))*(1<<lodLevel)+origin, 1.0);
}