Add scratch buffer for position.
Fixes lods "disappearing" when you zoom in
This commit is contained in:
@@ -57,6 +57,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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//TODO: needs to be in the viewport, since it contains the compute indirect call/values
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private final GlBuffer drawCountCallBuffer = new GlBuffer(1024).zero();
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private final GlBuffer drawCallBuffer = new GlBuffer(5*4*400000).zero();//400k draw calls
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private final GlBuffer positionScratchBuffer = new GlBuffer(8*400000).zero();//400k positions
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public MDICSectionRenderer(ModelStore modelStore, int maxSectionCount, long geometryCapacity) {
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super(modelStore, new BasicSectionGeometryManager(maxSectionCount, geometryCapacity));
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@@ -89,6 +90,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, this.geometryManager.getGeometryBufferId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, this.geometryManager.getMetadataBufferId());
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this.modelStore.bind(3, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, this.positionScratchBuffer.id);
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LightMapHelper.bind(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedIndexBuffer.INSTANCE.id());
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@@ -139,6 +141,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, this.geometryManager.getMetadataBufferId());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, viewport.visibilityBuffer.id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, viewport.indirectLookupBuffer.id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, this.positionScratchBuffer.id);
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, this.drawCountCallBuffer.id);
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glDispatchComputeIndirect(0);
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glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
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@@ -204,7 +207,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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public MDICViewport createViewport() {
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return new MDICViewport();
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}
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//
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@Override
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public void free() {
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super.free();
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@@ -215,5 +218,6 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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this.prepShader.free();
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this.drawCallBuffer.free();
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this.drawCountCallBuffer.free();
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this.positionScratchBuffer.free();
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}
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}
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@@ -103,6 +103,15 @@ layout(binding = MODEL_COLOUR_BUFFER_BINDING, std430) readonly restrict buffer M
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};
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#endif
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#ifdef POSITION_SCRATCH_BINDING
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#ifndef POSITION_SCRATCH_ACCESS
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#define POSITION_SCRATCH_ACCESS readonly
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#endif
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layout(binding = POSITION_SCRATCH_BINDING, std430) POSITION_SCRATCH_ACCESS restrict buffer PositionScratchBuffer {
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uvec2 positionBuffer[];
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};
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#endif
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#ifdef LIGHTING_SAMPLER_BINDING
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layout(binding = LIGHTING_SAMPLER_BINDING) uniform sampler2D lightSampler;
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@@ -8,6 +8,8 @@ layout(local_size_x = 128) in;
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#define SECTION_METADATA_BUFFER_BINDING 3
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#define VISIBILITY_BUFFER_BINDING 4
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#define INDIRECT_SECTION_LOOKUP_BINDING 5
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#define POSITION_SCRATCH_BINDING 6
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#define POSITION_SCRATCH_ACCESS writeonly
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#import <voxy:lod/quad_format.glsl>
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#import <voxy:lod/gl46/bindings.glsl>
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@@ -34,13 +36,13 @@ uint encodeLocalLodPos(uint detail, ivec3 pos) {
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//Note: if i want reverse indexing i need to use the index buffer offset to offset
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void writeCmd(uint idx, uint encodedPos, uint offset, uint quadCount) {
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void writeCmd(uint idx, uint instance, uint offset, uint quadCount) {
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DrawCommand cmd;
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cmd.count = quadCount * 6;
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cmd.instanceCount = 1;
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cmd.firstIndex = 0;
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cmd.baseVertex = int(offset)<<2;
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cmd.baseInstance = encodedPos;
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cmd.baseInstance = instance;
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cmdBuffer[idx] = cmd;
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}
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@@ -69,14 +71,15 @@ void main() {
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//This prevents overflow of the relative position encoder
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if (shouldRender) {
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shouldRender = !any(lessThan(ivec3(254), abs(ipos-(baseSectionPos>>detail))));
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}
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if (shouldRender) {
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uint encodedPos = encodeLocalLodPos(detail, ipos);
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uint ptr = extractQuadStart(meta);
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ivec3 relative = ipos-(baseSectionPos>>detail);
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uint drawId = gl_GlobalInvocationID.x;
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positionBuffer[drawId] = uvec2(meta.posA, meta.posB);
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uint msk = 0;
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@@ -98,56 +101,56 @@ void main() {
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count = meta.cntA&0xFFFF;
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if (count != 0) {
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//uint translucentCommandPtr = atomicAdd(translucentDrawCount, 1) + 400000;//FIXME: dont hardcode this offset
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//writeCmd(translucentCommandPtr, encodedPos, ptr, count);
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//writeCmd(translucentCommandPtr, drawId, ptr, count);
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}
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ptr += count;
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//Double sided quads
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count = (meta.cntA>>16)&0xFFFF;
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if (count != 0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//Down
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count = (meta.cntB)&0xFFFF;
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if (((msk&(1u<<0))!=0)) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//Up
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count = (meta.cntB>>16)&0xFFFF;
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if ((msk&(1u<<1))!=0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//North
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count = (meta.cntC)&0xFFFF;
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if ((msk&(1u<<2))!=0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//South
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count = (meta.cntC>>16)&0xFFFF;
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if ((msk&(1u<<3))!=0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//West
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count = (meta.cntD)&0xFFFF;
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if ((msk&(1u<<4))!=0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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//East
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count = (meta.cntD>>16)&0xFFFF;
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if ((msk&(1u<<5))!=0) {
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writeCmd(cmdPtr++, encodedPos, ptr, count);
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writeCmd(cmdPtr++, drawId, ptr, count);
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}
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ptr += count;
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}
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@@ -5,6 +5,7 @@
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#define SECTION_METADATA_BUFFER_BINDING 2
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#define MODEL_BUFFER_BINDING 3
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#define MODEL_COLOUR_BUFFER_BINDING 4
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#define POSITION_SCRATCH_BINDING 5
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#define LIGHTING_SAMPLER_BINDING 1
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@@ -25,6 +26,7 @@ layout(location = 5) out flat vec4 conditionalTinting;
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layout(location = 6) out flat uint quadDebug;
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#endif
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/*
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uint extractLodLevel() {
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return uint(gl_BaseInstance)>>27;
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}
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@@ -33,7 +35,7 @@ uint extractLodLevel() {
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//Gives a relative position of +-255 relative to the player center in its respective lod
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ivec3 extractRelativeLodPos() {
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return (ivec3(gl_BaseInstance)<<ivec3(5,14,23))>>ivec3(23);
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}
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}*/
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vec4 uint2vec4RGBA(uint colour) {
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return vec4((uvec4(colour)>>uvec4(24,16,8,0))&uvec4(0xFF))/255.0;
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@@ -69,6 +71,21 @@ vec3 swizzelDataAxis(uint axis, vec3 data) {
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return data;
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}
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uint extractDetail(uvec2 encPos) {
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return encPos.x>>28;
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}
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ivec3 extractLoDPosition(uvec2 encPos) {
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int y = ((int(encPos.x)<<4)>>24);
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int x = (int(encPos.y)<<4)>>8;
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int z = int((encPos.x&((1u<<20)-1))<<4);
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z |= int(encPos.y>>28);
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z <<= 8;
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z >>= 8;
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return ivec3(x,y,z);
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}
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//TODO: add a mechanism so that some quads can ignore backface culling
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// this would help alot with stuff like crops as they would look kinda weird i think,
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// same with flowers etc
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@@ -83,7 +100,9 @@ void main() {
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bool hasAO = modelHasMipmaps(model);//TODO: replace with per face AO flag
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bool isShaded = hasAO;//TODO: make this a per face flag
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uint lodLevel = extractLodLevel();
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uvec2 encPos = positionBuffer[gl_BaseInstance];
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uint lodLevel = extractDetail(encPos);
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vec2 modelUV = vec2(modelId&0xFFu, (modelId>>8)&0xFFu)*(1.0/(256.0));
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@@ -153,7 +172,7 @@ void main() {
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cornerPos += swizzelDataAxis(face>>1, vec3(faceSize.xz, mix(depthOffset, 1-depthOffset, float(face&1u))));
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vec3 origin = vec3(((extractRelativeLodPos()<<lodLevel) - (baseSectionPos&(ivec3((1<<lodLevel)-1))))<<5);
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vec3 origin = vec3(((extractLoDPosition(encPos)<<lodLevel) - baseSectionPos)<<5);
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gl_Position = MVP*vec4((cornerPos+swizzelDataAxis(face>>1,vec3(cQuadSize,0)))*(1<<lodLevel)+origin, 1.0);
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#ifdef DEBUG_RENDER
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