add taa injection into ChunkBoundRenderer, shift up uniform update
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@@ -205,8 +205,18 @@ public abstract class AbstractRenderPipeline extends TrackedObject {
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public abstract void setupAndBindTranslucent(Viewport<?> viewport);
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public void bindUniforms() {
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this.bindUniforms(-1);
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}
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public void bindUniforms(int index) {
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}
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//null means no function, otherwise return the taa injection function
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public String taaFunction(AbstractSectionRenderer<?,?> renderer, String functionName) {
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public String taaFunction(String functionName) {
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return this.taaFunction(-1, functionName);
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}
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public String taaFunction(int uboBindingPoint, String functionName) {
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return null;
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}
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@@ -148,10 +148,20 @@ public class IrisVoxyRenderPipeline extends AbstractRenderPipeline {
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}
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private void doBindings() {
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if (this.shaderUniforms != null) {
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GL30.glBindBufferBase(GL_UNIFORM_BUFFER, 5, this.shaderUniforms.id);// todo: dont randomly select this to 5
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@Override
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public void bindUniforms() {
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this.bindUniforms(UNIFORM_BINDING_POINT);
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}
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@Override
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public void bindUniforms(int bindingPoint) {
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if (this.shaderUniforms != null) {
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GL30.glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, this.shaderUniforms.id);// todo: dont randomly select this to 5
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}
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}
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private void doBindings() {
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this.bindUniforms();
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if (this.data.getSsboSet() != null) {
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this.data.getSsboSet().bindingFunction().accept(10);
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}
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@@ -225,11 +235,16 @@ public class IrisVoxyRenderPipeline extends AbstractRenderPipeline {
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}
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@Override
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public String taaFunction(AbstractSectionRenderer<?, ?> renderer, String functionName) {
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public String taaFunction(String functionName) {
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return this.taaFunction(UNIFORM_BINDING_POINT, functionName);
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}
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@Override
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public String taaFunction(int uboBindingPoint, String functionName) {
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var builder = new StringBuilder();
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if (this.data.getUniforms() != null) {
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builder.append("layout(binding = "+UNIFORM_BINDING_POINT+", std140) uniform ShaderUniformBindings ")
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builder.append("layout(binding = "+uboBindingPoint+", std140) uniform ShaderUniformBindings ")
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.append(this.data.getUniforms().layout())
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.append(";\n\n");
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}
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@@ -7,6 +7,7 @@ import me.cortex.voxy.client.core.gl.GlBuffer;
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import me.cortex.voxy.client.core.gl.GlVertexArray;
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import me.cortex.voxy.client.core.gl.shader.AutoBindingShader;
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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.ShaderLoader;
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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.SharedIndexBuffer;
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import me.cortex.voxy.client.core.rendering.util.UploadStream;
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@@ -36,18 +37,28 @@ public class ChunkBoundRenderer {
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private final GlBuffer uniformBuffer = new GlBuffer(128);
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private final Long2IntOpenHashMap chunk2idx = new Long2IntOpenHashMap(INIT_MAX_CHUNK_COUNT);
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private long[] idx2chunk = new long[INIT_MAX_CHUNK_COUNT];
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private final Shader rasterShader = Shader.makeAuto()
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.add(ShaderType.VERTEX, "voxy:chunkoutline/outline.vsh")
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.add(ShaderType.FRAGMENT, "voxy:chunkoutline/outline.fsh")
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.compile()
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.ubo(0, this.uniformBuffer)
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.ssbo(1, this.chunkPosBuffer);
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private final Shader rasterShader;
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private final LongOpenHashSet addQueue = new LongOpenHashSet();
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private final LongOpenHashSet remQueue = new LongOpenHashSet();
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private final AbstractRenderPipeline pipeline;
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public ChunkBoundRenderer(AbstractRenderPipeline pipeline) {
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this.chunk2idx.defaultReturnValue(-1);
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this.pipeline = pipeline;
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String vert = ShaderLoader.parse("voxy:chunkoutline/outline.vsh");
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String taa = pipeline.taaFunction("getTAA");
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if (taa != null) {
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vert = vert+"\n\n\n"+taa;
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}
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this.rasterShader = Shader.makeAuto()
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.addSource(ShaderType.VERTEX, vert)
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.defineIf("TAA", taa != null)
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.add(ShaderType.FRAGMENT, "voxy:chunkoutline/outline.fsh")
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.compile()
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.ubo(0, this.uniformBuffer)
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.ssbo(1, this.chunkPosBuffer);
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}
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public void addSection(long pos) {
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@@ -116,6 +127,7 @@ public class ChunkBoundRenderer {
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viewport.depthBoundingBuffer.bind();
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this.rasterShader.bind();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedIndexBuffer.INSTANCE_BB_BYTE.id());
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this.pipeline.bindUniforms();
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//Batch the draws into groups of size 32
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int count = this.chunk2idx.size();
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@@ -95,7 +95,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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//The pipeline can be used to transform the renderer in abstract ways
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String vertex = ShaderLoader.parse("voxy:lod/gl46/quads2.vert");
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String taa = pipeline.taaFunction(this, "taaShift");
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String taa = pipeline.taaFunction("taaShift");
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if (taa != null) {
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vertex += "\n"+taa;//inject it at the end
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}
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@@ -21,6 +21,10 @@ bool shouldRender(ivec3 icorner) {
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return (corner.x*corner.x + corner.z*corner.z < negInnerSec.w*negInnerSec.w) && abs(corner.y) < negInnerSec.w;
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}
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#ifdef TAA
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vec2 getTAA();
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#endif
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void main() {
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uint id = (gl_InstanceID<<5)+gl_BaseInstance+(gl_VertexID>>3);
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@@ -38,4 +42,8 @@ void main() {
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//cubeCornerI.y = cubeCornerI.y*1024-512;
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gl_Position = MVP * vec4(vec3(cubeCornerI+origin)*16, 1);
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gl_Position.z -= 0.0005f;
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#ifdef TAA
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gl_Position.xy += getTAA()*gl_Position.w;//Apply TAA if we have it
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#endif
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}
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