Added alpha discard flag to faces

This commit is contained in:
mcrcortex
2024-01-29 11:50:46 +10:00
parent 6302d3db1e
commit d499a19d4e
7 changed files with 46 additions and 20 deletions

View File

@@ -9,7 +9,7 @@
layout(location = 0) out vec2 uv;
layout(location = 1) out flat vec2 baseUV;
layout(location = 2) out flat vec4 colourTinting;
layout(location = 3) out flat int discardAlpha;
layout(location = 3) out flat uint discardAlpha;
uint extractLodLevel() {
return uint(gl_BaseInstance)>>29;
@@ -26,13 +26,13 @@ vec4 uint2vec4RGBA(uint colour) {
}
//Gets the face offset with respect to the face direction (e.g. some will be + some will be -)
float getDepthOffset(BlockModel model, uint face) {
float offset = extractFaceIndentation(model.faceData[face]);
float getDepthOffset(uint faceData, uint face) {
float offset = extractFaceIndentation(faceData);
return offset * (1-((int(face)&1)*2));
}
vec2 getFaceSizeOffset(BlockModel model, uint face, uint corner) {
vec4 faceOffsetsSizes = extractFaceSizes(model.faceData[face]);
vec2 getFaceSizeOffset(uint faceData, uint corner) {
vec4 faceOffsetsSizes = extractFaceSizes(faceData);
return mix(faceOffsetsSizes.xz, -(1-faceOffsetsSizes.yw), bvec2(((corner>>1)&1)==1, (corner&1)==1));
}
@@ -46,6 +46,7 @@ void main() {
uint face = extractFace(quad);
uint modelId = extractStateId(quad);
BlockModel model = modelData[modelId];
uint faceData = model.faceData[face];
//Change the ordering due to backface culling
//NOTE: when rendering, backface culling is disabled as we simply dispatch calls for each face
@@ -58,11 +59,11 @@ void main() {
ivec3 lodCorner = ((extractRelativeLodPos()<<lodLevel) - (baseSectionPos&(ivec3((1<<lodLevel)-1))))<<5;
vec3 corner = innerPos * (1<<lodLevel) + lodCorner;
vec2 faceOffset = getFaceSizeOffset(model, face, cornerIdx);
vec2 faceOffset = getFaceSizeOffset(faceData, cornerIdx);
vec2 quadSize = vec2(extractSize(quad) * ivec2((cornerIdx>>1)&1, cornerIdx&1));
vec2 size = (quadSize + faceOffset) * (1<<lodLevel);
vec3 offset = vec3(size, (float(face&1) + getDepthOffset(model, face)) * (1<<lodLevel));
vec3 offset = vec3(size, (float(face&1) + getDepthOffset(faceData, face)) * (1<<lodLevel));
if ((face>>1) == 0) {//Up/down
offset = offset.xzy;
@@ -85,7 +86,7 @@ void main() {
baseUV = modelUV + (vec2(face%3, face/3) * (1f/(vec2(3,2)*256f)));
uv = quadSize + faceOffset;//Add in the face offset for 0,0 uv
discardAlpha = 0;
discardAlpha = faceHasAlphaCuttout(faceData);
//Compute lighting
colourTinting = getLighting(extractLightId(quad));