Merge pull request #564 from MihailRis/small-optimizations
optimize shadow maps generation a bit
This commit is contained in:
commit
8489c36df7
@ -5,6 +5,7 @@
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"main",
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"main",
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"lines",
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"lines",
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"entity",
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"entity",
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"translucent",
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"background",
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"background",
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"skybox_gen",
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"skybox_gen",
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"shadows"
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"shadows"
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@ -18,6 +18,7 @@ uniform mat4 u_view;
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uniform mat4 u_inverseView;
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uniform mat4 u_inverseView;
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uniform vec3 u_sunDir;
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uniform vec3 u_sunDir;
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uniform vec3 u_cameraPos;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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#include <__effect__>
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#include <__effect__>
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@ -29,6 +29,8 @@ vec4 effect() {
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light = max(light, emission);
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light = max(light, emission);
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light = pow(light, u_gamma);
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vec3 fogColor = texture(u_skybox, dir).rgb;
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vec3 fogColor = texture(u_skybox, dir).rgb;
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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@ -3,27 +3,18 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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#include <world_fragment_header>
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec4 a_color;
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in vec4 a_color;
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in vec4 a_modelpos;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_fogColor;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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uniform vec3 u_sunDir;
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#include <shadows>
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void main() {
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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float alpha = a_color.a * texColor.a;
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@ -6,44 +6,23 @@ layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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layout (location = 4) in vec4 v_normal;
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out float a_distance;
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#include <world_vertex_header>
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <lighting>
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#include <lighting>
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#include <fog>
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#include <fog>
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#include <sky>
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out vec4 a_color;
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void main() {
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0);
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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a_color = vec4(calc_torch_light(
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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light += torchlight * u_torchlightColor;
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), 1.0);
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a_color = vec4(pow(light, vec3(u_gamma)), 1.0f);
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a_texCoord = v_texCoord;
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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a_dir = a_modelpos.xyz - u_cameraPos;
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@ -1,14 +1,7 @@
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#ifndef COMMONS_GLSL_
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#ifndef COMMONS_GLSL_
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#define COMMONS_GLSL_
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#define COMMONS_GLSL_
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap) {
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#include <constants>
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
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modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
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@ -6,6 +6,11 @@ float calc_torch_light(vec3 normal, vec3 modelpos) {
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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}
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}
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vec3 calc_torch_light(vec3 light, vec3 normal, vec3 modelpos, vec3 torchLightColor, float gamma) {
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float torchlight = calc_torch_light(normal, modelpos);
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return pow(light + torchlight * torchLightColor, vec3(gamma));
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}
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vec3 calc_screen_normal(vec3 normal) {
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vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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}
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@ -35,7 +35,7 @@ float calc_shadow(
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}
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}
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shadow /= 9.0;
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shadow /= 9.0;
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} else {
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} else {
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shadow = 0.5;
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shadow = 0.0;
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}
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}
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return shadow;
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return shadow;
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}
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}
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14
res/shaders/lib/sky.glsl
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14
res/shaders/lib/sky.glsl
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@ -0,0 +1,14 @@
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#ifndef COMMONS_SKY_
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#define COMMONS_SKY_
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#include <constants>
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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#endif // COMMONS_SKY_
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17
res/shaders/lib/world_fragment_header.glsl
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17
res/shaders/lib/world_fragment_header.glsl
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@ -0,0 +1,17 @@
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#ifndef GLSL_WORLD_FRAGMENT_HEADER_
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#define GLSL_WORLD_FRAGMENT_HEADER_
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in float a_emission;
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#include <world_uniforms>
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#endif // GLSL_WORLD_FRAGMENT_HEADER_
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15
res/shaders/lib/world_uniforms.glsl
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15
res/shaders/lib/world_uniforms.glsl
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@ -0,0 +1,15 @@
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#ifndef GLSL_WORLD_UNIFORMS_
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#define GLSL_WORLD_UNIFORMS_
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#endif // GLSL_WORLD_UNIFORMS_
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17
res/shaders/lib/world_vertex_header.glsl
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17
res/shaders/lib/world_vertex_header.glsl
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@ -0,0 +1,17 @@
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#ifndef GLSL_WORLD_VERTEX_HEADER_
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#define GLSL_WORLD_VERTEX_HEADER_
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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#include <world_uniforms>
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#endif // GLSL_WORLD_VERTEX_HEADER_
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@ -3,20 +3,11 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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#include <world_fragment_header>
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in vec4 a_torchLight;
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in vec4 a_torchLight;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_sunDir;
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uniform vec3 u_sunDir;
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// flags
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// flags
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@ -24,8 +15,6 @@ uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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float alpha = texColor.a;
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@ -39,9 +28,7 @@ void main() {
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}
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}
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if (u_debugLights)
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if (u_debugLights)
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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else if (u_debugNormals) {
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texColor.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = texColor;
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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@ -5,44 +5,23 @@ layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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layout (location = 3) in vec4 v_normal;
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out float a_distance;
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#include <world_vertex_header>
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_torchLight;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <lighting>
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#include <lighting>
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#include <fog>
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#include <fog>
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#include <sky>
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out vec4 a_torchLight;
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void main() {
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos = u_model * vec4(v_position, 1.0f);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_normal = calc_screen_normal(a_realnormal);
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vec3 light = v_light.rgb;
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a_torchLight = vec4(calc_torch_light(
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float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
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v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
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a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
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), 1.0);
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a_texCoord = v_texCoord;
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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a_dir = a_modelpos.xyz - u_cameraPos;
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@ -51,9 +30,11 @@ void main() {
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mat4 viewmodel = u_view * u_model;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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#ifndef ADVANCED_RENDER
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#ifndef ADVANCED_RENDER
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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#endif
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a_emission = v_normal.w;
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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vec4 viewmodelpos = u_view * a_modelpos;
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38
res/shaders/translucent.glslf
Normal file
38
res/shaders/translucent.glslf
Normal file
@ -0,0 +1,38 @@
|
|||||||
|
layout (location = 0) out vec4 f_color;
|
||||||
|
|
||||||
|
#include <world_fragment_header>
|
||||||
|
|
||||||
|
in vec4 a_torchLight;
|
||||||
|
|
||||||
|
uniform sampler2D u_texture0;
|
||||||
|
uniform vec3 u_sunDir;
|
||||||
|
|
||||||
|
// flags
|
||||||
|
uniform bool u_alphaClip;
|
||||||
|
uniform bool u_debugLights;
|
||||||
|
uniform bool u_debugNormals;
|
||||||
|
|
||||||
|
#include <shadows>
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 texColor = texture(u_texture0, a_texCoord);
|
||||||
|
float alpha = texColor.a;
|
||||||
|
if (u_alphaClip) {
|
||||||
|
if (alpha < 0.2f)
|
||||||
|
discard;
|
||||||
|
alpha = 1.0;
|
||||||
|
} else {
|
||||||
|
if (alpha < 0.002f)
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
if (u_debugLights)
|
||||||
|
texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
|
||||||
|
|
||||||
|
f_color = texColor;
|
||||||
|
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight
|
||||||
|
* calc_shadow(a_modelpos, a_realnormal, length(a_position)));
|
||||||
|
|
||||||
|
vec3 fogColor = texture(u_skybox, a_dir).rgb;
|
||||||
|
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
|
||||||
|
f_color.a = alpha;
|
||||||
|
}
|
||||||
39
res/shaders/translucent.glslv
Normal file
39
res/shaders/translucent.glslv
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
#include <commons>
|
||||||
|
|
||||||
|
layout (location = 0) in vec3 v_position;
|
||||||
|
layout (location = 1) in vec2 v_texCoord;
|
||||||
|
layout (location = 2) in vec4 v_light;
|
||||||
|
layout (location = 3) in vec4 v_normal;
|
||||||
|
|
||||||
|
#include <world_vertex_header>
|
||||||
|
#include <lighting>
|
||||||
|
#include <fog>
|
||||||
|
#include <sky>
|
||||||
|
|
||||||
|
out vec4 a_torchLight;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
a_modelpos = u_model * vec4(v_position, 1.0f);
|
||||||
|
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
|
||||||
|
|
||||||
|
a_realnormal = v_normal.xyz * 2.0 - 1.0;
|
||||||
|
a_normal = calc_screen_normal(a_realnormal);
|
||||||
|
|
||||||
|
a_torchLight = vec4(calc_torch_light(
|
||||||
|
v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma
|
||||||
|
), 1.0);
|
||||||
|
a_texCoord = v_texCoord;
|
||||||
|
|
||||||
|
a_dir = a_modelpos.xyz - u_cameraPos;
|
||||||
|
vec3 skyLightColor = pick_sky_color(u_skybox);
|
||||||
|
a_skyLight = skyLightColor.rgb*v_light.a;
|
||||||
|
|
||||||
|
mat4 viewmodel = u_view * u_model;
|
||||||
|
a_distance = length(viewmodel * vec4(pos3d, 0.0));
|
||||||
|
a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
|
||||||
|
a_emission = v_normal.w;
|
||||||
|
|
||||||
|
vec4 viewmodelpos = u_view * a_modelpos;
|
||||||
|
a_position = viewmodelpos.xyz;
|
||||||
|
gl_Position = u_proj * viewmodelpos;
|
||||||
|
}
|
||||||
@ -53,7 +53,7 @@ public:
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
const T& get() const {
|
[[nodiscard]] const T& get() const {
|
||||||
return value;
|
return value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -9,9 +9,11 @@
|
|||||||
#include "graphics/core/Atlas.hpp"
|
#include "graphics/core/Atlas.hpp"
|
||||||
#include "maths/UVRegion.hpp"
|
#include "maths/UVRegion.hpp"
|
||||||
#include "voxels/Block.hpp"
|
#include "voxels/Block.hpp"
|
||||||
|
#include "debug/Logger.hpp"
|
||||||
#include "core_defs.hpp"
|
#include "core_defs.hpp"
|
||||||
#include "settings.hpp"
|
#include "settings.hpp"
|
||||||
|
|
||||||
|
static debug::Logger logger("content-gfx-cache");
|
||||||
|
|
||||||
ContentGfxCache::ContentGfxCache(
|
ContentGfxCache::ContentGfxCache(
|
||||||
const Content& content,
|
const Content& content,
|
||||||
@ -22,27 +24,29 @@ ContentGfxCache::ContentGfxCache(
|
|||||||
refresh();
|
refresh();
|
||||||
}
|
}
|
||||||
|
|
||||||
static void refresh_variant(
|
void ContentGfxCache::refreshVariant(
|
||||||
const Assets& assets,
|
|
||||||
const Block& def,
|
const Block& def,
|
||||||
const Variant& variant,
|
const Variant& variant,
|
||||||
uint8_t variantIndex,
|
uint8_t variantIndex,
|
||||||
std::unique_ptr<UVRegion[]>& sideregions,
|
const Atlas& atlas
|
||||||
const Atlas& atlas,
|
|
||||||
const GraphicsSettings& settings,
|
|
||||||
std::unordered_map<blockid_t, model::Model>& models
|
|
||||||
) {
|
) {
|
||||||
|
bool denseRender = settings.denseRender.get();
|
||||||
for (uint side = 0; side < 6; side++) {
|
for (uint side = 0; side < 6; side++) {
|
||||||
std::string tex = variant.textureFaces[side];
|
std::string tex = variant.textureFaces[side];
|
||||||
if (variant.culling == CullingMode::OPTIONAL &&
|
std::string texOpaque = tex + "_opaque";
|
||||||
!settings.denseRender.get() && atlas.has(tex + "_opaque")) {
|
|
||||||
tex = tex + "_opaque";
|
if (!atlas.has(tex)) {
|
||||||
|
tex = TEXTURE_NOTFOUND;
|
||||||
}
|
}
|
||||||
if (atlas.has(tex)) {
|
|
||||||
sideregions[(def.rt.id * 6 + side) * MAX_VARIANTS + variantIndex] = atlas.get(tex);
|
if (!atlas.has(texOpaque)) {
|
||||||
} else if (atlas.has(TEXTURE_NOTFOUND)) {
|
texOpaque = tex;
|
||||||
sideregions[(def.rt.id * 6 + side) * MAX_VARIANTS + variantIndex] = atlas.get(TEXTURE_NOTFOUND);
|
} else if (variant.culling == CullingMode::OPTIONAL && !denseRender) {
|
||||||
|
tex = texOpaque;
|
||||||
}
|
}
|
||||||
|
size_t index = getRegionIndex(def.rt.id, variantIndex, side, false);
|
||||||
|
sideregions[index] = atlas.get(tex);
|
||||||
|
sideregions[index + 1] = atlas.get(texOpaque);
|
||||||
}
|
}
|
||||||
if (variant.model.type == BlockModelType::CUSTOM) {
|
if (variant.model.type == BlockModelType::CUSTOM) {
|
||||||
auto model = assets.require<model::Model>(variant.model.name);
|
auto model = assets.require<model::Model>(variant.model.name);
|
||||||
@ -63,11 +67,11 @@ static void refresh_variant(
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
|
void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
|
||||||
refresh_variant(assets, def, def.defaults, 0, sideregions, atlas, settings, models);
|
refreshVariant(def, def.defaults, 0, atlas);
|
||||||
if (def.variants) {
|
if (def.variants) {
|
||||||
const auto& variants = def.variants->variants;
|
const auto& variants = def.variants->variants;
|
||||||
for (int i = 1; i < variants.size() - 1; i++) {
|
for (int i = 1; i < variants.size() - 1; i++) {
|
||||||
refresh_variant(assets, def, variants[i], i, sideregions, atlas, settings, models);
|
refreshVariant(def, variants[i], i, atlas);
|
||||||
}
|
}
|
||||||
def.variants->variants.at(0) = def.defaults;
|
def.variants->variants.at(0) = def.defaults;
|
||||||
}
|
}
|
||||||
@ -75,7 +79,11 @@ void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
|
|||||||
|
|
||||||
void ContentGfxCache::refresh() {
|
void ContentGfxCache::refresh() {
|
||||||
auto indices = content.getIndices();
|
auto indices = content.getIndices();
|
||||||
sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6 * MAX_VARIANTS);
|
size_t size = indices->blocks.count() * GFXC_SIDES * GFXC_MAX_VARIANTS * 2;
|
||||||
|
|
||||||
|
logger.info() << "uv cache size is " << (sizeof(UVRegion) * size) << " B";
|
||||||
|
|
||||||
|
sideregions = std::make_unique<UVRegion[]>(size);
|
||||||
const auto& atlas = assets.require<Atlas>("blocks");
|
const auto& atlas = assets.require<Atlas>("blocks");
|
||||||
|
|
||||||
const auto& blocks = indices->blocks.getIterable();
|
const auto& blocks = indices->blocks.getIterable();
|
||||||
|
|||||||
@ -14,9 +14,11 @@ class Assets;
|
|||||||
class Atlas;
|
class Atlas;
|
||||||
class Block;
|
class Block;
|
||||||
struct UVRegion;
|
struct UVRegion;
|
||||||
|
struct Variant;
|
||||||
struct GraphicsSettings;
|
struct GraphicsSettings;
|
||||||
|
|
||||||
inline constexpr int MAX_VARIANTS = 16;
|
inline constexpr int GFXC_MAX_VARIANTS = 16;
|
||||||
|
inline constexpr int GFXC_SIDES = 6;
|
||||||
|
|
||||||
class ContentGfxCache {
|
class ContentGfxCache {
|
||||||
const Content& content;
|
const Content& content;
|
||||||
@ -26,6 +28,13 @@ class ContentGfxCache {
|
|||||||
// array of block sides uv regions (6 per block)
|
// array of block sides uv regions (6 per block)
|
||||||
std::unique_ptr<UVRegion[]> sideregions;
|
std::unique_ptr<UVRegion[]> sideregions;
|
||||||
std::unordered_map<blockid_t, model::Model> models;
|
std::unordered_map<blockid_t, model::Model> models;
|
||||||
|
|
||||||
|
void refreshVariant(
|
||||||
|
const Block& def,
|
||||||
|
const Variant& variant,
|
||||||
|
uint8_t variantIndex,
|
||||||
|
const Atlas& atlas
|
||||||
|
);
|
||||||
public:
|
public:
|
||||||
ContentGfxCache(
|
ContentGfxCache(
|
||||||
const Content& content,
|
const Content& content,
|
||||||
@ -34,8 +43,14 @@ public:
|
|||||||
);
|
);
|
||||||
~ContentGfxCache();
|
~ContentGfxCache();
|
||||||
|
|
||||||
inline const UVRegion& getRegion(blockid_t id, uint8_t variant, int side) const {
|
static inline size_t getRegionIndex(
|
||||||
return sideregions[(id * 6 + side) * MAX_VARIANTS + variant];
|
blockid_t id, uint8_t variant, int side, bool opaque
|
||||||
|
) {
|
||||||
|
return ((id * GFXC_SIDES + side) * GFXC_MAX_VARIANTS + variant) * 2 + opaque;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const UVRegion& getRegion(blockid_t id, uint8_t variant, int side, bool dense) const {
|
||||||
|
return sideregions[getRegionIndex(id, variant, side, !dense)];
|
||||||
}
|
}
|
||||||
|
|
||||||
const model::Model& getModel(blockid_t id) const;
|
const model::Model& getModel(blockid_t id) const;
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
#include "MeshData.hpp"
|
#include "MeshData.hpp"
|
||||||
|
|
||||||
|
|
||||||
@ -8,25 +10,32 @@ struct MeshStats {
|
|||||||
static int drawCalls;
|
static int drawCalls;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct IndexBufferData {
|
||||||
|
const uint32_t* indices;
|
||||||
|
size_t indicesCount;
|
||||||
|
};
|
||||||
|
|
||||||
template <typename VertexStructure>
|
template <typename VertexStructure>
|
||||||
class Mesh {
|
class Mesh {
|
||||||
|
struct IndexBuffer {
|
||||||
|
unsigned int ibo;
|
||||||
|
size_t indexCount;
|
||||||
|
};
|
||||||
unsigned int vao;
|
unsigned int vao;
|
||||||
unsigned int vbo;
|
unsigned int vbo;
|
||||||
unsigned int ibo;
|
std::vector<IndexBuffer> ibos;
|
||||||
size_t vertexCount;
|
size_t vertexCount;
|
||||||
size_t indexCount;
|
|
||||||
public:
|
public:
|
||||||
explicit Mesh(const MeshData<VertexStructure>& data);
|
explicit Mesh(const MeshData<VertexStructure>& data);
|
||||||
|
|
||||||
Mesh(
|
Mesh(
|
||||||
const VertexStructure* vertexBuffer,
|
const VertexStructure* vertexBuffer,
|
||||||
size_t vertices,
|
size_t vertices,
|
||||||
const uint32_t* indexBuffer,
|
std::vector<IndexBufferData> indices
|
||||||
size_t indices
|
|
||||||
);
|
);
|
||||||
|
|
||||||
Mesh(const VertexStructure* vertexBuffer, size_t vertices)
|
Mesh(const VertexStructure* vertexBuffer, size_t vertices)
|
||||||
: Mesh<VertexStructure>(vertexBuffer, vertices, nullptr, 0) {};
|
: Mesh<VertexStructure>(vertexBuffer, vertices, {}) {};
|
||||||
|
|
||||||
~Mesh();
|
~Mesh();
|
||||||
|
|
||||||
@ -34,18 +43,21 @@ public:
|
|||||||
/// attributes
|
/// attributes
|
||||||
/// @param vertexBuffer vertex data buffer
|
/// @param vertexBuffer vertex data buffer
|
||||||
/// @param vertexCount number of vertices in new buffer
|
/// @param vertexCount number of vertices in new buffer
|
||||||
/// @param indexBuffer indices buffer
|
/// @param indices indices buffer
|
||||||
/// @param indexCount number of values in indices buffer
|
|
||||||
void reload(
|
void reload(
|
||||||
const VertexStructure* vertexBuffer,
|
const VertexStructure* vertexBuffer,
|
||||||
size_t vertexCount,
|
size_t vertexCount,
|
||||||
const uint32_t* indexBuffer = nullptr,
|
const std::vector<IndexBufferData>& indices
|
||||||
size_t indexCount = 0
|
|
||||||
);
|
);
|
||||||
|
|
||||||
|
void reload(const VertexStructure* vertexBuffer, size_t vertexCount) {
|
||||||
|
static const std::vector<IndexBufferData> indices {};
|
||||||
|
reload(vertexBuffer, vertexCount, indices);
|
||||||
|
}
|
||||||
|
|
||||||
/// @brief Draw mesh with specified primitives type
|
/// @brief Draw mesh with specified primitives type
|
||||||
/// @param primitive primitives type
|
/// @param iboIndex index of used element buffer
|
||||||
void draw(unsigned int primitive) const;
|
void draw(unsigned int primitive, int iboIndex = 0) const;
|
||||||
|
|
||||||
/// @brief Draw mesh as triangles
|
/// @brief Draw mesh as triangles
|
||||||
void draw() const;
|
void draw() const;
|
||||||
|
|||||||
@ -11,13 +11,21 @@ inline constexpr size_t calc_size(const VertexAttribute attrs[]) {
|
|||||||
return vertexSize;
|
return vertexSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename VertexStructure>
|
||||||
|
inline std::vector<IndexBufferData> convert_to_ibd(const MeshData<VertexStructure>& data) {
|
||||||
|
std::vector<IndexBufferData> indices;
|
||||||
|
for (const auto& buffer : data.indices) {
|
||||||
|
indices.push_back(IndexBufferData {buffer.data(), buffer.size()});
|
||||||
|
}
|
||||||
|
return indices;
|
||||||
|
}
|
||||||
|
|
||||||
template <typename VertexStructure>
|
template <typename VertexStructure>
|
||||||
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
|
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
|
||||||
: Mesh(
|
: Mesh(
|
||||||
data.vertices.data(),
|
data.vertices.data(),
|
||||||
data.vertices.size(),
|
data.vertices.size(),
|
||||||
data.indices.data(),
|
convert_to_ibd<VertexStructure>(data)
|
||||||
data.indices.size()
|
|
||||||
) {
|
) {
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -25,10 +33,9 @@ template <typename VertexStructure>
|
|||||||
Mesh<VertexStructure>::Mesh(
|
Mesh<VertexStructure>::Mesh(
|
||||||
const VertexStructure* vertexBuffer,
|
const VertexStructure* vertexBuffer,
|
||||||
size_t vertices,
|
size_t vertices,
|
||||||
const uint32_t* indexBuffer,
|
std::vector<IndexBufferData> indices
|
||||||
size_t indices
|
|
||||||
)
|
)
|
||||||
: vao(0), vbo(0), ibo(0), vertexCount(0), indexCount(0) {
|
: vao(0), vbo(0), ibos(), vertexCount(0) {
|
||||||
static_assert(
|
static_assert(
|
||||||
calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
|
calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
|
||||||
);
|
);
|
||||||
@ -39,8 +46,9 @@ Mesh<VertexStructure>::Mesh(
|
|||||||
glGenVertexArrays(1, &vao);
|
glGenVertexArrays(1, &vao);
|
||||||
glGenBuffers(1, &vbo);
|
glGenBuffers(1, &vbo);
|
||||||
|
|
||||||
reload(vertexBuffer, vertices, indexBuffer, indices);
|
reload(vertexBuffer, vertices, std::move(indices));
|
||||||
|
|
||||||
|
glBindVertexArray(vao);
|
||||||
// attributes
|
// attributes
|
||||||
int offset = 0;
|
int offset = 0;
|
||||||
for (int i = 0; attrs[i].count; i++) {
|
for (int i = 0; attrs[i].count; i++) {
|
||||||
@ -65,8 +73,8 @@ Mesh<VertexStructure>::~Mesh() {
|
|||||||
MeshStats::meshesCount--;
|
MeshStats::meshesCount--;
|
||||||
glDeleteVertexArrays(1, &vao);
|
glDeleteVertexArrays(1, &vao);
|
||||||
glDeleteBuffers(1, &vbo);
|
glDeleteBuffers(1, &vbo);
|
||||||
if (ibo != 0) {
|
for (int i = ibos.size() - 1; i >= 0; i--) {
|
||||||
glDeleteBuffers(1, &ibo);
|
glDeleteBuffers(1, &ibos[i].ibo);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -74,11 +82,9 @@ template <typename VertexStructure>
|
|||||||
void Mesh<VertexStructure>::reload(
|
void Mesh<VertexStructure>::reload(
|
||||||
const VertexStructure* vertexBuffer,
|
const VertexStructure* vertexBuffer,
|
||||||
size_t vertexCount,
|
size_t vertexCount,
|
||||||
const uint32_t* indexBuffer,
|
const std::vector<IndexBufferData>& indices
|
||||||
size_t indexCount
|
|
||||||
) {
|
) {
|
||||||
this->vertexCount = vertexCount;
|
this->vertexCount = vertexCount;
|
||||||
this->indexCount = indexCount;
|
|
||||||
glBindVertexArray(vao);
|
glBindVertexArray(vao);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||||
if (vertexBuffer != nullptr && vertexCount != 0) {
|
if (vertexBuffer != nullptr && vertexCount != 0) {
|
||||||
@ -92,30 +98,45 @@ void Mesh<VertexStructure>::reload(
|
|||||||
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (indexBuffer != nullptr && indexCount != 0) {
|
for (int i = indices.size(); i < ibos.size(); i++) {
|
||||||
if (ibo == 0) glGenBuffers(1, &ibo);
|
glDeleteBuffers(1, &ibos[i].ibo);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
}
|
||||||
|
ibos.clear();
|
||||||
|
|
||||||
|
for (int i = 0; i < indices.size(); i++) {
|
||||||
|
const auto& indexBuffer = indices[i];
|
||||||
|
ibos.push_back(IndexBuffer {0, 0});
|
||||||
|
glGenBuffers(1, &ibos[i].ibo);
|
||||||
|
ibos[i].indexCount = indexBuffer.indicesCount;
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[i].ibo);
|
||||||
glBufferData(
|
glBufferData(
|
||||||
GL_ELEMENT_ARRAY_BUFFER,
|
GL_ELEMENT_ARRAY_BUFFER,
|
||||||
sizeof(uint32_t) * indexCount,
|
sizeof(uint32_t) * indexBuffer.indicesCount,
|
||||||
indexBuffer,
|
indexBuffer.indices,
|
||||||
GL_STATIC_DRAW
|
GL_STATIC_DRAW
|
||||||
);
|
);
|
||||||
} else if (ibo != 0) {
|
|
||||||
glDeleteBuffers(1, &ibo);
|
|
||||||
}
|
}
|
||||||
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexStructure>
|
template <typename VertexStructure>
|
||||||
void Mesh<VertexStructure>::draw(unsigned int primitive) const {
|
void Mesh<VertexStructure>::draw(unsigned int primitive, int iboIndex) const {
|
||||||
MeshStats::drawCalls++;
|
MeshStats::drawCalls++;
|
||||||
glBindVertexArray(vao);
|
|
||||||
if (ibo != 0) {
|
if (!ibos.empty()) {
|
||||||
glDrawElements(primitive, indexCount, GL_UNSIGNED_INT, nullptr);
|
if (iboIndex < ibos.size()) {
|
||||||
} else {
|
glBindVertexArray(vao);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[iboIndex].ibo);
|
||||||
|
glDrawElements(
|
||||||
|
primitive, ibos.at(iboIndex).indexCount, GL_UNSIGNED_INT, nullptr
|
||||||
|
);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
} else if (vertexCount > 0) {
|
||||||
|
glBindVertexArray(vao);
|
||||||
glDrawArrays(primitive, 0, vertexCount);
|
glDrawArrays(primitive, 0, vertexCount);
|
||||||
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
glBindVertexArray(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename VertexStructure>
|
template <typename VertexStructure>
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
#include <stdexcept>
|
#include <stdexcept>
|
||||||
|
|
||||||
#include "typedefs.hpp"
|
#include "typedefs.hpp"
|
||||||
@ -40,7 +41,7 @@ struct VertexAttribute {
|
|||||||
template<typename VertexStructure>
|
template<typename VertexStructure>
|
||||||
struct MeshData {
|
struct MeshData {
|
||||||
util::Buffer<VertexStructure> vertices;
|
util::Buffer<VertexStructure> vertices;
|
||||||
util::Buffer<uint32_t> indices;
|
std::vector<util::Buffer<uint32_t>> indices;
|
||||||
util::Buffer<VertexAttribute> attrs;
|
util::Buffer<VertexAttribute> attrs;
|
||||||
|
|
||||||
MeshData() = default;
|
MeshData() = default;
|
||||||
@ -50,7 +51,7 @@ struct MeshData {
|
|||||||
/// @param attrs vertex attribute sizes (must be null-terminated)
|
/// @param attrs vertex attribute sizes (must be null-terminated)
|
||||||
MeshData(
|
MeshData(
|
||||||
util::Buffer<VertexStructure> vertices,
|
util::Buffer<VertexStructure> vertices,
|
||||||
util::Buffer<uint32_t> indices,
|
std::vector<util::Buffer<uint32_t>> indices,
|
||||||
util::Buffer<VertexAttribute> attrs
|
util::Buffer<VertexAttribute> attrs
|
||||||
) : vertices(std::move(vertices)),
|
) : vertices(std::move(vertices)),
|
||||||
indices(std::move(indices)),
|
indices(std::move(indices)),
|
||||||
|
|||||||
@ -27,9 +27,10 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
|
|||||||
){
|
){
|
||||||
display::clear();
|
display::clear();
|
||||||
blockid_t id = def.rt.id;
|
blockid_t id = def.rt.id;
|
||||||
const UVRegion texfaces[6]{cache.getRegion(id, 0, 0), cache.getRegion(id, 0, 1),
|
const UVRegion texfaces[6] {
|
||||||
cache.getRegion(id, 0, 2), cache.getRegion(id, 0, 3),
|
cache.getRegion(id, 0, 0, true), cache.getRegion(id, 0, 1, true),
|
||||||
cache.getRegion(id, 0, 4), cache.getRegion(id, 0, 5)};
|
cache.getRegion(id, 0, 2, true), cache.getRegion(id, 0, 3, true),
|
||||||
|
cache.getRegion(id, 0, 4, true), cache.getRegion(id, 0, 5, true)};
|
||||||
|
|
||||||
glm::vec3 offset(0.1f, 0.5f, 0.1f);
|
glm::vec3 offset(0.1f, 0.5f, 0.1f);
|
||||||
switch (def.defaults.model.type) {
|
switch (def.defaults.model.type) {
|
||||||
|
|||||||
@ -20,6 +20,7 @@ BlocksRenderer::BlocksRenderer(
|
|||||||
) : content(content),
|
) : content(content),
|
||||||
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
|
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
|
||||||
indexBuffer(std::make_unique<uint32_t[]>(capacity)),
|
indexBuffer(std::make_unique<uint32_t[]>(capacity)),
|
||||||
|
denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
|
||||||
vertexCount(0),
|
vertexCount(0),
|
||||||
vertexOffset(0),
|
vertexOffset(0),
|
||||||
indexCount(0),
|
indexCount(0),
|
||||||
@ -475,8 +476,10 @@ glm::vec4 BlocksRenderer::pickSoftLight(
|
|||||||
}
|
}
|
||||||
|
|
||||||
void BlocksRenderer::render(
|
void BlocksRenderer::render(
|
||||||
const voxel* voxels, int beginEnds[256][2]
|
const voxel* voxels, const int beginEnds[256][2]
|
||||||
) {
|
) {
|
||||||
|
bool denseRender = this->denseRender;
|
||||||
|
bool densePass = this->densePass;
|
||||||
for (const auto drawGroup : *content.drawGroups) {
|
for (const auto drawGroup : *content.drawGroups) {
|
||||||
int begin = beginEnds[drawGroup][0];
|
int begin = beginEnds[drawGroup][0];
|
||||||
if (begin == 0) {
|
if (begin == 0) {
|
||||||
@ -493,16 +496,19 @@ void BlocksRenderer::render(
|
|||||||
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
|
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
if (def.translucent) {
|
if (def.translucent) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
const UVRegion texfaces[6] {
|
const UVRegion texfaces[6] {
|
||||||
cache.getRegion(id, variantId, 0),
|
cache.getRegion(id, variantId, 0, densePass),
|
||||||
cache.getRegion(id, variantId, 1),
|
cache.getRegion(id, variantId, 1, densePass),
|
||||||
cache.getRegion(id, variantId, 2),
|
cache.getRegion(id, variantId, 2, densePass),
|
||||||
cache.getRegion(id, variantId, 3),
|
cache.getRegion(id, variantId, 3, densePass),
|
||||||
cache.getRegion(id, variantId, 4),
|
cache.getRegion(id, variantId, 4, densePass),
|
||||||
cache.getRegion(id, variantId, 5)
|
cache.getRegion(id, variantId, 5, densePass)
|
||||||
};
|
};
|
||||||
int x = i % CHUNK_W;
|
int x = i % CHUNK_W;
|
||||||
int y = i / (CHUNK_D * CHUNK_W);
|
int y = i / (CHUNK_D * CHUNK_W);
|
||||||
@ -513,16 +519,19 @@ void BlocksRenderer::render(
|
|||||||
def.ambientOcclusion);
|
def.ambientOcclusion);
|
||||||
break;
|
break;
|
||||||
case BlockModelType::XSPRITE: {
|
case BlockModelType::XSPRITE: {
|
||||||
|
if (!denseRender)
|
||||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case BlockModelType::AABB: {
|
case BlockModelType::AABB: {
|
||||||
|
if (!denseRender)
|
||||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||||
!def.shadeless, def.ambientOcclusion);
|
!def.shadeless, def.ambientOcclusion);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case BlockModelType::CUSTOM: {
|
case BlockModelType::CUSTOM: {
|
||||||
|
if (!denseRender)
|
||||||
blockCustomModel(
|
blockCustomModel(
|
||||||
{x, y, z},
|
{x, y, z},
|
||||||
def,
|
def,
|
||||||
@ -550,6 +559,8 @@ SortingMeshData BlocksRenderer::renderTranslucent(
|
|||||||
AABB aabb {};
|
AABB aabb {};
|
||||||
bool aabbInit = false;
|
bool aabbInit = false;
|
||||||
size_t totalSize = 0;
|
size_t totalSize = 0;
|
||||||
|
|
||||||
|
bool densePass = this->densePass;
|
||||||
for (const auto drawGroup : *content.drawGroups) {
|
for (const auto drawGroup : *content.drawGroups) {
|
||||||
int begin = beginEnds[drawGroup][0];
|
int begin = beginEnds[drawGroup][0];
|
||||||
if (begin == 0) {
|
if (begin == 0) {
|
||||||
@ -570,12 +581,12 @@ SortingMeshData BlocksRenderer::renderTranslucent(
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
const UVRegion texfaces[6] {
|
const UVRegion texfaces[6] {
|
||||||
cache.getRegion(id, variantId, 0),
|
cache.getRegion(id, variantId, 0, densePass),
|
||||||
cache.getRegion(id, variantId, 1),
|
cache.getRegion(id, variantId, 1, densePass),
|
||||||
cache.getRegion(id, variantId, 2),
|
cache.getRegion(id, variantId, 2, densePass),
|
||||||
cache.getRegion(id, variantId, 3),
|
cache.getRegion(id, variantId, 3, densePass),
|
||||||
cache.getRegion(id, variantId, 4),
|
cache.getRegion(id, variantId, 4, densePass),
|
||||||
cache.getRegion(id, variantId, 5)
|
cache.getRegion(id, variantId, 5, densePass)
|
||||||
};
|
};
|
||||||
int x = i % CHUNK_W;
|
int x = i % CHUNK_W;
|
||||||
int y = i / (CHUNK_D * CHUNK_W);
|
int y = i / (CHUNK_D * CHUNK_W);
|
||||||
@ -700,21 +711,45 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
|
|||||||
vertexCount = 0;
|
vertexCount = 0;
|
||||||
vertexOffset = indexCount = 0;
|
vertexOffset = indexCount = 0;
|
||||||
|
|
||||||
|
denseRender = false;
|
||||||
|
densePass = false;
|
||||||
|
|
||||||
sortingMesh = renderTranslucent(voxels, beginEnds);
|
sortingMesh = renderTranslucent(voxels, beginEnds);
|
||||||
|
|
||||||
overflow = false;
|
overflow = false;
|
||||||
vertexCount = 0;
|
vertexCount = 0;
|
||||||
vertexOffset = 0;
|
vertexOffset = 0;
|
||||||
indexCount = 0;
|
indexCount = 0;
|
||||||
|
denseIndexCount = 0;
|
||||||
|
|
||||||
|
denseRender = false; //settings.graphics.denseRender.get();
|
||||||
|
densePass = false;
|
||||||
|
render(voxels, beginEnds);
|
||||||
|
|
||||||
|
size_t endIndex = indexCount;
|
||||||
|
|
||||||
|
denseRender = true;
|
||||||
|
densePass = true;
|
||||||
|
render(voxels, beginEnds);
|
||||||
|
|
||||||
|
denseIndexCount = indexCount;
|
||||||
|
for (size_t i = 0; i < denseIndexCount; i++) {
|
||||||
|
denseIndexBuffer[i] = indexBuffer[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
indexCount = endIndex;
|
||||||
|
densePass = false;
|
||||||
render(voxels, beginEnds);
|
render(voxels, beginEnds);
|
||||||
}
|
}
|
||||||
|
|
||||||
ChunkMeshData BlocksRenderer::createMesh() {
|
ChunkMeshData BlocksRenderer::createMesh() {
|
||||||
return ChunkMeshData{
|
return ChunkMeshData {
|
||||||
MeshData(
|
MeshData(
|
||||||
util::Buffer(vertexBuffer.get(), vertexCount),
|
util::Buffer(vertexBuffer.get(), vertexCount),
|
||||||
util::Buffer(indexBuffer.get(), indexCount),
|
std::vector<util::Buffer<uint32_t>> {
|
||||||
|
util::Buffer(indexBuffer.get(), indexCount),
|
||||||
|
util::Buffer(denseIndexBuffer.get(), denseIndexCount),
|
||||||
|
},
|
||||||
util::Buffer(
|
util::Buffer(
|
||||||
ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
|
ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
|
||||||
)
|
)
|
||||||
@ -727,10 +762,19 @@ ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
|
|||||||
build(chunk, chunks);
|
build(chunk, chunks);
|
||||||
|
|
||||||
return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
|
return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
|
||||||
vertexBuffer.get(), vertexCount, indexBuffer.get(), indexCount
|
vertexBuffer.get(), vertexCount,
|
||||||
|
std::vector<IndexBufferData> {
|
||||||
|
IndexBufferData {indexBuffer.get(), indexCount},
|
||||||
|
IndexBufferData {denseIndexBuffer.get(), denseIndexCount},
|
||||||
|
}
|
||||||
), std::move(sortingMesh)};
|
), std::move(sortingMesh)};
|
||||||
}
|
}
|
||||||
|
|
||||||
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
||||||
return voxelsBuffer.get();
|
return voxelsBuffer.get();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
size_t BlocksRenderer::getMemoryConsumption() const {
|
||||||
|
size_t volume = voxelsBuffer->getW() * voxelsBuffer->getH() * voxelsBuffer->getD();
|
||||||
|
return capacity * (sizeof(ChunkVertex) + sizeof(uint32_t) * 2) + volume * (sizeof(voxel) + sizeof(light_t));
|
||||||
|
}
|
||||||
|
|||||||
@ -26,13 +26,17 @@ class BlocksRenderer {
|
|||||||
const Content& content;
|
const Content& content;
|
||||||
std::unique_ptr<ChunkVertex[]> vertexBuffer;
|
std::unique_ptr<ChunkVertex[]> vertexBuffer;
|
||||||
std::unique_ptr<uint32_t[]> indexBuffer;
|
std::unique_ptr<uint32_t[]> indexBuffer;
|
||||||
|
std::unique_ptr<uint32_t[]> denseIndexBuffer;
|
||||||
size_t vertexCount;
|
size_t vertexCount;
|
||||||
size_t vertexOffset;
|
size_t vertexOffset;
|
||||||
size_t indexCount;
|
size_t indexCount;
|
||||||
|
size_t denseIndexCount;
|
||||||
size_t capacity;
|
size_t capacity;
|
||||||
int voxelBufferPadding = 2;
|
int voxelBufferPadding = 2;
|
||||||
bool overflow = false;
|
bool overflow = false;
|
||||||
bool cancelled = false;
|
bool cancelled = false;
|
||||||
|
bool densePass = false;
|
||||||
|
bool denseRender = false;
|
||||||
const Chunk* chunk = nullptr;
|
const Chunk* chunk = nullptr;
|
||||||
std::unique_ptr<VoxelsVolume> voxelsBuffer;
|
std::unique_ptr<VoxelsVolume> voxelsBuffer;
|
||||||
|
|
||||||
@ -135,10 +139,12 @@ class BlocksRenderer {
|
|||||||
if ((otherDrawGroup && (otherDrawGroup != variant.drawGroup)) || !blockVariant.rt.solid) {
|
if ((otherDrawGroup && (otherDrawGroup != variant.drawGroup)) || !blockVariant.rt.solid) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
if ((variant.culling == CullingMode::DISABLED ||
|
if (densePass) {
|
||||||
(variant.culling == CullingMode::OPTIONAL &&
|
return variant.culling == CullingMode::OPTIONAL;
|
||||||
settings.graphics.denseRender.get())) &&
|
} else if (variant.culling == CullingMode::OPTIONAL) {
|
||||||
vox.id == def.rt.id) {
|
return false;
|
||||||
|
}
|
||||||
|
if (variant.culling == CullingMode::DISABLED && vox.id == def.rt.id) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return !vox.id;
|
return !vox.id;
|
||||||
@ -149,7 +155,7 @@ class BlocksRenderer {
|
|||||||
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
|
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||||
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||||
|
|
||||||
void render(const voxel* voxels, int beginEnds[256][2]);
|
void render(const voxel* voxels, const int beginEnds[256][2]);
|
||||||
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
|
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
|
||||||
public:
|
public:
|
||||||
BlocksRenderer(
|
BlocksRenderer(
|
||||||
@ -165,6 +171,8 @@ public:
|
|||||||
ChunkMeshData createMesh();
|
ChunkMeshData createMesh();
|
||||||
VoxelsVolume* getVoxelsBuffer() const;
|
VoxelsVolume* getVoxelsBuffer() const;
|
||||||
|
|
||||||
|
size_t getMemoryConsumption() const;
|
||||||
|
|
||||||
bool isCancelled() const {
|
bool isCancelled() const {
|
||||||
return cancelled;
|
return cancelled;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -87,10 +87,12 @@ ChunksRenderer::ChunksRenderer(
|
|||||||
level->content, cache, settings
|
level->content, cache, settings
|
||||||
);
|
);
|
||||||
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
||||||
|
logger.info() << "memory consumption is "
|
||||||
|
<< renderer->getMemoryConsumption() * threadPool.getWorkersCount()
|
||||||
|
<< " B";
|
||||||
}
|
}
|
||||||
|
|
||||||
ChunksRenderer::~ChunksRenderer() {
|
ChunksRenderer::~ChunksRenderer() = default;
|
||||||
}
|
|
||||||
|
|
||||||
const Mesh<ChunkVertex>* ChunksRenderer::render(
|
const Mesh<ChunkVertex>* ChunksRenderer::render(
|
||||||
const std::shared_ptr<Chunk>& chunk, bool important
|
const std::shared_ptr<Chunk>& chunk, bool important
|
||||||
@ -183,29 +185,47 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ChunksRenderer::drawChunksShadowsPass(
|
void ChunksRenderer::drawChunksShadowsPass(
|
||||||
const Camera& camera, Shader& shader
|
const Camera& camera, Shader& shader, const Camera& playerCamera
|
||||||
) {
|
) {
|
||||||
|
Frustum frustum;
|
||||||
|
frustum.update(camera.getProjView());
|
||||||
|
|
||||||
const auto& atlas = assets.require<Atlas>("blocks");
|
const auto& atlas = assets.require<Atlas>("blocks");
|
||||||
|
|
||||||
atlas.getTexture()->bind();
|
atlas.getTexture()->bind();
|
||||||
|
|
||||||
|
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||||
|
auto denseDistance2 = denseDistance * denseDistance;
|
||||||
|
|
||||||
for (const auto& chunk : chunks.getChunks()) {
|
for (const auto& chunk : chunks.getChunks()) {
|
||||||
if (chunk == nullptr) {
|
if (chunk == nullptr) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
glm::ivec2 pos {chunk->x, chunk->z};
|
||||||
const auto& found = meshes.find({chunk->x, chunk->z});
|
const auto& found = meshes.find({chunk->x, chunk->z});
|
||||||
if (found == meshes.end()) {
|
if (found == meshes.end()) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
auto mesh = found->second.mesh.get();
|
|
||||||
if (mesh) {
|
glm::vec3 coord(
|
||||||
glm::vec3 coord(
|
pos.x * CHUNK_W + 0.5f, 0.5f, pos.y * CHUNK_D + 0.5f
|
||||||
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
|
);
|
||||||
);
|
|
||||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||||
shader.uniformMatrix("u_model", model);
|
glm::vec3 max(
|
||||||
mesh->draw();
|
chunk->x * CHUNK_W + CHUNK_W,
|
||||||
|
chunk->top,
|
||||||
|
chunk->z * CHUNK_D + CHUNK_D
|
||||||
|
);
|
||||||
|
|
||||||
|
if (!frustum.isBoxVisible(min, max)) {
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||||
|
shader.uniformMatrix("u_model", model);
|
||||||
|
found->second.mesh->draw(GL_TRIANGLES,
|
||||||
|
glm::distance2(playerCamera.position * glm::vec3(1, 0, 1),
|
||||||
|
(min + max) * 0.5f * glm::vec3(1, 0, 1)) < denseDistance2);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -242,6 +262,9 @@ void ChunksRenderer::drawChunks(
|
|||||||
visibleChunks = 0;
|
visibleChunks = 0;
|
||||||
shader.uniform1i("u_alphaClip", true);
|
shader.uniform1i("u_alphaClip", true);
|
||||||
|
|
||||||
|
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||||
|
auto denseDistance2 = denseDistance * denseDistance;
|
||||||
|
|
||||||
// TODO: minimize draw calls number
|
// TODO: minimize draw calls number
|
||||||
for (int i = indices.size()-1; i >= 0; i--) {
|
for (int i = indices.size()-1; i >= 0; i--) {
|
||||||
auto& chunk = chunks.getChunks()[indices[i].index];
|
auto& chunk = chunks.getChunks()[indices[i].index];
|
||||||
@ -253,7 +276,8 @@ void ChunksRenderer::drawChunks(
|
|||||||
);
|
);
|
||||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||||
shader.uniformMatrix("u_model", model);
|
shader.uniformMatrix("u_model", model);
|
||||||
mesh->draw();
|
mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
|
||||||
|
(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2);
|
||||||
visibleChunks++;
|
visibleChunks++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -73,7 +73,9 @@ public:
|
|||||||
const std::shared_ptr<Chunk>& chunk, bool important
|
const std::shared_ptr<Chunk>& chunk, bool important
|
||||||
);
|
);
|
||||||
|
|
||||||
void drawChunksShadowsPass(const Camera& camera, Shader& shader);
|
void drawChunksShadowsPass(
|
||||||
|
const Camera& camera, Shader& shader, const Camera& playerCamera
|
||||||
|
);
|
||||||
|
|
||||||
void drawChunks(const Camera& camera, Shader& shader);
|
void drawChunks(const Camera& camera, Shader& shader);
|
||||||
|
|
||||||
|
|||||||
@ -220,8 +220,6 @@ void WorldRenderer::renderLevel(
|
|||||||
if (hudVisible) {
|
if (hudVisible) {
|
||||||
renderLines(camera, linesShader, ctx);
|
renderLines(camera, linesShader, ctx);
|
||||||
}
|
}
|
||||||
shader.use();
|
|
||||||
chunks->drawSortedMeshes(camera, shader);
|
|
||||||
|
|
||||||
if (!pause) {
|
if (!pause) {
|
||||||
scripting::on_frontend_render();
|
scripting::on_frontend_render();
|
||||||
@ -400,14 +398,13 @@ void WorldRenderer::generateShadowsMap(
|
|||||||
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
|
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
|
||||||
|
|
||||||
{
|
{
|
||||||
frustumCulling->update(shadowCamera.getProjView());
|
|
||||||
auto sctx = pctx.sub();
|
auto sctx = pctx.sub();
|
||||||
sctx.setDepthTest(true);
|
sctx.setDepthTest(true);
|
||||||
sctx.setCullFace(true);
|
sctx.setCullFace(true);
|
||||||
sctx.setViewport({resolution, resolution});
|
sctx.setViewport({resolution, resolution});
|
||||||
shadowMap.bind();
|
shadowMap.bind();
|
||||||
setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
|
setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
|
||||||
chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
|
chunks->drawChunksShadowsPass(shadowCamera, shadowsShader, camera);
|
||||||
shadowMap.unbind();
|
shadowMap.unbind();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -432,6 +429,7 @@ void WorldRenderer::draw(
|
|||||||
|
|
||||||
auto& mainShader = assets.require<Shader>("main");
|
auto& mainShader = assets.require<Shader>("main");
|
||||||
auto& entityShader = assets.require<Shader>("entity");
|
auto& entityShader = assets.require<Shader>("entity");
|
||||||
|
auto& translucentShader = assets.require<Shader>("translucent");
|
||||||
auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
|
auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
|
||||||
const auto& settings = engine.getSettings();
|
const auto& settings = engine.getSettings();
|
||||||
|
|
||||||
@ -464,6 +462,7 @@ void WorldRenderer::draw(
|
|||||||
mainShader.recompile();
|
mainShader.recompile();
|
||||||
entityShader.recompile();
|
entityShader.recompile();
|
||||||
deferredShader.recompile();
|
deferredShader.recompile();
|
||||||
|
translucentShader.recompile();
|
||||||
prevCTShaderSettings = currentSettings;
|
prevCTShaderSettings = currentSettings;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -526,6 +525,7 @@ void WorldRenderer::draw(
|
|||||||
{
|
{
|
||||||
DrawContext ctx = pctx.sub();
|
DrawContext ctx = pctx.sub();
|
||||||
ctx.setDepthTest(true);
|
ctx.setDepthTest(true);
|
||||||
|
|
||||||
if (gbufferPipeline) {
|
if (gbufferPipeline) {
|
||||||
postProcessing.bindDepthBuffer();
|
postProcessing.bindDepthBuffer();
|
||||||
} else {
|
} else {
|
||||||
@ -534,6 +534,16 @@ void WorldRenderer::draw(
|
|||||||
// Drawing background sky plane
|
// Drawing background sky plane
|
||||||
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
|
skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
|
||||||
|
|
||||||
|
{
|
||||||
|
auto sctx = ctx.sub();
|
||||||
|
sctx.setCullFace(true);
|
||||||
|
skybox->bind();
|
||||||
|
translucentShader.use();
|
||||||
|
setupWorldShader(translucentShader, camera, settings, fogFactor);
|
||||||
|
chunks->drawSortedMeshes(camera, translucentShader);
|
||||||
|
skybox->unbind();
|
||||||
|
}
|
||||||
|
|
||||||
entityShader.use();
|
entityShader.use();
|
||||||
setupWorldShader(entityShader, camera, settings, fogFactor);
|
setupWorldShader(entityShader, camera, settings, fogFactor);
|
||||||
|
|
||||||
@ -553,8 +563,7 @@ void WorldRenderer::draw(
|
|||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
postProcessing.render(pctx, assets, timer, camera);
|
postProcessing.render(pctx, assets, timer, camera);
|
||||||
|
|
||||||
skybox->unbind();
|
|
||||||
if (player.currentCamera == player.fpCamera) {
|
if (player.currentCamera == player.fpCamera) {
|
||||||
DrawContext ctx = pctx.sub();
|
DrawContext ctx = pctx.sub();
|
||||||
ctx.setDepthTest(true);
|
ctx.setDepthTest(true);
|
||||||
|
|||||||
@ -47,7 +47,7 @@ struct ChunkMeshData {
|
|||||||
};
|
};
|
||||||
|
|
||||||
struct ChunkMesh {
|
struct ChunkMesh {
|
||||||
std::unique_ptr<Mesh<ChunkVertex> > mesh;
|
std::unique_ptr<Mesh<ChunkVertex>> mesh;
|
||||||
SortingMeshData sortingMeshData;
|
SortingMeshData sortingMeshData;
|
||||||
std::unique_ptr<Mesh<ChunkVertex> > sortedMesh = nullptr;
|
std::unique_ptr<Mesh<ChunkVertex> > sortedMesh = nullptr;
|
||||||
};
|
};
|
||||||
|
|||||||
@ -77,6 +77,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
|
|||||||
builder.add("advanced-render", &settings.graphics.advancedRender);
|
builder.add("advanced-render", &settings.graphics.advancedRender);
|
||||||
builder.add("ssao", &settings.graphics.ssao);
|
builder.add("ssao", &settings.graphics.ssao);
|
||||||
builder.add("shadows-quality", &settings.graphics.shadowsQuality);
|
builder.add("shadows-quality", &settings.graphics.shadowsQuality);
|
||||||
|
builder.add("dense-render-distance", &settings.graphics.denseRenderDistance);
|
||||||
|
|
||||||
builder.section("ui");
|
builder.section("ui");
|
||||||
builder.add("language", &settings.ui.language);
|
builder.add("language", &settings.ui.language);
|
||||||
|
|||||||
@ -81,6 +81,8 @@ struct GraphicsSettings {
|
|||||||
FlagSetting ssao {true};
|
FlagSetting ssao {true};
|
||||||
/// @brief Shadows quality
|
/// @brief Shadows quality
|
||||||
IntegerSetting shadowsQuality {0, 0, 3};
|
IntegerSetting shadowsQuality {0, 0, 3};
|
||||||
|
/// @brief Dense render distance
|
||||||
|
IntegerSetting denseRenderDistance {56, 0, 10'000};
|
||||||
};
|
};
|
||||||
|
|
||||||
struct DebugSettings {
|
struct DebugSettings {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user