mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'zesterer/small-fixes' into 'master'
Performance Improvements See merge request veloren/veloren!597
This commit is contained in:
commit
1f39659a54
@ -4,7 +4,7 @@
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#include <random.glsl>
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in vec3 f_pos;
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flat in vec3 f_norm;
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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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@ -14,6 +14,8 @@ uniform u_locals {
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float load_time;
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};
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uniform sampler2D t_waves;
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out vec4 tgt_color;
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#include <sky.glsl>
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@ -26,6 +28,16 @@ vec3 warp_normal(vec3 norm, vec3 pos, float time) {
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}
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void main() {
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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vec3 f_norm = normals[norm_axis + norm_dir];
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/*
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// Round the position to the nearest triangular grid cell
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vec3 hex_pos = f_pos * 2.0;
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@ -36,7 +48,25 @@ void main() {
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hex_pos = floor(hex_pos);
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*/
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vec3 norm = warp_normal(f_norm, f_pos, tick.x);
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vec3 b_norm;
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if (f_norm.z > 0.0) {
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b_norm = vec3(1, 0, 0);
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} else if (f_norm.x > 0.0) {
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b_norm = vec3(0, 1, 0);
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} else {
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b_norm = vec3(0, 0, 1);
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}
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vec3 c_norm = cross(f_norm, b_norm);
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vec3 nmap = normalize(
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(srgb_to_linear(texture(t_waves, fract(f_pos.xy * 0.3 + tick.x * 0.04)).rgb) - 0.0) * 0.05
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+ (srgb_to_linear(texture(t_waves, fract(f_pos.xy * 0.1 - tick.x * 0.08)).rgb) - 0.0) * 0.1
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+ (srgb_to_linear(texture(t_waves, fract(-f_pos.yx * 0.06 - tick.x * 0.1)).rgb) - 0.0) * 0.1
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+ (srgb_to_linear(texture(t_waves, fract(-f_pos.yx * 0.03 - tick.x * 0.01)).rgb) - 0.0) * 0.2
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+ vec3(0, 0, 0.0)
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);
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vec3 norm = f_norm * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
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@ -46,7 +76,7 @@ void main() {
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vec3 point_light = light_at(f_pos, f_norm);
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light += point_light;
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diffuse_light += point_light;
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true);
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@ -57,10 +87,11 @@ void main() {
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reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05);
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, false) * f_light;
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//reflect_color = vec3(reflect_color.r + reflect_color.g + reflect_color.b) / 3.0;
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = pow(dot(faceforward(norm, norm, cam_to_frag), -cam_to_frag), 1.0);
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float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.3);
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 3.0 / (1.0 + diffuse_light * 2.0)), passthrough);
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vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 4.0 / (1.0 + diffuse_light * 2.0)), passthrough);
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tgt_color = mix(color, vec4(fog_color, 0.0), fog_level);
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}
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|
@ -13,13 +13,11 @@ uniform u_locals {
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};
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out vec3 f_pos;
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flat out uint f_pos_norm;
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flat out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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void main() {
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f_pos = vec3(
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float((v_pos_norm >> 0) & 0x00FFu),
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@ -27,23 +25,16 @@ void main() {
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float((v_pos_norm >> 16) & 0x1FFFu)
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) + model_offs;
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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f_col = srgb_to_linear(vec3(
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f_col = vec3(
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 255.0);
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) / 255.0;
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f_light = float(v_col_light & 0xFFu) / 255.0;
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f_pos_norm = v_pos_norm;
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gl_Position =
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proj_mat *
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view_mat *
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|
@ -31,11 +31,11 @@ vec3 get_sun_dir(float time_of_day) {
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const float PERSISTENT_AMBIANCE = 0.1;
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float get_sun_brightness(vec3 sun_dir) {
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return max(-sun_dir.z + 0.6, 0.0);
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return max(-sun_dir.z + 0.6, 0.0) * 0.9;
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}
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void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light, float diffusion) {
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const float SUN_AMBIANCE = 0.0;
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const float SUN_AMBIANCE = 0.1;
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vec3 sun_dir = get_sun_dir(time_of_day);
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@ -3,7 +3,7 @@
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#include <globals.glsl>
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in vec3 f_pos;
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flat in vec3 f_norm;
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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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@ -19,6 +19,16 @@ out vec4 tgt_color;
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#include <light.glsl>
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void main() {
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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vec3 f_norm = normals[norm_axis + norm_dir];
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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float point_shadow = shadow_at(f_pos, f_norm);
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@ -27,7 +37,7 @@ void main() {
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vec3 point_light = light_at(f_pos, f_norm);
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light += point_light;
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diffuse_light += point_light;
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true);
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|
@ -13,13 +13,10 @@ uniform u_locals {
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};
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out vec3 f_pos;
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flat out vec3 f_norm;
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flat out uint f_pos_norm;
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out vec3 f_col;
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out float f_light;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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void main() {
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f_pos = vec3(
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float((v_pos_norm >> 0) & 0x00FFu),
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@ -29,23 +26,16 @@ void main() {
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f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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f_col = srgb_to_linear(vec3(
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f_col = vec3(
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 255.0);
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) / 255.0;
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f_light = float(v_col_light & 0xFFu) / 255.0;
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f_pos_norm = v_pos_norm;
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gl_Position =
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proj_mat *
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view_mat *
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|
BIN
assets/voxygen/texture/waves.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/texture/waves.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -99,11 +99,14 @@ impl<'a> System<'a> for Sys {
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if character.movement.is_roll() {
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vel.0 = Vec3::new(0.0, 0.0, vel.0.z)
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+ controller
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.move_dir
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.try_normalized()
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.unwrap_or(Vec2::from(vel.0).try_normalized().unwrap_or_default())
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* ROLL_SPEED
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+ (vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5
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* controller
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.move_dir
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.try_normalized()
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.unwrap_or(Vec2::from(vel.0).try_normalized().unwrap_or_default()))
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.normalized()
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* ROLL_SPEED;
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}
|
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if character.action.is_block() || character.action.is_attack() {
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vel.0 += Vec2::broadcast(dt.0)
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|
@ -29,6 +29,8 @@ gfx_defines! {
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lights: gfx::ConstantBuffer<Light> = "u_lights",
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shadows: gfx::ConstantBuffer<Shadow> = "u_shadows",
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waves: gfx::TextureSampler<[f32; 4]> = "t_waves",
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tgt_color: gfx::BlendTarget<TgtColorFmt> = ("tgt_color", ColorMask::all(), gfx::preset::blend::ALPHA),
|
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tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_TEST,
|
||||
}
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|
@ -354,8 +354,10 @@ impl Renderer {
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||||
pub fn create_texture<P: Pipeline>(
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&mut self,
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image: &image::DynamicImage,
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filter_method: Option<gfx::texture::FilterMethod>,
|
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wrap_mode: Option<gfx::texture::WrapMode>,
|
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) -> Result<Texture<P>, RenderError> {
|
||||
Texture::new(&mut self.factory, image)
|
||||
Texture::new(&mut self.factory, image, filter_method, wrap_mode)
|
||||
}
|
||||
|
||||
/// Create a new dynamic texture (gfx::memory::Usage::Dynamic) with the specified dimensions.
|
||||
@ -518,6 +520,7 @@ impl Renderer {
|
||||
locals: &Consts<terrain::Locals>,
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
waves: &Texture<fluid::FluidPipeline>,
|
||||
) {
|
||||
self.encoder.draw(
|
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&gfx::Slice {
|
||||
@ -534,6 +537,7 @@ impl Renderer {
|
||||
globals: globals.buf.clone(),
|
||||
lights: lights.buf.clone(),
|
||||
shadows: shadows.buf.clone(),
|
||||
waves: (waves.srv.clone(), waves.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth: self.tgt_depth_view.clone(),
|
||||
},
|
||||
|
@ -24,6 +24,8 @@ impl<P: Pipeline> Texture<P> {
|
||||
pub fn new(
|
||||
factory: &mut gfx_backend::Factory,
|
||||
image: &DynamicImage,
|
||||
filter_method: Option<gfx::texture::FilterMethod>,
|
||||
wrap_mode: Option<gfx::texture::WrapMode>,
|
||||
) -> Result<Self, RenderError> {
|
||||
let (tex, srv) = factory
|
||||
.create_texture_immutable_u8::<ShaderFormat>(
|
||||
@ -41,12 +43,13 @@ impl<P: Pipeline> Texture<P> {
|
||||
tex,
|
||||
srv,
|
||||
sampler: factory.create_sampler(gfx::texture::SamplerInfo::new(
|
||||
gfx::texture::FilterMethod::Scale,
|
||||
gfx::texture::WrapMode::Clamp,
|
||||
filter_method.unwrap_or(gfx::texture::FilterMethod::Scale),
|
||||
wrap_mode.unwrap_or(gfx::texture::WrapMode::Clamp),
|
||||
)),
|
||||
_phantom: PhantomData,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn new_dynamic(
|
||||
factory: &mut gfx_backend::Factory,
|
||||
width: u16,
|
||||
|
@ -2,7 +2,7 @@ use crate::{
|
||||
mesh::Meshable,
|
||||
render::{
|
||||
Consts, FluidPipeline, Globals, Instances, Light, Mesh, Model, Renderer, Shadow,
|
||||
SpriteInstance, SpritePipeline, TerrainLocals, TerrainPipeline,
|
||||
SpriteInstance, SpritePipeline, TerrainLocals, TerrainPipeline, Texture,
|
||||
},
|
||||
};
|
||||
|
||||
@ -10,7 +10,7 @@ use client::Client;
|
||||
use common::{
|
||||
assets,
|
||||
figure::Segment,
|
||||
terrain::{Block, BlockKind},
|
||||
terrain::{Block, BlockKind, TerrainChunk},
|
||||
vol::{BaseVol, ReadVol, RectRasterableVol, SampleVol, Vox},
|
||||
volumes::vol_grid_2d::{VolGrid2d, VolGrid2dError},
|
||||
};
|
||||
@ -21,11 +21,11 @@ use hashbrown::HashMap;
|
||||
use std::{f32, fmt::Debug, i32, marker::PhantomData, ops::Mul, time::Duration};
|
||||
use vek::*;
|
||||
|
||||
struct TerrainChunk {
|
||||
struct TerrainChunkData {
|
||||
// GPU data
|
||||
load_time: f32,
|
||||
opaque_model: Model<TerrainPipeline>,
|
||||
fluid_model: Model<FluidPipeline>,
|
||||
fluid_model: Option<Model<FluidPipeline>>,
|
||||
sprite_instances: HashMap<(BlockKind, usize), Instances<SpriteInstance>>,
|
||||
locals: Consts<TerrainLocals>,
|
||||
|
||||
@ -198,7 +198,7 @@ fn mesh_worker<V: BaseVol<Vox = Block> + RectRasterableVol + ReadVol + Debug>(
|
||||
}
|
||||
|
||||
pub struct Terrain<V: RectRasterableVol> {
|
||||
chunks: HashMap<Vec2<i32>, TerrainChunk>,
|
||||
chunks: HashMap<Vec2<i32>, TerrainChunkData>,
|
||||
|
||||
// The mpsc sender and receiver used for talking to meshing worker threads.
|
||||
// We keep the sender component for no reason other than to clone it and send it to new workers.
|
||||
@ -208,6 +208,7 @@ pub struct Terrain<V: RectRasterableVol> {
|
||||
|
||||
// GPU data
|
||||
sprite_models: HashMap<(BlockKind, usize), Model<SpritePipeline>>,
|
||||
waves: Texture<FluidPipeline>,
|
||||
|
||||
phantom: PhantomData<V>,
|
||||
}
|
||||
@ -656,6 +657,13 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
]
|
||||
.into_iter()
|
||||
.collect(),
|
||||
waves: renderer
|
||||
.create_texture(
|
||||
&assets::load_expect("voxygen.texture.waves"),
|
||||
Some(gfx::texture::FilterMethod::Bilinear),
|
||||
Some(gfx::texture::WrapMode::Tile),
|
||||
)
|
||||
.expect("Failed to create wave texture"),
|
||||
phantom: PhantomData,
|
||||
}
|
||||
}
|
||||
@ -862,14 +870,20 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
.unwrap_or(current_time as f32);
|
||||
self.chunks.insert(
|
||||
response.pos,
|
||||
TerrainChunk {
|
||||
TerrainChunkData {
|
||||
load_time,
|
||||
opaque_model: renderer
|
||||
.create_model(&response.opaque_mesh)
|
||||
.expect("Failed to upload chunk mesh to the GPU!"),
|
||||
fluid_model: renderer
|
||||
.create_model(&response.fluid_mesh)
|
||||
.expect("Failed to upload chunk mesh to the GPU!"),
|
||||
fluid_model: if response.fluid_mesh.vertices().len() > 0 {
|
||||
Some(
|
||||
renderer
|
||||
.create_model(&response.fluid_mesh)
|
||||
.expect("Failed to upload chunk mesh to the GPU!"),
|
||||
)
|
||||
} else {
|
||||
None
|
||||
},
|
||||
sprite_instances: response
|
||||
.sprite_instances
|
||||
.into_iter()
|
||||
@ -954,8 +968,25 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
shadows: &Consts<Shadow>,
|
||||
focus_pos: Vec3<f32>,
|
||||
) {
|
||||
let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
|
||||
(e as i32).div_euclid(sz as i32)
|
||||
});
|
||||
|
||||
let chunks = &self.chunks;
|
||||
let chunk_iter = Spiral2d::new()
|
||||
.scan(0, |n, rpos| {
|
||||
if *n >= chunks.len() {
|
||||
None
|
||||
} else {
|
||||
*n += 1;
|
||||
let pos = focus_chunk + rpos;
|
||||
Some(chunks.get(&pos).map(|c| (pos, c)))
|
||||
}
|
||||
})
|
||||
.filter_map(|x| x);
|
||||
|
||||
// Opaque
|
||||
for (_, chunk) in &self.chunks {
|
||||
for (_, chunk) in chunk_iter.clone() {
|
||||
if chunk.visible {
|
||||
renderer.render_terrain_chunk(
|
||||
&chunk.opaque_model,
|
||||
@ -968,7 +999,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
}
|
||||
|
||||
// Terrain sprites
|
||||
for (pos, chunk) in &self.chunks {
|
||||
for (pos, chunk) in chunk_iter.clone() {
|
||||
if chunk.visible {
|
||||
const SPRITE_RENDER_DISTANCE: f32 = 128.0;
|
||||
|
||||
@ -991,16 +1022,53 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
}
|
||||
|
||||
// Translucent
|
||||
for (_, chunk) in &self.chunks {
|
||||
if chunk.visible {
|
||||
renderer.render_fluid_chunk(
|
||||
&chunk.fluid_model,
|
||||
globals,
|
||||
&chunk.locals,
|
||||
lights,
|
||||
shadows,
|
||||
);
|
||||
}
|
||||
}
|
||||
chunk_iter
|
||||
.clone()
|
||||
.filter(|(_, chunk)| chunk.visible)
|
||||
.filter_map(|(_, chunk)| {
|
||||
chunk
|
||||
.fluid_model
|
||||
.as_ref()
|
||||
.map(|model| (model, &chunk.locals))
|
||||
})
|
||||
.for_each(|(model, locals)| {
|
||||
renderer.render_fluid_chunk(model, globals, locals, lights, shadows, &self.waves)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
struct Spiral2d {
|
||||
layer: i32,
|
||||
i: i32,
|
||||
}
|
||||
|
||||
impl Spiral2d {
|
||||
pub fn new() -> Self {
|
||||
Self { layer: 0, i: 0 }
|
||||
}
|
||||
}
|
||||
|
||||
impl Iterator for Spiral2d {
|
||||
type Item = Vec2<i32>;
|
||||
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
|
||||
if self.i >= layer_size {
|
||||
self.layer += 1;
|
||||
self.i = 0;
|
||||
}
|
||||
let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
|
||||
|
||||
let pos = Vec2::new(
|
||||
-self.layer + (self.i - (layer_size / 4) * 0).max(0).min(self.layer * 2)
|
||||
- (self.i - (layer_size / 4) * 2).max(0).min(self.layer * 2),
|
||||
-self.layer + (self.i - (layer_size / 4) * 1).max(0).min(self.layer * 2)
|
||||
- (self.i - (layer_size / 4) * 3).max(0).min(self.layer * 2),
|
||||
);
|
||||
|
||||
self.i += 1;
|
||||
|
||||
Some(pos)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user