diff --git a/assets/voxygen/shaders/sprite-frag.glsl b/assets/voxygen/shaders/sprite-frag.glsl index 1a3ce2e821..6d920f6041 100644 --- a/assets/voxygen/shaders/sprite-frag.glsl +++ b/assets/voxygen/shaders/sprite-frag.glsl @@ -19,30 +19,14 @@ layout(location = 0) in vec3 f_pos; layout(location = 1) flat in vec3 f_norm; layout(location = 2) flat in float f_select; -// flat in vec3 f_pos_norm; layout(location = 3) in vec2 f_uv_pos; layout(location = 4) in vec2 f_inst_light; -// flat in uint f_atlas_pos; -// in vec3 f_col; -// in float f_ao; -// in float f_light; -// in vec4 light_pos[2]; layout(set = 4, binding = 0) uniform texture2D t_col_light; layout(set = 4, binding = 1) uniform sampler s_col_light; -//struct ShadowLocals { -// mat4 shadowMatrices; -// mat4 texture_mat; -//}; -// -//layout (std140) -//uniform u_light_shadows { -// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; -//}; - layout(location = 0) out vec4 tgt_color; #include @@ -52,49 +36,14 @@ layout(location = 0) out vec4 tgt_color; const float FADE_DIST = 32.0; void main() { - /* if (f_uv_pos.x < 757) { - discard; - } */ - // vec2 f_uv_pos = vec2(768,1) + 0.5; - // vec2 f_uv_pos = vec2(760, 380);// + 0.5; - // vec2 f_uv_pos = vec2((uvec2(f_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu)) + 0.5; - /* if (f_uv_pos.x < 757) { - discard; - } */ - // vec3 du = dFdx(f_pos); - // vec3 dv = dFdy(f_pos); - // vec3 f_norm = normalize(cross(du, dv)); - float f_ao, f_glow; vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow); - // vec3 my_chunk_pos = f_pos_norm; - // tgt_color = vec4(hash(floor(vec4(my_chunk_pos.x, 0, 0, 0))), hash(floor(vec4(0, my_chunk_pos.y, 0, 1))), hash(floor(vec4(0, 0, my_chunk_pos.z, 2))), 1.0); - // tgt_color = vec4(f_uv_pos / texSize, 0.0, 1.0); - // tgt_color = vec4(f_col.rgb, 1.0); - // return; - // vec4 light_pos[2]; -//#if (SHADOW_MODE == SHADOW_MODE_MAP) -// // for (uint i = 0u; i < light_shadow_count.z; ++i) { -// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; -// // } -// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; -//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) -// vec4 sun_pos = vec4(0.0); -//#endif vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); - // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); - // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); vec3 view_dir = -cam_to_frag; - /* vec3 sun_dir = get_sun_dir(time_of_day.x); - vec3 moon_dir = get_moon_dir(time_of_day.x); */ - // float sun_light = get_sun_brightness(sun_dir); - // float moon_light = get_moon_brightness(moon_dir); - #if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY) float f_alt = alt_at(f_pos.xy); - // float f_alt = f_pos.z; #elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP) float f_alt = f_pos.z; #endif @@ -102,27 +51,16 @@ void main() { #if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); - // float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); #elif (SHADOW_MODE == SHADOW_MODE_NONE) - float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); + float sun_shade_frac = 1.0; #endif - float moon_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, moon_dir); - // float sun_shade_frac = horizon_at(f_pos, sun_dir); - // float moon_shade_frac = horizon_at(f_pos, moon_dir); - // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). - // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). - // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5); - // NOTE: current assumption is that moon and sun shouldn't be out at the sae time. - // This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow - // for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally). - // float shade_frac = sun_shade_frac + moon_shade_frac; + float moon_shade_frac = 1.0; - // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); float point_shadow = shadow_at(f_pos, f_norm); - DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, /*sun_pos*/f_pos); - DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac/*, light_pos*/); + DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac); - vec3 surf_color = /*srgb_to_linear*//*linear_to_srgb*/(f_col); + vec3 surf_color = f_col; float alpha = 1.0; const float n2 = 1.5; const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); @@ -141,42 +79,11 @@ void main() { sun_info.block = f_inst_light.x; moon_info.block = f_inst_light.x; - // To account for prior saturation. - // float vert_light = pow(f_light, 1.5); - // vec3 light_frac = light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); - /* light_frac += light_reflection_factor(f_norm, view_dir, vec3(1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); - light_frac += light_reflection_factor(f_norm, view_dir, vec3(-1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); - light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, -1.0, 0.0), vec3(1.0), vec3(1.0), 2.0); - light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, 1.0, 0.0), vec3(1.0), vec3(1.0), 2.0); */ - - // vec3 light, diffuse_light, ambient_light; - // vec3 emitted_light, reflected_light; - // float point_shadow = shadow_at(f_pos,f_norm); - // vec3 point_light = light_at(f_pos, f_norm); - // vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)); - // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); float max_light = 0.0; - max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, /*time_of_day.x, *//*cam_to_frag*/view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, emitted_light, reflected_light); - // reflected_light *= /*vert_light * */point_shadow * shade_frac; - // emitted_light *= /*vert_light * */point_shadow * max(shade_frac, MIN_SHADOW); - // max_light *= /*vert_light * */point_shadow * shade_frac; - // emitted_light *= point_shadow; - // reflected_light *= point_shadow; - // max_light *= point_shadow; - // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); - // float point_shadow = shadow_at(f_pos, f_norm); - // diffuse_light *= f_light * point_shadow; - // ambient_light *= f_light * point_shadow; - // light += point_light; - // diffuse_light += point_light; - // reflected_light += point_light; + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light); max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light); - /* vec3 point_light = light_at(f_pos, f_norm); - emitted_light += point_light; - reflected_light += point_light; */ - // float ao = /*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15; vec3 glow = pow(f_inst_light.y, 3) * 4 * glow_light(f_pos); emitted_light += glow; @@ -185,10 +92,8 @@ void main() { reflected_light *= ao; surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light); - // vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light); surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15); - // tgt_color = vec4(color, 1.0); tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1)); } diff --git a/assets/voxygen/shaders/sprite-vert.glsl b/assets/voxygen/shaders/sprite-vert.glsl index 14440833ac..5e7474ac05 100644 --- a/assets/voxygen/shaders/sprite-vert.glsl +++ b/assets/voxygen/shaders/sprite-vert.glsl @@ -18,7 +18,6 @@ layout(location = 0) in vec3 v_pos; layout(location = 1) in uint v_atlas_pos; -// in uint v_col; layout(location = 2) in uint v_norm_ao; layout(location = 3) in uint inst_pos_ori; layout(location = 4) in vec4 inst_mat0; @@ -39,30 +38,8 @@ uniform u_locals { mat4 mat; vec4 wind_sway; vec4 offs; - // SpriteLocals sprites[8]; }; -// struct Instance { -// mat4 inst_mat; -// vec3 inst_col; -// float inst_wind_sway; -// }; -// -// layout (std140) -// uniform u_ibuf { -// Instance sprite_instances[/*MAX_LAYER_FACES*/512]; -// }; - -//struct ShadowLocals { -// mat4 shadowMatrices; -// mat4 texture_mat; -//}; -// -//layout (std140) -//uniform u_light_shadows { -// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; -//}; - layout (std140, set = 2, binding = 0) uniform u_terrain_locals { vec3 model_offs; @@ -73,14 +50,8 @@ uniform u_terrain_locals { layout(location = 0) out vec3 f_pos; layout(location = 1) flat out vec3 f_norm; layout(location = 2) flat out float f_select; -// flat out vec3 f_pos_norm; -// out vec3 f_col; -// out float f_ao; layout(location = 3) out vec2 f_uv_pos; layout(location = 4) out vec2 f_inst_light; -// flat out uint f_atlas_pos; -// out vec3 light_pos[2]; -// out float f_light; const float SCALE = 1.0 / 11.0; const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2; @@ -90,155 +61,39 @@ const int EXTRA_NEG_Z = 32768; //const int VERT_PAGE_SIZE = 256; void main() { - // vec3 inst_chunk_pos = vec3(ivec3((uvec3(inst_pos_ori) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); - // uint inst_ori = (inst_pos_ori >> 29) & 0x7u; - // SpriteLocals locals = sprites[inst_ori]; - // SpriteLocals locals = sprites; - // mat4 inst_mat = locals.mat; - // float inst_wind_sway = locals.wind_sway.w; - - // mat4 inst_mat = mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(5.5, 5.5, 0, 1)); - // float inst_wind_sway = 0.0; mat4 inst_mat; inst_mat[0] = inst_mat0; inst_mat[1] = inst_mat1; inst_mat[2] = inst_mat2; inst_mat[3] = inst_mat3; - /* Instance instances = sprite_instances[gl_InstanceID & 1023]; - mat4 inst_mat = instances.inst_mat; - vec3 inst_col = instances.inst_col; - float inst_wind_sway = instances.inst_wind_sway; */ vec3 inst_offs = model_offs - focus_off.xyz; - // mat3 inst_mat; - // inst_mat[0] = inst_mat0.xyz; - // inst_mat[1] = inst_mat1.xyz; - // inst_mat[2] = inst_mat2.xyz; - // /* Instance instances = sprite_instances[gl_InstanceID & 1023]; - // mat4 inst_mat = instances.inst_mat; - // vec3 inst_col = instances.inst_col; - // float inst_wind_sway = instances.inst_wind_sway; */ - // float inst_wind_sway = wind_sway.w; - // vec3 inst_offs = model_offs - focus_off.xyz; f_inst_light = inst_light.xy; - // vec3 sprite_pos = floor(inst_mat3.xyz * SCALE) + inst_offs; - - // f_pos_norm = v_pos; - - // vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz; - // vec3 sprite_pos = floor((inst_mat * vec4(0, 0, 0, 1)).xyz * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; - // vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(0, 0, 0, 1)).xyz - /* wind_sway.xyz * */offs.xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) - inst_offs; - // vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(-offs.xyz, 1)).xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; - - // vec3 v_pos = vec3(gl_VertexID * 32, gl_VertexID % 32, 1.0); - // f_pos = v_pos + (model_offs - focus_off.xyz); - - // vec3 v_pos = /*inst_mat*//*locals.*/wind_sway.xyz * v_pos; - vec3 v_pos_ = /*inst_mat*//*locals.*//*sprites[0].*/wind_sway.xyz * v_pos; - // vec3 v_pos = (/*inst_mat*/locals.mat * vec4(v_pos, 1)).xyz + vec3(0.5, 0.5, 0.0); - // f_pos = v_pos * SCALE + (inst_chunk_pos + model_offs - focus_off.xyz); - - // vec3 v_pos_ = (inst_mat * vec4(v_pos/* * SCALE*/, 1)).xyz; - // vec3 v_pos = (inst_mat * vec4(v_pos, 1)).xyz; - // f_pos = v_pos + (model_offs - focus_off.xyz); + vec3 v_pos_ = wind_sway.xyz * v_pos; f_pos = (inst_mat * vec4(v_pos_, 1.0)).xyz * SCALE + inst_offs; // Terrain 'pop-in' effect f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); - // f_pos = (inst_mat * v_pos_) * SCALE + sprite_pos; - // f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz + (model_offs - focus_off.xyz); - // f_pos = v_pos_ + (inst_chunk_pos + model_offs - focus_off.xyz + vec3(0.5, 0.5, 0.0)); - // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); + f_pos += wind_sway.w * vec3( + sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35), + sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25), + 0.0 + //) * pow(abs(v_pos_.z), 1.3) * SCALE_FACTOR; + ) * v_pos_.z * SCALE_FACTOR; - // Wind waving - /* const float x_scale = sin(tick.x * 1.5 + f_pos.x * 0.1); - const float y_scale = sin(tick.x * 1.5 + f_pos.y * 0.1); - const float z_scale = pow(abs(v_pos_.z), 1.3) * SCALE_FACTOR; - const float xy_bias = sin(tick.x * 0.25); - const float z_bias = xy_bias * t_scale; - mat3 shear = mat4( - vec3(x_scale , 0.0, 0.0, 0.0), - vec3(0.0, y_scale, 0.0, 0.0), - vec3(0.0, 0.0, z_bias, 0.0), - vec3(0.0, 0.0, (1.0 / z_bias), 0.0) - ); */ - // const float x_scale = sin(tick.x * 1.5 + f_pos.x * 0.1); - // const float y_scale = sin(tick.x * 1.5 + f_pos.y * 0.1); - // const float z_scale = pow(abs(v_pos_.z), 1.3) * SCALE_FACTOR; - // const float xy_bias = sin(tick.x * 0.25); - // const float z_bias = xy_bias * t_scale; - // vec3 rotate = inst_wind_sway * vec3( - // sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35), - // sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25), - // 0.0 - // ) * pow(abs(v_pos_.z/* + sprites[0].offs.z*/)/* * SCALE*/, 1.3) * /*0.2;*/SCALE_FACTOR; - // - // mat3 shear = mat4( - // vec3(x_scale * , 0.0, 0.0, 0.0), - // vec3(0.0, y_scale, 0.0, 0.0), - // vec3(0.0, 0.0, z_bias, 0.0), - // vec3(0.0, 0.0, (1.0 / z_bias), 0.0) - // ); - /*if (wind_sway.w >= 0.4) */{ - f_pos += /*inst_wind_sway*/wind_sway.w * vec3( - sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35), - sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25), - 0.0 - ) * 4 * v_pos_.z * /*0.2;*/SCALE_FACTOR; - } - - // First 3 normals are negative, next 3 are positive - // vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); - // uint norm_idx = (v_norm_ao >> 0) & 0x7u; - // f_norm = (inst_mat * vec4(normals[], 0)).xyz; - - // TODO: Consider adding a second, already-normalized (i.e. unscaled) matrix. - // vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u].xyz); - // vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u]); - - // vec3 norm = bone_data.normals_mat[axis_idx].xyz; - // norm = normalize(norm); - // norm = norm / SCALE_FACTOR / locals.wind_sway.xyz; - // norm = norm / (norm.x + norm.y + norm.z); - // vec3 norm = norm_mat * vec4(uvec3(1 << axis_idx) & uvec3(0x1u, 0x3u, 0x7u), 1); - - // // Calculate normal here rather than for each pixel in the fragment shader - // f_norm = normalize(( - // combined_mat * - // vec4(norm, 0) - // ).xyz); - - vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u].xyz); + vec3 norm = (inst_mat[(v_norm_ao >> 1u) & 3u].xyz); f_norm = mix(-norm, norm, v_norm_ao & 1u); - /* vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0; - f_col = srgb_to_linear(col) * srgb_to_linear(inst_col); - f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0; */ f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu));/* + 0.5*/; - // f_atlas_pos = v_atlas_pos; - /* for (uint i = 0u; i < light_shadow_count.z; ++i) { - light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); - } */ - // // Select glowing - // if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) { - // f_col *= 4.0; - // } - // f_light = 1.0; - // if (select_pos.w > 0) */{ - vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(-offs.xyz, 1)).xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; - f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos/* - vec3(0.5, 0.5, 0.0) * SCALE*/) ? 1.0 : 0.0; - // } + // Select glowing + vec3 sprite_pos = floor(((inst_mat * vec4(-offs.xyz, 1)).xyz) * SCALE) + inst_offs; + f_light = (select_pos.w > 0 && select_pos.xyz == sprite_pos) ? 1.0 : 0.0; gl_Position = all_mat * vec4(f_pos, 1); - // gl_Position.z = -gl_Position.z; - // gl_Position.z = -gl_Position.z / gl_Position.w; - // gl_Position.z = -gl_Position.z / 100.0; - // gl_Position.z = -gl_Position.z / 100.0; - // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); } diff --git a/voxygen/src/render/pipelines/sprite.rs b/voxygen/src/render/pipelines/sprite.rs index b57fae6aed..effcc2c405 100644 --- a/voxygen/src/render/pipelines/sprite.rs +++ b/voxygen/src/render/pipelines/sprite.rs @@ -248,6 +248,14 @@ impl SpriteLayout { }, count: None, }, + // instance buffer + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStage::Vertex, + ty: wgpu::BufferBindingType::Buffer { + ty: wgpu::BufferBindingType:: + } + }, ], }), } @@ -313,7 +321,7 @@ impl SpritePipeline { vertex: wgpu::VertexState { module: vs_module, entry_point: "main", - buffers: &[Vertex::desc(), Instance::desc()], + buffers: &[], }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList,