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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Correct backface culling.
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parent
560501df05
commit
654f7e0492
@ -74,9 +74,20 @@ float ShadowCalculation(uint lightIndex, vec3 fragToLight, /*float currentDepth*
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};
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};
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float shadow = 0.0;
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float shadow = 0.0;
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float bias = -0.015;//-0.05;//-0.1;//0.0;//0.1
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float bias = 0.0;//-0.003;//-0.003;//-0.005;//0.001;//-1.0;//-0.001;//0.001;//0.003;//-0.05;//-0.1;//0.0;//0.1
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{
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float currentDepth = VectorToDepth(fragToLight);// + bias;
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float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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if (visibility == 1.0 || visibility == 0.0) {
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return visibility;
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}
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// return visibility == 1.0 ? 1.0 : 0.0;
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}
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int samples = 20;
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int samples = 20;
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// float lightDistance = length(fragToLight);
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float lightDistance = length(fragToLight);
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float viewDistance = length(cam_pos.xyz - fragPos);
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float viewDistance = length(cam_pos.xyz - fragPos);
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// float diskRadius = 0.00001;
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// float diskRadius = 0.00001;
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// float diskRadius = 1.0;
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// float diskRadius = 1.0;
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@ -114,8 +125,8 @@ float ShadowCalculation(uint lightIndex, vec3 fragToLight, /*float currentDepth*
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// currentDepth /= screen_res.w;
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// currentDepth /= screen_res.w;
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// float currentDepth = VectorToDepth(fragToLight) + bias;
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// float currentDepth = VectorToDepth(fragToLight) + bias;
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// float visibility = texture(t_shadow_maps, vec4(fragToLight, 0.0), currentDepth);// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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// float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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// return visibility;
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// return visibility == 1.0 ? 1.0 : 0.0;
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return shadow;
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return shadow;
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}
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}
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#else
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#else
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@ -273,10 +284,10 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
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#endif
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#endif
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vec3 direct_light = PI * color * strength * square_factor * light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_lighting);
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vec3 direct_light = PI * color * strength * square_factor * light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_lighting);
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float computed_shadow = ShadowCalculation(i, -difference, wpos/*, light_distance*/);
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float computed_shadow = ShadowCalculation(i, -difference, wpos/*, light_distance*/);
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// directed_light += /*is_direct ? */max(computed_shadow, /*LIGHT_AMBIENCE*/0.0) * direct_light * square_factor/* : vec3(0.0)*/;
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directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIENCE*/0.0) * direct_light * square_factor : vec3(0.0);
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directed_light += is_direct ? mix(/*LIGHT_AMBIENCE*/0.0, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0);
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// directed_light += is_direct ? mix(LIGHT_AMBIENCE, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0);
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// ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * square_factor * LIGHT_AMBIENCE;
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// ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * square_factor * LIGHT_AMBIENCE;
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// ambient_light += direct_light * (1.0 - square_factor * LIGHT_AMBIENCE);
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// ambient_light += is_direct ? direct_light * (1.0 - square_factor * LIGHT_AMBIENCE) : vec3(0.0);
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vec3 cam_light_diff = light_pos - focus_pos.xyz;
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vec3 cam_light_diff = light_pos - focus_pos.xyz;
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float cam_distance_2 = dot(cam_light_diff, cam_light_diff);// + 0.0001;
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float cam_distance_2 = dot(cam_light_diff, cam_light_diff);// + 0.0001;
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@ -48,8 +48,16 @@ void main() {
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// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0;
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// vec3 light_col = vec3(
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// hash(floor(vec4(f_pos.x, 0, 0, 0))),
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// hash(floor(vec4(0, f_pos.y, 0, 1))),
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// hash(floor(vec4(0, 0, f_pos.z, 2)))
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// );
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// f_col = light_col;// f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0;
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// f_light = 1.0;//float(v_col_light & 0x3Fu) / 64.0;
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// f_ao = 1.0;//float((v_col_light >> 6u) & 3u) / 4.0;
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f_col = f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0;
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f_light = float(v_col_light & 0x3Fu) / 64.0;
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f_light = float(v_col_light & 0x3Fu) / 64.0;
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f_ao = float((v_col_light >> 6u) & 3u) / 4.0;
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f_ao = float((v_col_light >> 6u) & 3u) / 4.0;
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@ -479,7 +479,7 @@ impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
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// x (u = y, v = z)
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// x (u = y, v = z)
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greedy_mesh_cross_section(
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greedy_mesh_cross_section(
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Vec3::new(y_size, z_size, x_size),
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Vec3::new(y_size, z_size, x_size - 1),
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|pos| {
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|pos| {
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should_draw_greedy(
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should_draw_greedy(
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Vec3::new(pos.z, pos.x, pos.y),
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Vec3::new(pos.z, pos.x, pos.y),
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@ -502,12 +502,12 @@ impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
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// y (u = z, v = x)
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// y (u = z, v = x)
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greedy_mesh_cross_section(
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greedy_mesh_cross_section(
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Vec3::new(z_size, x_size, y_size),
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Vec3::new(z_size, x_size, y_size - 1),
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|pos| {
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|pos| {
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should_draw_greedy(
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should_draw_greedy(
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Vec3::new(pos.y, pos.z, pos.x),
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Vec3::new(pos.y, pos.z, pos.x),
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draw_delta,
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draw_delta,
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Vec3::unit_y(), /* , pos.z, 0, y_size */
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Vec3::unit_y(),
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|pos| flat_get(pos),
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|pos| flat_get(pos),
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)
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)
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},
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},
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@ -527,12 +527,18 @@ impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
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greedy_mesh_cross_section(
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greedy_mesh_cross_section(
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Vec3::new(x_size, y_size, z_size),
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Vec3::new(x_size, y_size, z_size),
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|pos| {
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|pos| {
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if pos.z == 0 {
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let pos = pos.map(|e| e as i32) + draw_delta; // - delta;
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let to = flat_get(pos).is_opaque(); //map(|v| v.is_opaque()).unwrap_or(false);
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if to { Some(false) } else { None }
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} else {
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should_draw_greedy(
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should_draw_greedy(
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Vec3::new(pos.x, pos.y, pos.z),
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Vec3::new(pos.x, pos.y, pos.z),
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draw_delta,
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draw_delta,
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Vec3::unit_z(), /* , pos.z, 0, z_size */
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Vec3::unit_z(),
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|pos| flat_get(pos),
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|pos| flat_get(pos),
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)
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)
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}
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},
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},
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|pos, dim, faces_forward| {
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|pos, dim, faces_forward| {
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shadow_mesh.push_quad(create_quad_greedy(
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shadow_mesh.push_quad(create_quad_greedy(
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@ -647,29 +653,13 @@ fn create_quad_greedy(
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norm: Vec3<f32>,
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norm: Vec3<f32>,
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faces_forward: bool,
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faces_forward: bool,
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) -> Quad<ShadowPipeline> {
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) -> Quad<ShadowPipeline> {
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let origin = origin.map(|e| e as i32) + mesh_delta;
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let origin = (origin.map(|e| e as i32) + mesh_delta).map(|e| e as f32);
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// let origin = (uv.x * origin.x + uv.y * origin.y + norm * origin.z) +
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// Vec3::new(0, 0, z_start + range.min.z - 1);//Vec3::new(-1, -1, z_start +
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// range.min.z - 1);
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let origin = origin.map(|e| e as f32); // + orientation.z;
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// let origin = uv.x * origin.x + uv.y * origin.y + norm * origin.z +
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// Vec3::new(0.0, 0.0, (z_start + range.min.z - 1) as f32);
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/* if (origin.x < 0.0 || origin.y < 0.0) {
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return;
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} */
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// let ori = if faces_forward { Vec3::new(u, v, norm) } else { Vec3::new(uv.y,
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// uv.x, -norm) };
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let dim = uv.map2(dim.map(|e| e as f32), |e, f| e * f);
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let dim = uv.map2(dim.map(|e| e as f32), |e, f| e * f);
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let (dim, norm) = if faces_forward {
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let (dim, norm) = if faces_forward {
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(dim, norm)
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(dim, norm)
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} else {
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} else {
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(Vec2::new(dim.y, dim.x), -norm)
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(Vec2::new(dim.y, dim.x), -norm)
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};
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};
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// let (uv, norm, origin) = if faces_forward { (uv, norm, origin) } else {
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// (Vec2::new(uv.y, uv.x), -norm, origin) }; let (uv, norm, origin) = if
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// faces_forward { (uv, norm, origin) } else { (Vec2::new(uv.y, uv.x), -norm,
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// origin/* - norm*/) }; let origin = Vec3::new(origin.x as f32., origin.y
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// as f32, (origin.z + z_start) as f32); let norm = norm.map(|e| e as f32);
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Quad::new(
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Quad::new(
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ShadowVertex::new(origin, norm),
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ShadowVertex::new(origin, norm),
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ShadowVertex::new(origin + dim.x, norm),
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ShadowVertex::new(origin + dim.x, norm),
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@ -682,36 +672,10 @@ fn should_draw_greedy(
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pos: Vec3<usize>,
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pos: Vec3<usize>,
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draw_delta: Vec3<i32>,
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draw_delta: Vec3<i32>,
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delta: Vec3<i32>,
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delta: Vec3<i32>,
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/* depth, min_depth, max_depth, */ flat_get: impl Fn(Vec3<i32>) -> Block,
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flat_get: impl Fn(Vec3<i32>) -> Block,
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) -> Option<bool> {
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) -> Option<bool> {
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let pos = pos.map(|e| e as i32) + draw_delta; // - delta;
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let pos = pos.map(|e| e as i32) + draw_delta; // - delta;
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//
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/* if (depth as isize) <= min_depth {
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// let to = flat_get(pos).is_opaque();
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debug_assert!(depth <= max_depth);
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/* if depth >= max_depth - 1 {
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let from = flat_get(pos - delta).is_opaque();
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} else {
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None
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} */
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if flat_get(pos + delta).is_opaque() {
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Some(true)
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} else {
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None
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}
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} else */
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{
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let from = flat_get(pos - delta).is_opaque(); // map(|v| v.is_opaque()).unwrap_or(false);
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let from = flat_get(pos - delta).is_opaque(); // map(|v| v.is_opaque()).unwrap_or(false);
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//
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/* if depth > max_depth {
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if from {
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// Backward-facing
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Some(false)
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} else {
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None
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}
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} else */
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{
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let to = flat_get(pos).is_opaque(); //map(|v| v.is_opaque()).unwrap_or(false);
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let to = flat_get(pos).is_opaque(); //map(|v| v.is_opaque()).unwrap_or(false);
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if from == to {
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if from == to {
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None
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None
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@ -720,8 +684,6 @@ fn should_draw_greedy(
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// facing.
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// facing.
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Some(from)
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Some(from)
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}
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}
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}
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}
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}
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}
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/*
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/*
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@ -1510,11 +1510,11 @@ fn create_shadow_pipeline<P: gfx::pso::PipelineInit>(
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// Second-depth shadow mapping: should help reduce z-fighting provided all objects
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// Second-depth shadow mapping: should help reduce z-fighting provided all objects
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// are "watertight" (every triangle edge is shared with at most one other
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// are "watertight" (every triangle edge is shared with at most one other
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// triangle); this *should* be true for Veloren.
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// triangle); this *should* be true for Veloren.
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cull_face, /*gfx::state::CullFace::Nothing*//*match cull_face {
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cull_face: /*gfx::state::CullFace::Nothing*/match cull_face {
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gfx::state::CullFace::Front => gfx::state::CullFace::Back,
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gfx::state::CullFace::Front => gfx::state::CullFace::Back,
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gfx::state::CullFace::Back => gfx::state::CullFace::Front,
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gfx::state::CullFace::Back => gfx::state::CullFace::Front,
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gfx::state::CullFace::Nothing => gfx::state::CullFace::Nothing,
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gfx::state::CullFace::Nothing => gfx::state::CullFace::Nothing,
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}*/
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},
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method: gfx::state::RasterMethod::Fill,
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method: gfx::state::RasterMethod::Fill,
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offset: None, //Some(gfx::state::Offset(2, 10)),
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offset: None, //Some(gfx::state::Offset(2, 10)),
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samples: None, // Some(gfx::state::MultiSample),
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samples: None, // Some(gfx::state::MultiSample),
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